As stated previously with the quarter coming to a conclusion each of you may draft and post a Situation Report summarizing events so far from your characters point of view. These will then be shared with Sean Masters (Beacon). Who may chose to share them with his notes.
Anyone who completes a in character report covering from your departure to the current time by end of quarter will start next quarter with an additional Benny.
Benny Opportunity
Put old stuff here
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Benny Opportunity
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Nomed Dercas
- Posts: 50
- Joined: Fri Aug 11, 2017 5:37 am
Re: Benny Opportunity
Post by Nomed Dercas »
Did you want the character reports posted here or in the Google Doc you had linked earlier?
Character Summary
Nomed Dercas
Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)
Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2
Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks
Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**
Primary Weapon
JA-11 Energy Rifle
Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)
Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2
Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks
Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**
Primary Weapon
JA-11 Energy Rifle
- Range 30/60/120
- Damage 3d6
- RoF: 1
- AP: 4
- Shots: 60
- Weight: 7
- Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
- Ion Beam
- Range: 12/24/48
- Damage: 1-3d6+1
- RoF: 1
- AP: 2
- Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
- Long E-Clips: 2
- Grenades(assorted)
- Silvered Vibro-Sword
- Wooden Stakes
- NG-S2 Survival Pack
- Infrared Distancing Binoculars
- Translator
- Internal Repair System
- NG-357 Magnum-Turbo Hovercycle
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Benny Opportunity
Mission reports can be posted here or in the Google Doc.
https://drive.google.com/drive/folders/ ... sp=sharing
https://drive.google.com/drive/folders/ ... sp=sharing
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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