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 Resource Rules and Tracking 
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Joined: Thu Feb 15, 2018 4:02 am
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Resources: 1 point = ~3000 CR

Types of Resources
  • Raw: Untyped resource (essentially straight credits). Used up when spent.
    • Can be translated into any Resource type via social rolls in a civilization or trade context, but otherwise remain unusable until converted.
  • Supplies: Food, adventuring gear, non-weapons or vehicles. Used up when spent on a specific item, or to pay for upkeep of Personnel every session.
    • 1 Supply = Food for 25 persons. Half rations double that, but lower loyalty of Contacts by 1 and impose -1 morale penalty to all rolls in the camp.
    • 10 Labor points = 1 Supply point when assigned to food production.
  • Build: Buildings, fortifications, infrastructure improvements (roads, etc.). Used up when spent.
    • 10 Laborers = 1 Build point when assigned to resource collection (felling trees, mining, etc)
  • Military: Weapons, vehicles, ammunition, etc. Used up when spent.
  • Personnel: 15 Laborers, 10 Legionnaires (Soldiers), 5 Legionnaires (Commandos), or 1 Wild Card (of your choice) for 1 Raw point. Used up only if killed.
    • Military can be assigned as laborers
    • 1 Military to train up Personnel
      • 10 laborers into Soldiers
      • 5 Soldiers into Commandos
      • 1 Extra into a Wild Card
  • Contacts: Special resources gained via role play.

_________________
Fort Hope GM Info

GM Bennies: 7/7
Charlize Bennies: 2/2

Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


Mon Feb 26, 2018 1:23 am
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Resource Tracker

Raw: 5
Supplies: 8
  • Active:

Build: 5
  • Active:

Military: 10
  • Active:

Personnel: 125
  • Garrison: 1 Platoon (30 men)
    • 1 Lieutenant (Commando, Wild Card), garrison commander
    • Sergeant 1st Class (Soldier), second in command
    • A Squad
      • Sergeant (Soldier), squad leader
      • 10 Legionnaires (Soldiers)
    • B Squad
      • Sergeant (Soldier), squad leader
      • 10 Legionnaires (Soldiers)
    • Technical Squad
      • Corporal (MOS Mechanic Specialist), squad leader, quartermaster
      • 2 Demolitions MOS
      • 1 Mechanic MOS
      • 1 Medic MOS
      • 1 Technician MOS
  • Mercenaries: 30 (Soldiers)
  • Labor: 65
    • Farming: 0
    • Resource collection: 0
    • Building: 0

Contacts:
  • Settler: Bill Sandyman (Human male, Marvin)
    • Appearance: Asian, black hair, brown eyes, short.
    • Personality: Observant
    • Skills: Minimal (primary skills d6, secondary d4)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Absolute (will die, if necessary)
    • Extra Resource: 5 Labor (family)
      • Wife: Clara (Human female, Civilian Extra)
        • Caucasian, black hair, black eyes, tall
      • Brother: Serge (Human male, Civilian Extra)
        • Caucasian, black hair, green eyes, tall
      • Daughters: Clarice (15), Wilhelmina (13) (Human females, Civilian Extra)
        • Clarice: Blonde, green eyes, Asian/Caucasian, tall
        • Wilhelmina: Blonde, brown eyes, Asian/Caucasian, tall
      • Son: Bill Jr. (10) (Human male, Civilian Extra)
        • Asian/Caucasian, brown hair, brown eyes, short, chubby
    • Stats: Parry: 4; Toughness: 5
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
  • Cyber-Doc: Daniel "The Wizard of Caz" Cazier (Human male, Ashley)
    • Dan's a gifted human doctor originally from Free Quebec. In the aftermath of their independence war with the Coalition, he decided to go out to the countryside and bring his expertise to the wounded. Once he started, he found he couldn't just go back. He and Ashley met when they were both working in the same hot zone; Ash as a mercenary and Daniel helping tend wounded civilians. As a pair of Coalition expatriates, in their own ways, they became friends despite some tension to start with. He was the one who initially suggested the Tomorrow Legion to her, having had some good experiences with them in the field, and has been a source of support for her since. Despite that, he's resisted joining himself so far, preferring to retain more autonomy in where he goes.
    • Appearance: Brown hair, green eyes, tall.
    • Personality: Open, Compassionate, Naive in some ways
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
      • Bio-Analysis Kit (+2 relevant rolls)
      • Dosimeter (detects radiation 5/10/20)
      • Trauma Kit (+1 Healing, offset -2 penalties)
  • Rogue Scholar: Professor Zacra Daeli (unspecified D-Bee, asexual, Charlemagne)
    • Appearance: Bald, flesh-toned skin, with deep set eyes (looks like a bald Founder), golden eyes, average height, heavyset.
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
  • Traveling Trader: Elizabeth Urzenski (human female, Thom)
    • Liz and Thom have been good friends and casual lovers for quite some time. As a traveling merchant, she used to do lots of buying and selling with Thom's family. While she still has to maintain her career, it is really something she likes to do to add Fort Hope as place to be for her business.
    • Appearance: Liz is an attractive-looking woman of average build and height, close to 5' 6", with dark brown hair and eyes. While her name is Polish, Liz is obviously of North African descent. Her most dominant trait is her obvious confidence, which becomes a charisma and attractiveness all its own within moments of meeting her.
    • Personality: Creative
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
  • River Trader: William Norris (Human male, Legion contractor)
    • William is retained by the Legion to run supplies periodically up to Fort Hope. He also stops and trades along the river with the various small Coalition towns, all the way up to the Coalition base at Fort Sioux, with the occasional foray farther downstream deeper into CS Missouri.
    • Crew of 10 Extras (Bandit stats, Humans and D-Bees)
    • Personality: Crude
    • Appearance: Asian, brown hair, black eyes, short and skinny, 37 years old, well-worn workman’s clothes. Weathered face from exposure and permanent squint.
    • Skills: Minimal (Primary d6, Secondary d4)
    • Availability: Fair (hearts and diamonds, jokers)
    • Information: Great (Anything but a Club)
    • Loyalty: Absolute (will die, if necessary)
    • Stats: Parry: 4; Toughness: 11 (5)
    • Gear:
      • Light Ion Cannon (deck mounted)
        • 3d8 (lose one die per range unit), AP 4, SBT, ROF 1, Range: 30/60/120
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
  • Charlize Brady, Altarran Warrior Woman
    • Personality: Heroic
    • Appearance: Blonde and beautiful, Caucasian, appears 34 years old.
    • Skills: see stats below
    • Availability: Great (anything but a club)
    • Information: Limited (hearts, jokers)
    • Loyalty: Absolute (will die, if necessary)


Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Climbing d6, Fighting d10, Healing d6, Notice d8+2, Shooting d10, Stealth d8, Survival d6, Tracking d6
Cha: +2; Pace: 10; Parry: 8; Toughness: 14 (7)
Hindrances: Death Wish, Overconfident
Edges: Acrobat, Alertness, Ambidextrous, Attractive, Combat Reflexes, Danger Sense, First Strike, Fleet Footed, Improved Combat Sense, Improved Frenzy, Quick, Two-Fisted

Acrobat: +2 nimbleness agility rolls, +1 Parry if unencumbered (Parry built in)
Combat Reflexes: +2 recover from Shaken (+1 if within 10” of SS)
First Strike: Attack 1 foe who moves adjacent
Improved Combat Sense: No Gang Up bonuses
Improved Frenzy: 1 extra Fighting attack, no penalty
Quick: Initiative card can’t be 5 or less
Fervor (from SS): +1 melee damage within 10” of SS

Gear: Light combat armor (+3), magic amulet (Armor +4), 2 × forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage), Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT), 2 × vibro-knives (Str+d6, AP 4, Mega Damage).
Special Abilities:
  • Bad Reputation: Altara Warrior Women are infamous as the servants of Splugorth Slavers worldwide. The average person hates and fears them; Altara suffer a −4 Charisma penalty with most folks who discover who and what they are.
  • Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending out 1,200 feet (200”) which compensates for the penalties. They still cannot read, see colors, or otherwise detect purely visual information.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully undereducated and naive about the world at large. They suffer a −2 to all Smarts rolls.
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.

_________________
Fort Hope GM Info

GM Bennies: 7/7
Charlize Bennies: 2/2

Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


Mon Feb 26, 2018 1:25 am
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STARTING CONTACTS
  • Roll a Streetwise check. If you have the Connections Edge or the I Know a Guy Edge, make a straight roll. If you do not have those edges, make the roll at -2. This does NOT count as your one use of I Know a Guy for this session.
    • Success: You were able to reach one of your contacts. Make a straight Persuasion roll to convince them to join you and help.
      • Success: The contact will meet you in Baldur’s Ferry to join you. Receive 1 Contact randomly rolled by GM.
      • Each Raise: Choose 1
        • +1 level to one of the Contact Qualities (GM Guide p. 78). Qualities of contacts determined randomly by GM.
        • Contact arrives with 1 Resource of a relevant type to the type of contact.
      • Fail: You were unable to convince the contact to help you.
    • Each Raise: You make contact with one more contact. You may choose which one you ask to join. Receive 1 Contact of your choice from those randomly rolled by the GM up to the number of successes.
    • Fail: You were unable to reach any of your contacts.

_________________
Fort Hope GM Info

GM Bennies: 7/7
Charlize Bennies: 2/2

Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


Fri Mar 23, 2018 4:24 am
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Use of area knowledge as discussed

1d6 (1)
wild dice 1d6 (4)

persuasion 1d4-2 = -1 (1)
wild dice 1d6-2 = 1 (3)


Fri Mar 23, 2018 5:35 am
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Posts: 30
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Has I know a guy. Very attractive, +2 connection rolls, -2 outsider
Streetwise: 1d6+4 = 6 (2) wild 1d6+4 = 9 (5)
Persuation: 1d8+4 = 9 (5) wild 1d6+4 = 8 (4)
Lests go with extra resources!

Mr. Marvin looks out of his large diamond shaped window. The 12th floor offered an exclusive look at the sweeping city. The potion palace to the east. Savings and Loan nestled in the financial district to the west. The towers of the magi just a stone's throw away. The whistling tea kettle brought Mr. Marvin's attention back to his room and guest.
He smiles at the defense force member smartly dressed in blue. " Inspector.... I am sorry, Inspector?"
The young D'Norr man, pushes his horned rimmed glasses up his nose and crisply answers, " Hardin... Just Hardin if you please." Mr. Marvin nods and brings two cups of tea out, pouring hot water into them both he looks at the tea hutch.
The bald juicer grins polietly and pulls out a few tea bags.
" Of course, I hope you do not mind jasmine beetle tea inspector. With a bit of crushed unicorn hoof if I am not mistaken."
The inspector looks a bit terese and shakes his head no, " Sorry, I must be getting on with my day shortly. I am working on background , and I heard you were at fort hope for a bit."
Mr. Marvin gently pushes the cup of tea across the table to the inspector. Mr. Marvin sips his own. " Ahh yes, the 101st and Fort Hope. " Mr. Marvin takes another sip. " I beleive there is plently of documentation in the library annuls. What did you want to know about the Trail Blazers?"
Absently the inspector takes a sip of his tea, " I spoke to Bill Sandyman during my research and he said you were there at the beggining. I was hoping to get a first hand account."
Mr. Marvin took another sip of the tea, " Honey for your tea Inspector? Of course I will tell you all I know. Where did you want to start?"
The inspector takes a few drops of honey and takes out a notebook and quill, " I was wonderimg what you can tell me of the beggining, did you know anyone at the fort?"
Mr. Marvin grins and dabs his lips coralimg a dribble of tea. " Like many places I did seem to know someone. At the fort, my dear friend a Simvan Karsk, the splash man, and a young burner aptly named Ash."
The inspector writes down something in his ledger, and asks pointedly, " Anyone else? Was Bill Sandyman there?"
Mr Marvin gets up and opens the refrigerator. He pulls out a red liquid chilled.
"Oh yes, Bill was there, quiet helpful in the beggining, he had some supplies we desperatly needed. You see the fort was in its infancy when I arrived. Bill was very helpful." Mr. Marvin pours a glass of thick red juice." Tomato Juice inspector? So what is this about?"
The inspector passes on the juice and sighs, " I have for some time been trying to put together a better picture of what happened at Fort Hope and Bill was one of my..."
Mr. Marvin interupts him, " I am sorry was? Did something happen to him? And are you sure about the juice it is quiet fresh."
The inspector shakes his head no a bit agitated, " No, No...Bill was found dead two days ago... Grisley work it was. Drained of blood."

_________________
Mr. Marvin at a glance
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8(d12), Vigor d8
Charisma: 4 (usually a 2); Pace: 20, d12 running die; Parry: 7 ; Toughness: 14(6) ; Strain: 0

Relevant Combat edges:
Elan: +2 when spending a benny
Level headed: cards for initiative draw
Danger sense( psycho juicer harness)
+4 melee damage( psych juicer harness)
-2 to be hit( after 1st round)
Quick( after 1st round): redraw 5 or better


Bennies
Bennies: 4/3
+1 For RP
+1 for interlude
-1 EF attack Altaran


Fri Mar 23, 2018 7:01 am
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Streetwise roll, unskilled
1d4-2 = 0 (2)

WD Streetwise
1d6-2 = 2 (4)

Benny for EE Streetwise with Elan
1d6+4 = 5 (1)

Persuasion
1d6+4 = 9 (5)

WD Persuasion
1d6+4 = 6 (2)

_________________
Charlemagne
Charlemagne
Bennies: 5 (-1 pre-game contacting, +1 intro RP bonus, +1 friendly fired slumber, -1 EE Persuasion/resource negotiation, +1 taking the incapacitator blast, +1 brainburn error, +1 GM birthday, -1 unshake)
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks, -4 to hit from Deflection
Toughness: 20 (8) (cyber armor active)
ISP: 13 / 20
Active Powers: Deflection (with raise, -4 to hit), Boost Fighting (with raise, d12+2, adds +2 Pace), cyber armor, twin psi swords (MD)
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
    Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature


Last edited by Charlemagne on Fri Mar 23, 2018 8:56 am, edited 2 times in total.



Fri Mar 23, 2018 7:21 am
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Streetwise 1d4-2 = -1 (1) Wild 1d6-2 = 3 (5)

_________________
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 3/3
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6 (1d12+2) , Vigor d6
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 20/20
Active Effects:
Adventure Cards: 53 - Riled Up Play after sustaining a wound; your attacks cause +2 damage for the remainder of the scene.


Fri Mar 23, 2018 8:35 am
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Streetwise: 10 - 1 raise (oops, forgot the -2 from not having those edges)
1d4-2 = 0 (2) or 1d6-2 = 4 (6)
Ace 1d6 (6)
Ace Ventura 2 1d6 (2)

Persuasion 18 - 3 raises
1d6 (2) or 1d6 (2)

Huh. I wasn't gonna invest in this, but I hate to see a double-ace on an unskilled check go to waste. It feels ungrateful.

Benny - Extra Effort (Elan) 1d6+2 = 8 (6)
lol, of course 1d6 (6)
Hahahahaha 1d6 (2)

It seems, against all odds, Ashley made a friend out there. A very good friend. I don't have the GM's Guide so you may have to help me out when you roll this up, Matt. :)


Fri Mar 23, 2018 3:06 pm
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Marvin Contact rolls
1d20 (16) - Settler
Personality 1d20 (13)
Qualities 1d10 (1)
1d20 (14) - Rogue Scientist
Personality 1d20 (17)
Qualities 1d10 (10)


Marvin Contacts (choose one)
  • Settler
    • Personality: Observant
    • Skills: Minimal (primary skills d6, secondary d4)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Absolute (will die, if necessary)
    • Extra Resource (choose 1): Raw, Supplies, Build, or 1d6 Labor (family)
  • Rogue Scientist
    • Personality: Artistic
    • Skills: High (primary skills d10, secondary skills d8)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Limited (hearts, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Extra Resource (choose 1): Raw, Supplies, or Build


Charlemagne Contact rolls
1d20 (13)
Personality 1d20 (20)
Qualities 1d10 (6)


Charlemagne Contact
  • Rogue Scholar
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Extra: Choose 1
      • Extra Resource (choose 1): Raw or Supplies
      • Improve (choose 1)
        • Availability: Fair (hearts, diamonds, jokers)
        • Loyalty: Absolute (will die, if necessary)

Ashley's Contacts
1d20 (10)
Personality 1d20 (1)
Qualities 1d10 (4)
1d20 (16)
Personality 1d20 (13)
Qualities 1d10 (7)


Ashley Contacts (choose one)
  • Cyber-Doc
    • Personality: Young
    • Skills: Moderate (primary skills d8, secondary d6)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Extra: (Choose 2)
      • Resource (choose 1): Raw, Supplies, Build, or 1d6 Labor (family)
      • Improve (choose 1):
        • Skills: High (primary skills d10, secondary skills d8)
        • Availability: Great (anything but a club)
        • Information: Great (anything but a club)
  • Settler
    • Personality: Observant
    • Skills: Moderate (primary skills d8, secondary d6)
    • Availability: Great (anything but a club)
    • Information: Limited (hearts, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Extra: (Choose 2)
      • Resource (choose 1): Raw, Supplies, Build, or 1d6 Labor (family)
      • Improve (choose 1):
        • Skills: High (primary skills d10, secondary skills d8)
        • Information: Fair (hearts, diamonds, jokers); Great (anything but clubs)

_________________
Fort Hope GM Info

GM Bennies: 7/7
Charlize Bennies: 2/2

Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


Tue Mar 27, 2018 2:09 am
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Vik wrote:
Streetwise Original post: 1d4-2 = -1 (1) Wild Original post: 1d6-2 = 3 (5)


I need a Persuasion check. Vik has located a contact. Now he needs to convince them to join him.

_________________
Fort Hope GM Info

GM Bennies: 7/7
Charlize Bennies: 2/2

Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


Tue Mar 27, 2018 2:52 am
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both of those rolls were fails = 1 & 3 respectively

_________________
GM bennies 6/8


Tue Mar 27, 2018 4:00 am
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Corrigon wrote:
both of those rolls were fails = 1 & 3 respectively


Ah, okay. Bummer!

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 10/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Tue Mar 27, 2018 5:59 am
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Cyber-Doc
◦Personality: Young
◦Skills: High (primary skills d10, secondary skills d8)
◾Availability: Great (anything but a club)
◦Information: Fair (hearts, diamonds, jokers)
◦Loyalty: Absolute (will die, if necessary)

Boldface = Improved

Do you want me to work up personal information/background for the contact, or would you rather do that? I'm good either way. :)


Tue Mar 27, 2018 7:52 am
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Settler Bill Sandyman
  • Personality: Observant
  • Skills: Minimal (primary skills d6, secondary d4)
  • Availability: Fair (hearts, diamonds, jokers)
  • Information: Great (anything but a club)
  • Loyalty: Absolute (will die, if necessary)
  • Extra Resource: 1d6 (5)Labor (family)

_________________
Mr. Marvin at a glance
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8(d12), Vigor d8
Charisma: 4 (usually a 2); Pace: 20, d12 running die; Parry: 7 ; Toughness: 14(6) ; Strain: 0

Relevant Combat edges:
Elan: +2 when spending a benny
Level headed: cards for initiative draw
Danger sense( psycho juicer harness)
+4 melee damage( psych juicer harness)
-2 to be hit( after 1st round)
Quick( after 1st round): redraw 5 or better


Bennies
Bennies: 4/3
+1 For RP
+1 for interlude
-1 EF attack Altaran


Tue Mar 27, 2018 3:17 pm
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Ashley Logan wrote:
Cyber-Doc
◦Personality: Young
◦Skills: High (primary skills d10, secondary skills d8)
◾Availability: Great (anything but a club)
◦Information: Fair (hearts, diamonds, jokers)
◦Loyalty: Absolute (will die, if necessary)

Boldface = Improved

Do you want me to work up personal information/background for the contact, or would you rather do that? I'm good either way. :)



Go ahead and come up with the details. Name, gender, race, how you know them, are all up to you.

_________________
Fort Hope GM Info

GM Bennies: 7/7
Charlize Bennies: 2/2

Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


Wed Mar 28, 2018 3:01 am
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KahlessNestor wrote:
STARTING CONTACTS
  • Roll a Streetwise check. If you have the Connections Edge or the I Know a Guy Edge, make a straight roll. If you do not have those edges, make the roll at -2. This does NOT count as your one use of I Know a Guy for this session.
    • Success: You were able to reach one of your contacts. Make a straight Persuasion roll to convince them to join you and help.
      • Success: The contact will meet you in Baldur’s Ferry to join you. Receive 1 Contact randomly rolled by GM.
      • Each Raise: Choose 1
        • +1 level to one of the Contact Qualities (GM Guide p. 78). Qualities of contacts determined randomly by GM.
        • Contact arrives with 1 Resource of a relevant type to the type of contact.
      • Fail: You were unable to convince the contact to help you.
    • Each Raise: You make contact with one more contact. You may choose which one you ask to join. Receive 1 Contact of your choice from those randomly rolled by the GM up to the number of successes.
    • Fail: You were unable to reach any of your contacts.

ROLLING FOR THOMAS

Streetwise Roll (Streetwise 1d6, Charisma +2, I know a Guy)
Streetwise 1d6+2 = 8 (6) Ace 1d6+8 = 14 (6) Ace 1d6+14 = 18 (4)
Wild Die 1d6+2 = 3 (1)


Persuasion for Contact 1 (Persuasion 1d6, Charisma +2)
Persuasion 1d6+2 = 7 (5)
Wild Die 1d6+2 = 7 (5)
If allows to Extra Effort 1d6+5 = 9 (4)



Where are the bennies coming from? Are those on loan from Sunday or something? Because I would love to EE my Streetwise for additional contacts and my Persuasion roll for quality.

_________________
Shaping Worlds Together
The 99's Game Master Bennies 10
    +8 Players
    +2 Sidekicks

Nash bennies 3
    None Spent

12 bennies 3
    None Spent

13 bennies 3
    None Spent


Jane Toppan bennies 1
    -1 to extra Effort on Ace of Spades versus interrupt


Shaintar Game Master Bennies 8
    +8 Players


Nightbane Game Master Bennies 6
    +6 Players


Wed Mar 28, 2018 8:27 pm
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Rolls for Leo:

Streetwise 1d4-4 = -2 (2)
Wild 1d6-4 = 0 (4)
Bennie for Extra Effort: 1d6 (2)

_________________
Leo IV

Bennies: 5/3

Golden Bennie 1/1

Quick-Stats
  • ISP: 20/30
  • Parry 5
  • Tougness 11(5)


Sat Mar 31, 2018 2:48 pm
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Posts: 39
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Charlemagne Contact - Professor Zacra Daeli
  • Rogue Scholar
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Extra: Choose 1
      • Extra Resource (choose 1): Raw or Supplies

Attachment:
The Professor.jpeg
The Professor.jpeg [ 19.1 KiB | Viewed 472 times ]

_________________
Charlemagne
Charlemagne
Bennies: 5 (-1 pre-game contacting, +1 intro RP bonus, +1 friendly fired slumber, -1 EE Persuasion/resource negotiation, +1 taking the incapacitator blast, +1 brainburn error, +1 GM birthday, -1 unshake)
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks, -4 to hit from Deflection
Toughness: 20 (8) (cyber armor active)
ISP: 13 / 20
Active Powers: Deflection (with raise, -4 to hit), Boost Fighting (with raise, d12+2, adds +2 Pace), cyber armor, twin psi swords (MD)
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
    Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature


Sat Mar 31, 2018 9:56 pm
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RFT wrote:
KahlessNestor wrote:
STARTING CONTACTS
  • Roll a Streetwise check. If you have the Connections Edge or the I Know a Guy Edge, make a straight roll. If you do not have those edges, make the roll at -2. This does NOT count as your one use of I Know a Guy for this session.
    • Success: You were able to reach one of your contacts. Make a straight Persuasion roll to convince them to join you and help.
      • Success: The contact will meet you in Baldur’s Ferry to join you. Receive 1 Contact randomly rolled by GM.
      • Each Raise: Choose 1
        • +1 level to one of the Contact Qualities (GM Guide p. 78). Qualities of contacts determined randomly by GM.
        • Contact arrives with 1 Resource of a relevant type to the type of contact.
      • Fail: You were unable to convince the contact to help you.
    • Each Raise: You make contact with one more contact. You may choose which one you ask to join. Receive 1 Contact of your choice from those randomly rolled by the GM up to the number of successes.
    • Fail: You were unable to reach any of your contacts.

ROLLING FOR THOMAS

Streetwise Roll (Streetwise 1d6, Charisma +2, I know a Guy)
Streetwise Original post: 1d6+2 = 8 (6) Ace Original post: 1d6+8 = 14 (6) Ace Original post: 1d6+14 = 18 (4)
Wild Die Original post: 1d6+2 = 3 (1)


Persuasion for Contact 1 (Persuasion 1d6, Charisma +2)
Persuasion Original post: 1d6+2 = 7 (5)
Wild Die Original post: 1d6+2 = 7 (5)
If allows to Extra Effort Original post: 1d6+5 = 9 (4)



Where are the bennies coming from? Are those on loan from Sunday or something? Because I would love to EE my Streetwise for additional contacts and my Persuasion roll for quality.


Yes, the benny comes from your starting quarter bennies, so you will be down 1.

_________________
Fort Hope GM Info

GM Bennies: 7/7
Charlize Bennies: 2/2

Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


Sun Apr 01, 2018 11:41 pm
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Posts: 110
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Thomas Contact Rolls
1d20 (5)
1d6 (4)
Personality 1d20 (18)
Qualities 1d10 (3)

1d20 (13)
Personality 1d20 (5)
Qualities 1d10 (5)

1d20 (4)
Personality 1d20 (2)
Qualities 1d10 (8)

1d20 (20)
Personality 1d20 (16)
Qualities 1d10 (5)



Thomas’ Contacts
  • Body Fixer
    • Personality: Fearless
    • Skills: High (primary d10, secondary d8)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Good (go to great lengths, short of torture or death)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies
      • Improvement (Choose 1)
        • Availability: Great (anything but a club)
        • Information: Great (anything but a club)
        • Loyalty: Absolute (will die, if necessary)
  • Rogue Scholar
    • Personality: Experienced
    • Skills: High (primary d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Poor (will do little to help in danger)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies
      • Improvement (Choose 1)
        • Information: Great (anything but a club)
        • Loyalty: Good (go to great lengths, short of torture or death)
  • Black Marketeer
    • Personality: Cruel
    • Skills: Moderate (primary d8, secondary d6)
    • Availability: Great (anything but a club)
    • Information: Great (anything but a club)
    • Loyalty: Poor (will do little to help in danger)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies or 1 Build or 1 Military
      • Improvement (Choose 1)
        • Skills: High (primary d10, secondary d8)
        • Loyalty: Good (go to great lengths, short of torture or death)
  • Traveling Trader
    • Personality: Creative
    • Skills: High (primary d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Poor (will do little to help in danger)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies or 1 Build or 1 Military
      • Improvement (Choose 1)
        • Information: Great (anything but a club)
        • Loyalty: Good (go to great lengths, short of torture or death)

_________________
Fort Hope GM Info

GM Bennies: 7/7
Charlize Bennies: 2/2

Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


Sun Apr 01, 2018 11:53 pm
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Posts: 40
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KahlessNestor wrote:
[*]Traveling Trader
  • Personality: Creative
  • Skills: High (primary d10, secondary d8)
  • Availability: Great (anything but a club)
  • Information: Fair (hearts, diamonds, jokers)
  • Loyalty: Poor (will do little to help in danger)
  • Extra: Choose 1
    • Resource: 1 Raw or 1 Supplies or 1 Build or 1 Military
    • Improvement (Choose 1)
      • Information: Great (anything but a club)
      • Loyalty: Good (go to great lengths, short of torture or death)


Liz (Elizabeth Urzenski) and Thom have been good friends and casual lovers for quite some time. As a traveling merchant she used to do lots of buying and selling with Thom's family. While she still has to maintain her career, it is really something she likes to do to add Fort Hope as place to be for her business.

Appearance: Liz is an attractive looking woman of average build and height close to 5' 6" with dark brown hair and eyes. While her name is Polish, Liz is obviously of north African decent. Her most dominant trait is her obvious confidence, which becomes a charisma and attractiveness all its own within moments of meeting her.
At 5' 7",
  • Traveling Trader
    • Personality: Creative
    • Skills: High (primary d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Good (go to great lengths, short of torture or death)


  • Sat Apr 07, 2018 6:27 am
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    Joined: Thu Feb 15, 2018 4:02 am
    Posts: 110
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    Loot from Slavers on the River

    Here is what you can get from the combat. Let me know if you want to claim any of them. If not, we'll pool it into your Resources.

    5 x Light combat armor (+3), very damaged - we'll translate this to 5 military resources for parts, unless someone wants to take the time and expense to repair them
    5 x magic amulet (Armor +4)
    10 x forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage) - 10 military resources each, if no one claims them.
    5 x Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT) - 2 military resources each
    10 × vibro-knives (Str+d6, AP 4, Mega Damage) - 2 military resources each
    Barge wreckage - you pretty much torched the splugorth, so there's not much left. With a successful Repair roll at -2 (can be done cooperatively here in the thread) you can get 5 supply resources in parts. Each raise can add +1 supply or military resource.

    _________________
    Fort Hope GM Info

    GM Bennies: 7/7
    Charlize Bennies: 2/2

    Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


    Fri Jul 13, 2018 2:13 am
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    Joined: Tue Aug 08, 2017 12:55 pm
    Posts: 2073
    Location: Black Company
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    Thomas would totally be interested in those Amulets.

    _________________
    Shaping Worlds Together
    The 99's Game Master Bennies 10
      +8 Players
      +2 Sidekicks

    Nash bennies 3
      None Spent

    12 bennies 3
      None Spent

    13 bennies 3
      None Spent


    Jane Toppan bennies 1
      -1 to extra Effort on Ace of Spades versus interrupt


    Shaintar Game Master Bennies 8
      +8 Players


    Nightbane Game Master Bennies 6
      +6 Players


    Fri Jul 13, 2018 5:19 am
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    Joined: Sat Mar 10, 2018 11:12 pm
    Posts: 39
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    Charlemagne would not turn down one of the amulets.

    _________________
    Charlemagne
    Charlemagne
    Bennies: 5 (-1 pre-game contacting, +1 intro RP bonus, +1 friendly fired slumber, -1 EE Persuasion/resource negotiation, +1 taking the incapacitator blast, +1 brainburn error, +1 GM birthday, -1 unshake)
    Current Status:
    Wounds/Fatigue: 0 / 0
    Parry: 8, -2 to hit with technological attacks, -4 to hit from Deflection
    Toughness: 20 (8) (cyber armor active)
    ISP: 13 / 20
    Active Powers: Deflection (with raise, -4 to hit), Boost Fighting (with raise, d12+2, adds +2 Pace), cyber armor, twin psi swords (MD)
    Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
    Adventure Cards:
      Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
    Armor: Cyber-Knight Heavy Armor
    • Barrier
    • +8 Armor
    • +2 Toughness
    • Full Environmental Protection
    • Powered by 1 PPE/hour
    Weapon(s) in hand:
    Psi-Swords (2)
    • Damage: Str + 3x Spirit
    • AP 8 for single blade, AP 4 for double blades
    • MD with 2 ISP
    Edit Signature


    Fri Jul 13, 2018 10:24 pm
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    Joined: Tue Mar 20, 2018 6:09 am
    Posts: 28
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    Karsk happy to take amulet


    Sat Jul 14, 2018 8:31 am
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    Joined: Sat Mar 03, 2018 7:07 pm
    Posts: 40
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    Vik wants one, too!

    Also, Repair roll to salvage the barge:
    Repair 1d6+4 = 10 (6) Ace! 1d6+10 = 15 (5) forgot the - 2 so that's 13, Success and 2 raises
    Wild 1d6+4 = 9 (5)

    So, that's 7 Supplies, possibly more with some assists.

    _________________
    Vik Donnager
    Quick Stats
    Human Techno-Wizard
    Bennies: 3/3
    Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6 (1d12+2) , Vigor d6
    Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
    Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
    Notice d6, Persuasion d4, Common Knowledge d8
    Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
    PPE: 20/20
    Active Effects:
    Adventure Cards: 53 - Riled Up Play after sustaining a wound; your attacks cause +2 damage for the remainder of the scene.


    Sat Jul 14, 2018 12:03 pm
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    Posts: 40
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    Ashley could use an amulet, and a vibroblade, just in case someone gets in close with her and she can't burn them up for some reason.


    Sun Jul 15, 2018 7:48 am
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    Posts: 110
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    The amulets are all claimed now. Brianna and Nazo still have a chance to claim something. Last call for any cooperative Repair rolls and claims before I convert loot to Resources.

    Loot:
    5 x Light combat armor (+3), very damaged - we'll translate this to 5 military resources for parts, unless someone wants to take the time and expense to repair them
    10 x forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage) - 10 military resources each, if no one claims them.
    5 x Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT) - 2 military resources each
    9 × vibro-knives (Str+d6, AP 4, Mega Damage) - 2 military resources each
    Barge wreckage - you pretty much torched the splugorth, so there's not much left. With a successful Repair roll at -2 (can be done cooperatively here in the thread) you can get 5 supply resources in parts. Each raise can add +1 supply or military resource.

    Claimed:
    Thomas: 1 amulet
    Charlemagne: 1 amulet
    Karsk: 1 amulet
    Vik: 1 amulet, 7 Supplies from salvage
    Ashley: 1 amulet, 1 vibro-knife

    _________________
    Fort Hope GM Info

    GM Bennies: 7/7
    Charlize Bennies: 2/2

    Character Accounts: JJude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker


    Mon Jul 16, 2018 1:58 am
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