Out of Character Chatter

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Venatus Vinco
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Out of Character Chatter

Post by Venatus Vinco »

Post OOC stuff here.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Kidemonas
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Re: Out of Character Chatter

Post by Kidemonas »

Cool, getting close.

Do we have a planned start date?
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

I should be able to get the first post up by the July second. We'll have a week to answer any questions about the mission paramaters and Roleplay, then an interlude( maybe I'll combine the questions and interlude together, as I think Vela wanted to start seperate). But then it will be combat time after all that gets done.
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Kidemonas
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Re: Out of Character Chatter

Post by Kidemonas »

Excellent.
I will not have the EP for Leben until everything settles out from end of quarter.

I don't know what the etiquette is for posting or waiting. But I figured as it is basically a given I will get that 1 point I would just ask if I can join immediately.
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Kidemónas wrote:Excellent.
I will not have the EP for Leben until everything settles out from end of quarter.

I don't know what the etiquette is for posting or waiting. But I figured as it is basically a given I will get that 1 point I would just ask if I can join immediately.
Makes sense to me, things should roll pretty quickly. No issues with you posting.
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Ink
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Re: Out of Character Chatter

Post by Ink »

Test 1, Test 1, Autododge for True Atlantean Autodamage
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
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Vela
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Re: Out of Character Chatter

Post by Vela »

Huzzah!
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
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Spartacus
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Re: Out of Character Chatter

Post by Spartacus »

I am Spartacus!
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore
Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic


Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”


Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.


Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)
  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)

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Ink
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Re: Out of Character Chatter

Post by Ink »

You did it wrong...It's:

I!

AM!


SPARTACUS!!!!!!
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
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Spartacus
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Re: Out of Character Chatter

Post by Spartacus »

NO!

I AM SPARTACUS!


Image
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore
Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic


Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”


Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.


Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)
  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)

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Krysesia
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Re: Out of Character Chatter

Post by Krysesia »

hmmph. Boys....so loud
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Krysesia
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Re: Out of Character Chatter

Post by Krysesia »

actual test from account
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

So Start date is today! You can thank my kid for keepimg up hard at work for you.

http://savagerifts.com/viewtopic.php?f=75&t=815#p13347
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Ashlyn Alvarez
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Re: Out of Character Chatter

Post by Ashlyn Alvarez »

Ashlyn has the following Narrative Hook:

Narrative Hook: Grudging Respect. They’re not enemies, necessarily, but your hero and someone else out there had one or more run-ins on opposite sides of an issue. Thing is, there’s a certain mutual admiration that runs under any rivalry or animosity that might otherwise exist. It’s a given they run into each other again, and that should make for an interesting time, one way or another.

I've not assigned anyone to this, if anyone wants to tag in on that. Not sure how the Narrative Hooks are supposed to work.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Ashlyn Alvarez wrote:Ashlyn has the following Narrative Hook:

Narrative Hook: Grudging Respect. They’re not enemies, necessarily, but your hero and someone else out there had one or more run-ins on opposite sides of an issue. Thing is, there’s a certain mutual admiration that runs under any rivalry or animosity that might otherwise exist. It’s a given they run into each other again, and that should make for an interesting time, one way or another.

I've not assigned anyone to this, if anyone wants to tag in on that. Not sure how the Narrative Hooks are supposed to work.
I think you are going the right way to see if a player at the "Table" wants to pick up the other end of it. If no one wants it, we can figure out an NPC.
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Vela
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Re: Out of Character Chatter

Post by Vela »

I'm interested. It might be a challenge to get us in a narrative position for it though, but I'm game to give it a go.
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
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Vela wrote:I'm interested. It might be a challenge to get us in a narrative position for it though, but I'm game to give it a go.
I would also consider the first run in, where this starts. Personally I have never tried to judge a book by its cover when meeting people. But every once in a while I meet someone that I just don't like, from the tenor of their voice to how they move, its like some primal force says to me, you will not like that person.

Point is, maybe something like that occurs at the first meeting.
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Vela
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Re: Out of Character Chatter

Post by Vela »

Could be. I don't necessarily see the hook as having to be 'you don't like one another' even so much as 'there's something significant you disagree on.'

I could totally see how a noble mystic warrior might take issue with the idea of a bunch of supernatural super-predators migrating up the Rio Grande and settling anywhere near a large population of humans. Even if they don't -specifically- prey on humans, the potential for ugliness is high.

And of course, Vela would take issue with anyone taking issue with her beleagured people finding a good home.

So that sets them up to clash, potentially. :)
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
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Vela wrote:Could be. I don't necessarily see the hook as having to be 'you don't like one another' even so much as 'there's something significant you disagree on.'

I could totally see how a noble mystic warrior might take issue with the idea of a bunch of supernatural super-predators migrating up the Rio Grande and settling anywhere near a large population of humans. Even if they don't -specifically- prey on humans, the potential for ugliness is high.

And of course, Vela would take issue with anyone taking issue with her beleagured people finding a good home.

So that sets them up to clash, potentially. :)
I did not mean to say that the hook represented not liking each other. I was just pointing out it could be an instant thing.
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Vela
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Re: Out of Character Chatter

Post by Vela »

Fair nuff, yep.

There's a few ways it could go, it looks like.

First way is that New Alamo sounds like it could easily be rather close to New Del Rio. This would be interesting in terms of character hooks for Ashlyn, getting her rather personally involved. It also would mean Vela could easily have nosed around New Alamo prior to the game events and stirred up some controversy.

The second way would be for them to come into conflict after the adventure begins, after meeting one another and finding themselves on opposing sides of some important question. As you say, that could be as simple as her distrusting supernatural predators, and Vela not taking kindly to her overuse of deadly silver. :)
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
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Spartacus
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Re: Out of Character Chatter

Post by Spartacus »

I could have sworn that a Psi-Sword counts as silver or something equivalent against vampires. But right now I'm having trouble locating the reference. I wonder if it was in the FAQ section of the peg forums?
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore
Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic


Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”


Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.


Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)
  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)

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Vela
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Re: Out of Character Chatter

Post by Vela »

Doesn't count as silver, but psionics and magic capable of doing mega-damage can hurt vampires. They just can't kill them permanently.
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
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Kidemonas
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Re: Out of Character Chatter

Post by Kidemonas »

However as a Cyber-Knight you have Champion also.
And vampires can be killed by holy attacks so I think it is reasonable that the +2 damage from your Champion would be enough to do it.
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Vela
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Re: Out of Character Chatter

Post by Vela »

Ah yes, and THAT gives you the power to kill, I think. Makes you 'holy' right?
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
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Spartacus wrote:I could have sworn that a Psi-Sword counts as silver or something equivalent against vampires. But right now I'm having trouble locating the reference. I wonder if it was in the FAQ section of the peg forums?
I posted a thread here for group discussion and explanation: http://savagerifts.com/viewtopic.php?f=74&t=860#p13835
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Kidemónas wrote:However as a Cyber-Knight you have Champion also.
And vampires can be killed by holy attacks so I think it is reasonable that the +2 damage from your Champion would be enough to do it.
I do not see anything in the description that lets holy kill a wild vampire, only silver wood and water by pass the regeneration. Water and sunlight it would seem are the only damage effects that can straight up kill, every other weakness will incapacitate, with silver preventing regeneration.

Once incapacitated the vampire can now be harmed by normal damage, specifically you must remove the head and burn it.

Holy damage would only be able to incapacitate the vampire.
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Kidemonas
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Re: Out of Character Chatter

Post by Kidemonas »

Responded in other thread so we don't overflow this one.
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Ashlyn Alvarez
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Re: Out of Character Chatter

Post by Ashlyn Alvarez »

So I think we hashed out Ashlyn and Vela pretty well in Hangouts, if Max agrees to it.

1. Vela is poking her nose around the outlying farms around New Alamo, as is a pack of wild vamps.
2. Ashlyn, along with a training officer and some other Magdalenas (Mystics and Cyberknights) are on a training patrol. They come across one of the ravaged farms. It's a bit triggering for Ash, given this is how her parents died. They find Vela's paw prints and mistake it for some other supernatural creature, and go hunting.
3. Group tracks down Vela. There's a bit of a chase. Ashlyn gets separated from her patrol and catches Vela. There's a bit of a knock-down, drag-out, inconclusive superhero brawl, with lots of nasty celestial silver thrown around by Ash, of course.
4. The fight is interrupted by sounds of battle nearby. They break off and return to find a pitched battle between wild vamps and the patrol. The training officer is dead, most of the trainees are dead. Vela and Ashlyn arrive in time to facilitate a tactical withdrawal.
5. Ashlyn, Vela, and a couple redshirts have to spend the knight herded away from town by a larger group of wild vamps and have to survive until dawn before they can return to New Alamo.
6. Only Ashlyn and Vela survive to return.

We could add a bit about Vela and the Council and her looking for new lands, Ashlyn opposing it or something. I don't know how lycanthropy works in Savage Rifts, if it's a disease or evil, or if it's something more like in Anita Blake and a bit more morally grey. Or maybe concern about how New Del Rio would take a pack of werejaguars in the area? New Alamo probably pays protection money to New Del Rio. Or maybe being a community of mystics and cyberknights they are just a bit prejudiced about supernaturals.
Last edited by Ashlyn Alvarez on Thu Jul 06, 2017 2:12 am, edited 1 time in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Ashlyn Alvarez
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Re: Out of Character Chatter

Post by Ashlyn Alvarez »

I posted in Ashlyn's intro that she had never been to New Del Rio. But that was assuming it was clear across Texas from New Alamo. Now that we know it's practically right next door, should I revise that? Do you want her to be a "local"?

Alternatively, I could conceive of her having never been much outside of New Alamo, as travel is pretty arduous and dangerous on Rifts Earth.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Vela
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Re: Out of Character Chatter

Post by Vela »

Travel is dangerous, yes. You could really cook it on either side. As a knight errant, she may have roamed. As a sensible person, she may have stayed closer to home.

As for lycanthropes...they are creatures of magic in Rifts. Not curses or innately evil, nor able to pass on their 'condition' to others. Each variety is a species of creature unto itself.

That said, many types of were-creature are very dangerous to be around. They are all predatory, and while their primary prey is other supernatural beings, they'll happily hunt and kill normal animals and in some cases, people. Rifts canon states that 'canine' weres like werewolves are typically (but not always) evil and that feline weres are more often 'anarchist,' but this is a subtle distinction I'd think.

I think it'd be very reasonable for a community of farmers to take a dim view of a tribe of virtually unkillable predators to take residence anywhere near them. Sure, they may hunt vampires, but are they any better? Will they kill the cattle? If they don't, what WILL they hunt? It's not like the land is teeming with a lot of wildlife. If they get hungry enough, what will they do?

The reality is that Vela's people will probably have to stick closer to the Rio Grande anyway...though this is something that will probably be worked out in-game. They need water, and the large prey that water attracts. I could see some potential in them 'taking over' New Del Rio in the long run.

We'll see. :)
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
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Spartacus
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Re: Out of Character Chatter

Post by Spartacus »

I updated my post to include a request to Tyler for a belt or bandoleer to hold stakes. The persuasion roll failed miserably of course (no persuasion skill) but at least I didn't get a critical failure asking for a belt. :shock:
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore
Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic


Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”


Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.


Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)
  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)

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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

I'll set the stage for the interlude scene in a couple days. Hopefully by Sunday afternoon.
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Leben
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Re: Out of Character Chatter

Post by Leben »

Not sure where to include it, but during the drive Leben will be making two more Eternal Light Marbles.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
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
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Leben wrote:Not sure where to include it, but during the drive Leben will be making two more Eternal Light Marbles.
Sounds like a good place as any. That woukd be two casting rolls i bleieve? I would worry about ppt expendurature.
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Kidemonas
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Re: Out of Character Chatter

Post by Kidemonas »

Pender Lumkiss wrote:
Leben wrote:Not sure where to include it, but during the drive Leben will be making two more Eternal Light Marbles.
Sounds like a good place as any. That woukd be two casting rolls i bleieve? I would worry about ppt expendurature.
Yep.
The PPE can be cast at the start. Then allowed to recover and cat again at the end and drawn back from the Ley Line.
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Penitent
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Re: Out of Character Chatter

Post by Penitent »

Sorry for the delay in posting. I'm at a conference all week for work and exhaustion and drinking have occupied more of my sparse free time than I anticipated ... I'll get my tragic interlude up as soon as I can. :cry:
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Ashlyn Alvarez
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Re: Out of Character Chatter

Post by Ashlyn Alvarez »

The Gear section of Ashlyn's bio is still listed under Jude, so I can't edit it without switching accounts. Can this be fixed?

Thanks!
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Ashlyn Alvarez wrote:The Gear section of Ashlyn's bio is still listed under Jude, so I can't edit it without switching accounts. Can this be fixed?

Thanks!
Fixed.
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Ashlyn Alvarez
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Re: Out of Character Chatter

Post by Ashlyn Alvarez »

Pender Lumkiss wrote:
Ashlyn Alvarez wrote:The Gear section of Ashlyn's bio is still listed under Jude, so I can't edit it without switching accounts. Can this be fixed?

Thanks!
Fixed.
Thank you!
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Ashlyn Alvarez
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Re: Out of Character Chatter

Post by Ashlyn Alvarez »

Up to Vela if she still has any scars from her little head-to-head with Ashlyn a year ago that I alluded to in my interlude. I left it open if they would heal, since it was silver.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Vela
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Re: Out of Character Chatter

Post by Vela »

I think having a scar would be cool. The damage itself would heal, but normally. A mark like that is probably a badge of honor among weres. It means you faced the dreaded silver and survived. :)
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
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Vela
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Re: Out of Character Chatter

Post by Vela »

Guys, here's a question I have for y'all.

Lots of badness here. Vela's unseen so she can get the Drop, which will probably destroy any one vamp.

BUT

She could get within striking range of the master vamp in 2 turns of full movement, skirting the edge of the map. She'd have to make stealth checks, with all the humies over on the northwest quadrant there, but I'm reasonably confident that between her stealth and their distraction, she can make it.

That'd let her Drop-Pounce the master vamp on Turn 3.

edit - Actually, I think I can get to her on Turn 2, with some luck on a psionic power activation, and depending on how the slave soldiers move.

Do you want immediate support, or a decapitation strike? :)
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
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High Command
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Re: Out of Character Chatter

Post by High Command »

Option 2!
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Kidemonas
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Re: Out of Character Chatter

Post by Kidemonas »

You could hold and get a buff from a Mystic, then take off for some vampire killing.

I think the following spell would help your victory.


Divine Warrior (Exalted Quickness + Holy Ward): PPE 8, Range touch, Duration 3 (2/turn), the target gains the ability to take 2 full turns on their action card, furthermore the character ignore 2 points of multi-action penalty. Each turn is resolved independently of the other. On a raise the target gains Arcane Resistance. A quick blessing and the target is able to move as if outside the restrictions of time
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

+3 to Vela's stealth if you go that option. Once you are happy with the roll I will edit in with the bad guys rolls.
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Vela
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Re: Out of Character Chatter

Post by Vela »

Getting that buff requires you to touch me...and it requires you to know I'm there. :)

Cannae do it, laddy.

Vela can self-buff her Stealth though...
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
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Vela
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Re: Out of Character Chatter

Post by Vela »

Okay, so...minor point of confusion.

Vela's movement wasn't posted. It was noted to me that I could revise her movement...but that makes me wonder if the soldiers still would see her if I move somewhere with cover from their positions?

Then again, I guess they'd still get the roll and it'd still be the same roll, which was very good, so...yeah. Nevermind!

Oh, I remember. Is it possible for Vela to leap over that little 2 square stream on the map, and if so how much movement would it cost her? :)
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
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Vela wrote:Okay, so...minor point of confusion.

Vela's movement wasn't posted. It was noted to me that I could revise her movement...but that makes me wonder if the soldiers still would see her if I move somewhere with cover from their positions?

Then again, I guess they'd still get the roll and it'd still be the same roll, which was very good, so...yeah. Nevermind!

Oh, I remember. Is it possible for Vela to leap over that little 2 square stream on the map, and if so how much movement would it cost her? :)
I did not post Vela's movement because on a 8 of clubs in the initiative order she technically has not gone yet. I think combat was fairly chaotic given that so many bad guys died, that it was probably difficult for a player to figure out who was left alive. With the master vampire disappearing behind the spire and the soldiers shooting at Vela, I was not sure if you still wanted to do what you posted. I was giving you a chance to redo it, similar to Krys.

For jumping, pg 74 CORE: If you start your jump from a dead stop you can jump 1". You can jump 2" if it is part of your normal movement. A successful STR roll will give you an extra inch of jump. Jumping is simply part of movement so a free action.
  • Note:
  • If you are ever talking about a movement with a pace of 20+ we can use vehicle rules for jumping if the trappings on the power would be applicable.
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Penitent
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Re: Out of Character Chatter

Post by Penitent »

I'm a little confused about who we are waiting on, or whether we can move on to posting Round 2 actions.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Spartacus
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Re: Out of Character Chatter

Post by Spartacus »

I'm not going to spend a bennie on a soak roll. I have healing via my armor so I'll take my chances and heal later. The dice can't hate me forever. :|
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore
Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic


Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”


Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.


Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)
  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)

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Spartacus
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Re: Out of Character Chatter

Post by Spartacus »

The squares are 1 inch across, right? Just want to check because I didn't see a legend there.
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 0 of 3
ISP: 27 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore
Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic


Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”


Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.


Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)
  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)

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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

We are waiting on Krys to redo her post, and ink. Once done I will deal out inititative cards for a new turn.

1 inch is 1 square.
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Re: Out of Character Chatter

Post by Ink »

What are you waiting on Ink for?
Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Ink wrote:What are you waiting on Ink for?
To be badass! Just kidding you killed the bat monster with style. I was just talking about who needed to go at 8 of clubs and after. I saw you post.
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Re: Out of Character Chatter

Post by Pender Lumkiss »

I would not want to meet Penitent in a dark ally, nope not at all.
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Re: Out of Character Chatter

Post by Penitent »

Possibly dumb question: How is Leben casting so many powers per round? I know he has Quickness active, but even with that he's casting two powers in each of the two "rounds" granted by the power. It looked like Krysesia cast two powers in a round earlier, as well (Force Multiplication and Sunlight).

I'm a newcomer to SW, but I thought the rules limited you to one power per round?
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Kidemonas
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Re: Out of Character Chatter

Post by Kidemonas »

Leben is using Exalted Quickness.

Here can do two full turns each turn. But he also ignores two points of multi action penalty. This effectively gives him:
Two moves
Four actions
Each turn. He chose a fifth action this second turn and suffered a -2 MAP to also draw up more power because he only has 3 PPE left.
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Penitent
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Re: Out of Character Chatter

Post by Penitent »

Kidemónas wrote:Leben is using Exalted Quickness.

Here can do two full turns each turn. But he also ignores two points of multi action penalty. This effectively gives him:
Two moves
Four actions
Each turn. He chose a fifth action this second turn and suffered a -2 MAP to also draw up more power because he only has 3 PPE left.
Exalted Quickness just gets rid of the MAP, though. You can still only activate one power per round, as I understand it, because you can't make more than one Mysticism roll in the same round.

See page 66 of SW Deluxe, under Multiple Actions:
"In essence, a hero may not perform the same action twice in a round -- he can't make two simultaneous Intimidation rolls or cast two different spells."
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Penitent wrote:
Kidemónas wrote:Leben is using Exalted Quickness.

Here can do two full turns each turn. But he also ignores two points of multi action penalty. This effectively gives him:
Two moves
Four actions
Each turn. He chose a fifth action this second turn and suffered a -2 MAP to also draw up more power because he only has 3 PPE left.
Exalted Quickness just gets rid of the MAP, though. You can still only activate one power per round, as I understand it, because you can't make more than one Mysticism roll in the same round.

See page 66 of SW Deluxe, under Multiple Actions:
"In essence, a hero may not perform the same action twice in a round -- he can't make two simultaneous Intimidation rolls or cast two different spells."
SR you can cast two different powers per round. PG 110 in tomorrow legion.
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Re: Out of Character Chatter

Post by Penitent »

Ah okay, so there is an exception. Just trying to track everything.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Penitent wrote:Ah okay, so there is an exception. Just trying to track everything.
Welcome to my world :D
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Just waiting on Spartacus to post in the second initiative block, and then I will post for the bad guys and we will head to the third initiative block.
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Re: Out of Character Chatter

Post by Penitent »

Huh, I could have sworn I was on the second block. Sorry for the early post.

If I'd known they were gonna shoot everyone up first I would have crisped them with some hellfire, but I guess I'll stick with fear :twisted:
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Out of Character Chatter

Post by High Command »

Hey, after Krys's Big hero moment, their fear is appropriate. Oh wait, you mean *your* fear power. :P
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"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Penitent wrote:Huh, I could have sworn I was on the second block. Sorry for the early post.

If I'd known they were gonna shoot everyone up first I would have crisped them with some hellfire, but I guess I'll stick with fear :twisted:
You can switch it up if you like just make an edit to your post. Or something like I was going to fear them, but now they get hellfire. I beleive it is the same casting roll.
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Re: Out of Character Chatter

Post by Penitent »

Nah, I'll stick with scaring them off. Hellfire is considerably more expensive, PPE-wise, and I'd rather conserve at this point.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Out of Character Chatter

Post by Kidemonas »

We are still close to a Ley Line. So don't forget you can just grab more PPE as an action.
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Thanks for posting so quickly. Hopefully Thursday or Friday I'll have the next post up.
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Re: Out of Character Chatter

Post by Pender Lumkiss »

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Re: Out of Character Chatter

Post by Pender Lumkiss »

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Re: Out of Character Chatter

Post by Penitent »

I'm having a hard time following all of the chatter in the Hangout, but is it correct that Devek gives all of us a - 2 to casting rolls, both for buffing ourselves and others or targeting enemies with spells? When literally every character in our party relies on an AB? How did that make it past the rules review? I mean, I get that it occasionally can be fun to have a line wolf character that creates RP trouble for the party (hi paladins!) but who thought it was a good idea to make the entire party mechanically worse so that one character can have some magical resistance? I apologize if this has been hashed out somewhere else, but like I said, I can't keep up with the Hangouts and don't have time to go back through dozens of posts.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Out of Character Chatter

Post by Vela »

It's only on ABs used on him, or within a burst template of him. He's said in hangouts that he's aware of his effect on others and can keep his distance from us while we're in our buffing stages and so on.

Let see if it's a problem before we react to it as if it is. :)
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
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Re: Out of Character Chatter

Post by Penitent »

That's not what the ability says:

Psionic Null Field (Improved & Extended): All arcane abilities that target anyone or anything in a Medium Burst Template around you suffer a -2 to all trait tests associated. Does not operate while unconscious or affect your own psionics.

That says it affects spells targeting anyone. If we were doing nothing but outdoor battles and he wanted to stay on the fringes that might be okay (but then what's the point of being in a group if you can't fight with it) but it looks as if we're heading underground where that aura will be unavoidable. And if he's near us when a combat starts, it really hoses us if he can't get away before others need to act and start cast them first round spells.

Like I said, maybe this has been discussed somewhere else and I missed it. But it seems like the sort of thing that ought to be discussed by/with the group since it impacts everyone else so significantly.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Penitent wrote:I'm having a hard time following all of the chatter in the Hangout, but is it correct that Devek gives all of us a - 2 to casting rolls, both for buffing ourselves and others or targeting enemies with spells? When literally every character in our party relies on an AB? How did that make it past the rules review? I mean, I get that it occasionally can be fun to have a line wolf character that creates RP trouble for the party (hi paladins!) but who thought it was a good idea to make the entire party mechanically worse so that one character can have some magical resistance? I apologize if this has been hashed out somewhere else, but like I said, I can't keep up with the Hangouts and don't have time to go back through dozens of posts.

That is a super good point. I don't think it was done with malicious intent. You will find this party is made with several custom IFs and abilities. There are bound to be issues here and there because this is essentially a play test. I aggree with your sentiment that putting in an ability that forces a character to be a lone wolf goes against what we are trying to do.

My thinking on this is for the extend and vast ability we add in the following,

Extend: the field can gain the following selective features: +2 isp the nullifier can exculde one person from the fields effect, +4 isp you can make this field selective. Both these additional effects last for 3 rounds.

Vast: in adddition to a large burst template, the selective features cost are reduced by 2 isp.
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Even better our one and only High Command came up with this slight edit to the two edges:

Extended Psionic Null Field [Weird]
Requirements: Psionic Null Field, Novice
As a free action, your hero may now increase the area of effect of Psi-Null Field to a Medium Burst Template. Another free action will reduce this back to it's base level.

Vast Psionic Null Field [Power]
Requirements: Seasoned, Master Psionic, Extended Psionic Null Field
Your hero may now expand to either a Medium Burst Template and/or a Large Burst Template, as a free action.

Devek please make the appropriate changes listed in the above two edges. Penitent nice call out!
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Re: Out of Character Chatter

Post by Ndreare »

Arcane Resistance also affects the character with the trait if they target themselves with their own powers.

Is there Psi-Nullifier exempt from that? If not that should be an option/edge.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Pender Lumkiss »

RFT wrote:Arcane Resistance also affects the character with the trait if they target themselves with their own powers.

Is there Psi-Nullifier exempt from that? If not that should be an option/edge.
Hey there RTF. Yes the null field basic edge which is a sbt exempts their own psionics from this effect, but not arcane resistance.
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Re: Out of Character Chatter

Post by Penitent »

I still think the null field is problematic, even if taken down to an SBT by default. If we're together as a group we're borked during any surprise attack, because everyone who goes before the wraith moves away will be penalized.

The only other comparable "screw your companions" hindrance I can think of is the Glitter Boy's sonic boom, and this is worse than that in several ways: Everyone gets a resistance roll vs. the sonic boom, which is trivial with relatively common equipment (FEV armor). And the sonic boom penalty isn't always on - it only applies once the GB decides to use his gun, which is a purposeful action/decision. And in that case, the selected drawback (choosing to hit your group with the sonic boom) is balanced by a shot from the most powerful gun in the game, so there's a group reward there. In this case, the benefit seems to be mostly for the wraith. I think you'd be much better having the null field only affect the wraith as the default, and extend beyond as an active choice/action. That way, companions are penalized only as the part of the risk/reward of an active choice, and don't pay a price for simply allowing the wraith in the party.
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Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Out of Character Chatter

Post by High Command »

That "screw with you" is by design in both fluff and the redesign for SR. Also, SBT is basically adjacent. Just don't be adjacent. Simple as that. Always on with the larger radius is problematic, but Nullifiers were first developed by the CS, where one would act as a shield for non-psychic soldiers, or as a spear striking at the enemy in close combat. Devek is designed with that latter point in mind. If he is beside you, the the enemy is on you. Of course he needs to tell us that, which is why I point blank asked him in the IC scene.
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Penitent wrote:I still think the null field is problematic, even if taken down to an SBT by default. If we're together as a group we're borked during any surprise attack, because everyone who goes before the wraith moves away will be penalized.

The only other comparable "screw your companions" hindrance I can think of is the Glitter Boy's sonic boom, and this is worse than that in several ways: Everyone gets a resistance roll vs. the sonic boom, which is trivial with relatively common equipment (FEV armor). And the sonic boom penalty isn't always on - it only applies once the GB decides to use his gun, which is a purposeful action/decision. And in that case, the selected drawback (choosing to hit your group with the sonic boom) is balanced by a shot from the most powerful gun in the game, so there's a group reward there. In this case, the benefit seems to be mostly for the wraith. I think you'd be much better having the null field only affect the wraith as the default, and extend beyond as an active choice/action. That way, companions are penalized only as the part of the risk/reward of an active choice, and don't pay a price for simply allowing the wraith in the party.

Good point. I think looking at it as a negative might be the wrong way to go. This is essentially a retrapping of command. It gives a +1 to allies under command to unshake. Perhaps the better way to go would be a +1 bonus to opposed rolls when it comes to arcane powers. Still makes it hardor for badguys to effect those under deveks protection.
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Energy control would be another potential screw you kind of deal. If you took magic as the type of energy you could create a medium burst template that would interfere with with trait rolls -2 amd -4 respectively...

Anyway we are going to leave the line with a small change, designed to not be overwhelmingly sucky, but still promote the original translation of the CS, and tactical decisions of the wraith player. As we play test it we can always revise it as we go, just like we would do with anything custom made.

Psionic Null Field [Weird]
Requirements: Novice, Major Psionic
All arcane abilities that target anyone or anything within a small burst template around you suffer a -1 to all trait tests associated with those powers. This ability does not operate when the character is unconscious, nor does it affect the character's own psionics. This penalty combines with Arcane Resistance.

Extended Psionic Null Field [Weird]
Requirements: Psionic Null Field, Novice
As a free action, your hero may now increase the area of effect of Psi-Null Field to a Medium Burst Template. Another free action will reduce this back to it's base level.
  • Vast Psionic Null Field [Power]
    Requirements: Seasoned, Master Psionic, Extended Psionic Null Field
    Your hero may now expand to either a Medium Burst Template and/or a Large Burst Template, as a free action.
Improved Psionic Null Field [Weird]
Requirements: Psionic Null Field, Seasoned
Increase the penalty from Psi Null Field to -2
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Re: Out of Character Chatter

Post by Ashlyn Alvarez »

I think we need some of that translated. Just how big are small, medium, and large burst templates? I'm used to D&D and squares, so I think we need to know on the map how far away we need to stand from Devek.

Also, how are we to know what size he has his field at when we're posting and making rolls?
Character Tracker
Champion (+2 Damage, +2 Toughness)
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Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
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He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
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Re: Out of Character Chatter

Post by Radecliffe »

Sm/Med/Lg templates are 2"/4"/6" in diameter. So for the SBT you basically have to be standing adjacent to him. While with a LBT if you are within 3" or so of him you have a problem. To me the big issue will be when in a tunnel or anyplace cramped.
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Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
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Re: Out of Character Chatter

Post by High Command »

Absolute worst case scenario it's a -1 or -2 to the roll. But really, put the other melee powerhouses around him and they can activate once he moves away, or he moves forward just enough for them to get the abilities off. I mean that's the absolute worst case we're stuck in a tight tunnel situation.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Out of Character Chatter

Post by Ndreare »

High Command wrote:Absolute worst case scenario it's a -1 or -2 to the roll. But really, put the other melee powerhouses around him and they can activate once he moves away, or he moves forward just enough for them to get the abilities off. I mean that's the absolute worst case we're stuck in a tight tunnel situation.
I think you fail to use your imagination.

Actual Absolute Worst Case: Absolute worst case scenario is we are all turned into vampires and our character sheets get augmented with vampirism and used against another Legion team.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Penitent »

High Command wrote:Absolute worst case scenario it's a -1 or -2 to the roll. But really, put the other melee powerhouses around him and they can activate once he moves away, or he moves forward just enough for them to get the abilities off. I mean that's the absolute worst case we're stuck in a tight tunnel situation.
-1 to -2 is a big deal, though, penalizing the core abilities of my character (self-buffing) because of character creation choices made by another character. Can we deal with it, especially as SBT? Sure. But I still think it's bad design to force us to all suffer a mechanical penalty for accepting the character into the group. But I'm not going to belabor the point. I'd rather just play. If the soulless one disrupts Penitent's connection to the Light I'll just disrupt his head's connection to his blood supply. ;)
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Out of Character Chatter

Post by Leben »

Penitent wrote: If the soulless one disrupts Penitent's connection to the Light I'll just disrupt his head's connection to his blood supply. ;)
You can't be saying crap like that while I am at work. I laughed so hard people had to come around snooping into my office wanting to know what was so funny.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
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  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
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Re: Out of Character Chatter

Post by Devek Ragaa »

Pender Lumkiss wrote: Psionic Null Field [Weird]
Requirements: Novice, Major Psionic
All arcane abilities that target anyone or anything within a small burst template around you suffer a -1 to all trait tests associated with those powers. This ability does not operate when the character is unconscious, nor does it affect the character's own psionics. This penalty combines with Arcane Resistance.

Extended Psionic Null Field [Weird]
Requirements: Psionic Null Field, Novice
As a free action, your hero may now increase the area of effect of Psi-Null Field to a Medium Burst Template. Another free action will reduce this back to it's base level.
  • Vast Psionic Null Field [Power]
    Requirements: Seasoned, Master Psionic, Extended Psionic Null Field
    Your hero may now expand to either a Medium Burst Template and/or a Large Burst Template, as a free action.
Improved Psionic Null Field [Weird]
Requirements: Psionic Null Field, Seasoned
Increase the penalty from Psi Null Field to -2
Just a clarification for myself, changing the size of the field would be a specific action so there'd be no expanding it out, then shrinking it down in the same round correct?

Honestly, I'd be happy to accept Includes Self/SBT/MBT if that's preferred.
RFT wrote:I think you fail to use your imagination.

Actual Absolute Worst Case: Absolute worst case scenario is we are all turned into vampires and our character sheets get augmented with vampirism and used against another Legion team.
Well, at least two of you guys can't be turned...so there's that silver lining.
Penitent wrote:But I still think it's bad design to force us to all suffer a mechanical penalty for accepting the character into the group. But I'm not going to belabor the point. I'd rather just play. If the soulless one disrupts Penitent's connection to the Light I'll just disrupt his head's connection to his blood supply. ;)
The concept is from PB Nullifiers, who were like a 30' radius bubble I think (so that'd be 10"). But they negated some PP since there rolling to activate. It put in an interesting concept where the caster could pay more to hope and out pace what the nullifier negated, who could also spend more to negate more. I tried something like that where the caster could always pay more (similar to Major Psionic but without limit) to negate the penalty and the nullifier could do likewise to negate their payment...but as you can probably tell from the descriptions it gets clunky.

In general, if I can change them SBT will be my default as I only have extended because it's a Prereq for another edge.

For keeping track of what my radius currently is, I already edited my signature to show current state. I can also add it to the default Notice roll OOC at the top of each post so we have the reference if we have to go back after I've changed it.

But you're welcome to try for my head :p
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
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  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
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  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
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    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
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Re: Out of Character Chatter

Post by High Command »

RFT wrote:
High Command wrote:Absolute worst case scenario it's a -1 or -2 to the roll. But really, put the other melee powerhouses around him and they can activate once he moves away, or he moves forward just enough for them to get the abilities off. I mean that's the absolute worst case we're stuck in a tight tunnel situation.
I think you fail to use your imagination.

Actual Absolute Worst Case: Absolute worst case scenario is we are all turned into vampires and our character sheets get augmented with vampirism and used against another Legion team.
For the awesome three of us that is impossible. :P
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Out of Character Chatter

Post by Leben »

Apologies for taking so long everyone.
I was derailed by the thread with Ink, was watching it for actions and forgot about the quick combat thread until I saw the post yesterday. I will post today.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
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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Penitent
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Joined: Thu Jun 29, 2017 9:32 pm

Re: Out of Character Chatter

Post by Penitent »

Devek Ragaa wrote:In general, if I can change them SBT will be my default as I only have extended because it's a Prereq for another edge.

For keeping track of what my radius currently is, I already edited my signature to show current state. I can also add it to the default Notice roll OOC at the top of each post so we have the reference if we have to go back after I've changed it.

But you're welcome to try for my head :p
That's cool Devek. To be clear, I don't have any issue with the concept, player or character, just the mechanic. And Penitent needs to work on his conflict resolution skills, obviously.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Ok, here is the new GM post. Please keep in mind the initiative blocks so we see stuff happening in order. http://savagerifts.com/viewtopic.php?f= ... 171#p17169
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Devek Ragaa
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Re: Out of Character Chatter

Post by Devek Ragaa »

Testing something with dice.

[dice]2d6+4d4+10[/dice]

[dice]0[/dice]+4d4

Bollocks. I was hoping there was an easier way to roll damage.
Devek Ragaa
Wraith
Pace: 10, d12 Run; Parry: 6; Toughness: 13/15 (5/7)
Wounds: 1; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
  • Harris - Allied Extra
Current ISP: 0/20
Obi ISP: 0/10
Active Powers/Effects:
  • Astral Frenzy (Losing It)
  • Thulian Strike (Greater Smite - Ectoplasmic Reach)
  • Raging Current (Greater Quickness - Swirling Maelstrom Trapping)
  • Obsidian Transformation (Armor - Stone Skin Trapping
Edges:
  • Auto Psi Nullification: Free Action, automatic interrupt, Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Weapons: Current clip or in hand noted by asterisk(*)
  • Modded C-20 Laser Pistol - Hip Holster
    • Ammo: (16/16*); (16/16) - 2 e-clips
  • Modded C-10 Laser Rifle - Sling
    • Ammo: (20/20*); (20/20); (20/20) - 3 e-clips
    • Silvered Vibro Sword - Back sheath
    • Dark Longsword - Back sheath
Credits: 320
Bennies: 3/3


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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Out of Character Chatter

Post by Ndreare »

Devek Ragaa wrote:Testing something with dice.

[dice]2d6+4d4+10[/dice]

Bollocks. I was hoping there was an easier way to roll damage.
It would b awesome if the site could afford the same third party service Roll20 uses. It lets you roll exploding dice and keep the highest of multiple sets, does all the Savage Worlds work for us. But I know very little about the logistics of such it could be 10 times as much or for all I know incompatible with normal forums.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by High Command »

Yeah, not compatible. And honestly, what we have is the most minimalist we could on how much it intrudes on the action of a post. Only one PBP site has a better roller to my knowledge, and that's RPOL. Admittedly, I've not played around with a ton of options. One of the worst die rollers I know about has it where you roll at the bottom of your post, and then it posts that as a separate post. It was horrendous. Beyond that you're stuck with sites like Invisible Castle and the like.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Fizzwaite Zipwidget
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Re: Out of Character Chatter

Post by Fizzwaite Zipwidget »

I'm good with it. One good side effect IMO is that going back to update dice rolls means I'm checking for anything I screwed up. ;)
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Penitent
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Re: Out of Character Chatter

Post by Penitent »

Geez, first in-game post and Fizz has already whipped out his firehose in front of everyone. This is a family game! (says the guy with his arm in a vampire's guts).
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 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: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; 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:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Fizzwaite Zipwidget
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Re: Out of Character Chatter

Post by Fizzwaite Zipwidget »

There's more where that came from buddy! :lol:
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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

NEW GM POST: yes we are no longer in combat, so just post away using the dramatic task guidelines in the bottom of the post. Welcome back from the dead Leben!

http://savagerifts.com/viewtopic.php?f= ... 700#p17700
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Ashlyn Alvarez
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Re: Out of Character Chatter

Post by Ashlyn Alvarez »

High Command wrote:Yeah, not compatible. And honestly, what we have is the most minimalist we could on how much it intrudes on the action of a post. Only one PBP site has a better roller to my knowledge, and that's RPOL. Admittedly, I've not played around with a ton of options. One of the worst die rollers I know about has it where you roll at the bottom of your post, and then it posts that as a separate post. It was horrendous. Beyond that you're stuck with sites like Invisible Castle and the like.
Coyote Code is the go-to on ENWorld. I'm used to using that, and it handles exploding dice just fine. Check out Jude's CS for that. I made his initial rolls in Coyote Code.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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