OOC Discussion

GM: Freemage
They are lead by Osanna "Joker" Wilde, a real wild card.
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Freemage
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OOC Discussion

Post by Freemage »

As it says on the label, Out of Character chatter goes here.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: OOC Discussion

Post by Venatus Vinco »

Usually this goes in the group forum
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Re: OOC Discussion

Post by Freemage »

Ah, whoops! Okay, if you can move it, that would be fine.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: OOC Discussion

Post by Peta Chante »

Hello sir,

Will my driving skill suffer the -2 Low Tech penalty?

It's no problem if it does...in fact it could be fun.

Herra
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Re: OOC Discussion

Post by Peta Chante »

Well,

We can hash out our shared background.

Herra
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Re: OOC Discussion

Post by Freemage »

Herra wrote:Hello sir,

Will my driving skill suffer the -2 Low Tech penalty?

It's no problem if it does...in fact it could be fun.

Herra
Yes, yes it would. So she's good for operating the vehicle in non-stressful situations, but if she needs to push it somehow, she'll need to break out the bennies.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: OOC Discussion

Post by Freemage »

Spider wrote:As I wait to see how Tat Magic works.

FYI. I have no idea what team will use as vehicles but I am starting with a Hover cycle.

I'm no Ace and it's one person. Just mentioning it. :)
I saw that. That's fine. I think it'll probably be a Big Boy ATV assigned to the group, with your character and others with a cycle being outriders--unless, of course, someone comes in owning something bigger/better as team transport.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: OOC Discussion

Post by Freemage »

So once Leban is moved over here, we'll have the four characters needed, and it looks like almost all the bases are covered (Spider, amusingly enough, is as close as you've got to a face, since no one actually has a Charisma bonus). Odds are, right now, if you get a diplomatic mission, it'll involve escort duty of a trained diplomat. Otherwise, I think we're good for starting on the 1st of June. Of course, if more folks join in before then, that'll work well.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: OOC Discussion

Post by Peta Chante »

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Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: OOC Discussion

Post by Freemage »

BTW, before you guys lock down too much... we may be getting another PC--specifically, an escaped Altara Warrior Woman. So you may want to also incorporate her into the great escape.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: OOC Discussion

Post by Peta Chante »

Hmmm...

A runaway band of Splugorth slaves. Probably won't cause any complications.

Can we take a group Hindrance?

Herra
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Re: OOC Discussion

Post by Venatus Vinco »

Added current members to the 7th SET group.

Give it a try now.

Freemage: FYI there's instructions on how to do that in the GM Guidelines thread, so you don't have to wait for me to do it.

VV
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Re: OOC Discussion

Post by Ndreare »

I can post here as Kidemònas, but when logged in as Leben I do not have permission.
  • 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: OOC Discussion

Post by Venatus Vinco »

Fixed.
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Re: OOC Discussion

Post by Ndreare »

Cool, thank you.
  • 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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Re: OOC Discussion

Post by Artemeisia »

So.. Maybe Artemeisia helped ya'll escape. She's never been a prisoner, but freeing slaves is right up her alley.
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"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
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Re: OOC Discussion

Post by Peta Chante »

Artemeisia wrote:So.. Maybe Artemeisia helped ya'll escape. She's never been a prisoner, but freeing slaves is right up her ally.
I thought the same thing...part of the Atlantean Liberation Front or just a do-gooder Atlantean!

Herra
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Re: OOC Discussion

Post by Artemeisia »

Yeah! Since Artemeisia has the History Writ in Blood plus the Duty to the Megaverse she would totally lead a slave emancipation excursion. And she would take all the credit too.
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Re: OOC Discussion

Post by Ndreare »

I can't help but think your avatar looks like a female version of Nick Fury from MCU.
  • 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
User avatar
Artemeisia
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Re: OOC Discussion

Post by Artemeisia »

Kidemónas wrote:I can't help but think your avatar looks like a female version of Nick Fury from MCU.
That's because it's a woman doing cosplay as Nick Fury! My concept was a combo of Nick Fury and Ciaphas Cain, but it had to be a woman so as not to be too much like either of the two guys. There are a surprising number of woman doing cos play as NIck Fury. Well, surprising to me anyway.


Looking at both Herra and Spider, there is so much overlap it's crazy: Artemeisia has tatts (only two, but still!), has some similar basic abilities as Herra, and the whole Atlantis thing. This is going to be good!
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Re: OOC Discussion

Post by Ndreare »

That is pretty cool then.
  • 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
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: OOC Discussion

Post by High Command »

Scyleia is pruned and moved
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.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

Okay, so Scyleia has joined us (thanks, High Command!), and it looks like we'll probably be getting a Burster in short order. Shaping up into a fairly potent group here.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Peta Chante
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Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: OOC Discussion

Post by Peta Chante »

Fun!

Welcome Scyleia.

As an admin note you should probably change your username to your character name.

You can do that in you account details: http://savagerifts.com/ucp.php?i=profil ... eg_details

Herra
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Re: OOC Discussion

Post by Scyleia »

Herra wrote:Fun!

Welcome Scyleia.

As an admin note you should probably change your username to your character name.

You can do that in you account details: http://savagerifts.com/ucp.php?i=profil ... eg_details

Herra

Thank you Herra! Glad to be here and part of the group :) I'll get my name changed presently too.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: OOC Discussion

Post by Ndreare »

Scyleia wrote:
Herra wrote:Fun!

Welcome Scyleia.

As an admin note you should probably change your username to your character name.

You can do that in you account details: http://savagerifts.com/ucp.php?i=profil ... eg_details

Herra

Thank you Herra! Glad to be here and part of the group :) I'll get my name changed presently too.
Also (not a requirement I am aware of) but consider putting a link to your character or your character's quick stats in your signature. It makes it a lot easier for the GM to reference. Here is an example of the code I use for mine. While not the best, having it disappear when not needed is convenient.

Code: Select all

[ooc=Character Summary][size=175][b][url=http://savagerifts.com/viewtopic.php?f=58&t=549]Leben [i]a Mystic Warrior[/i][/url][/b][/size]
[b]Active effects:[/b] None
[b]Parry[/b]: 4
[b]Toughness[/b]: 10 (5)
[b]Notable Edges[/b]: Danger Sense, Alertness
[b]Skills[/b]: Fighting d4, Mysticism d12, Notice d12+2, Psionics d6, Stealth d4, and Survival d4
[b]Spells[/b]: To many to list casually
[url=http://www.savagerifts.com/ucp.php?i=profile&mode=signature][b]Wounds[/b]: 0/4 | [b]Fatigue[/b]: 0/2 | [b]Action Cards[/b]: 0; [b]ISP[/b]: 10/10 | [b]PPE[/b]: 15/15 | [b]Bennies[/b]: 3[/url]

[b]Currently playing in: 7th Set: Joker's Jokers[/b]
[url=http://savagerifts.com/viewforum.php?f=58]Actual Play[/url] | [url=http://savagerifts.com/viewforum.php?f=60]General Forums[/url][/ooc]
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: OOC Discussion

Post by Ndreare »

lol, reaing what I posted made me realize I need to fix it as the actual play and general forums are crossed.
  • 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
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

Just a heads-up, folks:

As the Atlantean/Tattoo rules are getting some serious revisions, and as Leben's player has requested to swap him out for another character instead, I'm going to be pushing back our start-date to July 1st, which is the start of the next Quarter, anyway. I hope folks don't mind, but I figure Spider may need a major re-work once the rules tweaks are done, and we might need to tweak Artemeisia, too.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

I saw a bit of that, actually. So yeah, 7/1/17 for First!, the first mission for the Seventh.

I swear, that was not intentional.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: OOC Discussion

Post by Ndreare »

I believe Echo is ready for joining.
Can I pay a fresh past here, the other one has a lot of clutter in it.
  • 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
User avatar
Artemeisia
Gold Patron
Gold Patron
Posts: 42
Joined: Mon May 08, 2017 11:43 pm

Re: OOC Discussion

Post by Artemeisia »

Just FYI for the Pub friends, I'm not quite sure of Artemeisia's personality yet, so I'm a bit uneven as I cast about for the right thing.
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

Leben wrote:I believe Echo is ready for joining.
Can I pay a fresh past here, the other one has a lot of clutter in it.
I will take care of clean up when I move echo over
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: OOC Discussion

Post by Ndreare »

Great thank you
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: OOC Discussion

Post by Ndreare »

Also can you please add profile "Echo" to this group?


PS: Would be super extra great if you made Leben and Kidemónas read only at the same time and then I could not accidentally post as Kidemónas (which I have seen others do on accident).
  • 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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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

Kidemónas wrote:Also can you please add profile "Echo" to this group?


PS: Would be super extra great if you made Leben and Kidemónas read only at the same time and then I could not accidentally post as Kidemónas (which I have seen others do on accident).
Will do this Sunday. Got a lot of bookkeeping to work on then.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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SnackHappy
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Posts: 191
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Re: OOC Discussion

Post by SnackHappy »

Thanks for letting me be part of the group. I am pretty new to play by post so any pointers or assistance is much appreciated. Please let me know any ways I can improve. Thanks. Looking forward to adventuring with you guys.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

Welcome aboard, SnackHappy, and Echo is now officially in the group as well.

As stated, we'll be starting up fully on July 1st. We're at 6 out of a maximum of 8 players.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: OOC Discussion

Post by Ndreare »

Awesome,
Welcome Snackhappy. As a player my only advice would be take some time to read other people stuff also. I check in on the Out of Character and house Rules stuff routinely.
  • 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
User avatar
Zakkael
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Posts: 186
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Location: Castle Refuge

Re: OOC Discussion

Post by Zakkael »

Zakkael is primed and ready to go! Can we fast forward to July 1?
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: OOC Discussion

Post by Ndreare »

What, no way. With 2 week left I can still make 30 revisions to my character as I bounce back and forth in my head from focusing on Shape Change, versus diversity.

If we fast forward I would miss that opportunity.


Although, my fried pointed out to me that the core concept of the character was supposed to be Regeneration & Shape Changer, and somehow I ended up not focusing on Shape Change. but he is a heretic so who knows.
  • 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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Erin Tarn
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Posts: 77
Joined: Sat Jun 10, 2017 5:37 pm

Re: OOC Discussion

Post by Erin Tarn »

Roach waves his hands about in slow circles and smiles a charismatic smile. You forget Spider was going to be in the 7th. Roath wishes to join you. ;)

Roath has no past history with any of you, like Spider did, but he has been around. The old man has been to Atlantis. Hails from another dimension.

Look forward to the 1st of July, until then, Roath will be Rping in the Pub.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

Waiting to hear from Hassan's player; if we fill up slots, I might actually be willing to start early.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: OOC Discussion

Post by Zakkael »

I'll also start blundering around in the bar to get a feel for my RP. Let's hope my desire to encourage repentance doesn't start a bar fight with all the sinners.
:D
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: OOC Discussion

Post by Zakkael »

I know I've seen this a few times before, but two questions about my signature.
1: how do I get my signature's link to my character sheet to just read my name? Keeps the flow if it says "Zakkael" instead of "viewtopic.gobbledygook=777".

2: Is there a good way to obscure the rest of my information in the signature under something similar to the
OOC Comments
bb tags?

For example, take a look at Fell's sig.
http://www.savagerifts.com/viewtopic.ph ... 697#p11697
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
User avatar
Zakkael
Silver Patron
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Posts: 186
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Re: OOC Discussion

Post by Zakkael »

Also, any word from Hassun? Looks like he's stalled out a bit.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Zakkael
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Re: OOC Discussion

Post by Zakkael »

Nevermind. Totally found both answers. Disregard.
But for anyone curious, you can not be an idiot like me, and hold your mouse cursor over the URL button at the top of your typed message, and it shows you what to do to tag your URL as whatever you want.
You can also look here and read how to change your
OOC Comments
tag to read what you want.
Now I'm just showing off.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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Freemage
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Posts: 1927
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Re: OOC Discussion

Post by Freemage »

Hassun's working on his background. I told him not to sweat it, so long as we're ready to roll by the 1st.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: OOC Discussion

Post by Peta Chante »

Hey boss,

I'm liking the psi-warrior edges that are in the house rules. If they get approved may I edit my sheet slightly to begin this journey?

At this point the only thing that would change it one edge, probably sixth sense (boo!). Or I could use my novice 1 advance and knock psionics back to a d8.

Thoughts?

Herra
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Posts: 1927
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Re: OOC Discussion

Post by Freemage »

I'm good with it. Hell, I gave Echo approval for (yet another) revamp, so it'd be unfair to say you couldn't do it. And I am already planning to vote approve for the Edges.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: OOC Discussion

Post by Ndreare »

To be fair I only edited her like 8 or 9 times a day at Max.

The problem was I pitched the original idea of a Shaper and kept drifting to mega-powered shape changer because of my inner power gamer.
  • 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
User avatar
Ndreare
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Location: Skagit County, Washington
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Re: OOC Discussion

Post by Ndreare »

PS: I believe she is really done now.
  • 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
User avatar
Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Re: OOC Discussion

Post by Scyleia »

I'm getting excited! What's the plan for the start date?
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Freemage
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Posts: 1927
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Re: OOC Discussion

Post by Freemage »

Hassun's just getting some final details, and has promised to have it finished up tonight. I'll get him moved over, and hopefully be awake enough to get the first post up then (otherwise, it'll be tomorrow morning). Just to give folks a heads-up, you'll be getting themes for an Interlude as the opening, and that'll give you an opportunity for a bonus Adventure card (we'll be doing the draws for those after everyone has done their Interludes).
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Zakkael
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Posts: 186
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Location: Castle Refuge

Re: OOC Discussion

Post by Zakkael »

I'm actually beyond excited for this to start! I've been jonesing for weeks now!
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

Okay, Hassun has been moved over to our little group, so I should have the opening post up shortly.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
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Location: Skagit County, Washington
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Re: OOC Discussion

Post by Ndreare »

@Zakkael,

Just curious are Zakkael's Bible quotes in character as scripture, so the characters could have subtle conversations by referencing versus for context. Or are they more generic Proverbs for RP and responses of Bible versus would be inappropriate, breaking the genre?
  • 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
User avatar
Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: OOC Discussion

Post by Zakkael »

Echo wrote:@Zakkael,

Just curious are Zakkael's Bible quotes in character as scripture, so the characters could have subtle conversations by referencing versus for context. Or are they more generic Proverbs for RP and responses of Bible versus would be inappropriate, breaking the genre?
Bible verses won't break the genre for me. I don't envision him as a Bible thumper, necessarily, but his delusion (is it really a delusion?) is an encounter with a biblical Heaven and the preparations of warring angels to counter the demonic forces running around on Rifts earth. His knowledge of the Bible would be commensurate with that.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

Loving the Interludes so far, folks, lots of good stuff there. We just need Snack Happy and Hossun, and then we'll be ready for card draws and getting this party into high gear.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

I've given SnackHappy a poke; hopefully we'll get his interlude before Sunday, and things can proceed from there. Thanks for all the fantastic reads so far!
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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SnackHappy
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Re: OOC Discussion

Post by SnackHappy »

Got back from a pretty exhausting vacation last night. Read everybody else's stories and got mine posted. Please let me know if you guys have any tips or suggestions to improve my writing as this is my first play by post.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Freemage
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Re: OOC Discussion

Post by Freemage »

That opening was quite nice; no worries so far.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
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Re: OOC Discussion

Post by Ndreare »

I keep having to edit my post. In my mind I think of Echo as a her. But to Echo there is no real practical difference between male female so I end up having to edit all my shes to its.

Hopefully, I can get it nailed down in a week or two.
  • 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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Freemage
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Re: OOC Discussion

Post by Freemage »

Echo might be in the habit of using the feminine pronoun, simply as a means of 'fitting in'.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
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Re: OOC Discussion

Post by Ndreare »

Freemage wrote:Echo might be in the habit of using the feminine pronoun, simply as a means of 'fitting in'.
Probably true, or using the pronoun for whatever form Echo is in. So while masculine using him, he and while a feminine using she her.

I think I will adopt that approach as it is more natural.
  • 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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Zakkael
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Re: OOC Discussion

Post by Zakkael »

Kidemónas wrote:
Freemage wrote:Echo might be in the habit of using the feminine pronoun, simply as a means of 'fitting in'.
Probably true, or using the pronoun for whatever form Echo is in. So while masculine using him, he and while a feminine using she her.

I think I will adopt that approach as it is more natural.
I second this.
I guess I kind of assumed this, but I probably should have confirmed that Zakkael's mystic awareness, being able to sense powerful supernatural beings anywhere within line of sight, would apply to Echo's true nature, yes? Hence his fascination and amazement at Echo's existence. I hope my earlier RP didn't tear the lid off prematurely.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Ndreare
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Re: OOC Discussion

Post by Ndreare »

No not running anything. I do not think she would consider it a secret from her team. After all right now she is a solid soldier.

Plus I am sure the Legion would have told her commander and he would have told the team leader.
who would decide who needed to know.
  • 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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Freemage
Savage Senior
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Joined: Thu May 11, 2017 7:09 am

Re: OOC Discussion

Post by Freemage »

Kidemónas wrote:No not running anything. I do not think she would consider it a secret from her team. After all right now she is a solid soldier.

Plus I am sure the Legion would have told her commander and he would have told the team leader.
who would decide who needed to know.
Ossana definitely knows about Echo's nature, and it's a safe bet that Montcrief knows because he handles all the paperwork. She has not yet informed anyone in the group about it, yet; dealing with 'oddballs' is simply part of the field commander's job, as far as Ossana is concerned, so Artemeisia is just going to have to muddle along as best she can.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Artemeisia
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Re: OOC Discussion

Post by Artemeisia »

Artemeisia is a reasonable choice for the person in charge. I am, however, the worst person for playing someone in charge! I will make extensive use of Knowledge: Battle in the hopes that Artemeisia may be saved from making a blunder under my direction. :D
Artemeisia Harpe Discipula
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Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
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Erin Tarn
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Re: OOC Discussion

Post by Erin Tarn »

I thought you'd be excited, RP Cory, GM two games and run the 7th. Damn dude. You're gunna be busy ;)

Hehe, Artemeisia makes since as Commander. More so than Fell ever made. Your last IC post proves that, well done. Roath is following orders...............................................................for now.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
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Freemage
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Re: OOC Discussion

Post by Freemage »

Artemeisia wrote:Artemeisia is a reasonable choice for the person in charge. I am, however, the worst person for playing someone in charge! I will make extensive use of Knowledge: Battle in the hopes that Artemeisia may be saved from making a blunder under my direction. :D
It was the combination of being Seasoned and having Knowledge:Battle that got her the job, actually. And don't forget--she can always delegate specific areas of expertise to her teammates; just that when she does, she's still responsible for taking the credit/blame for the outcome.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
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Re: OOC Discussion

Post by Zakkael »

Hey Roath, who do you have to kill to get a hold of a flaming sword like that? Pretty sure there was one of those left at the garden of Eden, but that was before Zakkael's time.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Freemage
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Re: OOC Discussion

Post by Freemage »

SnackHappy wrote:Is it cool like the modification discussed earlier for single pilot that Sasha has some sort of bio metric style locks?
Yes, but they're fairly basic ones--it's a straightforward Lockpicking roll to work out a bypass.

That said, the modifications that make Sasha easy for a Grackletooth to pilot solo (using his tail) mean that ONLY a Grackletooth can pilot it without the small crew penalty. There's simply no room now for an actual second crewman. So even if a non-Grackletooth stole it, they'd be operating it at a -2 for being at half-crew. This lowers the market value outside the GT community considerably.
GM Bennies (7th SET, Joker's Jokers): 8/8
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GMC Bennies:
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PCs, 8 Active Slots, 3 Signature Items
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Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
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Re: OOC Discussion

Post by Zakkael »

SnackHappy just gave me an idea.
Gunwolf on exalted quickness.
Game over.
:twisted: :twisted:
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Re: OOC Discussion

Post by Ndreare »

Zakkael wrote:SnackHappy just gave me an idea.
Gunwolf on exalted quickness.
Game over.
:twisted: :twisted:
While that would be awesome unfortunately you cannot cast Quickness on Robots, only on personal and power armor.

As a note my brother wanted to use Double Tap with his Glitterboy in a con game with Sean Patrick Fannon, he kind of laughed in his over the top way and said "NO, you cannot double tap with a BOOM GUN". So I was all cool with that as the Line Walker I decided to put that to the test and cast Quickness on the Glitterboy. He was suddenly able to shoot twice with the boom gun!
SPF just started laughing as he got on Facebook and posted what was going on in a video log, all the while my brother is in the background rolling damage for the FIRST HIT and the dice ace in the end he up doing something like 100 damage AP 25! Then he wants to roll for his second shot. But SPF reminded us each turn is resolved one at a time, the not so big bad Neuron beast spends 7 bennies and still dies. (I had already Lowered His Vigor and Smarts to d4, so his spells were collapsed from a previous assault by the Cyber-knight.)

SPF let all of us do awesome stuff, I was using my line walker as a living buff bot, the Juicer was taking out brodkil like they were tin cans on a fence in a gallery and the Crazy was dancing around like it was a summer ball.
Sadly
We found out later that it was not rules legal per Clint as quickness does not allow you to exceed the rate of fire limitations of weapons.
But the first shot still would have happened, and it was really awesome at the time.
Last edited by Kidemonas on Wed Jul 12, 2017 8:49 am, edited 1 time in total.
  • 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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SnackHappy
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Re: OOC Discussion

Post by SnackHappy »

Freemage wrote:
SnackHappy wrote:Is it cool like the modification discussed earlier for single pilot that Sasha has some sort of bio metric style locks?
Yes, but they're fairly basic ones--it's a straightforward Lockpicking roll to work out a bypass.

That said, the modifications that make Sasha easy for a Grackletooth to pilot solo (using his tail) mean that ONLY a Grackletooth can pilot it without the small crew penalty. There's simply no room now for an actual second crewman. So even if a non-Grackletooth stole it, they'd be operating it at a -2 for being at half-crew. This lowers the market value outside the GT community considerably.
That's fine I liked the idea a lot when we brought it up in character creation. I suppose most others hoping into the Gunwolf would be like WTF how do they pilot this.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Re: OOC Discussion

Post by Daniel »

Zakkael wrote:Hey Roath, who do you have to kill to get a hold of a flaming sword like that? Pretty sure there was one of those left at the garden of Eden, but that was before Zakkael's time.
Kill your wallet. Be a Patron. See here.

Signature Item.

You create your own item. I tried to do something "simple" and not too over the top. You can see other examples here.

Short story: Support Savage Rifts and get a few perks.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
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Re: OOC Discussion

Post by Ndreare »

The inner power gamer always wants to go Battle Furry Blade!

But the voice of flavor and style in me choose a simple bracers of deflection option.
I am going to full on tank for my Hatchling as it seems everyone always goes master of magic and I want a different flavor.

If only Lightning was an option as opposed to fire, that would have been even better.
  • 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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Zakkael
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Re: OOC Discussion

Post by Zakkael »

Kidemónas wrote:While that would be awesome unfortunately you cannot cast Quickness on Robots, only on personal and power armor.

As a note my brother wanted to use Double Tap with his Glitterboy in a con game with Sean Patrick Fannon, he kind of laughed in his over the top way and said "NO, you cannot double tap with a BOOM GUN". So I was all cool with that as the Line Walker I decided to put that to the test and cast Quickness on the Glitterboy. He was suddenly able to shoot twice with the boom gun!
SPF just started laughing as he got on Facebook and posted what was going on in a video log, all the while my brother is in the background rolling damage for the FIRST HIT and the dice ace in the end he up doing something like 100 damage AP 25! Then he wants to roll for his second shot. But SPF reminded us each turn is resolved one at a time, the not so big bad Neuron beast spends 7 bennies and still dies. (I had already Lowered His Vigor and Smarts to d4, so his spells were collapsed from a previous assault by the Cyber-knight.)

SPF let all of us do awesome stuff, I was using my line walker as a living buff bot, the Juicer was taking out brodkil like they were tin cans on a fence in a gallery and the Crazy was dancing around like it was a summer ball.
Sadly
We found out later that it was not rules legal per Clint as quickness does not allow you to exceed the rate of fire limitations of weapons.
But the first shot still would have happened, and it was really awesome at the time.
Party pooper!
The gunwolf has a whole variety of weapons, though, including close combat weapons. Quickness on SnackHappy would still let him use other weapons not fired in the first turn, and/or close combat attacks with the gunwolf, right?
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Zakkael
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Re: OOC Discussion

Post by Zakkael »

Lars wrote:Kill your wallet. Be a Patron. See here.

Signature Item.

You create your own item. I tried to do something "simple" and not too over the top. You can see other examples here.

Short story: Support Savage Rifts and get a few perks.
Actually already did, which is why Zakkael is here. Pledged so I could get another character slot. Just discovered the patron weapon last night, as Freemage can attest. Now I'm blowing him up for patron item building. Poor dude.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
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Re: OOC Discussion

Post by Zakkael »

Kidemónas wrote:The inner power gamer always wants to go Battle Furry Blade!

But the voice of flavor and style in me choose a simple bracers of deflection option.
I am going to full on tank for my Hatchling as it seems everyone always goes master of magic and I want a different flavor.

If only Lightning was an option as opposed to fire, that would have been even better.
Lightning, you say? Oh, Freemage!
:lol:
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Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
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  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
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  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
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Re: OOC Discussion

Post by Ndreare »

Zakkael wrote:
Kidemónas wrote:While that would be awesome unfortunately you cannot cast Quickness on Robots, only on personal and power armor.

As a note my brother wanted to use Double Tap with his Glitterboy in a con game with Sean Patrick Fannon, he kind of laughed in his over the top way and said "NO, you cannot double tap with a BOOM GUN". So I was all cool with that as the Line Walker I decided to put that to the test and cast Quickness on the Glitterboy. He was suddenly able to shoot twice with the boom gun!
SPF just started laughing as he got on Facebook and posted what was going on in a video log, all the while my brother is in the background rolling damage for the FIRST HIT and the dice ace in the end he up doing something like 100 damage AP 25! Then he wants to roll for his second shot. But SPF reminded us each turn is resolved one at a time, the not so big bad Neuron beast spends 7 bennies and still dies. (I had already Lowered His Vigor and Smarts to d4, so his spells were collapsed from a previous assault by the Cyber-knight.)

SPF let all of us do awesome stuff, I was using my line walker as a living buff bot, the Juicer was taking out brodkil like they were tin cans on a fence in a gallery and the Crazy was dancing around like it was a summer ball.
Sadly
We found out later that it was not rules legal per Clint as quickness does not allow you to exceed the rate of fire limitations of weapons.
But the first shot still would have happened, and it was really awesome at the time.
Party pooper!
The gunwolf has a whole variety of weapons, though, including close combat weapons. Quickness on SnackHappy would still let him use other weapons not fired in the first turn, and/or close combat attacks with the gunwolf, right?
Yes indeed, it would let him make for actions!

Melee attack
Weapon attack!
Different Weapon Attack!!
Different Weapon Attack!!!

His edges already let him make the piloting roll without penalty.
  • 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: OOC Discussion

Post by Freemage »

Lightning as a Trapping is totally legit, actually, yes. You'd pick one of the Electrical Trapping effects. It's got some good ones--Spasms and Armor Piercing are cool, and Conduction is typically fine against most folks in body armor.

On a Vibro-Sword, Conduction would make it a Str + d8 weapon, except against folks with lots of metal, or standing in water--then it's Str + 2d8.

Armor Piercing raises the activation cost of the weapon by 1, but gives it an additional AP 2.

On a Raise on your Fighting roll, a Spasms-blade would force the target to make a Vigor check or be at -2 Parry until their next action.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
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Re: OOC Discussion

Post by Ndreare »

Freemage wrote:Lightning as a Trapping is totally legit, actually, yes. You'd pick one of the Electrical Trapping effects. It's got some good ones--Spasms and Armor Piercing are cool, and Conduction is typically fine against most folks in body armor.

On a Vibro-Sword, Conduction would make it a Str + d8 weapon, except against folks with lots of metal, or standing in water--then it's Str + 2d8.

Armor Piercing raises the activation cost of the weapon by 1, but gives it an additional AP 2.

On a Raise on your Fighting roll, a Spasms-blade would force the target to make a Vigor check or be at -2 Parry until their next action.
Oh, I was referring to Kidemònas being a Brass Dragon with Lightning instead of the SW default of every hatchling is a Flame Wing.
  • 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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Re: OOC Discussion

Post by Zakkael »

Kidemónas wrote:Oh, I was referring to Kidemònas being a Brass Dragon with Lightning instead of the SW default of every hatchling is a Flame Wing.
Saw awhile back on the facebook boards, someone put together a conversion for several breeds of dragons with the FW as the basis. I'm not the type to steal somebody else's work and pass it off as my own, but I'm surprised no conversions have been proposed here. Swapping elements seems like it would be one of the easier tasks to do.
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Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Re: OOC Discussion

Post by Freemage »

Just to be clear: You guys have as long as you want to discuss strategy before arriving at Little Pocahontas. Just give me a general heads-up when you're ready to arrive. It will be shortly after dusk, unless someone developed the ability to use Ley Line gates or similar long-range teleportation in the interim.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
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Re: OOC Discussion

Post by Venatus Vinco »

Okay,

I think we like the stealth option. Infiltrate and sabotage.

We'll probably need to scout it out first. I thought I saw we would go in under the guise of traders...do we have anything to trade?

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Re: OOC Discussion

Post by Zakkael »

We can trade SnackHappy's munchie stash. You know he's holding out.
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Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Re: OOC Discussion

Post by Freemage »

That assumes Herra hasn't stolen it for her own stash.... :lol:

More seriously, you guys pretty much have the MREs (which, BTW, have a Coalition stamp on them). You could sell the small arms, but that MIGHT possibly have consequences later on.....
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
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Re: OOC Discussion

Post by Peta Chante »

We don't actually need to sell anything, just look like we have stuff to sell.

I forgot we had supplies for defence of the village later. They should be enough of a smoke screen.

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Re: OOC Discussion

Post by Ndreare »

I cannot believe I just caught on that VV is Herra. This whole time I thought that Herra was just some guys named John.
:lol:
  • 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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Re: OOC Discussion

Post by Venatus Vinco »

Well,

I am some guy named John. So, not wrong.

VV

PS Changed poster above, as I usually try to do
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Re: OOC Discussion

Post by Ndreare »

Well hello some guy John, I am some guy Rob.

:D
  • 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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Zakkael
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Re: OOC Discussion

Post by Zakkael »

We've actually got a couple GMs in here. VV is Herra, and Lars is Roath.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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Ndreare
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Re: OOC Discussion

Post by Ndreare »

I do not think I have interacted with Lars before.

But I have interacted a lot with VV.
  • 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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Zakkael
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Posts: 186
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Re: OOC Discussion

Post by Zakkael »

Lars is responsible for a ton of the open-RP areas, outskirts, spider's pub, etc. Dude puts in work.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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Freemage
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Re: OOC Discussion

Post by Freemage »

Actually, Herra did okay with the Big Boy. You forgot the +1 Handling mod. Call it a rough start, but she ultimately gets it moving.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
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Re: OOC Discussion

Post by Ndreare »

Going to watch a movie but I will have a post up today. Echo will turn into an owl and Scout ahead.
  • 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
User avatar
Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: OOC Discussion

Post by Zakkael »

Between the four of us so far, an invisible ant isn't likely to twitch an antenna without our knowing. +9 to notice? That's ridiculous.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
User avatar
Ndreare
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Posts: 4410
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Re: OOC Discussion

Post by Ndreare »

She is paper in combat.

But out of combat she is awesome. Like a Bard in D&D or something.

Her Persuasion and Streetwise are also always either a raise or a critical failure.

But in combat she will be paste
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: OOC Discussion

Post by Ndreare »

@Scyleia
I would not lose sleep over watching the wrong thread.

I post on the wrong thread and as the wrong person all the time.

Nobody has banned me yet.

(But there have been discussions)
  • 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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