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 OOC Black Company Chat Thread 
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Can reach places nobody else can


Wed Dec 20, 2017 1:41 am
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BTW Under:

User Control Panel, Edit Profile, Location: The Black Company

Represent!

Worth a bennie to you as soon as you do it.


Fri Dec 22, 2017 6:35 pm
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Done

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Hans Greuber
Main Character: Merlaggon
PPE: 21 / 30
    Band of Healing: 1 / 10
    Band of Power: 1 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 2 / 5
Active Powers:
  • Exalted Quickness. +2 to Pace and increase Agility one die type (d8), 2 turns per round, at 2 less MaP on each turn, redraw any initiative card of less than 8
  • Boost Knowledge (Computers) -> +4 dice (d12+1)

OOC Comments
Arcane Machinist Gadgets Left: 3/7
Created Gadgets:
  • Quantum Resonance Translocator (Teleport - 15 PPE -> 0 PPE) - EMPTY
  • Gravametric Mental Force Redirector (Telekinesis - 20 PPE ->10 PPE)
  • Quantum Resonance Translocator (Teleport - 15 PPE)
[*]Group Mind Re-Integrator (Boost/Lower Trait - 20 PPE -> 16 PPE)

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 2 / 3
  • +1 due Post Rate
  • -1 due Dramatic Scene to Save the Children in Jewel Finder
  • -1 due Extra Effort to Notice the GB's in Jewel Finder
    +1 due Pender Deleting Rolls in Jewel Finder
    -1 due Extra Effort in Quick Combat in Jewel Finder


Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

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Fri Dec 22, 2017 6:39 pm
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Thanks!

Like I say, soon as you add The Black Company to Location, take a bennie!

Because it shows our Pride and its a Free Bennie!!

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Fri Dec 22, 2017 6:45 pm
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Done.

Vello

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Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4


Fri Dec 22, 2017 7:58 pm
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Done

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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


    Fri Dec 22, 2017 9:42 pm
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    Done. Black Company forever!

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    Samson Malach
    Samson Malach character sheet
    Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
    Wounds / Fatigue: 0 / 0
    ISP: 40 / 40
    Parry: 6
    Toughness: 29 (18) (Iron Mage Glitter Boy armor)
    Pace: 6
    Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
    Weapon in hand: Ringil
    Weapon in holster: Iceblast Shotgun
    Adventure Cards:
      Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
      Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
      Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

    Edit Signature


    Fri Dec 22, 2017 10:52 pm
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    Doom.

    I mean done!

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    OOC Comments
    [size=85]Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Sat Dec 23, 2017 7:45 am
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    DONE!!!!!!!!!!!!!!!!!

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    OOC Comments
    http://savagerifts.com/viewtopic.php?f=42&t=344

    Parry 7, Toughness 14(7)
    Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

    Also Conrad

    http://savagerifts.com/viewtopic.php?f=29&t=82


    Sat Dec 23, 2017 8:26 am
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    Ha! bennies to all ya then.

    Just thought of this......Sammy my main cat, you are 2nd SET and BC. Maybe your Location should be: Last of the 2nd SET/Black Company or Legion Liaison Officer to the Black Company or Survivor of Carlsbad ?

    :P

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    Sat Dec 23, 2017 10:22 am
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    Black Company Member's

    It is 1st Quarter 2018 - So you all have your new Adventure Cards rolled for and picked out, and have reset bennies. Unlike before, I am not throwing down a Interlude at the start of the Quarter. I am saving the Interlude for later. Likely February, depends on how the Gloom Story goes.


      Speaking of the Gloom Story...here is whats what.

      After you all finish up posting in the Aftermath Thread, Reporting In Thread and Beneath Castle Thread, we (Pender/Lars) will post whats next.

      Basically its: Alecto and Cantrell need to talk, decide on how they plan on handling the two missions that need to be done.

      Mission 1 - Scara.
      Mission 2 - Pillars.

      Alecto and Cantrell will need to decide if they want to mix up the teams or not. (GMs will provide more info on that soon, in next GM post).

      After both Missions are done we (13th & BC) go get Giest.

    Simple ;)

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    Sat Jan 06, 2018 12:57 pm
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    Cade lifted some gold for you all: Each bar is worth 200,000 credits - Lars

    FYI the point of visiting the other dimension:
    1. You are in on secret that Blackwell (might be alive, maybe) was part of the Future Brigade.
    2. You have the communicator now to call for help in final battle vs Giest.
    3. You were to be each given 200,000 in gold "from Blackwell".

    Point, no armor or weapons from Conner Drake are forth coming. Want stuff? Buy it from Naruni Ent in Gloom or at the Northern Gun Rep in Castle.

    (OOC post what you are trying to buy, if you have cash, we will get it done).

    Samson in character you will come across a set of PA when the time is right.

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    Mon Jan 08, 2018 5:03 pm
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    Looking for some variant of a Speedster Hovercycle (110k credits)
    A 4 dice Pilot chip (40k credits)
    A grenade launcher (50k credits)

    That'll leave me with 11k credits for either grenade ammunition, or maybe some spiffs on the hovercycle.

    _________________
    OOC Comments
    [size=85]Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Tue Jan 09, 2018 7:40 pm
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    River....

    uh, ok mind back on track.

    You got the credits? Go buy it (Humble / Alecto / who ever). Just post in NE or Castle Threads - somethinjg RP like where you buy it.

    Example: Cade walks into teh NE store in Gloom, looks arounf and says, "I want that!" He haggles price and get it. (Maybe tad bit more RP)

    Purchased: Gun with pink streamers
    Cost: 20k

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    Tue Jan 09, 2018 7:48 pm
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    Okay, fair nuff. I'm not sure what kind of spiffs I can get on a hovercycle for 11k...I'm not 100% how that works...hehe.

    _________________
    OOC Comments
    [size=85]Bennies: 4/4 Red Bennies: 1
    Toughness: 21 (9 armor), Parry 9
    Notice: 1d8 (+2 visual)

    Character Name: Alecto
    Rank: Seasoned Experience: 45 Advances Left: 0
    Race: Android
    Iconic Framework: MARS Techno Warrior
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
    Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

    Race Package:
    Adaptable (2)
    Construct (8)

    Outsider (-1) (Applies when true robotic nature is revealed)
    Distinctive (Concealable; a Wound reveals) (-1)
    Restricted Path (No ISP/PPE) (-2)
    Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
    Dependency (Power) (-2)

    Skills: 15 (5 fight/shoot/throw)
    Shooting 1d10
    Fighting 1d8 (1d12+2)
    Investigation 1d6
    Persuasion 1d6
    Stealth 1d8
    Streetwise 1d8
    Notice 1d8

    Hindrances
    Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
    Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
    Cautious (Minor - Always wants to plan for every contingency; cover every angle)

    Edges
    Adaptable: Attractive
    Upgradable
    Brawny (+1 Toughness, 8x Str carrying)
    Brave (+2 vs fear)
    Ambidextrous (ignore offhand penalty)
    Rich (5000creds at start, 2 rolls on gear tables)
    Filthy Rich (20,000 at start, 3 more rolls)
    Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
    Two-Fisted (ignore multi-action penalty for using off hand)
    Level-headed (draw two initiative cards and use best)
    Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
    Rock and Roll (Ignore recoil penalties on full-auto shots)
    Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
    Elan (+2 on rolls resulting from using a Benny)
    Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

    Upgrades (Cybernetics): (Max Strain: 12)
    Core Electronics (1)
    * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
    Optics Package (1)
    * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
    Reinforced Frame 2 (2)
    * +4 Toughness
    Enhanced Vigor 1 (1)
    * +1d Vigor
    Cyber-Wired Reflexes 1 (1)
    * +1d Agility
    Wired Chip Port (1)
    * 4d skill chip (Fighting)
    Targeting Eye (1)
    * +2 Shooting on calibrated weapons
    Nano-Repair System (2)
    * Heal 1 Wound/day, +4 vs Bleeding Out
    Built in Weaponry (1)
    * 1 Vibroblade (purchased: 13,500)

    Gear
    Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
    JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
    Vibro-Sword (Str+1d10 MD)
    NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
    NE-85 Personal Rail Gun
    Range: 70/140/280
    Damage: 2d10+4
    RoF: 3
    AP: 4
    Shots: 20
    Weight: 60 lbs
    Cost: 75,000
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
    SFD Huntsman Armor (+3 armor mod)

    The Fury - Signature Item
    Exoskeleton Body Armor
    +2 toughness, +9 armor
    Pace +2
    Str 1d12+2
    Full environment
    Loudspeaker, 10 mile radio, laser rangefinder, nightvision
    Min str d8
    96 hours operation on full charge

    NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations


    Tue Jan 09, 2018 8:14 pm
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      Greetings Black Company members!
      Short Version
      You all are awesome and I had fun playing with you in the Black Company!
      I am taking 1 Quarter off from Game Mastering.
      I will be on as Flint in the 13th SET as a Player.
      I will be on as a GM to do occasional admin things like EP Requests Etc
      I will start a new Game here come July 2018 (sooner?): Either Goblin Corpse, Chaos Earth or some new brain child I dream up.
      I wanted to let you know whats up, so you can place BC Character on hold, or move to a new SET or whatnot.
      I am going to have a hard time not running a game, but really need to push out a book (that and full time job blah).


      The Black Company was started by an adult Nightstalker Dragon named Blackwell. Blackwell and Lord Coake saw the Legion needing a down and dirty, shadow ops, Dark SET, to do what the Legion could not openly do. The Mercenary Company was secretly funded by the Legion and quietly did their jobs.

      Many times the BC saved the Legion from dangers until through a twisted CS plot they were framed for killing the 2nd SET. After a long trial under fire the BC was exonerated and their name cleared. Working with the 13th SET the two groups put down Giest and brought peace to the city of Gloom. (March of 2018). It came at a cost though, many beloved heroes of the BC died to save the people of Gloom and fight for the Legion!

      The members of the Crazy Eights, an elite squad within the BC consist of:
      (below XP includes MARS 20 XP)

      Hans Greuber - [Techno-Wizard Shaintar Dwarf] - Earned XP as of April 1st 2018: 33
      Alecto - [Android Tech Warrior] - Earned XP as of April 1st 2018: 53
      Samson Malach [Human PSI PA Jock] - Earned XP as of April 1st 2018: 53
      Carlos Caravello - [Human Tech Warrior] - Earned XP as of April 1st 2018: 38
      Humble [Avatar of War Shaintar Ogre] - Earned XP as of April 1st 2018: 19
      Sammy - [Feline MARS Personal Concept] - Earned XP as of April 1st 2018: 46

      Retired & Deceased: Gargamel - [Phlebus Battle Magus] - Earned XP as of April 1st 2018: 52
      Retired & Deceased: Iron Tic (Titan Juicer)
      Retired & Deceased: Sasha "Zed" Zdyb (Techno Wizard)
      Retired & Deceased: Aiden Merrick (Full Conversion Cyborg)
      Retired & Deceased: Thrudh Zebrem - [Grackle Tooth Operator]
      Retired: Ember (MARS Alakar)
      Retired: Kasey [MARS Mercanary Soldier]
      Retired: Karchev (Leyline Walker)

      NOTE: At Quarter's end I will post everyone's XP and EP earned like usual, on March 31st 2018. I just posted XP early so you could use it if you wanted to - to make new characters.


      The Black's Fate

      The BC is finishing up the fight in Gloom. Afterwards a final post will be posted by Drust. I am still posting stuff for BC during March as we wrap things up. The Mass Battle vs Giest etc. The Black company will need to seek out their respective bases across N America and regroup and reorganize. This process will take some time, some minor missions may happen along the way, in fact when the BC reunites in the future (2019?) the opening Interlude may be: What have you been up to?

      I am placing the Black Company ON HOLD for a while. Likely close to a year. I am putting GMing on hold too. I am going to take a few months off from GMing. April, May, June...and let a Quarter pass without running a game. Look out July 2018, I'm coming for you! This will give me time to devise a new game and to write the book/material I am working on IRL (I love PbP but seriously need my limited free time for writing this book, need it written and out of my head!).

      I listed XP above, because you the Players in the BC can always move XP off the Character, and make new Characters here (savagerifts.com) for other games. I really do not see continuing the BC (maybe in future - it feels like a told story). However another GM may / can take it over if any want. Once I return to GMing here, I will run a new story with new Characters... I like the 6th AAT Goblin Corps idea, but might have other ideas pop into my mind between now and months from now. I so badly want to run a Chaos Earth game, it just would have to be a careful thing, I am working on CE material for Palladium. Playing a Chaos Earth game seems like what I will likely offer, but we will see.

      I see new Rifts (and other Savage Dimensions) games forming, suck as 101st, my point is, feel free to jump into those games, don't wait for me. By the time I run a new game you will have lots more EP and if not I'll donate mine if needed for people to have enough ...

      Thanks for putting up with the transition ...

      I will be on as Drust now and again, looking to see if any Admin / EP needs to be handled etc.

      I will be playing only one Character for now, Flint, in the 13th SET.

      Thanks, you are all awesome and I had a ton of fun with you!! I look forward to more, new adventure with you when I start a new game!

      Dan

    _________________


    Sat Mar 03, 2018 6:22 pm
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    Thanks Dan! Super Fun times!! Count me in for Chaos Earth man, that would be epic!

    _________________
    13th GM bennies GM Bennies
    7/8
    -1 Benny for extra complication
    -2 Bennies for putting the hurt on Libetas and Zan


    Vampire Kingdoms GM Bennies
    8/8
    -1 Benny for extra complication


    Sat Mar 03, 2018 6:31 pm
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    Copy Copy!!

    Enjoy!

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    Sat Mar 03, 2018 10:29 pm
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    Dan,

    Look forward to the book.

    VV

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    Didn't have a signature but wanted the 1 EP for using OOC tags!


    Sun Mar 04, 2018 8:35 am
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    Thank you Dan, these last couple months have been a to of fun.


    PS; I hope to get caught up on current post veggie to looking. Sorry for not posting much this week. I have been super busy

    _________________
    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 Mar 04, 2018 11:28 am
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      Smee...good times, man. Thanks for everything. Best of luck on the book!

      _________________
      OOC Comments
      [size=85]Bennies: 4/4 Red Bennies: 1
      Toughness: 21 (9 armor), Parry 9
      Notice: 1d8 (+2 visual)

      Character Name: Alecto
      Rank: Seasoned Experience: 45 Advances Left: 0
      Race: Android
      Iconic Framework: MARS Techno Warrior
      Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
      Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

      Race Package:
      Adaptable (2)
      Construct (8)

      Outsider (-1) (Applies when true robotic nature is revealed)
      Distinctive (Concealable; a Wound reveals) (-1)
      Restricted Path (No ISP/PPE) (-2)
      Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
      Dependency (Power) (-2)

      Skills: 15 (5 fight/shoot/throw)
      Shooting 1d10
      Fighting 1d8 (1d12+2)
      Investigation 1d6
      Persuasion 1d6
      Stealth 1d8
      Streetwise 1d8
      Notice 1d8

      Hindrances
      Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
      Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
      Cautious (Minor - Always wants to plan for every contingency; cover every angle)

      Edges
      Adaptable: Attractive
      Upgradable
      Brawny (+1 Toughness, 8x Str carrying)
      Brave (+2 vs fear)
      Ambidextrous (ignore offhand penalty)
      Rich (5000creds at start, 2 rolls on gear tables)
      Filthy Rich (20,000 at start, 3 more rolls)
      Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
      Two-Fisted (ignore multi-action penalty for using off hand)
      Level-headed (draw two initiative cards and use best)
      Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
      Rock and Roll (Ignore recoil penalties on full-auto shots)
      Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
      Elan (+2 on rolls resulting from using a Benny)
      Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

      Upgrades (Cybernetics): (Max Strain: 12)
      Core Electronics (1)
      * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
      Optics Package (1)
      * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
      Reinforced Frame 2 (2)
      * +4 Toughness
      Enhanced Vigor 1 (1)
      * +1d Vigor
      Cyber-Wired Reflexes 1 (1)
      * +1d Agility
      Wired Chip Port (1)
      * 4d skill chip (Fighting)
      Targeting Eye (1)
      * +2 Shooting on calibrated weapons
      Nano-Repair System (2)
      * Heal 1 Wound/day, +4 vs Bleeding Out
      Built in Weaponry (1)
      * 1 Vibroblade (purchased: 13,500)

      Gear
      Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
      JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
      Vibro-Sword (Str+1d10 MD)
      NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
      NE-85 Personal Rail Gun
      Range: 70/140/280
      Damage: 2d10+4
      RoF: 3
      AP: 4
      Shots: 20
      Weight: 60 lbs
      Cost: 75,000
      Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
      SFD Huntsman Armor (+3 armor mod)

      The Fury - Signature Item
      Exoskeleton Body Armor
      +2 toughness, +9 armor
      Pace +2
      Str 1d12+2
      Full environment
      Loudspeaker, 10 mile radio, laser rangefinder, nightvision
      Min str d8
      96 hours operation on full charge

      NG-S2 Survival Pack
      2 person tent, +20% water supplies
      Sleeping bag
      Flashlight w/knife; solar
      Inertial compass (+2 to Survival to navigate)
      Short range (5 mile) radio
      First aid kit (+1 to healing; 3 uses)
      Hunting/Fishing kit (+1 to Survival to forage)
      Three ‘saw wires’
      Fire starter
      Survival Knife, hatchet, wooden cross
      4 signal flares
      Climbing kit w/30 rope
      Soap and washcloth
      Canteen
      2 weeks rations


      Sun Mar 04, 2018 4:27 pm
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      As voiced in the hangout, I'm down for whatever you do when you do it. Good luck with the book, friend. This one's been an absolute blast.

      _________________
      Samson Malach
      Samson Malach character sheet
      Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
      Wounds / Fatigue: 0 / 0
      ISP: 40 / 40
      Parry: 6
      Toughness: 29 (18) (Iron Mage Glitter Boy armor)
      Pace: 6
      Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
      Weapon in hand: Ringil
      Weapon in holster: Iceblast Shotgun
      Adventure Cards:
        Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
        Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
        Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

      Edit Signature


      Sun Mar 04, 2018 8:06 pm
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      I love this black burger thing. I even hate american cheese as an abomination that should be eliminated from the earth. But I would totally try that burger.
      viewtopic.php?f=43&t=2139&p=31984#p31984

      Presentation matter you know

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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


        Fri Mar 09, 2018 8:51 am
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        Image

        Gordon, the barkeep and CS Spy...still lost to the Megaverse.

          The Pub in the Outskirts was built as a opening location for the Black Company. Non-BC posted over 400 times there. 17000+ views. The Pub was always for the BC. As far as I can see, the most active group here to date is the 13th, and the BC is second, as far as Posts by members. The last year of gaming with you, the Black Company, has been awesome! Thank you all for being a rich part of the story. I loved every part of it.

          I do apologize for bringing the BC to an End. I am interested in how your Final Post will go: viewtopic.php?f=149&t=2175#p32455

          Whats next?

          My plan is to put GMing on hold for 1 Quarter. April, May, & June 2018. Returning July 1st 2018 with a new game. What that game will be, I do not know, but I will be sure to let you know. If you have any desire to play in it, I'd love to have you all there.

          For now, I sincerely thank you for playing and I will be on occasionally as Lars to do EP stuff and I will be posting as Flint.

          You are awesome Black Company: Special Operations Group Eight "The Crazy Eights": Game on!

          Lars


        Your Final EP and XP Earned
        • Sammy = 7 XP and 3 EP

        • Thrudh = 7 XP and 3 EP

        • Hans = 7 XP and 3 EP

        • Alecto = 7 XP and 3 EP

        • Gargamel = 7 XP and 3 EP

        • Carlos = 6 XP and 3 EP

        • Humble = 6 XP and 3 EP

        EP has been added to your Ledgers as of today.

        viewtopic.php?f=70&t=2154#p31972


        Please Vote here: GM Poll.

        _________________


        Sun Mar 25, 2018 9:49 am
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        Super Fun time man! I'll see you next quad! Elf Grill is a goblin made for any game and any time! Whether it be the early demon plagues of Chaos earth, or the space warping time bending fringes of Phase world, one thing is for sure Elf Grill will be there.

        _________________
        Sammy
        Parry:5, Toughness: 14(7), +2 shooting with armor on
        ISP: 30/30
        Active Powers: None:
        Combat Edges:
        • Level Headed
        Other Edges of note:
        • Elan
        Skills:
        • Notice d6
        • stealth d8
        [/list]
        Weapon in Hand: Sunshine TW revolver


        Bennies
        Bennies: 4/3
        [list]
        +1 optional dream state
        +1 High post rate
        +1 F and G
        -1 Skill trick
        -1 hell pillars
        -1 Fetetic hand to hand combat


        Mon Mar 26, 2018 5:43 pm
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        Agreed! This has been an exceptional game. Loved it from start to finish!

        _________________
        OOC Comments
        [size=85]Bennies: 4/4 Red Bennies: 1
        Toughness: 21 (9 armor), Parry 9
        Notice: 1d8 (+2 visual)

        Character Name: Alecto
        Rank: Seasoned Experience: 45 Advances Left: 0
        Race: Android
        Iconic Framework: MARS Techno Warrior
        Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
        Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

        Race Package:
        Adaptable (2)
        Construct (8)

        Outsider (-1) (Applies when true robotic nature is revealed)
        Distinctive (Concealable; a Wound reveals) (-1)
        Restricted Path (No ISP/PPE) (-2)
        Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
        Dependency (Power) (-2)

        Skills: 15 (5 fight/shoot/throw)
        Shooting 1d10
        Fighting 1d8 (1d12+2)
        Investigation 1d6
        Persuasion 1d6
        Stealth 1d8
        Streetwise 1d8
        Notice 1d8

        Hindrances
        Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
        Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
        Cautious (Minor - Always wants to plan for every contingency; cover every angle)

        Edges
        Adaptable: Attractive
        Upgradable
        Brawny (+1 Toughness, 8x Str carrying)
        Brave (+2 vs fear)
        Ambidextrous (ignore offhand penalty)
        Rich (5000creds at start, 2 rolls on gear tables)
        Filthy Rich (20,000 at start, 3 more rolls)
        Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
        Two-Fisted (ignore multi-action penalty for using off hand)
        Level-headed (draw two initiative cards and use best)
        Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
        Rock and Roll (Ignore recoil penalties on full-auto shots)
        Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
        Elan (+2 on rolls resulting from using a Benny)
        Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

        Upgrades (Cybernetics): (Max Strain: 12)
        Core Electronics (1)
        * Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
        Optics Package (1)
        * +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
        Reinforced Frame 2 (2)
        * +4 Toughness
        Enhanced Vigor 1 (1)
        * +1d Vigor
        Cyber-Wired Reflexes 1 (1)
        * +1d Agility
        Wired Chip Port (1)
        * 4d skill chip (Fighting)
        Targeting Eye (1)
        * +2 Shooting on calibrated weapons
        Nano-Repair System (2)
        * Heal 1 Wound/day, +4 vs Bleeding Out
        Built in Weaponry (1)
        * 1 Vibroblade (purchased: 13,500)

        Gear
        Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
        JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
        Vibro-Sword (Str+1d10 MD)
        NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
        NE-85 Personal Rail Gun
        Range: 70/140/280
        Damage: 2d10+4
        RoF: 3
        AP: 4
        Shots: 20
        Weight: 60 lbs
        Cost: 75,000
        Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
        SFD Huntsman Armor (+3 armor mod)

        The Fury - Signature Item
        Exoskeleton Body Armor
        +2 toughness, +9 armor
        Pace +2
        Str 1d12+2
        Full environment
        Loudspeaker, 10 mile radio, laser rangefinder, nightvision
        Min str d8
        96 hours operation on full charge

        NG-S2 Survival Pack
        2 person tent, +20% water supplies
        Sleeping bag
        Flashlight w/knife; solar
        Inertial compass (+2 to Survival to navigate)
        Short range (5 mile) radio
        First aid kit (+1 to healing; 3 uses)
        Hunting/Fishing kit (+1 to Survival to forage)
        Three ‘saw wires’
        Fire starter
        Survival Knife, hatchet, wooden cross
        4 signal flares
        Climbing kit w/30 rope
        Soap and washcloth
        Canteen
        2 weeks rations


        Tue Mar 27, 2018 8:37 am
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        Okay for BC if I have this right.

        Bomb is handled by our TW

        Capone is handled by Samson and Humble

        so we need three successes for Hold the door

        Am I missing something?

        _________________
        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


          Tue Mar 27, 2018 8:39 am
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          Each Humble and Hans have a spare success to apply to any other task, due to our PHENOMENAL rolls. Just 1 more success at the door is all that is needed, if Humble and Hans both apply the extra success that way.

          _________________
          Hans Greuber
          Main Character: Merlaggon
          PPE: 21 / 30
            Band of Healing: 1 / 10
            Band of Power: 1 / 10
            Wings of Icharus: 10 / 10
            Dreamtime: 2 / 5
          Active Powers:
          • Exalted Quickness. +2 to Pace and increase Agility one die type (d8), 2 turns per round, at 2 less MaP on each turn, redraw any initiative card of less than 8
          • Boost Knowledge (Computers) -> +4 dice (d12+1)

          OOC Comments
          Arcane Machinist Gadgets Left: 3/7
          Created Gadgets:
          • Quantum Resonance Translocator (Teleport - 15 PPE -> 0 PPE) - EMPTY
          • Gravametric Mental Force Redirector (Telekinesis - 20 PPE ->10 PPE)
          • Quantum Resonance Translocator (Teleport - 15 PPE)
          [*]Group Mind Re-Integrator (Boost/Lower Trait - 20 PPE -> 16 PPE)

          Armor: Dwarven Technosmith (TW) H-1 Combat Armor
          • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
          • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
          • 4 PPE per Hour to Charge
          • Strength d12+2

          Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
          • Damage: 3d8+5 AP6 MD.
          • Shots: 40/40
          • RoF: 1
          • Sound (Deafness) Trapping
          • +2 to Shooting

          Bennies: 2 / 3
          • +1 due Post Rate
          • -1 due Dramatic Scene to Save the Children in Jewel Finder
          • -1 due Extra Effort to Notice the GB's in Jewel Finder
            +1 due Pender Deleting Rolls in Jewel Finder
            -1 due Extra Effort in Quick Combat in Jewel Finder


          Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

          ucp.php?i=profile&mode=signature
          viewtopic.php?f=42&t=380


          Tue Mar 27, 2018 9:06 am
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          Hans Greuber wrote:
          Each Humble and Hans have a spare success to apply to any other task, due to our PHENOMENAL rolls. Just 1 more success at the door is all that is needed, if Humble and Hans both apply the extra success that way.

          I did not read that we could move them once we roll them?

          Is that allowed, if so then humble will definitely help at the door also because he only needed an 8 to help Samson and he got a 26. So we are sitting on 4 extra successes.

          _________________
          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


            Tue Mar 27, 2018 9:20 am
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            No. The 3 Raise result gives 3 successes at your present location, plus one more to be assigned as you wish.

            _________________
            Hans Greuber
            Main Character: Merlaggon
            PPE: 21 / 30
              Band of Healing: 1 / 10
              Band of Power: 1 / 10
              Wings of Icharus: 10 / 10
              Dreamtime: 2 / 5
            Active Powers:
            • Exalted Quickness. +2 to Pace and increase Agility one die type (d8), 2 turns per round, at 2 less MaP on each turn, redraw any initiative card of less than 8
            • Boost Knowledge (Computers) -> +4 dice (d12+1)

            OOC Comments
            Arcane Machinist Gadgets Left: 3/7
            Created Gadgets:
            • Quantum Resonance Translocator (Teleport - 15 PPE -> 0 PPE) - EMPTY
            • Gravametric Mental Force Redirector (Telekinesis - 20 PPE ->10 PPE)
            • Quantum Resonance Translocator (Teleport - 15 PPE)
            [*]Group Mind Re-Integrator (Boost/Lower Trait - 20 PPE -> 16 PPE)

            Armor: Dwarven Technosmith (TW) H-1 Combat Armor
            • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
            • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
            • 4 PPE per Hour to Charge
            • Strength d12+2

            Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
            • Damage: 3d8+5 AP6 MD.
            • Shots: 40/40
            • RoF: 1
            • Sound (Deafness) Trapping
            • +2 to Shooting

            Bennies: 2 / 3
            • +1 due Post Rate
            • -1 due Dramatic Scene to Save the Children in Jewel Finder
            • -1 due Extra Effort to Notice the GB's in Jewel Finder
              +1 due Pender Deleting Rolls in Jewel Finder
              -1 due Extra Effort in Quick Combat in Jewel Finder


            Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

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            Tue Mar 27, 2018 9:42 am
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            Diamond Patron
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            Joined: Tue Aug 08, 2017 12:55 pm
            Posts: 1793
            Location: Black Company
            Reply with quote
            Hans Greuber wrote:
            No. The 3 Raise result gives 3 successes at your present location, plus one more to be assigned as you wish.

            Awesomeness, I am totally putting a success at the Door then.

            _________________
            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


              Tue Mar 27, 2018 9:55 am
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