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Sounds like a plan, then, if Penny approves.

And I just realized--since you're already much closer to the troops than we are, you don't even have to move forward--hell, you could probably fall back a bit and still be able to place the force-field between us and the Robot.

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Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
    Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • 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).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty


Fri Jan 12, 2018 1:17 pm
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Got it!

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Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4


Fri Jan 12, 2018 2:31 pm
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waiting on Penny and Mica to post as they will have something to say on this plan (especially as Penny has the mechanical malfunction card)

Also, one extra benny for Mica for sorting out the adventure deck


Sat Jan 13, 2018 8:14 am
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Penny is also a pacifist, but it's Minor level, so she'll accept that there's no choice. She'll have the ATV act as Melee Attacker Delivery System for anyone who needs it. And she'll play the malfunction card.

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Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles


Sat Jan 13, 2018 5:31 pm
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I think I'll have Lang fire a shot or 2 then move in close and try to confuse them with his disguise/radio access if needed.

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Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.


Sat Jan 13, 2018 11:08 pm
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Could I have distances for movement for Heracles and Kidemonas and how many walls did Freya put up please?


Sun Jan 21, 2018 3:41 am
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Kid is 12" For 72' Distance

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Shaping Worlds Together
The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Shaintar Game Master Bennies 7/7


    Sun Jan 21, 2018 11:28 am
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    Corrigon wrote:
    Could I have distances for movement for Heracles and Kidemonas and how many walls did Freya put up please?

    Your call... I am not sure how many "walls" were needed...

    _________________
    Freya Kay -
    Techno-Wizard
    • PPE (20): Used 8
    • Arcane Machinist (half Smarts - 6 session): Used 0
    Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
    Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
    Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
    Adventure Deck Card:
    Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
    Bennies: 4


    Mon Jan 22, 2018 5:47 pm
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    Freya Kay wrote:
    Corrigon wrote:
    Could I have distances for movement for Heracles and Kidemonas and how many walls did Freya put up please?

    Your call... I am not sure how many "walls" were needed...

    I think just the one or two Kidemónas can fly over last minute will work.

    _________________
    Shaping Worlds Together
    The 99's Game Master Bennies 3
      +8 Players
      +2 Sidekicks
      -1 Extra Effort for Mind Control
      -1 Shabbat Soak roll (failed)
      -4 Mind Melter tickling the players with no real effect.
      -1 Soak Collision damage for clone

    Shaintar Game Master Bennies 7/7


      Mon Jan 22, 2018 9:14 pm
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      I'd say 4, actually.

      Figure 2 for the width of the UAR, and then another 2 as 'wings' to make sure it doesn't shoot wide just by accident.

      The height of the walls is undefined in the spell; it would be up to the GM if you need additional segments to get high enough to block the UAR's weapons.

      _________________
      Savant
      OOC Comments
      Altara Warrior Woman Crazy (Visibly Altaran)
      Active effects: none
      Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
      Weapon in hand: Wilk's Rifle (12/16 Shots)
      Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
      Powers: Clairvoyance, Divination, Mind-Reading
      Charisma: -2/+2 (Depends on how person feels about Altarans)
        Adventure Cards:
      • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
        hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
      • 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).
      ISP: 9
      Bennies: 2/3

      Major Phobia: Birds
      Bloodthirsty


      Tue Jan 23, 2018 12:27 am
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      Interestingly too high to climb, but can be flown over.

      What is the trapping on the wall? Will define how easy to see them


      Tue Jan 23, 2018 12:41 am
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      And if still being placed in front of the UAR-1, then only Heracles is on the other side of the barrier


      Tue Jan 23, 2018 5:13 am
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      So 4 sections?
      The trapping is force. If you ask me, it is invisible, as Freya's "style" is "discreet and silent wins the day".

      _________________
      Freya Kay -
      Techno-Wizard
      • PPE (20): Used 8
      • Arcane Machinist (half Smarts - 6 session): Used 0
      Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
      Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
      Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
      Adventure Deck Card:
      Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
      Bennies: 4


      Tue Jan 23, 2018 5:40 pm
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      Standard Invisiblity would be Notice -4 to detect; of course, the UAR's sensors give a +2 bonus, I believe.

      _________________
      GM Bennies (7th SET, Joker's Jokers): 6/7
      GMC Bennies: XWarrior1 1
      XHunter1: 2
      XWarrior2: 1
      XPsiBug: 0
      XSuperWar: 2
      XQueen: 2





      Tue Jan 23, 2018 8:18 pm
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      Damn, that's a good roll on the UAR-1. Still want me to drop the glitch card on it?

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      Penny Wise, Reporter at Large
      Parry 4, Toughness 6, Armor 11
      Charisma: 2
      Bennies: 5 default, 4 current
      - Spent 1: 8/16/2017
      Active Effects: Vigor Boost (1 die) via Heracles


      Wed Jan 24, 2018 8:39 pm
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      Nah, between that and the barrier, I think we're probably good (though Kid should weigh in on it, since he'd be the one targeted).

      _________________
      Savant
      OOC Comments
      Altara Warrior Woman Crazy (Visibly Altaran)
      Active effects: none
      Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
      Weapon in hand: Wilk's Rifle (12/16 Shots)
      Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
      Powers: Clairvoyance, Divination, Mind-Reading
      Charisma: -2/+2 (Depends on how person feels about Altarans)
        Adventure Cards:
      • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
        hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
      • 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).
      ISP: 9
      Bennies: 2/3

      Major Phobia: Birds
      Bloodthirsty


      Thu Jan 25, 2018 12:20 am
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      Please note that at least one barrier is down and i need to do the exploding dice on the grenades


      Thu Jan 25, 2018 12:43 am
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      Savant wrote:
      Nah, between that and the barrier, I think we're probably good (though Kid should weigh in on it, since he'd be the one targeted).

      No opinion. Kid is designed to take damage. But not taking damage is even better.

      _________________
      Shaping Worlds Together
      The 99's Game Master Bennies 3
        +8 Players
        +2 Sidekicks
        -1 Extra Effort for Mind Control
        -1 Shabbat Soak roll (failed)
        -4 Mind Melter tickling the players with no real effect.
        -1 Soak Collision damage for clone

      Shaintar Game Master Bennies 7/7


        Thu Jan 25, 2018 8:56 am
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        For the interrogation, we've got a couple choices, partly depending on how co-operative the two men seem to be.

        1: Straight-up mind-ripping. Penny tells Savant what they need to know, and Savant goes in asking questions--she can probably get three or so answers before running out of juice.

        2: Confirmation. Penny handles the interrogation directly, asking what she wants to know in exchange for the men's eventual freedom. Savant is held in reserve, and then at the end uses Mind Reading to determine if the men have told the truth or not.

        Obviously, option 2 gets us more intel for less ISP, but it is dependent upon them cooperating. Penny would need to negotiate from a position of strength--say, if they refuse, they'll be held captive longer, because Savant will need time to extract all the information--and of course, they'll have to get more 'face time' with Savant herself. OTOH, a quick interrogation and confirmation could get them released fairly quickly--sans radios, of course, so as to slow their return to their comrades with intel.

        _________________
        GM Bennies (7th SET, Joker's Jokers): 6/7
        GMC Bennies: XWarrior1 1
        XHunter1: 2
        XWarrior2: 1
        XPsiBug: 0
        XSuperWar: 2
        XQueen: 2





        Wed Feb 07, 2018 8:42 am
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        Freya can also "concoct" some gizmo to mind read the guys... But no torture. She is dead set against it.
        They are the Tomorrow Legion, remember?

        _________________
        Freya Kay -
        Techno-Wizard
        • PPE (20): Used 8
        • Arcane Machinist (half Smarts - 6 session): Used 0
        Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
        Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
        Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
        Adventure Deck Card:
        Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
        Bennies: 4


        Wed Feb 07, 2018 9:22 am
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        Lang still has his Deadboy armor disguise spell up, maybe between that and his high CHA and his communication band we can turn him to the light side. Lang could pretend to be a defector himself or something.

        _________________
        Langdon Steed
        Steed, Langdon Steed
        MARS Mage Commando/Spy
        BENNIES: 4/3
        • +1 for trying to get the Meganomicon in Nyxil's lair
        Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
        Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
        Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
        Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
        I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
        Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
        Nerves of Steel: (He may ignore 1 point of wound penalties)
        Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
        Filthy Rich
        Master of Magic: (MEGA spells)


        WOUNDS:

        Active Effects
        Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
        TW Combat Armor charge: 7m45s
        TW Comm Band 42m30s
        Exalted Darksight (raise: +2 to attack rolls): 42m45s
        Exalted Detect Arcana: 2/3 rounds
        Speak Languages: 10m00s

        PPE: 9/25

        BLUR Deflection (Greater Deflection)
        DECEIVE Disguise (Mass Disguise)
        TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
        Available only when wearing powered TW Combat Mage Armor
        SHADOWSIGHT Darksight (Exalted Darksight)
        EAGLE EYES Farsight (Greater Farsight)
        Available only when wearing powered TW Communication Band
        TONGUES Speak Languages (Mass Understanding)
        Available only when wearing Lang's Belt
        DIG-DUG Burrow (Greater Burrow)

        Adventure Cards
        ==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
        ==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
        ==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.


        Wed Feb 07, 2018 9:47 am
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        Location: 3rd Set "The Losers"
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        Ah. Hmm. Sorry? I kind of jumped the gun I guess. I had Heracles giving in to his delusions while he was "Getting It Together" and pull a shades of Braveheart bit.

        _________________
        Heracles
        Character Summary
        Dog Boy Crazy
        Active effects: Uncanny Reflexes (-2); Deflection (-4).
        Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
        Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle
        Edges: Jack-of-all-Trades, Major Psionic, Quick, Split the Seconds, Sublime Chaos
        Powers: Boost/Lower Trait, Deflection, Healing, Smite
        Charisma: -2 (0 with Dog Boys)
        ISP: 7/20
        Bennies: 4
        Adventure Card:
        • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.).
        • Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.

        Wounds:

        Currently playing in: 3rd Set The Losers


        Wed Feb 07, 2018 10:14 pm
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        Nevermind - I think Lang's CS armor illusion might have been cancelled when he puked anyway.

        _________________
        Langdon Steed
        Steed, Langdon Steed
        MARS Mage Commando/Spy
        BENNIES: 4/3
        • +1 for trying to get the Meganomicon in Nyxil's lair
        Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
        Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
        Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
        Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
        I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
        Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
        Nerves of Steel: (He may ignore 1 point of wound penalties)
        Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
        Filthy Rich
        Master of Magic: (MEGA spells)


        WOUNDS:

        Active Effects
        Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
        TW Combat Armor charge: 7m45s
        TW Comm Band 42m30s
        Exalted Darksight (raise: +2 to attack rolls): 42m45s
        Exalted Detect Arcana: 2/3 rounds
        Speak Languages: 10m00s

        PPE: 9/25

        BLUR Deflection (Greater Deflection)
        DECEIVE Disguise (Mass Disguise)
        TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
        Available only when wearing powered TW Combat Mage Armor
        SHADOWSIGHT Darksight (Exalted Darksight)
        EAGLE EYES Farsight (Greater Farsight)
        Available only when wearing powered TW Communication Band
        TONGUES Speak Languages (Mass Understanding)
        Available only when wearing Lang's Belt
        DIG-DUG Burrow (Greater Burrow)

        Adventure Cards
        ==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
        ==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
        ==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.


        Sat Feb 10, 2018 5:05 am
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        I think torture is bad, so I think leading with Penny and then switching to Savant if it doesn't pay off is the way to go.

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        Penny Wise, Reporter at Large
        Parry 4, Toughness 6, Armor 11
        Charisma: 2
        Bennies: 5 default, 4 current
        - Spent 1: 8/16/2017
        Active Effects: Vigor Boost (1 die) via Heracles


        Sat Feb 10, 2018 9:40 pm
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        How much time passes between this scene
        viewtopic.php?f=48&t=1740&p=30717#p30717

        And this scene?
        viewtopic.php?f=48&t=2013#p30719

        Is the 6 hours for all of us or only for the new member?

        Asking because Kid is supercharged from a Ley Line and still has 36 PPE, so with a fade rate of 1 per hour he will lose some unless we cross another Ley Line on the way.

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        Shaping Worlds Together
        The 99's Game Master Bennies 3
          +8 Players
          +2 Sidekicks
          -1 Extra Effort for Mind Control
          -1 Shabbat Soak roll (failed)
          -4 Mind Melter tickling the players with no real effect.
          -1 Soak Collision damage for clone

        Shaintar Game Master Bennies 7/7


          Mon Feb 12, 2018 9:57 am
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          Supercharged from what leyline? You are not near one in either scene?

          24 hours out from Garnet Town in the first thread and then six hours for the rest of you to reach near glimmer valley


          Mon Feb 12, 2018 10:02 am
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          I just thought of a bad side to being under mind control. I am two post away from 20 (I have 19, but 1 of those is not qualifying), and will not be able to IC post in the mean time.

          Is there a fair compromise to be had?

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          Shaping Worlds Together
          The 99's Game Master Bennies 3
            +8 Players
            +2 Sidekicks
            -1 Extra Effort for Mind Control
            -1 Shabbat Soak roll (failed)
            -4 Mind Melter tickling the players with no real effect.
            -1 Soak Collision damage for clone

          Shaintar Game Master Bennies 7/7


            Mon Mar 26, 2018 3:16 pm
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            The direction you have from me is to attack the other dragon. How that goes down I'll leave to you post.


            Mon Mar 26, 2018 11:03 pm
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            Corrigon wrote:
            The direction you have from me is to attack the other dragon. How that goes down I'll leave to you post.

            Cool thanks. I did not realize i would still be allowed to post and attack.
            But Kid being who he is will obviously be going all out with Wild Attacks

            _________________
            Shaping Worlds Together
            The 99's Game Master Bennies 3
              +8 Players
              +2 Sidekicks
              -1 Extra Effort for Mind Control
              -1 Shabbat Soak roll (failed)
              -4 Mind Melter tickling the players with no real effect.
              -1 Soak Collision damage for clone

            Shaintar Game Master Bennies 7/7


              Tue Mar 27, 2018 6:52 am
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              Joined: Sun Apr 02, 2017 11:45 am
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              happy to still let you run your character. You just get some direction from me that's all


              Tue Mar 27, 2018 10:46 am
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              Joined: Mon Dec 05, 2016 8:44 am
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              trying to figure out how to level up Mica. There does not seem to be any edges that will help my power armor directly, so it is a matter of spending them on herself. but I'm not sure what to get.



              Her cyclone has 2 slots where weapons can be installed. likely that will take time to figure out those weapons.

              _________________
              Mica Nowel
              MARS Power Armor Soldier
              Parry: 8
              Toughness:
              • CVR-3 Combat Armor: 12(6)
              • Cyclone PA: 14(8)
              Notable Edges: Ambidextrous(Ignore Off hand Penalty), Brave (+2 to fear tests)
              Notable Skills: Driving d6; Fighting d10; Piloting d4; Shooting d10; Stealth d10; Notice d8; Survival d4; Persuasion d8;
              Notable Attributes: Strength d6 (d12 in PA mode); Charisma: +4
              Weapons:
              • H-90 Gallant
                • Pistol mode: Range: 15/30/60 Damage: 2d4+1 ROF: 2 AP: 2 Shots: 830
                • Rifle mode: Range: 25/50/100 Damage: 3d6+1 ROF: 4 AP: 2 Shots: 415
                • -- Ammo: (828/830); (830/830); (830/830) - 3 PE-Clips
                • *Note: Rifle mode shots use 2 shots
              • RL-6 60mm Light Repeating Rocket Cannon
                • SBT, Mega Damage Range: 100/200/400 DMG: 4d6 ROF: 1 AP: 11
                • SHOTS: 2/6
              Wounds: 0/4 | Fatigue 0/2
              Action Cards:
                • Note: Character has a sworn enemy from Intial Interlude, draws extra card until they "retire"
              • Joker's Gone Wild
              • Contact
              Bennies:3/4
              • +1 Q3 Fortune Favors the Bold
              • +1 Q3 Post rate bonus
              • +1 Heracles scored a Joker in Round 1 of Big Battle
              • -1 benny used to reroll piloting at Nexus
              • -0 benny canceled in Battle against Demon at Nexus
              • -1 benny used persuasion roll in new begining for Garnet Town facilitating roll.
              • -1 benny used to reroll knowledge engineering for crates.


              Thu Apr 05, 2018 5:58 pm
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              Well, an Agility bump would let you raise Fighting and Shooting next time. Since you've got an RoF weapon, Rock'n'Roll is a good pick.

              _________________
              GM Bennies (7th SET, Joker's Jokers): 6/7
              GMC Bennies: XWarrior1 1
              XHunter1: 2
              XWarrior2: 1
              XPsiBug: 0
              XSuperWar: 2
              XQueen: 2





              Thu Apr 05, 2018 6:05 pm
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