Q4 Experience and EP

This team is part of the Special Units arm of the Tomorrow Legion.
GM: Corrigon
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Corrigon
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Q4 Experience and EP

Post by Corrigon »

3rd SET

Langdon - 6 XP | 2.30 PPW | 3 EP
Penny - 6 XP | 2.40 PPW | 3 EP
Kidemonas - 6 XP | 3.30 PPW | 3 EP
Mica - 6 XP | 1.60 PPW | 2 EP
Savant - 6 XP | 3.40 PPW | 3 EP
Heracles - 6 XP | 2.10 PPW | 3 EP
Freya - 6 XP | 2.20 PPW | 3 EP

Group Post Rate (Weekly): 2.16
GM Post Rate (Weekly): 3.20

With Mica's posting rate lower because of personal reasons, I will top up your EP.
GM bennies 6/8
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Ndreare
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Re: Q4 Experience and EP

Post by Ndreare »

Awesomeness.
Seasoned, I am going for size increase, and I will have to think on how to spend points from Hindrances.
Perhaps more strength, or more toughness.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Savant
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Re: Q4 Experience and EP

Post by Savant »

Major Psionic is simply too useful--double ISP, and the ability to enhance rolls? Sign me up! (Then, because she IS still a Crazy, next level will probably be Quick Draw. Swapping weapons is a pain.)
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Penny Wise
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Re: Q4 Experience and EP

Post by Penny Wise »

I'm currently at 17 XP unspent, which gives me 3 advances, correct? Just want to doublecheck before I pick stuff out.
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
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Ndreare
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Location: Skagit County, Washington
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Re: Q4 Experience and EP

Post by Ndreare »

Penny Wise wrote:I'm currently at 17 XP unspent, which gives me 3 advances, correct? Just want to doublecheck before I pick stuff out.
No, you earned 6 XP in Q2, 5 in Q3 and 6 now. Started with 25 So you should be at 42 XP.

Holy smokes!!! Looking at your character you only spent 20 XP You have 4 advanced banked up?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Penny Wise
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Re: Q4 Experience and EP

Post by Penny Wise »

RFT wrote:
Penny Wise wrote:I'm currently at 17 XP unspent, which gives me 3 advances, correct? Just want to doublecheck before I pick stuff out.
No, you earned 6 XP in Q2, 5 in Q3 and 6 now. Started with 25 So you should be at 42 XP.

Holy smokes!!! Looking at your character you only spent 20 XP You have 4 advanced banked up?
I guess so! I'll come up with some advances and log them here when something leaps to mind.
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
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Freya Kay
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Re: Q4 Experience and EP

Post by Freya Kay »

Corrigon wrote:3rd SET
With Mica's posting rate lower because of personal reasons, I will top up your EP.
Thanks!
For her advancement Freya will up her Smarts to d12.
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
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Heracles
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Re: Q4 Experience and EP

Post by Heracles »

Do you want/need us to reply to this (and future versions) to say what Advance we took? I put it on the sheet and updated the Advance tracker for the sheet as well. I'm fine to do this too, just checking.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Penny Wise
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Re: Q4 Experience and EP

Post by Penny Wise »

Proposed advancements are:

Raise Agility by 1 to d8.
Raise Persuasion and Drive by one die each to d8.
Common Bond Edge: Share bennies with others.
Upgrade: Optics Package (she's a reporter so an eye that records video will come in handy.)

All good?
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
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Langdon Steed
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Re: Q4 Experience and EP

Post by Langdon Steed »

Had enough for 2 advances:


[*] Seasoned 3 Advance: Edge: Power Points (+5 PP)
[*] Seasoned 4 Advance: Stealth->d8/Streetwise->d6
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.
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