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I couldn't remember the name, but yeah, I remembered it. Personally I hate the external nature of it. But it's a good site, no doubt.

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Mon Aug 28, 2017 7:11 am
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External dice rollers? No thank you. I'd rather not.

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Ancient wisdom from the Golden Age: Don't Panic.

Professor Adam Radecliffe, Retired


Mon Aug 28, 2017 12:19 pm
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If possible I like everyone to just use the one we got.

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13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Mon Aug 28, 2017 1:38 pm
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New GM Post:
http://savagerifts.com/viewtopic.php?f=75&t=1027&p=18230#p18230

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13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Sun Sep 03, 2017 1:20 pm
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Fizz's Zone Ranger should be somewhere in the area. As to the Mk V Fizz should be able to get it running especially if there are any other wrecked vehicles nearby to use for parts. If B'aughb is still with us that would be helpful too.

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Hee hee, you don’t mind if I take this apart do you?

Bennies 6/4
PPE 12/30
Fizzwaite Zipwidget
Fizzwaite Zipwidget

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



Player: James
Alts: Tiberius, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Charisma: 0(-4 with CS); Pace: 5; Parry: 4 ; Toughness: 8(4) ; Strain: 0

Abilities
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.

Edges
  • [Racial] McGyver - Gnomes are naturals when it comes to building impromptu gadgets or improvising tools. Those that rely on innate talent may end up building something bigger, more ornate and less predictable than their more formally trained fellows (GM’s discretion.) It will still get the job done one way or another.
  • [IF] AB (Weird Science) - Allows for the creation of gadgets and gizmos.
  • Master of Magic - Allows access to mega damage versions of powers he possesses.
  • Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • Luck - +1 bennie per session
  • Scavenger - Find an essential piece of equipment once per session

Hindrances
  • [Racial] Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • [IF] Quirk- Talks to his gizmos, gadgets and devices like they were people. They don’t talk back though.
  • [IF] Enemy (Coalition States)
  • Major Heroic - I didn’t pack up and leave Stormspire to sit on the sidelines.
  • Minor Quirk - Tends to ramble when explaining something or answering a question.
  • Minor Hard of Hearing - A previous experiment ended with a bang.


Sun Sep 03, 2017 1:46 pm
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Yeah bob probably made it out ok.

so I think we are waiting on Krys and Devek.

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13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Thu Sep 21, 2017 3:47 pm
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I am moving during the month of October. I should be able to post and respond, but no maps for any combats (I need my PC for that). We will try theater of the mind, or maybe quick combats and dramatic tasks if the occasion for combat arises.

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13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Sun Sep 24, 2017 1:16 pm
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Waiting on Devek and Krys.

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13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Sat Sep 30, 2017 6:48 pm
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Ok here is the new gm post. We are going to do theater of the mind... let me know if I clarify any distances for you. http://savagerifts.com/sr/viewtopic.php?f=75&t=1222&p=20587#p20587

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13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Tue Oct 03, 2017 8:03 am
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New GM post. Please read the notes concerning player initiative. But basically players have initiative, so post away. The action happens in the order of the post. http://savagerifts.com/sr/viewtopic.php?f=75&t=1222&p=21416#p21416

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13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Wed Oct 11, 2017 9:55 pm
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Because Juicer Brodkil suck: 2d4 (3, 4)

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

Shaintar Game Master Bennies 7/7


    Thu Oct 12, 2017 11:20 am
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    Huh.

    I dunno. I need tips.

    Anyone got tips? Pro-tips?

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    Character Cheat Sheet
    Vela
    Human
    Parry:8, Toughness: 15(4)

    Jaguar
    Parry: 8, Toughness 13

    Hybrid
    Parry: 8,Toughness 18 (4)
    Edges: Frenzy, Improved Frenzy

    ISP: 10/10
    Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
    Smite: +2 Damage, can give ally opportunity to Unshake
    Deflection: -2 to hit ranged and Melee, vampires are at additional -1

    Combat Edges:
    Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
    Fast Healer: +2 Vigor for natural healing checks


    Mon Nov 06, 2017 10:19 pm
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    Tips for what?

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    Ashlyn Alvarez
    Ashlyn Alvarez, Novice Human Mystic
    Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
    ISP: 17/20
    PPE: 25/25
    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
      Nerves of Steel
      Dodge
      Champion
    Bennies: 4/3
    Adventure Cards:
      Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
      Ace: Play instead of rolling to make a trait test with a single automatic raise.
    Edit Signature
    All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


    Tue Nov 07, 2017 1:29 am
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    I'm trying to decide what direction to advance Vela in, should she survive the giant silver mech-demon's counterattack. :)

    Basically, I could focus on adding more advances to Fighting and getting melee edges...or I could focus on developing her psi powers more.

    I think psi is the more 'effective' option in terms of game rules...it's hard to match the power that you can get that way, especially since cybernetics are off limits.

    Was just wondering if that was the -only- path forward, or if there's mundane abilities/edges/etc that I might go for instead. I always kind of envisioned Vela as a hunter/warrior first, a psychic second...but maybe that's handcuffing myself?

    I dunno! Thought I'd see what other folks thought about character progression and so forth.

    _________________
    Character Cheat Sheet
    Vela
    Human
    Parry:8, Toughness: 15(4)

    Jaguar
    Parry: 8, Toughness 13

    Hybrid
    Parry: 8,Toughness 18 (4)
    Edges: Frenzy, Improved Frenzy

    ISP: 10/10
    Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
    Smite: +2 Damage, can give ally opportunity to Unshake
    Deflection: -2 to hit ranged and Melee, vampires are at additional -1

    Combat Edges:
    Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
    Fast Healer: +2 Vigor for natural healing checks


    Tue Nov 07, 2017 7:32 am
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    What you really need is higher damage potential, which is tough to do with only Edges. Aren't there some Shapeshifter-specific Edges in the ARES IF to enhance your claws? Those would be a good start. Giant Killer would help, and anything that makes it easier to hit and offset called shot penalties, which can boost damage and help you bypass armor.

    The psionic side is an investment, but getting to Master Psionic to get the Mega version of smite might be worth it. And boost trait would be useful too.

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    Penitent
    Quick Stats
    Wormwood Apok
    Bennies: 4/3
    Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d8 (1d10)
    Charisma: -2 (-4); Pace: 8 (d10); Parry: 8; Toughness: 19 (8) or 21 (8) with mask; 31 (18) with greater armor
    Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
    Notice d6, Intimidation d6
    Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
    PPE: 0/15 + 0/10 from demon mask + 5/10 (Karl)
    Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
    Adventure Cards: 22 - Better You Than Me (Play when hit by an attack and there is an adjacent friend or foe; the other character suffers the attack instead); 20 - Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness until a Joker is dealt; allies who move into contact later gain the bonus, too).
    Active Effects: greater smite: +8 damage MDC (sunlight); quickness; Champion Edge (+2 Damage, +2 Toughness vs. supernatural evil); greater armor with a raise for +10 MDC Armor


    Tue Nov 07, 2017 10:17 am
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    Yeah, I think for increasing hit odds, I'm pretty much just using Advances to gain +1 to Fighting now. Not a terrible idea, but it occurs to me I can get more 'oomph' potentially with Boost Trait. Similarly, access to Speed and Quickness could be very useful. Raising psionics to Master to get mega-smite is a big investment, but not out of the question. It does kind of warp her concept from 'warrior who has some psychic powers' to 'psychic who is also a warrior' though.

    I'm kind of at a point where I feel like committing to one path or the other is wise. Raising Fighting via advances will be a pretty long, slow series of investments made over several ranks. The same is true of getting more powers, more ISP, and boosting to Master Psionic. Once I start on a path, going back will be a bad idea.

    I'll look into Giant Killer and the Edges that ARES characters can get. Thanks for reminding me about those. Vela can also fairly often Pounce which is a big boost to hit and damage at a relatively small cost to Parry.

    In the case of the last turn, that was really just a stupid mistake on my part. I'd intended to Wild Attack and Called Shot his head, using Pounce to offset the penalty. In this case, it wouldn't have helped, but the odds would have been a little less long. I accept all that as just me posting too fast, trying to juggle lots of numbers and dropping some. :( But I'm thinking, longer term, I need a way to up my damage output. Boosting natural attacks is tempting, but the lack of AP on those means they're tricky to use on challenging foes.

    I think ideally, I'd want improvements that can apply to any attack form. Boosts to Fighting, or psionics...those definitely qualify.

    Thanks for the feedback though, you've given me some things to think about.

    - Edit: I reviewed the Edges, and wow...Improved Beast Mode Attack is actually great. +2 damage to natural attacks which is solid...but also Smite as a free action! That's kind of huge, especially since spending a turn to buff up usually means everyone else slaughters most of the baddies before I get another turn. :)

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    Character Cheat Sheet
    Vela
    Human
    Parry:8, Toughness: 15(4)

    Jaguar
    Parry: 8, Toughness 13

    Hybrid
    Parry: 8,Toughness 18 (4)
    Edges: Frenzy, Improved Frenzy

    ISP: 10/10
    Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
    Smite: +2 Damage, can give ally opportunity to Unshake
    Deflection: -2 to hit ranged and Melee, vampires are at additional -1

    Combat Edges:
    Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
    Fast Healer: +2 Vigor for natural healing checks


    Tue Nov 07, 2017 4:19 pm
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    I am thinking of taking Cyber-Psychic Alignment. With the eventual plan of getting a skill port that adds +4 to Knowledge Arcane. (I originally planned this port for my Knowledge Battle, but now I have a signature device and d12+8 in Knowledge Battle and you cannot stack equipment bonuses.)

    Anyone have an opinion on that or a better thing to spend the 8 XP on?

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

    Shaintar Game Master Bennies 7/7


      Sun Dec 31, 2017 7:00 pm
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      Tomorrow Legion Player's Guide wrote:
      A chip adds or increases one specific (non-arcane) Smarts-linked skill up to four die types.


      Spellcasting can't be boosted by a Subject Matter Expert Port.

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      GM Bennies: 8/8


      Mon Jan 01, 2018 2:46 pm
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      Tribe of One wrote:
      Tomorrow Legion Player's Guide wrote:
      A chip adds or increases one specific (non-arcane) Smarts-linked skill up to four die types.


      Spellcasting can't be boosted by a Subject Matter Expert Port.

      Will have to be knowledge (arcane) then and get a TW device for boosting Arcane Skill.
      I feel like with d12+3 he is really struggling. ;) :D ;)

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

      Shaintar Game Master Bennies 7/7


        Mon Jan 01, 2018 8:36 pm
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        I have found this color to be a pleasant mix of "radio blue" and "just normal chatter white". - Disclaimer: This is bolded. This is the same color without being bolded.

        It is #0080FF, or the 3rd color down on the far right column if you're at the PC.

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        Lucianna
        Lucianna character sheet
        Bennies: 1 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2)
        Wounds / Fatigue: 0 / 0
        Active Effects: Exalted Detect Arcana
        Parry: 5
        Toughness: 12 (7) (Combat Mage Armor, Full Environmental Protection)
        PPE: 0 / 30
        Pace: 6
        Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
        Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
        Weapon in hand: Scepter of Spellweaving
        Weapon in holster: Shard Pistol, TW Flaming Sword
        Edit Signature


        Thu Apr 05, 2018 9:37 pm
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        Sure, I will edit my post.

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

        Shaintar Game Master Bennies 7/7


          Thu Apr 05, 2018 10:17 pm
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