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 Travel Poll 

Do you want to head to Fort Hope overland or by river barges
Poll ended at Mon May 21, 2018 2:56 am
Overland (Rhino-buffalo speed 6 mph) 50%  50%  [ 4 ]
River Barges (River barge speed 10 mph) 50%  50%  [ 4 ]
Total votes : 8

 Travel Poll 
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Joined: Thu Feb 15, 2018 4:02 am
Posts: 60
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Vote on how you want to travel to Fort Hope.

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Fort Hope GM Info

GM Bennies: 7/7


Mon May 14, 2018 2:56 am
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Joined: Sun Apr 02, 2017 11:45 am
Posts: 613
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As long as we can feed Toad


Mon May 14, 2018 4:48 am
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Joined: Sat Mar 03, 2018 7:07 pm
Posts: 25
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River barge sounds more fun*










*spelled "f-a-t-a-l"

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Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6 (1d12+2) , Vigor d6
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8);
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); Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects:
Adventure Cards: 47 - Epiphany: Something you never understood suddenly “clicks,” gaining a d6 in any skill for the rest of the session.


Mon May 14, 2018 7:59 am
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Joined: Sat Mar 10, 2018 11:12 pm
Posts: 21
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I voted overland only because the river presents a different set of challenges we may not be equipped to face. But it's sure to be the more direct / faster (more dangerous) route.

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Charlemagne
Charlemagne
Bennies: 3 (-1 pre-game contacting, +1 intro RP bonus, +1 friendly fired slumber, -1 EE Persuasion/resource negotiation)
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 18 (8)
ISP: 20 / 20
Active Powers: None
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
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Mon May 14, 2018 4:57 pm
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Joined: Tue Mar 27, 2018 6:11 pm
Posts: 25
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I don't have a massive preference either way, but I think there is a valid point to be made when people mention the dangers of the River. Although, the longer overland route means he has to share living space a bit longer than he would like. :P

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Leo IV

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


Mon May 14, 2018 7:33 pm
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Joined: Tue Mar 06, 2018 3:55 pm
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The die is cast.


Mon May 14, 2018 9:31 pm
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Joined: Tue Aug 08, 2017 12:55 pm
Posts: 1803
Location: Black Company
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Can we delete the votes that disagree with Thomas?

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

Shaintar Game Master Bennies 7/7


    Tue May 15, 2018 7:45 am
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    Joined: Thu Feb 15, 2018 4:02 am
    Posts: 60
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    Thanks for the votes! I'm going to close the poll. Your CO Charlemagne made the call to go by barge, as it logistically made the most sense with how well you guys did recruiting! Probably should have just given him the command decision anyway, since the poll tied LOL

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    Fort Hope GM Info

    GM Bennies: 7/7


    Fri May 18, 2018 1:17 am
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