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It Zed retires from Field Ops (and you start a different character) she could work in the Supply Office on Hover Train. Be an in for the team. Be a TW in Supply too. If you want. Can be a friendly NPC.

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Wed Apr 26, 2017 8:21 pm
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Gargamel is technically the face of the party. He just hasn't had chance to do that.

We are massively overpowered as a group though in certain areas as shown by us smashing through the opposition

I have posted and should hopefully have finished off the encounter.

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

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

Also Conrad

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


Thu Apr 27, 2017 12:11 am
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I'm actually open to switching Thrudh out if we need to fill up some other areas. Thrudh's repair skills are vastly overshadowed by the dozen techno wizards in the group. Most of what I've done so far is blast away. That might be better accomplished by a different character type. I don't have to be begged to make other characters.
8-)

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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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Thu Apr 27, 2017 11:04 am
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but explosives skills are handy. A different option to the TWs


Thu Apr 27, 2017 11:20 am
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Like I said to Zed: I went through several now retired characters to land on the 2 i now play.

You're in the BC regardless of what character. I mean. Blood in. Blood out. Kidding. You're welcome here. You can leave for a SET but I'll cry ;)

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Thu Apr 27, 2017 12:10 pm
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viewtopic.php?f=43&t=336&start=200#p8059

Looking good so far. A little detail on where you are, do you duck and run or stay where you are?


Hans sees the demon materialize and move back against the wall. You don't scare me!

Pulling out his gizmos Hans .... does a math n laugh. Bam! How you like that!

Hans continues to .....


Something like that in IC. :)

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Thu Apr 27, 2017 12:18 pm
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Lars wrote:
Like I said to Zed: I went through several now retired characters to land on the 2 i now play.

You're in the BC regardless of what character. I mean. Blood in. Blood out. Kidding. You're welcome here. You can leave for a SET but I'll cry ;)


No way I'm leaving BC. Too much fun. Still mulling it over. If we have a glaring need, I'm cool with filling it. Otherwise, I'll just ride Thrudh until his wheels fall off.

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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
Edit Sig


Thu Apr 27, 2017 1:40 pm
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Posts: 438
Location: 1st SET
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Does Bravery reduce the 'bonus' to the Fear table?

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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


Thu Apr 27, 2017 2:25 pm
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Alecto wrote:
Does Bravery reduce the 'bonus' to the Fear table?



Yes. Just like Thrudh did. :)

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Thu Apr 27, 2017 2:41 pm
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Well, Thrudh made his roll, so he never rolled on the fear table.

Alecto failed her Spirit roll, so she has to roll on the Fear Table.

So that's 1d20, plus the 4 points penalty the monster inflicted on the spirit check.

But Alecto was at -2, due to Bravery.

So my question is...does Alecto roll 1d20+2 on the fear chart, or 1d20+4?

_________________
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


Thu Apr 27, 2017 2:43 pm
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Posts: 73
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Anyway I can nominate: +1 Bennie to zed or zed's new character, for kicking gordon into the rift. Tic does not approve as he is heroic, but I approve whole heartedly. Nicely played Zed.

_________________
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


Thu Apr 27, 2017 4:28 pm
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Posts: 438
Location: 1st SET
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I feel like Gordon needs to have shouted, "This is madness!" before it happened.

And then Zed might have said something about it being something else? Not sure what exactly, we can workshop that.

_________________
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


Thu Apr 27, 2017 4:36 pm
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Posts: 134
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Aw thanks, Tic! I originally just wanted to get some distance to be able to shoot him, but when I saw that he was so close to the edge, I couldn't resist.


Alecto: "This is the Black Company!"

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Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
    Vera - 17/20 full bursts
    Josephine - 6/6 shots
10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
    none
Active effects:
    [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Thu Apr 27, 2017 7:17 pm
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I thought Gordon yelling Morher F worked. :)




Failure is interesting to write huh. Both Tic and Zed will be needing some medical attention when this is over. Thankfully the Med Bay on Hover Train is close by. Bonuses for rolls in there too. Once the last two narratives go up I'll do a final post with OOC info (how/why) and hand out rewards :) then we will recuperate aboard the Hover Train HQ as we prep for next Adventure & possibly have some character changes. Anyway: thank you for playing and look forward to more!

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Fri Apr 28, 2017 8:19 am
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Thrudh Zebrem wrote:
I'm actually open to switching Thrudh out if we need to fill up some other areas. Thrudh's repair skills are vastly overshadowed by the dozen techno wizards in the group. Most of what I've done so far is blast away. That might be better accomplished by a different character type. I don't have to be begged to make other characters.
8-)
Thrudh Zebrem wrote:
No way I'm leaving BC. Too much fun. Still mulling it over. If we have a glaring need, I'm cool with filling it. Otherwise, I'll just ride Thrudh until his wheels fall off.


Without Zed we'd be down to only a half "dozen" TWs. :lol:
I don't think we have a glaring need, really. I mean, there are plenty of things we don't have, but wouldn't call them a "need". No psionics, for instance, and I don't think we have a tracker. Neither of those are real "must haves" though. really, one of the nice things about a kitchen-sink setting is that there are rarely "must haves" for a party, particularly if the GM is willing to create/alter the adventure

*Looks at Gargamel's IC post*

Ok, you know what else we don't have? A medic. Oh, Karchev's got the Healing power, but no one has Healing as a skill. :(

Well, even still, Savage Rifts characters are really hard to kill. Even if no one knows CPR and Gargamel would die by the base rules, he then makes a d20 roll on the TLPG death and defeat table (pg 122) - death actually only occurs on a roll of 1-4 (so a 20% chance). He could actually come out of this less hurt than Tic and Zed :lol:

Lars wrote:
Failure is interesting to write huh.

It is, and the way quick combats work it's fairly "safe" place to fail, as the odds of nobody succeeding are slim.

Lars wrote:
Anyway: thank you for playing and look forward to more!

Thanks for running, and I'm looking forward to more, too!

_________________
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
    Vera - 17/20 full bursts
    Josephine - 6/6 shots
10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
    none
Active effects:
    [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Fri Apr 28, 2017 10:18 am
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Gargamel might be in trouble if we weren't less than a hundred feet from a hovertrain with a fully staffed medical bay on it. But...we are. He'll be okay, if the player wants to keep on with him.

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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


Fri Apr 28, 2017 10:20 am
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Very True Zed
Quote:
Well, even still, Savage Rifts characters are really hard to kill. Even if no one knows CPR and Gargamel would die by the base rules, he then makes a d20 roll on the TLPG death and defeat table (pg 122) - death actually only occurs on a roll of 1-4 (so a 20% chance).



Options:

1.) Take the rolls as they came. After the Quick Combat ends GM writes a re-cap. Then we get Gargamel, Iron Tic and Zed to the Med Bay on Hover Train. There is a +2 on all Healing Rolls done in Med Bay. Also a Doctor!

Once Gargamel is in Med Bay Doc Corvus can do a Medical Roll to try to Heal Gargamel (its at -4 but Med Bay has a +2 ...Karchev could do Healing too)....if Healing fails then Gargamel rolls on Death and Defeat Table. If a 1-4 is rolled we will see....otherwise as Zed mentioned above you might be better off than her or Tic!

2. I am unsure on how many bennies you have Gargamel...re-roll the 1d20+4 roll with one?

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Fri Apr 28, 2017 12:47 pm
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I have no idea how the hell I missed this thread, so I apologize for not jumping in sooner. I do have a very good healing spell and plenty of PP to cast it.

HEALING–MASS HEALING
Power Points: 6

Range: Special
Duration: Instant
The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.

_________________
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


Fri Apr 28, 2017 1:46 pm
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I used a benny to attempt to pass the fear test hence can't use another one

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

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

Also Conrad

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


Fri Apr 28, 2017 2:34 pm
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You could use it on the vigor test, though. Extra effort would guarantee a success, actually; you'd be shaken for at least 1d4 rounds, but alive.

_________________
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
    Vera - 17/20 full bursts
    Josephine - 6/6 shots
10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
    none
Active effects:
    [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Fri Apr 28, 2017 3:14 pm
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Gargamel wrote:
I used a benny to attempt to pass the fear test hence can't use another one


You can spend a bennie on any trait test. Extra effort cannot be used on rolls pertaining to damage, so in this case like Zed said you can spend a bennie on extra effort to succeed in your vigor roll.

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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


Fri Apr 28, 2017 7:29 pm
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So. You all lived. See the last posts in The First Adventure...it Started in a Bar. And check out Med Bay. Feel free to RP in the IC HANGOUT area. Rest - recuperate. Once Players decide what Characters they are going to play for next Adventure, we can get that under way.

While we RP in Med Bay, the HANGOUT Lounge, and get Characters ready I am going to Post an optional Interlude Post. The Interlude Post will explain more and have further details....one cool result of participating in the Interlude is a Adventure Card is rewarded to Players that write one.

Thanks!

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Sat Apr 29, 2017 12:19 pm
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Right, so definitely time to ramp up the new character gen.

I've been looking at Rifts and Shaintar stuff, and coming up with all sorts of ideas...
Once I settle on one it won't take long to roll it up.

Here are a few of the things I've been thinking about:
  • The Firehawk - Aevakar (winged elf) Burster - thought to be corrupted by the Flame, she fled her home... and ended up on Rifts Earth, where she learned the truth and how to control her powers.
  • The Bodyguard - Orc MARS (probably Vagabond or Wilderness scout, maybe PCC or Merc Soldier) - would take Defender of the Gather to be able to take hits for others, and focus on useful skills and making nails look fragile. Would probably also take Canny and Noble Mien because I like subverting "dumb brute" stereotypes.
  • The Elf - Alakar (woodsy elf) MARS, similar to The Bodyguard, but with Spirit Sight and more emphasis on a variety of skills than on raw survival. Basically your stereotypical woodsy elf. Similar to Norona over in the 32nd.
  • A werewolf... or rather, a MARS taking AB(superpowers) for a limited form of Greater Shapechange. This would require a great deal of Narrator input as we would need to determine the stats of the "werewolf" form.
  • A Human "Psi-Ghost" Crazy or MARS - because Psi-Ghosts are cool.

My problem here is not "what do I want to play", it's "which do I want to play the most". These are all ideas I want to play!

I'm seriously open to suggestions here...

_________________
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
    Vera - 17/20 full bursts
    Josephine - 6/6 shots
10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
    none
Active effects:
    [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Sat Apr 29, 2017 5:09 pm
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Zed wrote:
Right, so definitely time to ramp up the new character gen.

I've been looking at Rifts and Shaintar stuff, and coming up with all sorts of ideas...
Once I settle on one it won't take long to roll it up.

Here are a few of the things I've been thinking about:
  • The Firehawk - Aevakar (winged elf) Burster - thought to be corrupted by the Flame, she fled her home... and ended up on Rifts Earth, where she learned the truth and how to control her powers.
  • The Bodyguard - Orc MARS (probably Vagabond or Wilderness scout, maybe PCC or Merc Soldier) - would take Defender of the Gather to be able to take hits for others, and focus on useful skills and making nails look fragile. Would probably also take Canny and Noble Mien because I like subverting "dumb brute" stereotypes.
  • The Elf - Alakar (woodsy elf) MARS, similar to The Bodyguard, but with Spirit Sight and more emphasis on a variety of skills than on raw survival. Basically your stereotypical woodsy elf. Similar to Norona over in the 32nd.
  • A werewolf... or rather, a MARS taking AB(superpowers) for a limited form of Greater Shapechange. This would require a great deal of Narrator input as we would need to determine the stats of the "werewolf" form.
  • A Human "Psi-Ghost" Crazy or MARS - because Psi-Ghosts are cool.

My problem here is not "what do I want to play", it's "which do I want to play the most". These are all ideas I want to play!

I'm seriously open to suggestions here...


Honestly they all sound fun. I thought about playing a werewolf (from horror book). I only recently in last few months started reading Shaintar books. Like it enough to support the recent Kickstarter.

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Sat Apr 29, 2017 10:14 pm
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so we have 4 group bennies at the moment


Sun Apr 30, 2017 1:28 am
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They all do sound fun. If everything else is equal, I believe we don't have a wilderness person in the group yet.

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

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

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

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

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


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

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Sun Apr 30, 2017 6:33 am
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I am also looking at swapping Aiden out. He is a bit too simplistic; and pretty useless in anything except combat. Currently I'm waffling between the following (I have also just discovered the Shaintar races lol):

an alakar (half elf) cyber knight

battle cat (taken from the race designed by libertas in the forums) psi hunter (think wilderness scout but with some psychic abilities; reminiscent of the psi-slayer)

or loosely... a Goblin Burster

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Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Sun Apr 30, 2017 11:24 am
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Hmm.... wanna play Alakar siblings?

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Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
    Vera - 17/20 full bursts
    Josephine - 6/6 shots
10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
    none
Active effects:
    [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Sun Apr 30, 2017 12:05 pm
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Lars, dude, you're sick with these graphics! Freaking love the BC hangout!

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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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Sun Apr 30, 2017 1:58 pm
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what weapons were picked up?


Tue May 02, 2017 12:45 pm
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Corrigon wrote:
what weapons were picked up?


Vibro Swords
C-14 Rifles
CV-212 Rifles
C-18 Pistols

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Tue May 02, 2017 2:08 pm
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Gargamel would like to claim a pistol and Vibrosword


Tue May 02, 2017 2:22 pm
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Sorry to be a spoil sport, but Hans is Greedy. He will probably insist that you buy the equipment... especially the cannon... from the party stores

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

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

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

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

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


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

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Tue May 02, 2017 2:25 pm
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Ok, so my new character is shaping up a bit, but I could use some advice.

Currently she is going by Ember, but has a list of aliases longer than your arm... professional hazard. She's a career criminal, mostly theft but also some hacking and espionage work, but for the most part she doesn't mean any harm, she just does it to pay the bills. Well, and for the thrill of it. Okay, the thrill is really mostly why she does it, making money is an afterthought. Not that she doesn't make good money... that's just not the why of it.

These are the pics currently serving as my muse (ignore the severed hand and throwing knives in the first one):
Face
Getaway
Joyride

Mechanically speaking, she's a jack of all trades, master of... quite a bit, actually. Professional edges up to the neck with this one... at least 4 or 5 (and yes, I know the bonuses don't stack).

So, the advice.

I'm not quite sure which MARS package makes the most sense for her though. None of the ones I'm considering are bad options per se, but none seem just right, either. The biggest "problem" of any of them is the opportunity cost of not being able to pick one of the others.
  • Vagabond:
    Having no untrained penalty on any skill is quite nice. On the other hand, I can take jack-of-all-trades without the d10 Smarts as her HJ Professional edge. An extra benny and being able to ignore wounds on a soak is good too, but she's already getting +1 benny and ignores 1 wound penalty from F&G results, so no matter what she'll be a "vagabond light". On the other hand, right now she's got bunch of non-smarts skills at d4, so she could add a little more specialization.
  • Rogue Scholar (read as "Expert Hacker"):
    I was planning on taking Scholar for Kn(Computers) and Kn(Electronics) anyway, and Rogue Scholar gives so so so many skills (9+ points worth of stuff I'd be taking or want to take anyway, plus some extras), freeing up more for other stuff. On the downside, the starting gear is by far the weakest of all these options. The armor doesn't matter, she gets her pick from an F&G roll anyway... but she would basically HAVE to take Rich and Very Rich to have a decent weapon. On the other hand, I was considering taking them anyway for cybernetics (and maybe a hoverbike, but I like the idea of her not owning one and just "borrowing" one when she wants to go for a ride).
  • City Rat:
    Not one I had ever really considered (Technowarrior seems like it would just always be better - you can take Streetwise/Scrounger anyway), but probably the one that fits the concept best... but it doesn't give any extra skill points, and even with Jack of All Trades I really need some extras. On the other hand, careful selection of cybernetics can fix that somewhat (who cares if you only have d4 survival when you are adding +6(!) to it in North America and +4 everywhere else?) Scrounger fits the concept well too (just don't ask where I got it, you might not like the answer).
  • Personal Concept Option: a few extra skill points, a couple extra edges (or more accurately being able to move around edges, freeing up advances for skills) and another F&G roll. What's not to love? Well, mostly not getting the perks of the other options.

Once I get this figured out, it shouldn't take long for me to get her wrapped up, though if Aiden's new character is going to be her sibling obviously we'd need to work out some shared history... if he's a cyberknight, I would imagine that they've spent a number of years apart (I would expect that they've led very different lives)... in fact, he could be the biggest reason why she has "settled down" and joined the Black Company. That or maybe one of her escapades got her into hotter water than usual and this is her idea of laying low. :lol:

_________________
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
    Vera - 17/20 full bursts
    Josephine - 6/6 shots
10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
    none
Active effects:
    [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Tue May 02, 2017 4:32 pm
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City rat seems to fit the bill well.

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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


Tue May 02, 2017 6:11 pm
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Thematically it fits, but mechanics can't be ignored. Especially not in the infinitely reflavorable world of Savage Worlds. :)

Honestly though, it all kind of depends on what you want to focus on, Zed. Each choice emphasizes a particular focus. It's just a matter of which appeals to you or suits the character the most.

_________________
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 02, 2017 6:50 pm
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You are both quite right.

I did a run-down of Ember's skills and have determined that with just the normal 15 she would be be reasonably good at all the things I'd want her to be able to do - though not as good as I'd like, but we can't have everything, now can we?

So, scratch Rogue Scholar. The hacking and such was an afterthought anyway, mostly something she does to bypass security systems. I'll commit to Rich & Filthy Rich, and see what I get for cybernetics. She's only got a 6 strain, so it's not like she can just pick up every upgrade under the sun anyway. If that alone feels like enough cyber, then I'll go with Vagabond or PCO, and if not I'll go with City Rat. Narrowing it down, but by bit. ;)

_________________
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
    Vera - 17/20 full bursts
    Josephine - 6/6 shots
10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
    none
Active effects:
    [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Tue May 02, 2017 10:04 pm
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Hans Greuber wrote:
Sorry to be a spoil sport, but Hans is Greedy. He will probably insist that you buy the equipment... especially the cannon... from the party stores


And Gargamel can tell him to stay away from the Sky Rider. :p

I presume Hans is Greedy not stupid. That's a good way to get the rest of the squad to be annoyed with you.

In exchange for not complaining, Gargamel will request the item you want


Tue May 02, 2017 10:31 pm
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Corrigon wrote:
Hans Greuber wrote:
Sorry to be a spoil sport, but Hans is Greedy. He will probably insist that you buy the equipment... especially the cannon... from the party stores


And Gargamel can tell him to stay away from the Sky Rider. :p

I presume Hans is Greedy not stupid. That's a good way to get the rest of the squad to be annoyed with you.

In exchange for not complaining, Gargamel will request the item you want


Btw... Hans will do any TW conversions and upgrades at cost. If he gets an upgrade (free additional minor upgrade that you want), he will keep 1k of the 5k you would've spent.

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

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

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

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

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


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

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Wed May 03, 2017 5:00 am
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Just wanted to make it clear that Lars posted as Zed with my approval, and that this is my new character account. I'm looking forward to getting Ember operating 'live' with the team. :D

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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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Thu May 04, 2017 8:55 pm
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Ember wrote:
Just wanted to make it clear that Lars posted as Zed with my approval, and that this is my new character account. I'm looking forward to getting Ember operating 'live' with the team. :D


Thanks btw.

Now anytime you all go to the Supply Place on the Hover Train you can talk to either Lt. (Asshat) Zane or to Zed!

While Aiden and Zed fin up characters (look forward to seeing them) I'll try to keep things moving along....

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Sat May 06, 2017 9:11 am
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I have a few new Sub Forums coming.

One is going to be for our PC vehicles. A place to post their stats, condition, mods etc

Once I get the sub forum I will set it up and start the topic. The BC will give the Skiff and the Mountianeer you guys have some free stuff....will get to that soon.

I am setting up next adventure....just waiting on our two new characters (same players).

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Sat May 06, 2017 10:13 am
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Iron Tic

I deleted a post with this info: modified P-40 Particle Beam Cannon, 3d8+5 +6AP, 10 round clip. STR 12 to use. Taken from the dead CS Heavy Cyborg named: The End. (The broken off gimble essentially negated the -2 snapfire penalty. The gimble also negated the autofire penalty. No gimble at this time).

In case you needed it still.

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Sat May 06, 2017 2:30 pm
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Regarding Vehicles -

Whatever we take, Ember can drive it, fly it, or navigate it. Of course, no matter what you need done she'll tell you she can do it...
I mean, she can't power a TW vehicle, but once that's taken care of she can handle the rest.

Dang skyboats are slow... 40"/round = 27.27 miles per hour. That's "operational" top speed, so it should be able to go 2-4 times that if we push it...
Do they have to travel along ley lines, or just start on them (and presumably if you want to launch later, end on them)?

Also, can the Sky Rider carry a Mk2? They are both listed as Size 6.


Regarding Ember -

I'm making the last few decisions about armor upgrades, and will put together at least an outline of her history. I'll write it from the perspective that she has a cyberknight brother, but leave a lot of those details vague, TBD upon discussion with Aiden.

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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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Sat May 06, 2017 3:55 pm
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I am still thinking on the Sky Rider and Mk2.


Have you all decided who will track Group Bennies?

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Sun May 07, 2017 7:08 pm
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I can do it if nobody else wants the job. It just gets added to my signature line, right?
I jumped at the free upgrade to the mountaineer mk 2, but is the 2 person crew going to be an issue for a solitary driver? I realize we have other drivers, but you never can tell when you'll be down to one. I don't have my books with me. Is 1 driver on a 2 crew vehicle a negative to operation? How bad?
Also, the operator's vehicle comes with all mods filled. Is there room for some BC upgrades, or is it capped at 6 mod spots?

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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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Sun May 07, 2017 9:07 pm
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there is -2 penalty for one driver, but it also comes with +1 handling


Sun May 07, 2017 11:38 pm
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Ember can be a driver and/or pilot (I think the Sky Boat needs 2 as well?) though she may end up with her own ride at some point (if there's an opportunity to steal something from an enemy she'll have a hard time resisting - especially if it's a hoverbike).

Lars, I didn't want to post in the adventure thread until Ember was given the okay (background still in progress; I haven't heard from Aiden yet).
Also, did you want me to do an interlude in the between-adventure thread?

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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 May 09, 2017 8:37 am
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Lars wrote:
I am still thinking on the Sky Rider and Mk2.


Have you all decided who will track Group Bennies?


I'll track the group bennies, just need to confirm how many we have now. I think 3? Need to check out the thread again.

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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


Tue May 09, 2017 9:04 am
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Ember - I'll review her asap. Interlude. Up to you. It earns a Adventure Card if done. Not required.

Aiden - I'll PM him.

Karchev has Group Bennies. Cool.

As far as Mk2, I'm still thinking about it.

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Tue May 09, 2017 4:48 pm
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Aiden mentioned today he was working on his new character. Ember I like what I see, other than fleshing out the background some. Karchev has the Group Bennies. Tic, nice RPing and use of your Hindrances!

So other SET teams reset bennies each quarter. I reset them each Mission. This is Mission 2 so you should all have 3 Bennies and what ever you got from the end of Adventure One (bennies rewards or Red Bull bennie rewards).

So carry on in the Blue Room. Just passing time till Ember and New Aiden are ready. Ember go ahead and post there too even though you are working on character.

Thanks all.

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Does this mean my gadgets also reset? They are so many per session... but Bennies normally reset each session too

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

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

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

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

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


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

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Wed May 10, 2017 8:59 pm
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Will you tell me what book / page the rule on that is on? :)

Is it just somewhere under TW?

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Under Arcane Machinist ability description. You get your Smarts dice in gadgets per session.

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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


Wed May 10, 2017 9:16 pm
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Alecto wrote:
Under Arcane Machinist ability description. You get your Smarts dice in gadgets per session.


Thank you. I'll read it and confer with other GM's.

As far as bennies it seemed like having them reset per Adventure was best, some of you were down to 0 or 1 left.

Will think on it all today :)

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Thu May 11, 2017 6:02 am
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So do you want me to roll vs my burn then?

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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


Thu May 11, 2017 9:06 pm
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Enter Spider, 1000 creds he betrays us.

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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 12, 2017 5:15 pm
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Was highly suggested to me to go with Sessions like everyone else. So I will.

Burn / Bennies / Gadgets / XP etc will go by site wide Sessions rule.

Thanks for bearing with me.

After each Adventure I will still award Rewards such as Red Bennies, extra Bennies etc like I did after 1st Adventure.

Okay! Aiden is working on his character but I do plan on ramping up and getting into next adventure ASAP!

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Fri May 12, 2017 7:17 pm
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Iron Tic wrote:
Enter Spider, 1000 creds he betrays us.


New Hindrance? Paranoid...

:)

I WAS going to have a PC join and betray you but decided not to. Spider will work with you for a while then I think I might try to get him into a SET as a Player Character :)

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Fri May 12, 2017 7:19 pm
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New

http://savagerifts.com/viewtopic.php?f=43&t=508&p=9540#p9540

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Mon May 15, 2017 3:43 pm
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Just a heads up. I've got a busy weekend ahead. My days will be shot, and where I'm going, there may not be much in the way of wifi. I'll check in if I can, but I may be out of pocket starting Friday morning until late, late Sunday.

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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 May 17, 2017 6:52 pm
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Hell Trucker. He rolls where others are afraid to roll.

Your post was ominous.

:)

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Wed May 17, 2017 6:55 pm
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That's me!

https://www.youtube.com/watch?v=qfKPKluQuXA

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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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Thu May 18, 2017 6:20 am
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Perfect negotiations, Thrudh. Next time we are through, I may have some degreaser for you to help grease the wheels.

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

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

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

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

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


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

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Thu May 18, 2017 7:53 pm
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I was under the impression that TW vehicles just required an AB to power... but that anyone could take the wheel, so to speak, or at least assist as additional crew.
If not... well, Ember's gonna want her own set of "wheels" at some point anyhow.

And maybe a chain greatsword/lance/scythe thing to make mad-max-esque side-swipes. :twisted:

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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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Fri May 19, 2017 11:07 am
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Ember wrote:
I was under the impression that TW vehicles just required an AB to power... but that anyone could take the wheel, so to speak, or at least assist as additional crew.
If not... well, Ember's gonna want her own set of "wheels" at some point anyhow.

And maybe a chain greatsword/lance/scythe thing to make mad-max-esque side-swipes. :twisted:



Was a big chat about it on HANGOUTS. No answer is official yet since PEG is down. I made a call, No, if I am wrong, its easier to say

Oh duh that's how you do it, I get it now, now I can use it. Strange, was confusing at first but now I get it.

Otherwise, Its:

But I used to be able to?

Shrug. Maybe we just avoid non AB flying for now, brush over it, until we have an answer.

Thanks!

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Fri May 19, 2017 11:16 am
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Also, Posted some Arkansas maps for ref.

I am ready to roll with next scene. I just am trying to give players time to RP, and not everyone has posted.

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Fri May 19, 2017 11:17 am
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Lars wrote:
I made a call, No, if I am wrong, its easier to say

Oh duh that's how you do it, I get it now, now I can use it. Strange, was confusing at first but now I get it.

Otherwise, Its:

But I used to be able to?

Shrug. Maybe we just avoid non AB flying for now, brush over it, until we have an answer.

Thanks!


Hehe that's fine. Looking it over, the book is somewhat ambiguous. It's not like I specifically made Ember with co-piloting the 'boat in mind, that was just a side idea.

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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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Fri May 19, 2017 1:28 pm
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Currently for pilots for the Sky Rider:
  • Hans: Piloting d4 (+4; +2 In Combat)
  • Gargamel: Pilot d4
  • Karchev: Piloting d4-2 (Untrained)
  • Sadie: Piloting?!?

Looks like Hans may be our best pilot. With these numbers, and the lack of need for extra space for the SET members, we may just want to take Eleanor instead. It will take longer, but we will have better drivers, and be more heavily armored.

Taking both, however, in addition to being faster, will also allow us to carry more salvage.

Looks like about 200 miles or so. That is half a day in the Skyboat, or 1-2 days in Eleanor, by my guess, even allowing for the rough/non-existant roads

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

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

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

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

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


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

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Fri May 19, 2017 2:44 pm
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I think we'll be fine. With Alecto and Ember in Eleanor, we'll have the full firepower of both vehicles available. That's a lot. Sure, it won't do much if we get beset by a flight of Super SAMAS or an Elder Dragon or some such, but that's not going to change if we go with just Eleanor.

Besides, if we get there soon enough, we might be able to rescue some of the SET before they are turned into Horrid Undead Monstrosities that we would instead have to fight.

Speaking of, I think Ember needs to pay a visit to Zane to see about silver weapons. There's not much else Ember can do against undeadish types, and others should be a higher priority for Greater Smite.

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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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Fri May 19, 2017 8:36 pm
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Hm.

Alecto could buy a Piloting skill chip sometime.

I really need to start stocking up skill chips. The versatility of having a 'skill on demand' is quite nice.

...

Some silver swords too maybe. She can go all Witcher.

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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 May 20, 2017 11:47 am
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feel free to post in supply area like Thrudh did....

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Sat May 20, 2017 12:26 pm
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still waiting on a response about the bag

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

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

Also Conrad

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


Sat May 20, 2017 3:18 pm
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Gah, sorry I have at least 4 times thought, I need to respond to that bag thing.

Okay. Post coming. Sorry. Last two weeks has been a busy time for me. Seriously, just did 10 16 hours days. Killer.

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Sat May 20, 2017 3:49 pm
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no worries as long as you had not forgotten


Sun May 21, 2017 12:10 am
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Corrigon wrote:
no worries as long as you had not forgotten



these events are just prior to all of you going to Blue Room for mission briefing

http://www.savagerifts.com/viewtopic.php?f=51&t=438#p9978

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Sun May 21, 2017 10:29 am
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Thanks for the "assist"/sorry for "using" you, Gargamel. :lol:

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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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Sun May 21, 2017 11:50 am
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Girls.

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Sun May 21, 2017 11:55 am
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Heh.

I wrote my posts in reverse chronological order because that's the order I read the threads in, so I didn't see the vamp gear post until after the supply post. Probably wouldn't have pulled out all the stops like that if I had. On the other hand, that made for the more interesting post.

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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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Sun May 21, 2017 11:59 am
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On Sky Rider - Pilot: Gargamel, co-Pilot: Sadie.

In Eleanor - Hans, Alecto, Thurdh, Ember.

Tic?
Karchev?


(Lars)

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Flint
Stats: Age 62, Pace 6 (8 in Armor, +5 ft leaping, Wall Walker), Parry 7, Toughness (varies)
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d6, Vigor d6
Hindrances: Overconfident, Loyal, Anemic.
Skills: Psionics d12, Stealth d6+2, Fighting d10, Intimidation d6+2, Investigation d6+2, Notice d10, Shooting d4, Streetwise d4, Survival d6.
Edges of Note: Greater Bolt 6d8 MD and AP, Rapid Bolt RoF 3, Read the Current, Investigator, Danger Sense & Sixth Sense, Energy Control Fire, Rapid Recharge.
Psionics (Mega): Darksight, Smite, Telekinesis, Armor, Boost/Lower Trait, Blind.
I.F. Powers: Broadcast, Electric Aura, Electric Mastery, EMP, Stormwalker.

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Mon May 22, 2017 1:25 pm
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nobody wants to fly with Gargamel. Maybe I should rock the boat


Mon May 22, 2017 1:30 pm
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Don't take it personally. There's a functioning still brewing dwarven moonshine on Eleanor.

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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 22, 2017 2:33 pm
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maybe Gargamel should rock a bye. Test the limits of the straps


Mon May 22, 2017 2:40 pm
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Hans is just more used to the comfort of being inside an ARMORED vehicle. He was a member of an armored company of mercenaries afterall... besides, Don't Piss off an Engineer!!!

One other point... I see that WHEN we get into unexpected combat, Eleanor will be dropped off to play while the Sky Boat goes up for strafing runs. The main benefit from the Sky Boat is that it can fly. It is not a combat ship. If Hans can eventually get enough credits, one of the MANY things he wants is a TW Flier... picture a modern 13 or so passenger prop plane with TW engines. It is mid way between the boat and Eleanor for toughness, and is a lot faster than either. The only problem is lack of VTOL... but I have some ideas about that.

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

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

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

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

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


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

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Mon May 22, 2017 4:02 pm
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Fell wrote:
On Sky Rider - Pilot: Gargamel, co-Pilot: Sadie.

In Eleanor - Hans, Alecto, Thurdh, Ember.

Huh. The original reason for Ember to go in the Mountaineer was to operate the weaponry in case we got attacked. If Hans and Thrudh are going to be in Eleanor, maybe Ember should be in the 'boat to operate it's missile pod if needed. though, there are 3 weapon systems in the Mountaineer, too, so unless Hans is going to be using one someone would take a MAP if they all get fired.

It should also be considered that if the 'boat does get damaged mid-flight, Hans is probably the only one who can repair it. Him being in Eleanor greatly increases the odds that we fall out of the sky (and falling out of the sky in Eleanor isn't much better than falling out of the sky in the 'boat).

Hans Greuber wrote:
One other point... I see that WHEN we get into unexpected combat, Eleanor will be dropped off to play while the Sky Boat goes up for strafing runs. The main benefit from the Sky Boat is that it can fly. It is not a combat ship.

Expecting the unexpected. Good, good. :lol:

Uh, if we get attacked by surprise, I think the last thing we are going to want to do is move in a predictable pattern to make a landing, remove the haul straps, and hope we don't get shot down in the meantime. Even the limited evasive maneuvers of the 'boat are better than that. However, we have some decent armaments on both vehicles, so anything agressive is going to be in for a bad day... and as I said elsewhere, anything that can stand up to that barrage is likely to be a nasty threat to Eleanor alone anyway... yeah, armor, but also significant reduction in firepower if we don't have both.

Hans Greuber wrote:
If Hans can eventually get enough credits, one of the MANY things he wants is a TW Flier... picture a modern 13 or so passenger prop plane with TW engines. It is mid way between the boat and Eleanor for toughness, and is a lot faster than either. The only problem is lack of VTOL... but I have some ideas about that.
We just have to find a V-22 Osprey (or it's Golden Age equivalent, I'm sure there would have been improvements) to upgrade. Or for that matter, a transport helicopter would do. ;)

Or for that matter am aircraft that hasn't been upgraded, so Ember can fly it if needed... not really seeing the major benefit of a TW vehicle over a nuclear powered vehicle anyway.

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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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Mon May 22, 2017 5:10 pm
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Ember, you made some good points. Hans will tell Thrudh how to keep the Still going properly, and keep it on Eleanor. Meanwhile, Hans will stay on the boat and work in a workshop on board the boat. In case of combat, Hans can either take over as pilot, copilot, or gunner easily.

And in case you wondered, the reason Hans wants a TW aircraft, other than the fact that he is a TW, is because of the bonuses he can give it with enhancements, and the doubling of his Machine Maestro bonuses with a magic item as opposed to a pure tech item. With some credits and time, when he gets Seasoned Hans will add a couple of dice to Piloting (think bending/breaking the laws of physics) as well as a couple of +1 to Piloting when in the Captain's seat.

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

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

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

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

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


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

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Mon May 22, 2017 5:44 pm
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I think the funniest thing about Karchev's "explanation" is that so far only magic users are on board the ship. Thrudh, Alecto, And myself are on Eleanor, so we don't hear it.

Maybe Tic's there to hear it. Which kind of just makes it funnier.

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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 May 23, 2017 4:49 pm
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I genuinely wish Alecto had been there. She would have had so many questions. :)

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[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 23, 2017 5:00 pm
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on Sky Rider:

Hans

Gargamel

Karchev

Sadie

right? If so cool. Working on a post

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Thu May 25, 2017 12:00 pm
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http://www.savagerifts.com/viewtopic.php?f=43&t=508&p=10478#p10478

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Thu May 25, 2017 12:20 pm
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Of the people in Eleanor, who wants to teleport onto a Pirate Ship? Hans can take all 4 from onboard Eleanor at once... gotta love Greater Teleport. I will be doing it all first round, thanks to Quickness :D

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

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

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

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

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


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

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Thu May 25, 2017 12:39 pm
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Well, those of us in Eleanor can use its weapons yeah?

That's probably more useful than Alecto being on deck. :)

Edit - Conferred in Hangouts; the angle to hit the enemy skiffs is bad due to the ATV dangling underneath.

So yeah, a teleport will work 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


Last edited by Alecto on Thu May 25, 2017 1:07 pm, edited 1 time in total.



Thu May 25, 2017 12:56 pm
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Posts: 444
Location: The Black Company
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Eleanor is not in position to fire its guns without fancy flying... unless it has a turret.

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

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

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

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

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


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

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Thu May 25, 2017 1:07 pm
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Posts: 106
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Ah. Well. That was sort of the point of be it. Also I didn't realize that Eleanor's weapons were not turreted.
Yeah, a TP would be good.

_________________
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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Thu May 25, 2017 2:09 pm
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Posts: 264
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Are Eleanor's weapons not in turrets? Not sure how that works. Are they fire controlled from the cockpit or operated by crew?

_________________
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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Thu May 25, 2017 4:52 pm
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 444
Location: The Black Company
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I could see 1 in a turret... and they usually have choice of either, I believe

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

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

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

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

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


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

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Thu May 25, 2017 4:59 pm
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Posts: 229
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The Mountaineer doesn't have a 'top' weapon mount by default. Its owner would have to specify that a turret was added. I don't think the description here on the board mentions one so...we're assuming it doesn't have one.

_________________
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php?f=29&t=167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

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


Credits: 2000


Thu May 25, 2017 5:09 pm
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Joined: Sat Apr 01, 2017 9:57 am
Posts: 264
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Okay. So who fires the mod-mounted weapons? Pilot or crew?

_________________
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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Thu May 25, 2017 7:24 pm
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Joined: Thu May 04, 2017 1:24 pm
Posts: 106
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I think it's "any of the above" and maybe even other passengers... not exactly clear though

_________________
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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Thu May 25, 2017 8:08 pm
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I am Presuming that I should stay at the controls otherwise we will crash. One handed shooting for Gargamel I think


Thu May 25, 2017 10:56 pm
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