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Hello 1st SET

FYI in This Post Fell requested you all PM VV with who you would like to run the SET. We have had new members join and other leave. You voted us in as SGt and XO, if you want to leave it that way okay but maybe you don't. Cast your votes :)

If everyone votes that would be nice. Fell will not be voting, that makes sure there should not be a tie or something...just 7 votes.

Fell is good with staying the Sgt but wants your input - ty

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Fell
Quick Stats:
Sgt. Severin Fell - Legion Juicer - 1st S.E.T.
Pace 16 -- Parry 9 -- Toughness, Modified Juicer Plate 19 (8) Note Juicer Reflexes make others -2 to hit them -- Burn 7 (5 used) -- Bennies left:
3
Split the Seconds - extra action/attack to the character each round. No multi-action penalty.
Quick - Discard draw of 5 or less for a new & higher card for Initiative.
First Strike - May attack one foe who moves adjacent.
Elan - Add +2 to rolls, including Soak rolls & Extra Effort rolls, when using Bennie.
Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
NG-E4 Plasma Ejector Range: 24/48/96, Damage: 3d10 MD - Plasma tends to ignite targets (usually 1 in 6 chance), doing 1d10 continuous damage until it’s doused.
Great ChainSaw Str (d10) + 2d10 AP 2. Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll.

GM Black Company: Lars -- Account #1: Fell (Juicer)
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Thu Jun 15, 2017 12:03 pm
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Fell wrote:
Hello 1st SET

FYI in This Post Fell requested you all PM VV with who you would like to run the SET. We have had new members join and other leave. You voted us in as SGt and XO, if you want to leave it that way okay but maybe you don't. Cast your votes :)

If everyone votes that would be nice. Fell will not be voting, that makes sure there should not be a tie or something...just 7 votes.

Fell is good with staying the Sgt but wants your input - ty


Why not just put up a poll?

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Qoat

ISP: 20
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle


Thu Jun 15, 2017 2:32 pm
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because I never have done that lol

I am very new to BBC code and online stuff

I'll go read up on it.

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Fell
Quick Stats:
Sgt. Severin Fell - Legion Juicer - 1st S.E.T.
Pace 16 -- Parry 9 -- Toughness, Modified Juicer Plate 19 (8) Note Juicer Reflexes make others -2 to hit them -- Burn 7 (5 used) -- Bennies left:
3
Split the Seconds - extra action/attack to the character each round. No multi-action penalty.
Quick - Discard draw of 5 or less for a new & higher card for Initiative.
First Strike - May attack one foe who moves adjacent.
Elan - Add +2 to rolls, including Soak rolls & Extra Effort rolls, when using Bennie.
Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
NG-E4 Plasma Ejector Range: 24/48/96, Damage: 3d10 MD - Plasma tends to ignite targets (usually 1 in 6 chance), doing 1d10 continuous damage until it’s doused.
Great ChainSaw Str (d10) + 2d10 AP 2. Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll.

GM Black Company: Lars -- Account #1: Fell (Juicer)
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Thu Jun 15, 2017 2:44 pm
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Fell wrote:
because I never have done that lol

I am very new to BBC code and online stuff

I'll go read up on it.


Poll created: http://www.savagerifts.com/viewtopic.php?f=20&t=710

When you create a new topic, keep going down the page to find the poll section.

_________________
Qoat

ISP: 20
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle


Thu Jun 15, 2017 4:34 pm
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New GM post:
viewtopic.php?f=26&t=722#p12030

VV


Sun Jun 18, 2017 6:22 pm
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Ft. (Commence Split the Party, GM's love that) Comanche.

Merl, Sinder and Cory head out? Anyone else with them?

Do we all tag along with them, or split up into smaller groups?

Anyone care?

:)

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Fell
Quick Stats:
Sgt. Severin Fell - Legion Juicer - 1st S.E.T.
Pace 16 -- Parry 9 -- Toughness, Modified Juicer Plate 19 (8) Note Juicer Reflexes make others -2 to hit them -- Burn 7 (5 used) -- Bennies left:
3
Split the Seconds - extra action/attack to the character each round. No multi-action penalty.
Quick - Discard draw of 5 or less for a new & higher card for Initiative.
First Strike - May attack one foe who moves adjacent.
Elan - Add +2 to rolls, including Soak rolls & Extra Effort rolls, when using Bennie.
Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
NG-E4 Plasma Ejector Range: 24/48/96, Damage: 3d10 MD - Plasma tends to ignite targets (usually 1 in 6 chance), doing 1d10 continuous damage until it’s doused.
Great ChainSaw Str (d10) + 2d10 AP 2. Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll.

GM Black Company: Lars -- Account #1: Fell (Juicer)
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Mon Jun 19, 2017 4:13 am
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I am fine splitting up. Normally I do not advise it, but play by post and SR is a bit different.
1) Even though we are novice, we are technically legendary by any other standard savage worlds setting. Therefore as a 2-3 person group we are far more capable. I would advise against going alone though.
2) play by post does lend itself well to splitting up, the gm does not have to spend time with one group, and then go to the next. Making it so some players are not having their scene moved along. The GM, while it does require a bit more work, can move all the scenes alomg simultaneously.

- Lail wants to see what is over in the construction site.

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Parry: 6, Toughness: 13(7), ISP: 23/30 -2 to hit if aware of attack, Quick, Split the Seconds
Active powers: Dark Vision Shades " Exalted Darksight"
Skills: Notice 1d8+2, stealth 1d8

Bennies
2/3
-1 for extra effort to shoot a zombie


Mon Jun 19, 2017 7:08 am
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Even in PBP, a split group is a pain for the GM! But it's not so bad for the players.
(From my experience, anyway.)

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Why does everybody forget about Hobo Joe? - Hobo Joe














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    Adventure Deck (WIP)
    GM Bennies: 6/6

Murder Hobos:


Tue Jun 20, 2017 8:17 pm
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Currently my players are split over three threads. It does get to be a lot more effort


Wed Jun 21, 2017 12:01 am
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Hello,

New GM post with something for everyone:
viewtopic.php?f=26&t=722&p=12281#p12281

VV


Wed Jun 21, 2017 6:59 pm
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So, could Cory use Shape Change to turn herself into a dragon(wo)man? She is smaller than a normal person...

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Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 6/6

Murder Hobos:


Tue Jun 27, 2017 2:24 am
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Yes,

If you took shape change at character creation you can do it. If you took it later you are limited by your rank.

VV


Tue Jun 27, 2017 2:51 am
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The things you learn after character creation and after choosing new powers that would have been awesome if chosen at character creation. Oh well! First try!

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Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 6/6

Murder Hobos:


Thu Jun 29, 2017 2:28 am
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Venatus Vinco wrote:
Yes,

If you took shape change at character creation you can do it. If you took it later you are limited by your rank.

VV


I never knew that either. Now I want a new character with shape change at creation lol (Joking, I'll just detox Fell, pick up a AB and go without shape change, all his spells will be things like fly - too tired to walk, or disguise - look I'm young and handsome now Cory, and such).

So if its a starting Power then no Rank restrictions?

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Thu Jun 29, 2017 6:10 am
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Lars wrote:
Venatus Vinco wrote:
So if its a starting Power then no Rank restrictions?


According to Clink Black, yes. I've only seen it specifically in reference to Shape Change and Summon Ally.

VV


Thu Jun 29, 2017 7:39 am
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Venatus Vinco wrote:
Lars wrote:
Venatus Vinco wrote:
So if its a starting Power then no Rank restrictions?


According to Clink Black, yes. I've only seen it specifically in reference to Shape Change and Summon Ally.

VV


I believe I also saw it for Warrior's Gift. Those are all of the 3 variable rank powers, I believe

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Hans Greuber
Main Character: Merlaggon
PPE: 30 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Quantum Resonance Translocator (Teleport) - 20 PPE
  • Biological Integrity Re-Integrator (Healing) - 15 PPE
  • Photonic Weapon Inducer (Smite - Light (Sunlight)) - 15 PPE
  • Group Mind Re-Integrator (Boost Trait) - 16 PPE

Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 0

Toughness: 19 (11) / 12 (5); Parry: 4; Pace: 7 / (5)

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Thu Jun 29, 2017 9:29 am
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Hello,

New post: viewtopic.php?f=26&t=722&p=13772#p13772

Also, FYI Gale will be on hiatus for another quarter

VV


Tue Jul 04, 2017 6:07 pm
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Hello,

New post: viewtopic.php?f=26&t=722&p=14386#p14386

VV


Tue Jul 11, 2017 6:27 pm
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Hello

New GM post:
viewtopic.php?f=26&t=722&p=14830#p14830

VV


Tue Jul 18, 2017 1:37 am
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So Fell is shoving grenades into zombie throats....

SBT.

FYI Small Burst = I do not think Merl is in the blast zone of the zombie I just fed.

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Fell
Quick Stats:
Sgt. Severin Fell - Legion Juicer - 1st S.E.T.
Pace 16 -- Parry 9 -- Toughness, Modified Juicer Plate 19 (8) Note Juicer Reflexes make others -2 to hit them -- Burn 7 (5 used) -- Bennies left:
3
Split the Seconds - extra action/attack to the character each round. No multi-action penalty.
Quick - Discard draw of 5 or less for a new & higher card for Initiative.
First Strike - May attack one foe who moves adjacent.
Elan - Add +2 to rolls, including Soak rolls & Extra Effort rolls, when using Bennie.
Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
NG-E4 Plasma Ejector Range: 24/48/96, Damage: 3d10 MD - Plasma tends to ignite targets (usually 1 in 6 chance), doing 1d10 continuous damage until it’s doused.
Great ChainSaw Str (d10) + 2d10 AP 2. Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll.

GM Black Company: Lars -- Account #1: Fell (Juicer)
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Wed Jul 26, 2017 8:27 am
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Hello,

New GM Post: viewtopic.php?f=26&t=722&p=15442#p15442

VV


Thu Jul 27, 2017 6:29 pm
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Hello,

Weekly post is up.

viewtopic.php?f=26&t=722&p=15924#p15924

VV


Thu Aug 03, 2017 6:51 pm
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Hello,

New GM post:
viewtopic.php?f=26&t=722&p=16160#p16160

VV


Tue Aug 08, 2017 10:56 am
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Hello,

New GM post:
viewtopic.php?f=26&t=722&p=16935#p16935

VV


Wed Aug 16, 2017 6:46 pm
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Hello,

New GM Post:
viewtopic.php?f=26&t=722&p=17307#p17307

VV


Tue Aug 22, 2017 5:10 am
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Question on these:
Angry Ghosts
Ghosts are relentlessly after Cory to try and stop her. Some of the group will need to fight them in order to let her work.

Stats: Pace: 8; Parry: 10; Toughness: 12 (4)
Dodge: -2 to be hit by ranged attacks
Notes: Armor not affected by AP
Resistance: +4 Armor vs. Magic and +4 to Trait rolls to resist magic powers.
Are these new to us? Same as the "zombies" I fed a grenade to?

when you say: Ghosts....are they ghost like? I'm just trying to decide how to attack them.

Fell will be fighting, but want to make sure they ... look like I could hit them and it would impact?

Ty.

_________________
Fell
Quick Stats:
Sgt. Severin Fell - Legion Juicer - 1st S.E.T.
Pace 16 -- Parry 9 -- Toughness, Modified Juicer Plate 19 (8) Note Juicer Reflexes make others -2 to hit them -- Burn 7 (5 used) -- Bennies left:
3
Split the Seconds - extra action/attack to the character each round. No multi-action penalty.
Quick - Discard draw of 5 or less for a new & higher card for Initiative.
First Strike - May attack one foe who moves adjacent.
Elan - Add +2 to rolls, including Soak rolls & Extra Effort rolls, when using Bennie.
Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
NG-E4 Plasma Ejector Range: 24/48/96, Damage: 3d10 MD - Plasma tends to ignite targets (usually 1 in 6 chance), doing 1d10 continuous damage until it’s doused.
Great ChainSaw Str (d10) + 2d10 AP 2. Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll.

GM Black Company: Lars -- Account #1: Fell (Juicer)
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Tue Aug 22, 2017 8:21 am
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Hello,

yes, they are the exact same being you fought before - you can hit them and they can hit you. I changed terms because grandmother confirmed they are not zombies (animated dead) but reanimate spirits.

VV


Tue Aug 22, 2017 8:35 am
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Can Merlaggon help Cory with Detect Arcana and also protect her from the Ghosts by mantling his wings around her?

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Merlaggon
Alternate Characters: Hans Greuber, Noglik

Bennies: 3
ISP :10 / 10
PPE :20 / 20
Active Psionic Powers:
Active Magic Powers:

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 34 (16) MDC; Size +6
Toughness: Human Form - 14(6); Size 0
Notice D6
Default Form: Dragon
OOC Comments
Adventure Cards:
Enemy - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”"
Lucky Break - "Play this card to completely negate the damage from one attack."

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

viewtopic.php?f=20&t=69


Tue Aug 22, 2017 8:38 am
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Venatus Vinco wrote:
Hello,

yes, they are the exact same being you fought before - you can hit them and they can hit you. I changed terms because grandmother confirmed they are not zombies (animated dead) but reanimate spirits.

VV

Thanks!

_________________
Fell
Quick Stats:
Sgt. Severin Fell - Legion Juicer - 1st S.E.T.
Pace 16 -- Parry 9 -- Toughness, Modified Juicer Plate 19 (8) Note Juicer Reflexes make others -2 to hit them -- Burn 7 (5 used) -- Bennies left:
3
Split the Seconds - extra action/attack to the character each round. No multi-action penalty.
Quick - Discard draw of 5 or less for a new & higher card for Initiative.
First Strike - May attack one foe who moves adjacent.
Elan - Add +2 to rolls, including Soak rolls & Extra Effort rolls, when using Bennie.
Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
NG-E4 Plasma Ejector Range: 24/48/96, Damage: 3d10 MD - Plasma tends to ignite targets (usually 1 in 6 chance), doing 1d10 continuous damage until it’s doused.
Great ChainSaw Str (d10) + 2d10 AP 2. Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll.

GM Black Company: Lars -- Account #1: Fell (Juicer)
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Tue Aug 22, 2017 9:45 am
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Merlaggon wrote:
Can Merlaggon help Cory with Detect Arcana and also protect her from the Ghosts by mantling his wings around her?


yes, with an appropriate multi-action penalty.

Or, just use your move to get between her and the bad guys.

VV


Tue Aug 22, 2017 11:28 am
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