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 OOC Black Company Chat Thread 
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Silver Patron
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Joined: Fri Mar 31, 2017 9:06 am
Posts: 446
Location: 1st SET
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I think the boats can float on a ley line without a pilot, like a blimp would...only with magic lift instead of a light gas?

That said, maintaining someone at the helm is probably wise. You could attempt piloting maneuvers, especially if one of their pilots is taken out or distracted.

_________________
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


Fri May 26, 2017 6:02 am
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Diamond Patron
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
Reply with quote
Alecto wrote:
I think the boats can float on a ley line without a pilot, like a blimp would...only with magic lift instead of a light gas?

That said, maintaining someone at the helm is probably wise. You could attempt piloting maneuvers, especially if one of their pilots is taken out or distracted.


In fact, I was going to have Hans join you at the Helm to assist and protect you next turn.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Fri May 26, 2017 6:09 am
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Joined: Thu May 04, 2017 1:24 pm
Posts: 106
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Hmm. I don;t want to make any assumptions - what kind of ships are skyboats? Are they sailing ships, with masts and rigging and such like the map?

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Fri May 26, 2017 7:37 am
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Diamond Patron
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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Ember wrote:
Hmm. I don;t want to make any assumptions - what kind of ships are skyboats? Are they sailing ships, with masts and rigging and such like the map?


They can be. According to the book, they can be made to be controlled by either Piloting or Boating. Ours is by Piloting. I would assume one by boating could have the masts and rigging, but not necessarily.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Fri May 26, 2017 7:42 am
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Joined: Thu May 04, 2017 1:24 pm
Posts: 106
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To be a little more specific... what are these three skyboats like? ;)

I'm trying to decide on whether or not to pull an Errol Flynn.

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Fri May 26, 2017 8:15 am
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Diamond Patron
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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Ember wrote:
To be a little more specific... what are these three skyboats like? ;)

I'm trying to decide on whether or not to pull an Errol Flynn.


I am sure that if it created a good image and a good story, there would suddenly be the masts and rigging... on 1 of the boats, at least.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Fri May 26, 2017 8:36 am
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Bronze Patron
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Joined: Thu Jan 19, 2017 9:13 am
Posts: 1071
Location: GM: (Dan)
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The Nil and the Marauder are metal (MDC) - They are flying platforms. Troop transport like. There are many Sky Pirate ships, but these are basic.

Image

The pirates will attempt to board you. For this scenario imagine two flying platforms pulling up next to you and those on them running and jumping across to fight you.

On both bad guy ships the pilot is "open air" but you notice a slight shimmering....magic barrier around pilot.

PS Errol Flynn is the best.

You write a good story I'll role with it. There maybe masts and other things, I wish I was an artist. I would draw all these encounters as comics :)

Pilot at helm if want to fly away. Or "hover in place" and go fight Gargamel.

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Fri May 26, 2017 8:39 am
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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Hmmm... looks like the Nim and the Marauder would be upgrades... :D

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Fri May 26, 2017 8:54 am
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Joined: Thu May 04, 2017 1:24 pm
Posts: 106
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Hans Greuber wrote:
Hmmm... looks like the Nim and the Marauder would be upgrades... :D


Or sold for a tidy profit. :twisted:

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Fri May 26, 2017 11:41 am
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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Ember wrote:
Hans Greuber wrote:
Hmmm... looks like the Nim and the Marauder would be upgrades... :D


Or sold for a tidy profit. :twisted:


I like the way you think. The problem is, they are TW boats, and we only have a total of 4 people so far with AB, including the NPC, and one does not even have any piloting. Each boat also optimally takes 2 pilots.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Fri May 26, 2017 11:47 am
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Posts: 106
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As long as you don't have to pull any stunts, you don't need Piloting... the bigger problem though is that we are on a mission, and aren't planning on stopping by a place we could sell them along the way.

Best bet would be to leave them out of sight somewhere and pick them up after. Or just strip them of salable/usable parts and scuttle them. I don't think you're going to convince Gargamel to part with his pride and joy, even if it is an 'upgrade'.

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Fri May 26, 2017 12:35 pm
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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Hans (and possible Thrudh) would be able to strip them of anything not fused together relatively easy, but that too will take time, and as you said, we are on a mission. We do have enough pilots to be able to take one with us for a while, perhaps. Once we finish our mission, we could probably find somewhere to sell it off, though I am guessing that the Black Company, in other words Sadie, will take most of the profits. The standard SDC Sky Boat from the Player's Guide only goes for 30k credits, though. These, however, we were told are MDC, and are sure to have weapons. I am guessing, however, that Hans will quickly be able to assess the value of either boat readily to see if they are worth taking with us.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Fri May 26, 2017 12:50 pm
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Joined: Sat Apr 01, 2017 9:57 am
Posts: 264
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Guess it's been awhile since I've thrown dice. I think I screwed up trying to get cutesy with turning the successful rolls green and inserting damage rolls where I did. Sorry I buggered that, but the rolls are still visible.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Fri May 26, 2017 7:20 pm
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I assume the unstable platfrom penalty applies while fighting on these ships. Tic will be jumping and pushing 16, 14, 13, 12.

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Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll


Fri May 26, 2017 8:56 pm
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Aboard the Nil: Human & Humanoids. Parry 6 Toughness 15 (6)

Aboard the Marauder: Goblins. Parry 7 Toughness 15 (8)

The actual ships are 14 (4)

Tic asked:
Any of these guys conscidered unarmed defenders? I.e non melee weapon or non martial arts, 16, 14, 12, 11, 15, 17?

14 and 12, 15 Are unarmed defenders

Otherwise all even numbers are also considered unarmed defenders.

Oh. Number 14. His Parry is 5.

Simple.

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Sat May 27, 2017 8:24 am
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Simple, right. I'll have a post up ASAP.
Seems everyone's headed to the Nil, so I'll head to the other one.... hopefully some others will join me? Or else i might get a nice taste of the gang-up rules. :cry:

[quote="Gargamel"]Original post: 1d8 = 2 (2) Spellcasting to cast quickness
Original post: 1d6 = 6 (6)
ace Original post: 1d6 = 2 (2)

wild die to the rescue?

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Sat May 27, 2017 11:36 am
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pretty much happens more regularly than the main dice succeeding

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Sat May 27, 2017 1:23 pm
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Just as a reminder, both Tick and Hans will get a minimum of an 8 on our initiative draws for the next few rounds

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Mon May 29, 2017 7:41 am
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By the way. When I say Jazz is playing his Saxophone I mean he is the Sax player from

Too Many Zooz


https://youtu.be/izRqmWIJrjo

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Mon May 29, 2017 4:05 pm
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Goblin saxophone player TPKs Black Company mercs by blowing out their ears.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Mon May 29, 2017 4:14 pm
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12 MD damage on Thrudh, is there any armor piercing involved? If not, looks like the armor took the full blast.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Mon May 29, 2017 4:15 pm
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Nah no AP

The Goblins did not do a heck of a lot of damage first round....

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Mon May 29, 2017 4:53 pm
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Spells rarely have AP.

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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


Mon May 29, 2017 5:03 pm
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Max spell AP is 2... from Fire or Electricity

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Mon May 29, 2017 5:05 pm
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So the hand cannons are magic, then? I guess I missed that part. Fair enough. Either way, this little turkey just bit off more Thrudh than he can chew. I smell a heave-ho over the edge!

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Mon May 29, 2017 6:30 pm
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Hans went.

After Ember goes, the Goblins will Post. (Writing it now and will post ASAP after Ember, to make sure ppl are not waiting on me.

Thanks!


I hate it when you make a NPC bad guy...then like him....Gordon...Jazz lol

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Tue May 30, 2017 9:21 am
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and we killed them in seconds
Maybe you need to create an NPCS that we won't kill instantly

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Tue May 30, 2017 9:37 am
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Corrigon wrote:
and we killed them in seconds
Maybe you need to create an NPCS that we won't kill instantly


Hans is a VERY effective force multiplier... besides, Hans is not trying to KILL Jazz... just put him to sleep.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Tue May 30, 2017 10:05 am
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Corrigon wrote:
and we killed them in seconds
Maybe you need to create an NPCS that we won't kill instantly


Sigh.
Don't poke the bear.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Tue May 30, 2017 2:05 pm
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I was meaning NPCs that are not supposed to be in conflict with us

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Tue May 30, 2017 2:32 pm
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I don't know, man. I've seen some GMs take that as a challenge. Much woe and misery followed soon thereafter.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Tue May 30, 2017 3:50 pm
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Joined: Thu May 04, 2017 1:24 pm
Posts: 106
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So many aces! 11 in one round. Ember's on fire. Well, not literally. Or at least, not literally yet, there is a burster about to go....

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Tue May 30, 2017 5:02 pm
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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Ember wrote:
So many aces! 11 in one round. Ember's on fire. Well, not literally. Or at least, not literally yet, there is a burster about to go....


Don't you LOVE Exalted Quickness?

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Tue May 30, 2017 5:07 pm
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Posts: 106
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Hans Greuber wrote:
Don't you LOVE Exalted Quickness?

To be honest, yes and no. From a "trying to win the fight" perspective it's great... but it makes writing posts so much more complicated. ;)

Also, I have a new-found respect for what can be done with a 'mere' Wilk's 237.

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Tue May 30, 2017 6:55 pm
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Posts: 446
Location: 1st SET
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And a whooooooole lotta luck. :)

_________________
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 May 30, 2017 6:58 pm
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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Ember wrote:
Hans Greuber wrote:
Don't you LOVE Exalted Quickness?

To be honest, yes and no. From a "trying to win the fight" perspective it's great... but it makes writing posts so much more complicated. ;)

Also, I have a new-found respect for what can be done with a 'mere' Wilk's 237.


If you prefer, I can cast it on others instead next time. I know you dropped Zed due to complicated combats

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Tue May 30, 2017 7:26 pm
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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With Ember probably toasting the 2 leader Goblins, we should probably get a caster, preferably one with Teleport, over to the ship so we can loot it

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Wed May 31, 2017 6:51 am
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Joined: Thu May 04, 2017 1:24 pm
Posts: 106
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Alecto wrote:
And a whooooooole lotta luck. :)

Pfft. Skill. Puuuuure skill. :roll:

Hans Greuber wrote:
If you prefer, I can cast it on others instead next time. I know you dropped Zed due to complicated combats

Nah, it was more the "I have my entire spell list available to me, what's the best option for this situation?" than the complicated posts.
I mean, it's probably more effective on others, though - she's on the lower end of offensive capability for this team.

Hans Greuber wrote:
With Ember probably toasting the 2 leader Goblins, we should probably get a caster, preferably one with Teleport, over to the ship so we can loot it

Only one of them. I shot at the sax-mage and the grunt that was in front of Thrudh and Alecto - clearing a path for Alecto to go full ginsu, should she desire. The Burster is still up.

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Wed May 31, 2017 7:39 am
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Joined: Fri Mar 31, 2017 9:06 am
Posts: 446
Location: 1st SET
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Hmm! Flamethrowers have a ROF of 2? Or maybe he has a TW one or something. Something to look into, since our party is Quickness-happy. :)

_________________
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


Wed May 31, 2017 10:02 am
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Joined: Thu May 04, 2017 1:24 pm
Posts: 106
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Alecto wrote:
Hmm! Flamethrowers have a ROF of 2? Or maybe he has a TW one or something. Something to look into, since our party is Quickness-happy. :)

Nah, he Quickened himself, so one shot in the first turn, one shot in the second.

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Wed May 31, 2017 12:18 pm
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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Now, if either of you two had an AB, I could see about getting you a NICE weapon...

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Wed May 31, 2017 12:24 pm
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Posts: 446
Location: 1st SET
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That's not how guns work though. You might be quickened, but the gun isn't. You can't exceed the RoF.

I looked that up in the basement fight, trying to see if I could plasma blast two guys instead of using melee. Turns out the plasma blaster has RoF 1...so I get an extra turn, but the gun's still recovering from that first shot.

_________________
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


Wed May 31, 2017 1:01 pm
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Alecto wrote:
That's not how guns work though. You might be quickened, but the gun isn't. You can't exceed the RoF.

I looked that up in the basement fight, trying to see if I could plasma blast two guys instead of using melee. Turns out the plasma blaster has RoF 1...so I get an extra turn, but the gun's still recovering from that first shot.


With Quicken, you get an extra TURN. Each turn, you can do once per turn actions. In addition, Exalted Quicken gives you 2 less Multi-Action Penalty on all of your actions. This does not allow the use of the same once per turn action, but you can do a once per turn action in each of your 2 turns per round.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Wed May 31, 2017 1:11 pm
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OOC

Flek, ... screams, "Get that damn dwarf! He's ruining everything!"

Flek starts moving like he is on crack, Juicer fast.

(Quickness, cast upon Flek, by Nas).

Turn One:

A fiery bolt rips out of his red forehead as he pulls the trigger on his flamethrower looking Weapon. Enraged and enhanced the bolt of concentrated fire flies at Hans connecting with the dwarf in a smoky impact. <-- The Flame thrower looking weapon is not what shot Hans, the PSI power is what shot Hans, the Flame Thrower adds a +1 to Psi Skill, and is a magic item.

Turn Two:

With a jittery speed the little red goblin mentality projects a second bolt of fire at his new mortal enemy - Hans. Again, not shooting, PSI power. Enhanced by magic item (thrower).

If / When you all get your hands on the Thrower you can investigate it further. :)

Sorry I caused confusion. Both Flek and Jazz had / have magic items....

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Wed May 31, 2017 1:13 pm
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Ah, yep...I figured it must be something special about the flamethrower! Wasn't sure if it was magic or just an unusually fast firing model.

Thanks for the clarification, Lars!

_________________
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


Wed May 31, 2017 3:04 pm
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Hrm. If you can't fire your RoF per turn, I couldn't have shot the second goblin... I thought that the Quickness affected the gun, too.

Ok, so did a little digging into the rules.
RoF comes into play in two ways:
1) In the A character can’t fire more than his weapon’s Rate of Fire in one round, per the Multiple Actions section (pg 75 of the Explorer's Edition). Note that there is also a one fighting attack per weapon restriction in the same place. It is worth noting that this is nonsensical if "fire" is taken literally, as some weapons (such as the Wilk's 237) have a RoF of 1, but are semi-auto and thus can double tap (literally firing twice), or (like the Wilk's 227 Pulse) have a RoF of 2 but can three-round burst (literally firing 3 times).
2) RoF determines how many shots can be taken when using Automatic Fire (irrelevant to the current discussion).

#1 is immediately followed up with "In essence, a hero may not perform the same action twice in a round".

Now, Quickness states: "With success the target has two separate turns per round on his action card instead of the usual one."
So, either...
1) Quickness essentially just allows for a MAP "reset" between turns, but the per-round restrictions still apply.
or
2) Quickness "resets" the per-round action limitation, as well as the MAP action count.

We've been playing it as #2, but read strictly, the rules seem to indicate that #1 is what should happen.

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Wed May 31, 2017 9:04 pm
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I was sure the official ruling was what we are using, but unfortunately we can't check the forum...

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Wed May 31, 2017 9:34 pm
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Number 2. A whole new turn. Although railguns might be the exception.

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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


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Wed May 31, 2017 9:45 pm
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Although I will point out both versions say, Range: Touch. So when casting it on others maybe keep that in mind....I move 4 Pace to stand next to Party-Member 1 and 2, reaching out to Touch them both and cast Exalted Quickness on them both, then move 2 Pace back to hide behind a box for cover.

I understand Hans, you have a device you built, a chrono-accelerater, but I think you might need to bop Party-Members on the head like Little Bunny Foo Foo with it.

ie. Hans places his TW CAH1 against Ember who feels a little zap and is charged with uncanny hyperactivity (Exalted Quickness).

Just a thought.


QUICKNESS
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/round)
Trappings: Blurred motion, hyperactivity.
  • This power grants incredible swiftness to the recipient.
  • With success the target has two separate turns per round on his action card instead of the usual one.
  • Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second.
  • With a raise, the recipient can redraw any initiative cards lower than Eight each round.

EXALTED QUICKNESS (MEGA POWER)
Power Points: 8
Range: Touch
Duration: 3 (2/round)
  • In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.

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Thu Jun 01, 2017 8:36 am
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Hans has been moving adjacent to someone when he chrono-accelerates them. I just did not go in detail about how he did it other than using his Gizmo.

You can tell TW are VERY technical because for them, a Gizmo is different from a Gadget...

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Thu Jun 01, 2017 8:52 am
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Hans Greuber wrote:
Hans has been moving adjacent to someone when he chrono-accelerates them. I just did not go in detail about how he did it other than using his Gizmo.

You can tell TW are VERY technical because for them, a Gizmo is different from a Gadget...


Okay. Was just reminding everyone, including me, that its by Touch.

:)

So when the now dead Nas cast it on Flek, thankfully they were just a few Pace away from each other. So it works. Thankfully I did not say some Goblin hecka far away cast it...

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Thu Jun 01, 2017 8:56 am
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Hey, did I do my maths wrong? I hit Kas and Jo with 17 damage total, and 2 AP. They were 15 toughness with like 8 armor, right?

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Sat Jun 03, 2017 6:41 pm
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Yar...and did Zo die?

Your update didn't really describe the results of our actions. :)

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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 Jun 03, 2017 8:41 pm
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You're both right.

Thank you.

Give me a little I'll fix that. Tonight.

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Sat Jun 03, 2017 9:14 pm
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No worries, man. You're doing fine. :)

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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 Jun 03, 2017 9:18 pm
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Updated Version

As Alecto and Thrudh pointed out, and thank you, I overlooked some Goblin Deaths.

Only Mo and Flek were / are alive.

At this point after Tic tosses Flek off the ship, only Mo is alive. If Mo lives to act, he will take his turn, Sadie on the other hand...her turn is still holding her head in pain. She wont be attacking....FYI.

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Sat Jun 03, 2017 9:28 pm
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Posts: 264
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4 1s on a damage roll? What are the odds?! Thankful for high rates of fire.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Sun Jun 04, 2017 12:09 pm
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Posts: 106
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Lars wrote:
At this point after Tic tosses Flek off the ship, only Mo is alive.

It doesn't really affect my turn (ignoring the timey-wimey issues of Thrudh shooting first), so I'm just going to leave my post as-is.

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Sun Jun 04, 2017 1:25 pm
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Posts: 73
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Ember wrote:
Lars wrote:
At this point after Tic tosses Flek off the ship, only Mo is alive.

It doesn't really affect my turn (ignoring the timey-wimey issues of Thrudh shooting first), so I'm just going to leave my post as-is.


Thanks for helping Tic out Ember! Maybe you are not the the CS spy he thinks you are :)

_________________
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll


Sun Jun 04, 2017 1:49 pm
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Did I jump the gun on my post? Sorry. I was trying to get the post up in case I didn't get back to the computer today. I thought for half a second about taking him prisoner, but I got the impression he was in no mood to give up the fight.
Sorry if I tanked a plan.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig


Sun Jun 04, 2017 3:18 pm
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With only 2 Bad Guys the Init order is not finished. Combat over. But. New post coming asap.

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Sun Jun 04, 2017 6:39 pm
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Posts: 72
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My apologies for not posting much over the last few days. I was sick as a dog from Wednesday until Saturday and then had a large amount of family staying with me. I will be back to normal posting on Monday!

_________________
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage


Sun Jun 04, 2017 8:09 pm
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No worries.
Feel better!
Family first!!

I've been distracted (not bad stuff just stuff) myself.

Game on!

:)

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Mon Jun 05, 2017 11:40 am
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Once everyone has a chance to respond to this: http://www.savagerifts.com/viewtopic.php?f=43&t=508&start=100#p11118

I will wrap up the travel part. Based on your decisions about what to do with the "girl".

Admit it those "quotes" above got you worried lol.

If interaction happens with her I'll post.

We are close to moving on to the next encounter.

FYI Sadie is ill. Sick. Head pounding. She will be in effect useless for now. She is at -4 all Trait Rolls.

(Why you ask? ;) You'll see).

Again....worried ya huh? hahhahaha

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Mon Jun 05, 2017 11:45 am
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Lars wrote:
Once everyone has a chance to respond to this: http://www.savagerifts.com/viewtopic.php?f=43&t=508&start=100#p11118

I will wrap up the travel part. Based on your decisions about what to do with the "girl".

Admit it those "quotes" above got you worried lol.

If interaction happens with her I'll post.

We are close to moving on to the next encounter.

FYI Sadie is ill. Sick. Head pounding. She will be in effect useless for now. She is at -4 all Trait Rolls.

(Why you ask? ;) You'll see).

Again....worried ya huh? hahhahaha


Ah shit, it's a chestburster...right? Told her to get the soup and not the special.

_________________
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage


Mon Jun 05, 2017 12:05 pm
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Aw man, and as the designated android, that means I either have to become infatuated with the chestburster's 'purity' and eventually be destroyed by the rest of you...or join you in the fight and get ripped in half.

#androidproblems

_________________
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


Mon Jun 05, 2017 1:22 pm
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Lol




Bishop!

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Mon Jun 05, 2017 1:27 pm
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Karchev wrote:
Ah shit, it's a chestburster...right? Told her to get the soup and not the special.

Hello my baby, hello my darling, hello my ragtime ga-a-al... :ugeek:

Alecto wrote:
Aw man, and as the designated android, that means I either have to become infatuated with the chestburster's 'purity' and eventually be destroyed by the rest of you...or join you in the fight and get ripped in half.

#androidproblems

Eh, just figure out how to pass the voight-kampff test and you'll be fine. ;)



I'm a bit more concerned about demon River...
It occurs to me that we have no psi users. Other than Sadie, of course.

Also - languages! I knew I was forgetting about something during character creation. I've ended up with an elf that doesn't speak elven. :oops:

They're smarts based, right? How does that work with Jack of All Trades? Should I just make a generic roll to see if I can get the gist or something?
Well, I'll roll it and if it doesn't work that way Lars can just ignore it. :)

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Tue Jun 06, 2017 8:33 am
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So...people are kind of ignoring my post, and at first I was feeling kind of bad about it.

But now I'm reading things again, and it's looking like I was confused about where Ember was. So maybe it's a good thing people pretended I never had Alecto doing anything.

It means that no one has to redo their posts because I have to edit mine.

Still. It would have been nice if someone had said something. :(

_________________
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 Jun 06, 2017 10:20 am
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Posts: 619
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actually more information completely missed it whilst dealing with the wtf with the girls appearing and trying to post at work which was blocking the thread. Hence me not talking the girl down until just reading it now.

_________________
GM bennies 6/8


Tue Jun 06, 2017 10:43 am
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Joined: Fri Mar 31, 2017 9:06 am
Posts: 446
Location: 1st SET
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Arr, no worries. Most of ya weren't in a position to react. I was thinking mostly of Tic and Ember.

However, in hindsight I realize Alecto shouldn't have done what I posted her doing in the first place, so it worked out. :)

_________________
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 Jun 06, 2017 12:36 pm
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Joined: Sat Mar 18, 2017 7:35 am
Posts: 73
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Alecto wrote:
Arr, no worries. Most of ya weren't in a position to react. I was thinking mostly of Tic and Ember.

However, in hindsight I realize Alecto shouldn't have done what I posted her doing in the first place, so it worked out. :)


Sorry Alecto! Man now I want to know what I missed.

_________________
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll


Tue Jun 06, 2017 12:48 pm
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Joined: Fri Mar 31, 2017 9:06 am
Posts: 446
Location: 1st SET
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I posted Alecto helping Ember haul the Tic up...I had missed that Ember was actually on the other ship at the time.

_________________
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 Jun 06, 2017 1:10 pm
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Joined: Sat Mar 18, 2017 7:35 am
Posts: 73
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Rats! So sorry buddy. I must have missed it somehow.

_________________
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll


Tue Jun 06, 2017 1:27 pm
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Joined: Thu May 04, 2017 1:24 pm
Posts: 106
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Alecto wrote:
So...people are kind of ignoring my post, and at first I was feeling kind of bad about it.
<snip>
Still. It would have been nice if someone had said something. :(


Sorry... I was kinda thinking we'd just move on, because I didn't think it was that big of a deal and so much new stuff was happening.
I'll make it a point to say something in the future.

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
Click here to edit your signature


Tue Jun 06, 2017 1:32 pm
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Joined: Fri Mar 31, 2017 9:06 am
Posts: 446
Location: 1st SET
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Well, I mean, I didn't expect lingering on it, but it seems like it'd be polite to at least recognize that something happened. Even if it's just a nod, or an annoyed expression or something.

Otherwise it looks like we're in entirely different games or something. :(

_________________
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 Jun 06, 2017 1:56 pm
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Joined: Thu Jan 19, 2017 9:13 am
Posts: 1071
Location: GM: (Dan)
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I forgot how much I hate graveyards. 1 of 3 nights down. I can't sleep so I am working on a Post.

Ty

New Post: http://www.savagerifts.com/viewtopic.php?f=43&t=508&p=11190#p11190

_________________


Tue Jun 06, 2017 2:11 pm
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Joined: Sat Apr 01, 2017 9:57 am
Posts: 264
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You know, I've been doing math.
Scary, I know.
Aren't we down an agent? Did Aiden never put together a replacement character? Did I completely miss that? I know there was talk about him coordinating with Ember to sub one in, but then...poof. Nothing. As I'm dividing up PCs between 3 vehicles, I'm realizing it's slim pickings.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Sat Jun 10, 2017 1:03 pm
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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I have done the same math, Thrudh. We have 2 trained pilots for Sky Boats... and 1 untrained person who can help. Each boat takes 2 people to properly pilot them, though... plus the 2 to drive Eleanor properly out of the remaining members...

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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viewtopic.php?f=42&t=380


Sat Jun 10, 2017 2:31 pm
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Joined: Sat Apr 01, 2017 9:57 am
Posts: 264
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Ain't pretty, but we're the Black Company. Crazy Eights. Well, seven of 'em. We'll get the job done.
I suggested Hans on boat 1 with Tic thinking Hans could port them both out if the ship takes too much fire. I'm less familiar with Karchev and Gargamel's power assortment. The piloting doesn't have to be fancy. Just has to draw fire.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig


Sat Jun 10, 2017 11:23 pm
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Posts: 450
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Thrudh Zebrem wrote:
Ain't pretty, but we're the Black Company. Crazy Eights. Well, seven of 'em. We'll get the job done.
I suggested Hans on boat 1 with Tic thinking Hans could port them both out if the ship takes too much fire. I'm less familiar with Karchev and Gargamel's power assortment. The piloting doesn't have to be fancy. Just has to draw fire.

I would get a level of fatigue, since I don't have the PPE in the Gadget for the Master level, but can do.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Sun Jun 11, 2017 6:28 am
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 450
Location: The Black Company
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Thrudh Zebrem wrote:
Ain't pretty, but we're the Black Company. Crazy Eights. Well, seven of 'em. We'll get the job done.
I suggested Hans on boat 1 with Tic thinking Hans could port them both out if the ship takes too much fire. I'm less familiar with Karchev and Gargamel's power assortment. The piloting doesn't have to be fancy. Just has to draw fire.

I would get a level of fatigue, since I don't have the PPE in the Gadget for the Master level, but can do.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Sun Jun 11, 2017 6:28 am
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Posts: 264
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If you don't have the juice, we can look at other options. It will also be some time before we arrive. Can you chunk more PPE into the device? Is it a 1 shot gizmo or one of your built gadgets?

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig


Sun Jun 11, 2017 6:42 am
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If I am wrong please tell me, I assume you are all going to the Fex Bridge area to look for Karl Volt or information on what happened at the last transmission site. That being the bridge. Below is a map of the area as you approach the bridge. So you can plan further. If you wanted to get to the city of Gloom that will take some investigation, to find it. Which, you might just find at the bridge....

You are all about a quarter mile away still.....
Image

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Sun Jun 11, 2017 5:19 pm
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Thrudh Zebrem wrote:
If you don't have the juice, we can look at other options. It will also be some time before we arrive. Can you chunk more PPE into the device? Is it a 1 shot gizmo or one of your built gadgets?


It is what is left after the teleporting I did between Eleanor and Sky Boat. I cannot recharge it or add to it, but I get 6 new Gadgets to make (and lose the remaining ones) at the end of the month.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Sun Jun 11, 2017 5:22 pm
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I do have one idea, though... Intangibility so that the non-magical ground can't hurt us... then releasing the power (only getting Shaken if inside the earth as we get shunted to the nearest unoccupied space).

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Mon Jun 12, 2017 9:15 pm
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So FYI

The quarter is over in about 3 weeks. XP and EP are awarded then. You all have been great.
It looks like you all will be reaching this:
Weekly Post Rate:
2.00+ post rate = Holy crap! Receive 3 EP +2 XP and a bonus benny for the quarter.
there is more to it, more awards, but at a minimum you guys are post masters!

I did talk to Aiden today. He will be back, had trouble IRL with his PC.

Okay. I need to get you guys onto the Fex Bridge. Once you devise your plan, head on in to Part Two.

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Mon Jun 12, 2017 9:54 pm
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Hans, you're a clever sonofagun. Nice idea. If there are no complaints about Thrudh's brilliant plan, which there shouldn't be, because it's the best plan in the history of plans, I'm game for that. Do we separate Eleanor and the sky rider, or leave them hooked together for the assault? I guess it will depend on whether there's ground access to where we're going?

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Mon Jun 12, 2017 10:03 pm
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I was asked in Hangouts:

Q: What are the stats on the Sax?
A: Its a magic saxophone. If you play it, regardless of your proficiency at music instruments, your allies, up to 8 people, receive a +2 to all trait rolls while you play the instrument, if they are in a MBT of you. Any enemies that enter the MBT, centered on the player of Sax, are at -2 all trait rolls.


Q: Loot off the Marauder?
A: No. However you have the Sky Ship if you want it. It is larger than the Sky Rider by a little but has no weapons.

I'll add it to viewforum.php?f=56 soon.

Thanks!

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Mon Jun 12, 2017 10:19 pm
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Lars wrote:
I was asked in Hangouts:

Q: What are the stats on the Sax?
A: Its a magic saxophone. If you play it, regardless of your proficiency at music instruments, your allies, up to 8 people, receive a +2 to all trait rolls while you play the instrument, if they are in a MBT of you. Any enemies that enter the MBT, centered on the player of Sax, are at -2 all trait rolls.


Q: Loot off the Marauder?
A: No. However you have the Sky Ship if you want it. It is larger than the Sky Rider by a little but has no weapons.

I'll add it to http://savagerifts.com/viewforum.php?f=56 soon.

Thanks!


The Sax was destroyed. We recovered the Flamethrower thanks to Tick

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Mon Jun 12, 2017 10:23 pm
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Flek's Magical Goblin's Flamethrower

Use Cone Template for this weapon.

Damage 2d10 (not MD, but if you cast Smite on the weapon it would be MD)
RoF: 1
AP: --
Str Min: d6
Burst: Cone
Uses: Must be fueled with gasoline. Has 26 shots/bursts/uses then must be recharged, refueled with gasoline.
Weight: 40
The Goblin's Touch (magic property of the flamethrower): When used by AB Psi it grants a +2 to offensive Psi Rolls and +2 to offensive damage done, if the spell/power is Fire. Note this weapon is a smaller version of a normal size Flamethrower. Normal one has a Str req of d8 and is 70 lbs, this one can be used one handed by humans or larger. Goblin's use it as a two handed weapon.

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Mon Jun 12, 2017 11:08 pm
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Regarding the plan, I think we were hoping to use the lead ship as a decoy. Maybe sucker the bad guys into thinking this was the goblin ship, getting them to drop their guard some. Once the ship is past, or if the jig is up and the enemy starts blasting, then the sky rider and Eleanor go blasting. Only question I had was how the place is laid out, whether we wanted to detach Eleanor and have a 3rd target/weapons platform to attack with/draw fire, or keep her hooked up.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Tue Jun 13, 2017 8:52 pm
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Thrudh Zebrem wrote:
Regarding the plan, I think we were hoping to use the lead ship as a decoy. Maybe sucker the bad guys into thinking this was the goblin ship, getting them to drop their guard some. Once the ship is past, or if the jig is up and the enemy starts blasting, then the sky rider and Eleanor go blasting. Only question I had was how the place is laid out, whether we wanted to detach Eleanor and have a 3rd target/weapons platform to attack with/draw fire, or keep her hooked up.


I agree. In this case, having me with just 1 other person would be better. There are no ship guns on the Marauder, and they would be an extra person for me to save PPE for to make Intangible.

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Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Tue Jun 13, 2017 9:27 pm
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If it helps:

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Tue Jun 13, 2017 9:48 pm
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Hans Greuber wrote:
I do have one idea, though... Intangibility so that the non-magical ground can't hurt us... then releasing the power (only getting Shaken if inside the earth as we get shunted to the nearest unoccupied space).

I'm not entirely sure what the plan is. Go intangible then jump off the airship like high-speed paratroopers?
Does gravity even affect you when intangible? Well, inertia should at least, so cast it while already falling...

Just hope that the nearest unoccupied space isn't a small cave that doesn't open to the surface. :o

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Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Tue Jun 13, 2017 10:14 pm
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Ember wrote:
Hans Greuber wrote:
I do have one idea, though... Intangibility so that the non-magical ground can't hurt us... then releasing the power (only getting Shaken if inside the earth as we get shunted to the nearest unoccupied space).

I'm not entirely sure what the plan is. Go intangible then jump off the airship like high-speed paratroopers?
Does gravity even affect you when intangible? Well, inertia should at least, so cast it while already falling...

Just hope that the nearest unoccupied space isn't a small cave that doesn't open to the surface. :o


Release it as soon as you touch ground. If I am the one to get the cave... I can eventually Teleport out. If Tick... sorry?!?

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 0 / 30
    Band of Healing: 0 / 10
    Band of Power: 0 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 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
  • Greater Armor (+5 MDC Armor)

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-> 5 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: 0 / 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
  • +1 due Scene before facing Greater Demon
  • -1 Due to Fear Check Extra Effort vs. Greater Demon
  • -1 Due Soak from Greater Demon Attack
  • -1 Due Soak from Greater Demon Second Attack


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

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Tue Jun 13, 2017 10:20 pm
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could we transfer a weapon from the Sky Rider?

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Tue Jun 13, 2017 11:21 pm
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Hans Greuber wrote:
Release it as soon as you touch ground. If I am the one to get the cave... I can eventually Teleport out. If Tick... sorry?!?

Wouldn't we then take the falling damage, if inertia is preserved?
TBH, the mechanics of intangibility are frightfully unclear to me, and "absolutely no interaction" ruling seems so problematic.

Corrigon wrote:
could we transfer a weapon from the Sky Rider?

Or for that matter is the marauder armed?

_________________
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Wed Jun 14, 2017 7:43 am
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The Marauder isn't armed. I figure Tic can let fly with this big gun, Hans might be able to throw some chaos their way, just enough to get the bad guys pointed the wrong direction.
I see how the place is laid out now, thanks Lars. Thrudh can easily drive that, but do we want to have 2 points of attack or 3? That's a long trip to the bottom if the wing goes. Then again, it's a longer trip to the bottom if it's hooked to the sky rider and the hook gets taken out.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    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” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Wed Jun 14, 2017 8:39 am
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