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 New Edge from SPC2 
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Hey Freemage,
Can Echo take this edge from SPC2 (or either or the other two leaders?

Super Powers Companion 2 pg 7 wrote:
Team Leader
Requirements: Novice, Smarts d8+
Team leaders excel at getting people to work together like the idiomatic well-oiled machine. If a character with this Edge is present when a Cooperative roll is made, the lead character does not have to be designated beforehand. The participant with the highest total is automatically considered the lead.



For Echo i would retrap it to fit her other psychic sensitive trappings and call it. "Intuitive Teamwork" representing how she naturally knows how to work with and follow the will of those around her.

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Shaping Worlds Together
The 99's Game Master Bennies 10
    +8 Players
    +2 Sidekicks

Nash bennies 3
    None Spent

12 bennies 3
    None Spent

13 bennies 3
    None Spent


Jane Toppan bennies 1
    -1 to extra Effort on Ace of Spades versus interrupt


Shaintar Game Master Bennies 8
    +8 Players


Nightbane Game Master Bennies 6
    +6 Players


Tue Apr 03, 2018 4:02 pm
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Joined: Thu May 11, 2017 7:09 am
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RFT wrote:
Hey Freemage,
Can Echo take this edge from SPC2 (or either or the other two leaders?

Super Powers Companion 2 pg 7 wrote:
Team Leader
Requirements: Novice, Smarts d8+
Team leaders excel at getting people to work together like the idiomatic well-oiled machine. If a character with this Edge is present when a Cooperative roll is made, the lead character does not have to be designated beforehand. The participant with the highest total is automatically considered the lead.



For Echo i would retrap it to fit her other psychic sensitive trappings and call it. "Intuitive Teamwork" representing how she naturally knows how to work with and follow the will of those around her.


The basic idea is acceptable, but note that it is a Leadership Edge--by default, Command is a Prerequisite. I get the re-trap, but that doesn't bypass the idea that this is a more advanced Edge. Now, that said, if we can come up with a substitute pre-req, I could probably be persuaded to let you take that path to it.

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Tue Apr 03, 2018 6:31 pm
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Sounds reasonable. I would not have interpreted it as requiring command on my own but I see your point of view. Maybe I'll suggest it to the other players who have already have command and we're asking for ideas. But I don't think it's worth to edges for me.

_________________
Shaping Worlds Together
The 99's Game Master Bennies 10
    +8 Players
    +2 Sidekicks

Nash bennies 3
    None Spent

12 bennies 3
    None Spent

13 bennies 3
    None Spent


Jane Toppan bennies 1
    -1 to extra Effort on Ace of Spades versus interrupt


Shaintar Game Master Bennies 8
    +8 Players


Nightbane Game Master Bennies 6
    +6 Players


Tue Apr 03, 2018 7:07 pm
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Fox is positioned to take this edge either in the next advance or the one following.

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PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.

Bennies: 5/5

    Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..

| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |


SAMAS
    SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **

    Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision


Sun Jun 03, 2018 8:52 pm
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