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Joined: Sun Apr 02, 2017 11:45 am
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hello and welcome to the site. we have 4 groups accepting players at the moment.

you should post any character rolls in their own thread in the recruitment forum.


Mon May 15, 2017 8:51 am
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Come on in! The 13th Community Outreach Team is ready for players!

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    Adventure Deck (WIP)
    GM Bennies: 4/6

Murder Hobos:


Mon May 15, 2017 5:35 pm
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Hobo Joe wrote:
Come on in! The 13th Community Outreach Team is ready for players!


Wish I had the EP for a third--I've got such a perfect COT character concept.... Ah, well.

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Mon May 15, 2017 6:52 pm
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Freemage wrote:
Hobo Joe wrote:
Come on in! The 13th Community Outreach Team is ready for players!


Wish I had the EP for a third--I've got such a perfect COT character concept.... Ah, well.

I think the third character is only 3 EP or something like that.

I thought about creating one, once I get the EP but want to see how balanced it is with 2 characters. As it is there are times when I want to go but there is no rational way for Kid to interject himself. So I just read and wait.

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Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Mon May 15, 2017 7:14 pm
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It's 10 EP, not 3 :)

See here
    (3 EP) Inactive Character Slot
    (5 EP) Second Character Account
    (10 EP) Third Character Account
    (20 EP) Fourth Character Account
    (10 EP) Per Each Additional Character Account

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CS Fighting Joes


Mon May 15, 2017 8:17 pm
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So, I've got the bug. Bad. I'd love to run a 3rd character. I was looking for the patron info and can't seem to find it. Does becoming a patron still unlock an additional character slot? Where do I go to do that?
Basically, what I'm asking is: y'all got any more of them good Savage Rifts character slots?
Probably should've posted this under my primary account, Maximilian. Point remains the same.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig


Sun Jun 04, 2017 6:18 pm
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heh,

Patron information is in the House Rules forum:
viewtopic.php?f=8&t=325

VV

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Sun Jun 04, 2017 6:52 pm
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Currently, the 7th still has 2 openings. We've got a Mind Melter to cover Psi, a suit of Robot Armor, lots of melee (with competent ranged components) and a fairly potent face. The MM also has Healing, so that's pretty solid.

If I had to pick areas that are still somewhat undermanned, I'd say magically, they've really only got the MM and some of Echo's abilities; a competent spell-chucker (any of the Masters of Magic would suffice, or even a MARS caster of some exotic flavor) wouldn't be amiss. On the skill side, there's no real knowledge monkeys (Electronics and Battle are at d6, with no other Knowledges outside of languages). And they don't have a dedicated small-arms specialist.

We start July 1st, so there's still time to get in on the ground floor of the epic tale of Joker's Jokers!

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies:





Sun Jun 04, 2017 9:00 pm
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3rd Set has 3 spots left as well. They could use some technical skills, a more focused magic user, somebody with command specialism or a stealth specialist


Sun Jun 04, 2017 10:29 pm
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Venatus Vinco wrote:
heh,

Patron information is in the House Rules forum:
http://savagerifts.com/viewtopic.php?f=8&t=325

VV


See? I knew it was somewhere.
The reward tiers specify an inactive character slot at everything silver and above. What would it take to open up a 3rd active slot? Or is that beyond the scope of what the patron ranks can do? I throw down invites on the Facebook savage rifts page, but I don't want to just spam it at everyone and not actually help grow the rosters.

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature


Sun Jun 04, 2017 10:31 pm
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50 patron reward also provides an extra spot


Sun Jun 04, 2017 10:32 pm
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Corrigon wrote:
50 patron reward also provides an extra spot


Even having not been one of the 50?

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature


Sun Jun 04, 2017 11:11 pm
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Maximilian wrote:
Corrigon wrote:
50 patron reward also provides an extra spot


Even having not been one of the 50?


Yes, I believe so.

The 50 Patron Award is available to new patrons beyond 50.

I think I confirmed that already but will do so again.

VV

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Mon Jun 05, 2017 2:02 am
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Confirmed.

50 Patron Milestone is available to new patrons.

VV

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Didn't have a signature but wanted the 1 EP for using OOC tags!


Mon Jun 05, 2017 9:52 am
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Sign me right the eff up.

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature


Mon Jun 05, 2017 9:28 pm
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I signed right the eff up.
Now to create ANOTHER character, and pick my poison....I mean, my team! MUHAHAHAHAHAHAH!

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature


Mon Jun 05, 2017 9:38 pm
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Hmm....going to start fiddling with a lyn-srial. Mystic or cloudweaver. And I have my eye on the 7th SET, if they'll have me. Freemage, consider yourself warned.

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature


Mon Jun 05, 2017 10:45 pm
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Hey, I did say, "magic power", so I'm ready for it--would you just be using a MARS build for the Cloudweaver, or something like a themed Ley Line Walker or Mystic?

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies:





Mon Jun 05, 2017 11:10 pm
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The illustrious 4th COT. Is still looking for a few more brave souls.

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Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 4/6

Murder Hobos:


Sat Jun 17, 2017 10:30 am
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Corrigon wrote:
3rd Set has 3 spots left as well. They could use some technical skills, a more focused magic user, somebody with command specialism or a stealth specialist


I sent a few tells to VV and he okayed White Hoof for play using my Patreon character unlock. I'm up for joining the 3rd as we discussed. I would like to use my signature item unlock for a rotary rail gun of some kind.

I'll be up front in saying White Hoof is a tank/beet stick who has some stealth but he's not really skill heavy.

_________________
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 31(16); Strain: 1

Weapons list viewtopic.php?f=47&t=893&p=11823#p11827


Tue Jul 04, 2017 8:40 pm
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Is it wrong that I'm seriously contemplating a fourth character slot? Is there something wrong with me?

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature


Sun Jul 23, 2017 3:37 pm
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Maximilian wrote:
Is it wrong that I'm seriously contemplating a fourth character slot? Is there something wrong with me?

Yes. Seriously wrong. The fact that you are hesitating is so beyond wrong. :lol:

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Heracles
Character Summary
Dog Boy Crazy
Active effects: Uncanny Reflexes -2; Boost Vigor, Berserk
Parry: 6 (plus Uncanny Reflexes -2); Toughness: 17(7) [Triax T-11 Enhanced Armor] - currently 20(7)
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle
Edges: Jack-of-all-Trades, Major Psionic, Quick, Sublime Chaos
Powers: Boost/Lower Trait, Deflection, Healing, Smite
Charisma: -2 (0 with Dog Boys)
ISP: 13/20
Bennies: 4
Adventure Card: Hidden Stash (Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.)

Currently playing in: 3rd Set The Losers


Sun Jul 23, 2017 4:28 pm
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As long as you can keep up, do EEETT!

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Sun Jul 23, 2017 7:20 pm
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Keep up? Man, I think my GMs are getting tired of me posting all the time. Another slot might let them catch a breath. Now I just need to find a couple more EP.

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Sun Jul 23, 2017 9:14 pm
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I've still got an open slot I'm trying to fill with a few different concepts xD

No problem on the creativity front, i'm just very indecisive when it comes to the initial creation process itself -- so many options with Savage Worlds I almost feel spoiled. Almost. . . ;P

If any groups would like a savvy criminal type, let me know -- I have a CK as well, but those seem to be more common.

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Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.


Sun Jul 23, 2017 10:12 pm
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What groups are looking and what attributes do they seek in their recruit? Looking to make a toon, but I want to ensure I provided needed skills to the party.


Thu Jul 27, 2017 2:14 pm
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HaphazardNinja wrote:
What groups are looking and what attributes do they seek in their recruit? Looking to make a toon, but I want to ensure I provided needed skills to the party.


Hello,

Our most up to date list of openings is here: viewtopic.php?f=7&t=261&p=15165#p15165

You can look at the characters in each group and get a feel for it, also I encourage the respective GMs to chime in.

All that being said I usually prefer that new characters make what they want to play so they aren't stuck in someone's concept.

Totally up to you.

VV

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Thu Jul 27, 2017 2:22 pm
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Venatus Vinco wrote:
HaphazardNinja wrote:
What groups are looking and what attributes do they seek in their recruit? Looking to make a toon, but I want to ensure I provided needed skills to the party.


Hello,

Our most up to date list of openings is here: viewtopic.php?f=7&t=261&p=15165#p15165

You can look at the characters in each group and get a feel for it, also I encourage the respective GMs to chime in.

All that being said I usually prefer that new characters make what they want to play so they aren't stuck in someone's concept.

Totally up to you.

VV


I agree with this, but I'll also throw out a caveat--in Savage Worlds (and especially Savage Rifts, with its abundance of skill points, extra Edges, and so on), it's very easy to include a decent side-function on most character concepts. (Dragons and other Young characters are the primary exception to this.) So it can be a useful thing to look at the group you want to join, decide, "hey, they don't have a healer of any sort" and just make sure you include the Healing Skill or the Power (if you took an AB user as your main concept).

Really, though, the only thing you might want to avoid (unless it's totally core to the concept) is taking certain Powers, if someone in the group already has them. Some, of course, are generically useful in multiples, especially if you vary the Trappings (two Bolt casters can have completely different ranges of effects, for instance--in general, multiple iterations of the same combat-centric Power isn't going to be an issue). But others are less Trapping-malleable, and so you'll end up in a situation where both characters can do the thing you only need one to actually do--Divination, Clairvoyance and Mind Reading and the like all have a tendency to be redundant if taken by two or three characters, for instance. Even the most hardcore 'I want all the spells' type of caster (taking New Power, say, every other Advance for your Ley Line Walker) is probably never going to get half their potential list, so it's usually pretty easy to find something interesting if your 'first choice' spells are already claimed.

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies:





Thu Jul 27, 2017 3:26 pm
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Thanks for the feedback. It seems that magic tends to be the most coveted thing, so I'll make a utility beat stick with a detailed backstory


Fri Jul 28, 2017 3:34 pm
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Join the black company. We got a TW, a battle mage, a Grackletooth operator, a robot melee specialist, and a freed Altaran melee/ranged magical fighter. We are also being actively hunted by the 13th SET one of the other player groups.

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Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet

Bennies
4 bennies


Adventure Card
Deadly Blow


Sun Jul 30, 2017 7:57 pm
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Is the Black Company open? I thought they were full. Huh. Gideon will be looking for a group but I'll let new players choose/get chosen first.

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Heracles
Character Summary
Dog Boy Crazy
Active effects: Uncanny Reflexes -2; Boost Vigor, Berserk
Parry: 6 (plus Uncanny Reflexes -2); Toughness: 17(7) [Triax T-11 Enhanced Armor] - currently 20(7)
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle
Edges: Jack-of-all-Trades, Major Psionic, Quick, Sublime Chaos
Powers: Boost/Lower Trait, Deflection, Healing, Smite
Charisma: -2 (0 with Dog Boys)
ISP: 13/20
Bennies: 4
Adventure Card: Hidden Stash (Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.)

Currently playing in: 3rd Set The Losers


Sun Jul 30, 2017 8:38 pm
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I believe BC is closed. I asked Lars when we started losing players if he was going to bring anyone else in. He seemed comfortable with the number we had. Don't know if he's changed his mind, but he doesn't advertise it as open.

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Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 Jul 30, 2017 9:58 pm
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Well, it doesn't much matter, since the Black Company won't be around too much longer. They have the Quiet Ones after them.

:D

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13(6)
Rifle Ammo: 30
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 5/5
Adventure Cards:
    44. Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
    51. Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
    46. 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).
    47. Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this
    game session.
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All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart


Tue Aug 01, 2017 2:44 am
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<<< insert evil laughter >>>

Pender - our plan to kill both the 13th and BC is working hahahahahhaha

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Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Tue Aug 01, 2017 10:11 am
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Jude Maverick wrote:
Well, it doesn't much matter, since the Black Company won't be around too much longer. They have the Quiet Ones after them.

:D


Time to show you some Satisfaction!

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Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • 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.
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
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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viewtopic.php?f=42&t=380


Tue Aug 01, 2017 11:20 am
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Is that guaranteed?


Tue Aug 01, 2017 11:35 am
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So I got creative insomnia yesterday and worked up my first ever online simming character into the Savage Rifts system as best I could. I figured before I sign up as a Patron for the extra character slot I would see if there's any group that wants The Shadow. He's pretty equally versatile sniper/melee, though a bit tilted toward melee with the First Strike Edge (and in my head). I noticed the 32nd, Nameless, and 4th were a bit lighter on the melee combatants, but I'm willing to play anywhere :) Check him out in Supporting Cast if you like.

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Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13(6)
Rifle Ammo: 30
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 5/5
Adventure Cards:
    44. Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
    51. Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
    46. 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).
    47. Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this
    game session.
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All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart


Wed Aug 02, 2017 5:51 am
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4th Please! 4th Please!

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13th GM bennies GM Bennies
7/8
-1 for libertas to take some wounds.


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Wed Aug 02, 2017 10:09 pm
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Pender Lumkiss wrote:
4th Please! 4th Please!


LOL That's enthusiastic! I like it! If the GM has me, sure.

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13(6)
Rifle Ammo: 30
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 5/5
Adventure Cards:
    44. Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
    51. Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
    46. 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).
    47. Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this
    game session.
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All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart


Wed Aug 02, 2017 11:19 pm
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Would one of the open groups have use/need/desire of a Harrowed Gunslinger? I am thinking about opening up a character slot for Gideon Bennett over in the Supporting Cast.

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Heracles
Character Summary
Dog Boy Crazy
Active effects: Uncanny Reflexes -2; Boost Vigor, Berserk
Parry: 6 (plus Uncanny Reflexes -2); Toughness: 17(7) [Triax T-11 Enhanced Armor] - currently 20(7)
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle
Edges: Jack-of-all-Trades, Major Psionic, Quick, Sublime Chaos
Powers: Boost/Lower Trait, Deflection, Healing, Smite
Charisma: -2 (0 with Dog Boys)
ISP: 13/20
Bennies: 4
Adventure Card: Hidden Stash (Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.)

Currently playing in: 3rd Set The Losers


Thu Aug 03, 2017 6:27 pm
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The 99
Will be starting next month if we can get enough players.

If you are interested Heracles Gideon would be welcomed. I skimmed him last night and will read his background today.

----------------------------------------------


1: - Proposed Gideon = MARS Gunslinger
2: - Proposed VorScott = Cyber-Knight
3: - Proposed Sephia Moonblade = Altara Cyber-Knight
4: - Proposed Lawrence Charles = Psi-Nullifier
5:
6:

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: None
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 20/20
Bracers PPE: 5/5 Deflection & 5/5 Shrinking
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies: 4
  • +1 for 3rd Q post rate.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

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Wed Aug 09, 2017 4:54 am
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John Kramer, the Melee Tank and Survivalist 80's Slasher Horror Villain is ready for review in the Recruitment Forum.


Thu Aug 10, 2017 6:29 pm
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HaphazardNinja wrote:
John Kramer, the Melee Tank and Survivalist 80's Slasher Horror Villain is ready for review in the Recruitment Forum.


Great, do you have a group in mind? If so, I'll get the GM to have a look. If not, I can look it over for you.

VV

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Fri Aug 11, 2017 9:48 am
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Noglik, the Goblin shapeshifting ARES in the Supporting Characters is also ready for review. No group is planned for him yet

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Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • 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.
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
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Thu Aug 17, 2017 9:22 pm
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Was drawn here by the advertisement in the PEG forums for The 99. It looks like I took to long to get set up.

Regardless, Kuikku is ready for review and deployment.

viewtopic.php?f=7&t=1075

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Kuikku
Parry: 7
Toughness: 12(6)
Toughness with Cyber-Armor active: 18(8) MDC


Sat Aug 19, 2017 2:54 pm
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Kuikku wrote:
Was drawn here by the advertisement in the PEG forums for The 99. It looks like I took to long to get set up.

Regardless, Kuikku is ready for review and deployment.

http://savagerifts.com/viewtopic.php?f=7&t=1075


Welcome aboard. While that particular game is already filled up there are other games that have room.

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Sun Aug 20, 2017 7:48 am
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32nd and Nameless still need players


Sun Aug 20, 2017 8:25 am
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Might need to buckle down...

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Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 15/15
PPE: 16/20
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 2/3
Adventure Cards:
    Extra card play.
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All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart


Tue Aug 22, 2017 5:08 am
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Might need Hobo Joe to run another SET. Lol 3!


I am interested to see how many people have new characters looking for teams to join come the end of the quarter.

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Lars - The Black Company

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Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

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Wed Aug 23, 2017 3:10 pm
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considering the influx of new players and then EP for second accounts, I'd say a couple more GM's will be needed soon.


Wed Aug 23, 2017 3:28 pm
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Lars wrote:
Might need Hobo Joe to run another SET. Lol 3!


I am interested to see how many people have new characters looking for teams to join come the end of the quarter.


I know Lars is ready to run a SET. With 3 running characters, I should have enough EP for a 4th slot with EP left over to make sure nobody dies. So...go ahead and get cracking. Thanks.

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Zakkael
Zakkael
Current Status: 0 wounds / 1 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 10/20 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Wed Aug 23, 2017 4:01 pm
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Zakkael wrote:
Lars wrote:
Might need Hobo Joe to run another SET. Lol 3!


I am interested to see how many people have new characters looking for teams to join come the end of the quarter.


I know Lars is ready to run a SET. With 3 running characters, I should have enough EP for a 4th slot with EP left over to make sure nobody dies. So...go ahead and get cracking. Thanks.


lol

If I run another group I am dropping a character.

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Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

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Wed Aug 23, 2017 4:56 pm
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Lars wrote:
lol

If I run another group I am dropping a character.


You're not allowed to drop Roath or Zieja.

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Wed Aug 23, 2017 6:17 pm
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Hello,

I may be able to run another SET. But a new GM would be best.

VV

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Wed Aug 23, 2017 6:28 pm
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I'm working on a campaign submission for a New West team to start in October. Hope to have the pitch and initial one sheet done by the weekend. Hoping to wrap up a Pathfinder PbP I've been running on the Paizo boards in the next week or two, as well, so I can focus on this.

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Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
Agility d10, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d8
Charisma: 2 (or 3 if known); Pace: 10 (1d10); Parry: 7; Toughness: 21 (10)
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor)
Notice d8+2, Intimidation d8, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session)
Adventure Cards: 52 Payback (Play after sustaining a wound; do +2 damage for rest of scene); 24 Inspiration (Hero and all friendlies get +2 to all trait rolls for rest of round); 20 Last Stand (Hero and adjacent allies gain +2 Parry and Toughness until next Joker is dealt)


Wed Aug 23, 2017 6:57 pm
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Will the characters be required to come from New West or will it just be the adventure taking place in New West?

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Wed Aug 23, 2017 8:17 pm
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I don't even care. I've got characters in supporting cast, or I'll whip up a new one. I'd be all over Cantrell's campaign.

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Wed Aug 23, 2017 8:34 pm
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I ask because I worked up a Savage Rifts version of Ndreare and would love to play him. But he is definitely not from the New West.

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    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.


Wed Aug 23, 2017 8:37 pm
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Noglik is not originally from the New West, but he can easily travel... even as someone's mount.

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Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • 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.
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
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Wed Aug 23, 2017 8:45 pm
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It will take place in the New West, but some of the PCs could come from elsewhere, as at least part of the group will comprise a Legion Community Outreach Team, and others could be mercenaries and drifters recruited as hired guns. A couple of caveats, however (assuming the pitch is approved):

  • I've GMed several successful PbP games in the past, but this will be my first whirl with Savage Worlds, so I'm not looking for characters that push the limits of the rule system. Custom IFs and gonzo races with 20 pts of Hindrances will be a tough sell.
  • I want to keep the focus on the PCs, and to that end will implement a restriction that I've used in other PbPs: No pets, henchmen/sidekicks or summoning-focused characters. (This also helps with the first bullet point.)
  • I'd like to reinforce the classic Rifts + New West flavor, so bonus points if your character could be constructed in Palladium Rifts using the core rulebook, Lone Star, New West + Spirit West books, although 1-2 "fish out of water" characters certainly would have a place, as that's a pretty classic trope (David Carradine in Kung Fu, etc.). Preference given to proven roleplayers and consistent posters.
  • I strongly encourage a varied, balanced party that covers a range of roles, not all combat gods and archmages. There's definitely a slot or four for MARS characters.
  • The group will be moving around a lot, occasionally in tight spaces, so a robot pilot is not a good fit. A Glitter Boy or an operator whose primary focus is piloting his suped-up Mountaineer might be disadvantaged at times but could still work. A power armor pilot would be fine (and might get access to some fun retrapped armor options ...)

The setup for the initial campaign arc is inspired by The Magnificent Seven (mashed up and twisted a bit...); here's the first part of the pitch:

Black Market Bible Camp
Located just east of the ruins Kenton, Oklahoma, near the borders of the Old American Empire states of New Mexico and Texas, the ramshackle trading post known as Black Mesa owes its existence to two things: A nearby ley line that carries TW-powered caravans southeast from the Colorado Baronies to a nexus in the northern reaches of Lone Star, and an underground bunker built by far-sighted religious zealots who knew jack squat about HVAC systems.

Loaded with supplies, electronics and religious tracts, the bunker beneath the former Black Mesa Bible Camp was discovered by Black Market smugglers about 50 years ago. The occupants were long dead, killed by carbon monoxide poisoning, but the complex itself was perfectly serviceable once proper ventilation was added. Looking to liquidate the crates of Bibles and other paraphernalia within, the Black Market unwittingly attracted a number of New West preachers and other fanatics who continue to use the outpost as a sort of hub for mission trips and pilgrimages throughout the surrounding region.

Decades later, the black-collared priests and the Black Market share the dusty streets with an eclectic mix of gunslingers, gamblers and traders, shifters, mercenaries and the militant techno-wizards of the Red River Combine.

It’s the sort of place that offers any number of opportunities for the Tomorrow Legion, but the 18th Community Outreach Team -- its sigil the Aces and Eights of the Deadman’s Hand -- hasn’t had much luck recruiting. A recent plea for help has the COT preparing for action, however. The message, from a veteran Cyber-Knight purported to be an old companion of Lord Coake, seeks help in the wild lands to the west, where a D-Bee village is in dire need of protection from Pecos raiders.


Wed Aug 23, 2017 9:58 pm
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I swear, if I get enough EP this Quarter..... I've got four variations on the same basic idea, and they would all fit pretty well.

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Wed Aug 23, 2017 10:27 pm
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    Hells yeah! 1 EP away from 5th Character!!!!!!!

    Right onnnnnnnnnnneeeerrrrrr err um. Never mind.

    Sadly I've several Characters I'd like to play but.......

    I think I'm going insane already... that might just be the Crazie Mercy talking though...

    Cantrell the game sounds awesome.

    New West is where I play IRL Rifts game lately. Fun area.

    :)

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Lars - The Black Company

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Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Wed Aug 23, 2017 11:42 pm
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I havd a quick flex merc done up as a gunfighter type from the baronies. The big question would be if I have the EP for another slot. ;)

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Professor Adam Radecliffe
Professor Adam Radecliffe (Rogue Scholar)
Bennies 3 of 4

Player: James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget

Agility d8 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d6
Pace 6 | Parry 5 | Toughness 12(5)

Frequently used skills
Alertness d8 + 2
Persuasion d8 + 2
Shooting d8

Edges
Scholar [Archaeology, History]: +2 to Knowledge(Archaeology) and Knowledge(History)
Investigator: +2 Investigation and Streetwise
Linguist: Begin play with a number of languages equal to Smarts (@ Smarts die level); Smarts –2 to be understood in any language heard for a week
Charismatic: +2 to Charisma
Strong Willed: +2 to Intimidation and Taunt, +2 to resist Tests of Will
Brawny: +1 Toughness and load limit is 8 x STR
Brave: +2 to Fear tests
Elan: +2 when spending a Benny on a Trait roll (including soak rolls)
Alertness: +2 Notice
Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1

Hindrances
(Major) Curious: The mysteries of the world await
(Minor) Wanted [Coalition]: Possession of forbidden knowledge with intent to distribute
(Minor) Bad Eyes: The spirit is willing but the eyes can't see a damned thing


Thu Aug 24, 2017 7:05 am
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Cantrell wrote:
  • I've GMed several successful PbP games in the past, but this will be my first whirl with Savage Worlds, so I'm not looking for characters that push the limits of the rule system. Custom IFs and gonzo races with 20 pts of Hindrances will be a tough sell.
  • I want to keep the focus on the PCs, and to that end will implement a restriction that I've used in other PbPs: No pets, henchmen/sidekicks or summoning-focused characters. (This also helps with the first bullet point.)
  • I'd like to reinforce the classic Rifts + New West flavor, so bonus points if your character could be constructed in Palladium Rifts using the core rulebook, Lone Star, New West + Spirit West books, although 1-2 "fish out of water" characters certainly would have a place, as that's a pretty classic trope (David Carradine in Kung Fu, etc.). Preference given to proven roleplayers and consistent posters.
  • I strongly encourage a varied, balanced party that covers a range of roles, not all combat gods and archmages. There's definitely a slot or four for MARS characters.
  • The group will be moving around a lot, occasionally in tight spaces, so a robot pilot is not a good fit. A Glitter Boy or an operator whose primary focus is piloting his suped-up Mountaineer might be disadvantaged at times but could still work. A power armor pilot would be fine (and might get access to some fun retrapped armor options ...)

As a note if you are worried about keeping a handle on player power, you will find the following three powers that most Savage Worlds Game Masters find the hardest to deal with.
    Quickness: This lets the characters take four actions per turn in Savage Rifts.
    Shape Change (at legendary): The greater version of this lets players turn into Young Adult Dragons. Enough said
    Summon Ally (at legendary): Force Multiplication can dominate a battle field.


That having been said As a battle mage Ndrearehas Quickness, but I would accept a GM telling me to pick another spell as a requirement for play. But honestly while I would love to play him, he is more like a Snake Eyes than a Wild Bill for tone so he may just be not acceptable at all in your game, as he would be a tone off from the Western Feel you want.

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Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.


Thu Aug 24, 2017 7:29 am
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I'm all over that game. For serious. I'm in.

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Thu Aug 24, 2017 8:51 am
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Cantrell,

The New West Game sounds great! Pitch it properly when you're ready and I am sure it will work out.

Now I have ideas for New West characters using MARS.

VV

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Thu Aug 24, 2017 9:06 am
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RFT wrote:
As a note if you are worried about keeping a handle on player power, you will find the following three powers that most Savage Worlds Game Masters find the hardest to deal with.
    Quickness: This lets the characters take four actions per turn in Savage Rifts.
    Shape Change (at legendary): The greater version of this lets players turn into Young Adult Dragons. Enough said
    Summon Ally (at legendary): Force Multiplication can dominate a battle field.


That having been said As a battle mage Ndrearehas Quickness, but I would accept a GM telling me to pick another spell as a requirement for play. But honestly while I would love to play him, he is more like a Snake Eyes than a Wild Bill for tone so he may just be not acceptable at all in your game, as he would be a tone off from the Western Feel you want.


Yeah, my impression from the old PEGforums is that's Born A Hero + shape-shifting and summoning dragons is the Pun-Pun of SR.

When you say four actions with Quickness, I guess you mean cast four spells in a round? I've seen that and it's a bit excessive, but away from a ley line just not sustainable more than a round or so. Absent any summoning I'm not overly worried. And with more melee oriented characters it seems even less of a problem.

As for your character, a shadow warrior in the desert is about as "fish out of water" as it gets, which certainly has some potential for good RP. I just dont want an entire party like that.

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Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
Agility d10, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d8
Charisma: 2 (or 3 if known); Pace: 10 (1d10); Parry: 7; Toughness: 21 (10)
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor)
Notice d8+2, Intimidation d8, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session)
Adventure Cards: 52 Payback (Play after sustaining a wound; do +2 damage for rest of scene); 24 Inspiration (Hero and all friendlies get +2 to all trait rolls for rest of round); 20 Last Stand (Hero and adjacent allies gain +2 Parry and Toughness until next Joker is dealt)


Thu Aug 24, 2017 11:34 am
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Posts: 378
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So my GH dragon hatchling with Summon Ally selected isn't a good fit. That's okay. I've got other ideas.

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature


Thu Aug 24, 2017 12:44 pm
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Posts: 744
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The game sounds awesome Cantrel. I actually have some development in New Mexico and Arizona I'd gladly share with you. Could be stops on your adventures, or even centers for them. In particular Gallup and Roswell (not what you'd expect at first, so be warned), plus I redeveloped some of the broad strokes of Arizona for areas away from the Grand Canyon. You might like a few of them. I'd say IM me, but I remember you being one of the luddites who refuse to use gtalk :P

So PM and I'll make available what I can to you.

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CS Fighting Joes


Thu Aug 24, 2017 10:56 pm
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Posts: 201
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High Command wrote:
The game sounds awesome Cantrel. I actually have some development in New Mexico and Arizona I'd gladly share with you. Could be stops on your adventures, or even centers for them. In particular Gallup and Roswell (not what you'd expect at first, so be warned), plus I redeveloped some of the broad strokes of Arizona for areas away from the Grand Canyon. You might like a few of them. I'd say IM me, but I remember you being one of the luddites who refuse to use gtalk :P

So PM and I'll make available what I can to you.


Definitely. I'm not sure this group will push quite that far southwest into NM, but I'd love to see what you've written up for the region. PM incoming.


Fri Aug 25, 2017 10:56 am
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Posts: 372
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I have to pay for patronage if I want a third character, but I do have Sierra and Caleb available. Caleb probably wouldn't work, since he has a daughter. Sierra is a burster, but would probably fit well out west. I have a mind melter or dragon next on my list to make.

Also, I suppose I could try and get serious about trying to run something LOL Like Cantrell's, though, it would be a more limited game, probably, as I haven't run SW or SR before.

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13(6)
Rifle Ammo: 30
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 5/5
Adventure Cards:
    44. Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
    51. Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
    46. 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).
    47. Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this
    game session.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart


Mon Aug 28, 2017 12:56 am
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Posts: 744
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Best thing to do is to have conversations with the GMs you like about their process, how they craft the narrative, and how they adjudicate things. Keep in mind if you can play, you already have it half done. There are moving parts to consider behind the scenes, but you can do a LOT of narrative without touching it. Its in combat you'll get those questions a lot. and since there is quick combat, if you find a combat taking too long you can always switch to that mid stream. that's a lot more narrative in nature, so easier to deal with and let you catch your breath. But I'd only do that if you grossly overestimated the power of your group (not usually the case, most of us underestimate it).

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Mon Aug 28, 2017 7:09 am
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Posts: 378
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Jude Maverick wrote:
I have to pay for patronage if I want a third character, but I do have Sierra and Caleb available. Caleb probably wouldn't work, since he has a daughter. Sierra is a burster, but would probably fit well out west. I have a mind melter or dragon next on my list to make.

Also, I suppose I could try and get serious about trying to run something LOL Like Cantrell's, though, it would be a more limited game, probably, as I haven't run SW or SR before.


Worth it. For all the fun I have on this site and even in the hangouts with you people, it's worth a couple bucks a month of my entertainment budget.

_________________
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 2 (+1 quarter rewards, -1 extra effort red vault dial, -1 extra effort red vault doors, -1 extra effort exit to Nadine, +1 interlude)
Parry: 7
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened,
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
    Teamwork - Your Hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    Better You Than Me - Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature


Mon Aug 28, 2017 7:23 am
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Posts: 455
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Maximilian wrote:
Worth it. For all the fun I have on this site and even in the hangouts with you people, it's worth a couple bucks a month of my entertainment budget.


I agree, one of those things where I think even if you make minimum wage for less than 10 minutes pay a month you get an extra character allowing you to have hundreds of minutes of entertainment a month. I think the minimum patreon is 2 dollars.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.


Mon Aug 28, 2017 9:26 am
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Joined: Thu Mar 09, 2017 9:00 pm
Posts: 1175
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High Command wrote:
Best thing to do is to have conversations with the GMs you like about their process, how they craft the narrative, and how they adjudicate things. Keep in mind if you can play, you already have it half done. There are moving parts to consider behind the scenes, but you can do a LOT of narrative without touching it. Its in combat you'll get those questions a lot. and since there is quick combat, if you find a combat taking too long you can always switch to that mid stream. that's a lot more narrative in nature, so easier to deal with and let you catch your breath. But I'd only do that if you grossly overestimated the power of your group (not usually the case, most of us underestimate it).


In the vampire kingdoms I do this constantly. Maybe 1-2 rounds of actual combat, and the third round handled by quick combat or in the latest case a dramatic task. I think for a whole quad the 13th had nothing but narrative and quick combats in Silver Bluff.

_________________
13th GM bennies GM Bennies
7/8
-1 for libertas to take some wounds.


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Mon Aug 28, 2017 7:59 pm
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I tend to use modified Quick Combat, Dramatic Tasks, and Mass Battles a lot.

It lets the players really feel their agency, and gives them a bit chance to share the vision they have of their character. Something you never really get when using Tactical Level Fighting.

Edit: For clarity sake I Sam talking about in table top. I don't start GMing online until September 1st.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.


Mon Aug 28, 2017 8:11 pm
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RFT wrote:
I tend to use modified Quick Combat, Dramatic Tasks, and Mass Battles a lot.

It lets the players really feel their agency, and gives them a bit chance to share the vision they have of their character. Something you never really get when using Tactical Level Fighting.

Edit: For clarity sake I Sam talking about in table top. I don't start GMing online until September 1st.


Truth.

_________________
13th GM bennies GM Bennies
7/8
-1 for libertas to take some wounds.


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Mon Aug 28, 2017 10:17 pm
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Posts: 372
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Well, I took the plunge. I'm now a Diamond Patron.

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13(6)
Rifle Ammo: 30
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 5/5
Adventure Cards:
    44. Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
    51. Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
    46. 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).
    47. Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this
    game session.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart


Mon Aug 28, 2017 11:15 pm
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Joined: Fri Mar 31, 2017 9:06 am
Posts: 331
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Had a game with a character I really liked shut down lately, and have been thinking of recreating her over here.

Master psychic electrokinetic...originally specced as a mind melter, but might try a Mars build instead.

Any games looking for an Omega level telepath/telekinetic/cyberkinetic?

...

I also really want to try that pixie feyknight I did up in my character sketchpad thread at some point.

_________________
OOC Comments
Bennies: 5/5 Red Bennies: 0
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 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)

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
SFD Huntsman Armor (+3 armor mod)
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.


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: 11,500


Fri Sep 01, 2017 9:19 pm
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Posts: 331
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Update!

I did indeed Patronize, so I have a character slot now. :)

I've got a quirky master psychic, a nerdy dragon, and a sly and sneaky mage all in development.

If any of those sound like they'd be a good match for an opening, drop me a line!

_________________
OOC Comments
Bennies: 5/5 Red Bennies: 0
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 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)

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
SFD Huntsman Armor (+3 armor mod)
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.


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: 11,500


Sun Oct 01, 2017 5:42 pm
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Posts: 33
Location: Wheaton, IL
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I have enough EP for another character too. Itching to play Sierra, if anyone wants a burster. Reiko (cyber-knight) is also cool.

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 20/15
Powers On:
Combat Edges:
Bennies: 4/3
Adventure Cards:
    Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart


Sun Oct 01, 2017 10:31 pm
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