View unanswered posts | View active topics It is currently Wed Aug 23, 2017 2:20 pm



Reply to topic  [ 284 posts ]  Go to page Previous  1, 2, 3
 Out of Character Chatter 
Author Message
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Seth Merikh wrote:
Need visual.

Image


Sorry, no.


Attachments:
96 yards.png
96 yards.png [ 60.86 KiB | Viewed 3034 times ]

_________________
GM Universal Bennies: 2
Thu Apr 27, 2017 2:01 am
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
If anyone would care to double check my trigonometry, feel free.

Divide yards by 2 to see how much pace it takes to cover the distance.


Attachments:
96 yards.png
96 yards.png [ 52.96 KiB | Viewed 3034 times ]

_________________
GM Universal Bennies: 2
Thu Apr 27, 2017 2:34 am
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
In other words:


Attachments:
96 yards.png
96 yards.png [ 48.48 KiB | Viewed 3034 times ]

_________________
GM Universal Bennies: 2
Thu Apr 27, 2017 2:41 am
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Chevy wrote:
Beowulf85 wrote:
Also worth noting, the Bop's optimal speed is 352 yards/round.
352 = 176 pace = 3.7 large hexes
That being said you probably can't drive at optimal speed unless on a well paved highway. Cut that speed in half on rough terrain, and much much slower again if you plan on going through the water.


Okay, I checked the SW Deluxe book and found this on Pg. 58:
Quote:
Acc/Top Speed is the vehicle’s Acceleration and Top Speed in inches per round. The Top Speed of vehicles is set for battlefields (not the open highway, where they can usually double their speed). They’re adapted to work on the table-top, which means they’re not entirely realistic but work well for the game. Top Speed is typically half the vehicle’s operational speed for military vehicles, or one-quarter speed for civilian cars. Acceleration varies far more widely—use the examples from the Vehicle Table as a guide.


Seeing as how one game inch equals two yards, that gives the Bop an acceleration of 20 yards per round and a combat top speed of 100 yards per round. For sake of argument, let's say Chevy was cruising at about 40 yards/round, or using the scale on the map, 10 hexes/round. He can accelerate to 15 hexes/round this turn, or roughly the edge of one of the large hexes. That places the Brodkil firmly inside the missile launcher's Medium range (-2 to Shooting, offset by the Bop's Sensor Suite).

Math is hard. Let's shoot something.
It appears I stand corrected and the SWD already did some of the math for me, so you can do 176 pace per round off road and double that on road.

Tally ho!

_________________
GM Universal Bennies: 2


Thu Apr 27, 2017 3:00 am
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
In somewhat-related news, I did a PDF search of the SW Deluxe and Savage Rifts books and failed to find any reference to mapping real-world measurements to Size.

Anyone have a source for that?

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Thu Apr 27, 2017 4:25 am
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Chevy wrote:
In somewhat-related news, I did a PDF search of the SW Deluxe and Savage Rifts books and failed to find any reference to mapping real-world measurements to Size.

Anyone have a source for that?

I was looking for one as well, I do not think that one exists. Size rating doesn't even seem to necessarily reflect physical measurements either, as AwkTech has a larger size than the Bop, but the Bop's physical measurements are actually bigger.

I'm pretty sure size rating is just for calculating bonuses to armor and bonuses/penalties to hit. I went back to RUE to find teh actual measurements of the Bop.

_________________
GM Universal Bennies: 2


Thu Apr 27, 2017 5:32 am
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
Beowulf85 wrote:
Chevy wrote:
In somewhat-related news, I did a PDF search of the SW Deluxe and Savage Rifts books and failed to find any reference to mapping real-world measurements to Size.

Anyone have a source for that?

I was looking for one as well, I do not think that one exists. Size rating doesn't even seem to necessarily reflect physical measurements either, as AwkTech has a larger size than the Bop, but the Bop's physical measurements are actually bigger.

I'm pretty sure size rating is just for calculating bonuses to armor and bonuses/penalties to hit. I went back to RUE to find teh actual measurements of the Bop.


Care to share? :)

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Thu Apr 27, 2017 5:44 am
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Beowulf85 wrote:
Chevy wrote:
Beowulf85 wrote:
Also worth noting, the Bop's optimal speed is 352 yards/round.
352 = 176 pace = 3.7 large hexes
That being said you probably can't drive at optimal speed unless on a well paved highway. Cut that speed in half on rough terrain, and much much slower again if you plan on going through the water.


Okay, I checked the SW Deluxe book and found this on Pg. 58:
Quote:
Acc/Top Speed is the vehicle’s Acceleration and Top Speed in inches per round. The Top Speed of vehicles is set for battlefields (not the open highway, where they can usually double their speed). They’re adapted to work on the table-top, which means they’re not entirely realistic but work well for the game. Top Speed is typically half the vehicle’s operational speed for military vehicles, or one-quarter speed for civilian cars. Acceleration varies far more widely—use the examples from the Vehicle Table as a guide.


Seeing as how one game inch equals two yards, that gives the Bop an acceleration of 20 yards per round and a combat top speed of 100 yards per round. For sake of argument, let's say Chevy was cruising at about 40 yards/round, or using the scale on the map, 10 hexes/round. He can accelerate to 15 hexes/round this turn, or roughly the edge of one of the large hexes. That places the Brodkil firmly inside the missile launcher's Medium range (-2 to Shooting, offset by the Bop's Sensor Suite).

Math is hard. Let's shoot something.
It appears I stand corrected and the SWD already did some of the math for me, so you can do 176 pace per round off road and double that on road.

Tally ho!
We both stand corrected as per TLPG P. 97
"All-Terrain: The driver suffers no penalties for difficult terrain, and each inch of difficult terrain counts as 1.5” instead of 2”"

Thus the speed listed (120 mph, 176 pace) is actually the Bop's highway speed. It's offroading speed is 2/3 of that (80 mph, 117 pace).

I think this supersedes the ruleing in SWD because the vehicle's speed is identical to the one listed in RUE, and RUE lists actual top speeds. The speed was ported over at a 1:1 ratio then they created a rule for converting speeds when offroading with ATVs.

Image

_________________
GM Universal Bennies: 2


Thu Apr 27, 2017 6:08 am
Profile
User avatar

Joined: Wed Nov 23, 2016 11:35 pm
Posts: 136
Reply with quote
Aaron,

See the first page of AwkTek's profile. Under Edges it is in small print. --> Clairvoyance, Mind Reading, Telepathy

_________________
AwkTech (Ark Tech)
Flame Wind Dragon Hatchling

Attributes: Agility d4, Smarts d8, Spirit d6, Strength d12+4, Vigor d8

Charisma: 0; Pace: 6”; Flying Pace: 12”; Parry: 4 (½ Fighting +2); Toughness: 34 / 16 M.D.C. (½ Vigor+2 plus armor); Strain: 0; Bennies: 3

AwkTech - 6 XP | 6.00 PPW | 3 EP (End 1st Qtr)

  • Fear -- In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Claws/Bite -- (Str+3d6 AP 4, Mega Damage).
  • Tail Lash -- The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage)
  • Fire Breath -- Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage
  • Flaming Scales -- Flame Wind Hatchlings can immolate themselves, their very scales alight with terrible fire. The fire acts like a damage field, but it does 3d6, Mega Damage. Hatchlings can maintain such a field for a number of rounds equal to their Spirit, after which at least 10 minutes of rest are required before they can activate the effect again.


Thu Apr 27, 2017 8:09 am
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
Beowulf85 wrote:
Chevy - 4C

Chevy seems more in his element while on patrol than he did back at the castle. A twist in the current catches his eye and he spots a point where the Bop should be able to ford the river. It'll cut his speed down to 1/3 but should be much faster than going around, and may allow the Bop to get in the boy's path if he's able to make it to the river.


Could you note in the map where the ford is? It'll be helpful in deciding where to head the Bop to.

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Thu Apr 27, 2017 8:16 am
Profile
Diamond Patron
Diamond Patron

Joined: Wed Mar 08, 2017 5:45 pm
Posts: 51
Location: Lars Account
Reply with quote
Thanks for mathing it out with visuals. I'm simple minded. Got it now.

If Chevy takes the bridge I may have to jump out. Try to get to kid (over time) or maybe the Brodkil Nasties. Swing two Pis Swords around over my head and see if I can sound crazier than a Crazie. Regardless at some point it'll be a race to see who can enter the fray first, young Spook or old knight ;)

Whats that? Zima beat us to it? but.......


Thu Apr 27, 2017 8:19 am
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
Seth Merikh wrote:
Thanks for mathing it out with visuals. I'm simple minded. Got it now.

If Chevy takes the bridge I may have to jump out. Try to get to kid (over time) or maybe the Brodkil Nasties. Swing two Pis Swords around over my head and see if I can sound crazier than a Crazie. Regardless at some point it'll be a race to see who can enter the fray first, young Spook or old knight ;)

Whats that? Zima beat us to it? but.......


Hold on a bit longer. Based on Aaron's description, Chevy found a fordable point in the river. It's Slip 'n' Slide time! :D

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Thu Apr 27, 2017 8:27 am
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
AwkTech wrote:
Aaron,

See the first page of AwkTek's profile. Under Edges it is in small print. --> Clairvoyance, Mind Reading, Telepathy

My bad, I looked and somehow missed that. Either way, since I couldn't find a hard ruling feel free to roll 1d12 for the flying version of 'running'. If you want to do it retroactivey for the first turn then you can roll 2d12 this turn. If I recall correctly running dice don't explode though.
Seth Merikh wrote:
Thanks for mathing it out with visuals. I'm simple minded. Got it now.

If Chevy takes the bridge I may have to jump out. Try to get to kid (over time) or maybe the Brodkil Nasties. Swing two Pis Swords around over my head and see if I can sound crazier than a Crazie. Regardless at some point it'll be a race to see who can enter the fray first, young Spook or old knight ;)

Whats that? Zima beat us to it? but.......

Lol, no worries. Stuff like that happens at the beginning of every fight, sadly we aren't all in person where I can just explain things as soon as they come up. Luckily we're not in person so I can take an hour to re learn high school trigonometry and figure out the actual distances. When I have the time I like doing the mathy things, obviously those calculations wouldn't be practical at a table though.

Yeah, this is totally set up like a long range battle. as I said though, I'm doing it by the book. Now you'll know how the adventure is run if you want to change anything in advance when you run it. I might suggest changing it so that 1 hex = 2 yards, that way the map is half the prescribed size, but still plenty big.
Chevy wrote:
Beowulf85 wrote:
Chevy - 4C

Chevy seems more in his element while on patrol than he did back at the castle. A twist in the current catches his eye and he spots a point where the Bop should be able to ford the river. It'll cut his speed down to 1/3 but should be much faster than going around, and may allow the Bop to get in the boy's path if he's able to make it to the river.


Could you note in the map where the ford is? It'll be helpful in deciding where to head the Bop to.

You had multiple raises, so pick where you want the ford to be and mark it on the map in advance of you arriving there. Just keep in mind that the battle will progress so the usefullness of its location may change over time as well. Either way, you'll have another option for where to cross.

Also, big thanks to everyone for bringing the OOC discussions here. :)

_________________
GM Universal Bennies: 2


Thu Apr 27, 2017 10:39 am
Profile
User avatar

Joined: Fri Dec 09, 2016 3:48 pm
Posts: 85
Reply with quote
Okay, so am I standing on top of the rocks? 'Cause if that's the only way I can get a clear shot, that's fine, but I was hoping to avoid it. :p

_________________
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage


Thu Apr 27, 2017 11:25 am
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Zima wrote:
Okay, so am I standing on top of the rocks? 'Cause if that's the only way I can get a clear shot, that's fine, but I was hoping to avoid it. :p

Sorry, I thought that's what we discussed.
Going where you had originally pointed out would have given them heavy cover as there were many boulders in the way. Even so, your range should keep you safe from any attack I can see them making (unless I missed something on their sheets). I believe their weapons have a range of 100, and you're about 300 away.

_________________
GM Universal Bennies: 2


Thu Apr 27, 2017 11:30 am
Profile
User avatar

Joined: Fri Dec 09, 2016 3:48 pm
Posts: 85
Reply with quote
Good point, I forgot how crazy the range on a boom gun is compared with almost anything else.

Alright, let's be big damn heroes! :D

_________________
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage


Thu Apr 27, 2017 11:40 am
Profile
User avatar

Joined: Fri Mar 31, 2017 4:18 pm
Posts: 206
Reply with quote
I believe my hold action should carry over to this round, correct?

_________________
Ancient wisdom from the Golden Age: Don't Panic.

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Fizzwaite Zipwidget, Hawdore

Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d6
Pace 6 | Parry 5 | Toughness 12(5)

Frequently used skills
Alertness d8 + 2
Persuasion d8 + 2
Shooting d8

Edges
Scholar [Archaeology, History]: +2 to Knowledge(Archaeology) and Knowledge(History)
Investigator: +2 Investigation and Streetwise
Linguist: Begin play with a number of languages equal to Smarts (@ Smarts die level); Smarts –2 to be understood in any language heard for a week
Charismatic: +2 to Charisma
Strong Willed: +2 to Intimidation and Taunt, +2 to resist Tests of Will
Brawny: +1 Toughness and load limit is 8 x STR
Brave: +2 to Fear tests
Elan: +2 when spending a Benny on a Trait roll (including soak rolls)
Alertness: +2 Notice
Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1

Hindrances
(Major) Curious: The mysteries of the world await
(Minor) Wanted [Coalition]: Possession of forbidden knowledge with intent to distribute
(Minor) Bad Eyes: The spirit is willing but the eyes can't see a damned thing


Thu Apr 27, 2017 12:04 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Okay so sorry about not posting where I moved to. I was not aware I got a move while checking my sensors but it makes sense with the combat ace edge that I would.

Ulrich would jump the Gepanzerter Skorpion into the water north of the rocks leading across the river to flank for his next turns action.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Thu Apr 27, 2017 12:20 pm
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Zima wrote:
Good point, I forgot how crazy the range on a boom gun is compared with almost anything else.

Alright, let's be big damn heroes! :D

(As long as we are completely out of range of enemy fire)
Radecliffe wrote:
I believe my hold action should carry over to this round, correct?

If you want to do it last thing round 1 after all the enemies moved then go ahead and do it now, just don't take 2 actions in 1 round. I don't think there is an official rule about holding actions in Savage Worlds, but it's something I incorporate in to most of my games as it adds a little strategy and advantage to having the initiative.
Ulrich wrote:
Okay so sorry about not posting where I moved to. I was not aware I got a move while checking my sensors but it makes sense with the combat ace edge that I would.

Ulrich would jump the Gepanzerter Skorpion into the water north of the rocks leading across the river to flank for his next turns action.

As far as I know a move action is part of every turn, but I'm not well versed in vehicles. Please post a map showing where you jumped to.

_________________
GM Universal Bennies: 2


Thu Apr 27, 2017 12:43 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Here you go. LOL I finally figured out how to add attachments.


Attachments:
Garnet Town Gambit Combat 1 Round 2.png
Garnet Town Gambit Combat 1 Round 2.png [ 934.82 KiB | Viewed 3011 times ]

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106
Thu Apr 27, 2017 1:02 pm
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Ulrich wrote:
Here you go. LOL I finally figured out how to add attachments.

Just eyeing that, it looks close to 200 yards (183 m, 600 ft), I think you can jump a max of 150 feet with your flight pack assist? That's 50 yards.
For reference:
Image

_________________
GM Universal Bennies: 2


Thu Apr 27, 2017 1:15 pm
Profile
User avatar

Joined: Fri Mar 31, 2017 4:18 pm
Posts: 206
Reply with quote
Beowulf85 wrote:
Radecliffe wrote:
I believe my hold action should carry over to this round, correct?

If you want to do it last thing round 1 after all the enemies moved then go ahead and do it now, just don't take 2 actions in 1 round. I don't think there is an official rule about holding actions in Savage Worlds, but it's something I incorporate in to most of my games as it adds a little strategy and advantage to having the initiative.


Here's the entry from the core rules. Basically as long as I'm not shaken I can hold my turn until I want to take an action even if the hold goes to the next turn.

pp 72 Savage Worlds Deluxe Explorers Edition wrote:
Hold
A hero may choose to wait and see what happens by taking a Hold action. He may then go later in the round if he chooses. A Held action lasts until it’s used. If a character has a Held card when a new round starts, he’s not dealt in.

If a character is Shaken while on Hold, he immediately loses his “Hold” status and any remaining actions for the round. If the victim soaks the attack and avoids the Shaken result, he remains on Hold.

►► Interrupting Actions: If a character on Hold wants to interrupt an action (including a rival who was also on Hold), he and the opponent make opposed Agility rolls. Whoever rolls highest goes first. In the rare case of a tie, the actions are simultaneous.

_________________
Ancient wisdom from the Golden Age: Don't Panic.

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Fizzwaite Zipwidget, Hawdore

Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d6
Pace 6 | Parry 5 | Toughness 12(5)

Frequently used skills
Alertness d8 + 2
Persuasion d8 + 2
Shooting d8

Edges
Scholar [Archaeology, History]: +2 to Knowledge(Archaeology) and Knowledge(History)
Investigator: +2 Investigation and Streetwise
Linguist: Begin play with a number of languages equal to Smarts (@ Smarts die level); Smarts –2 to be understood in any language heard for a week
Charismatic: +2 to Charisma
Strong Willed: +2 to Intimidation and Taunt, +2 to resist Tests of Will
Brawny: +1 Toughness and load limit is 8 x STR
Brave: +2 to Fear tests
Elan: +2 when spending a Benny on a Trait roll (including soak rolls)
Alertness: +2 Notice
Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1

Hindrances
(Major) Curious: The mysteries of the world await
(Minor) Wanted [Coalition]: Possession of forbidden knowledge with intent to distribute
(Minor) Bad Eyes: The spirit is willing but the eyes can't see a damned thing


Thu Apr 27, 2017 1:31 pm
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Radecliffe wrote:
Beowulf85 wrote:
Radecliffe wrote:
I believe my hold action should carry over to this round, correct?

If you want to do it last thing round 1 after all the enemies moved then go ahead and do it now, just don't take 2 actions in 1 round. I don't think there is an official rule about holding actions in Savage Worlds, but it's something I incorporate in to most of my games as it adds a little strategy and advantage to having the initiative.


Here's the entry from the core rules. Basically as long as I'm not shaken I can hold my turn until I want to take an action even if the hold goes to the next turn.

pp 72 Savage Worlds Deluxe Explorers Edition wrote:
Hold
A hero may choose to wait and see what happens by taking a Hold action. He may then go later in the round if he chooses. A Held action lasts until it’s used. If a character has a Held card when a new round starts, he’s not dealt in.

If a character is Shaken while on Hold, he immediately loses his “Hold” status and any remaining actions for the round. If the victim soaks the attack and avoids the Shaken result, he remains on Hold.

►► Interrupting Actions: If a character on Hold wants to interrupt an action (including a rival who was also on Hold), he and the opponent make opposed Agility rolls. Whoever rolls highest goes first. In the rare case of a tie, the actions are simultaneous.

Good find, do it by the book then. Either way it results in you only having one action per turn which is what I was more concerned about. So no card for this round, I'll edit my initial post.

_________________
GM Universal Bennies: 2


Thu Apr 27, 2017 1:41 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Beowulf85 wrote:
Ulrich wrote:
Here you go. LOL I finally figured out how to add attachments.

Just eyeing that, it looks close to 200 yards (183 m, 600 ft), I think you can jump a max of 150 feet with your flight pack assist? That's 50 yards.
For reference:
Image


oooooooooooooooh I thought the big hexes were 6 yards. LOL I didn't even see the tiney ones.

Here is fine then Yeah I just checked again. It's 150ft across.


Attachments:
Garnet Town Gambit Combat 1 Round 2.png
Garnet Town Gambit Combat 1 Round 2.png [ 934.44 KiB | Viewed 3003 times ]

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106
Thu Apr 27, 2017 3:07 pm
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Ulrich wrote:
Beowulf85 wrote:
Ulrich wrote:
Here you go. LOL I finally figured out how to add attachments.

Just eyeing that, it looks close to 200 yards (183 m, 600 ft), I think you can jump a max of 150 feet with your flight pack assist? That's 50 yards.
For reference:
Image


oooooooooooooooh I thought the big hexes were 6 yards. LOL I didn't even see the tiney ones.

Here is fine then Yeah I just checked again. It's 150ft across.

You're still getting the scale a little confused.
As Ulrich can jump 50 yards, and one of the sides of the large hexagons is 48 yards, he can jump about this far. That ought to place you within range for a number of your longer range weapons. Between 200 and 400 yards, so long range, -4 to shooting). If you move again before attacking you might be medium range, not sure.


Attachments:
Ulrich Movement.png
Ulrich Movement.png [ 1.16 MiB | Viewed 3002 times ]

_________________
GM Universal Bennies: 2
Thu Apr 27, 2017 3:20 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Okay well in that case Ulich will take another move action to jump before firing and he will only fire two weapons so his shot is a medium range so he only suffers a -2 penalty.

His last missile system will not be fired so ignore it. Also since I was unaware of how far we were from the hostile I didn't add the -2 to the rolls. sorry.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Thu Apr 27, 2017 7:03 pm
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Ulrich wrote:
Okay well in that case Ulich will take another move action to jump before firing and he will only fire two weapons so his shot is a medium range so he only suffers a -2 penalty.

His last missile system will not be fired so ignore it. Also since I was unaware of how far we were from the hostile I didn't add the -2 to the rolls. sorry.

I'd appreciate it if you edit your posts accordingly (or make a note of it in the post if you can't edit a dice roll), otherwise I'll probably forget and make more mistakes. (Yay combat, lol)

_________________
GM Universal Bennies: 2


Fri Apr 28, 2017 2:37 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Beowulf85 wrote:
Ulrich wrote:
Okay well in that case Ulich will take another move action to jump before firing and he will only fire two weapons so his shot is a medium range so he only suffers a -2 penalty.

His last missile system will not be fired so ignore it. Also since I was unaware of how far we were from the hostile I didn't add the -2 to the rolls. sorry.

I'd appreciate it if you edit your posts accordingly (or make a note of it in the post if you can't edit a dice roll), otherwise I'll probably forget and make more mistakes. (Yay combat, lol)


Already taken care of ^_^ I posted the map on the second post. Sorry about the extra rolls for the missiles. Since I am moving and am at medium range I decided that an extra -4 would be bad LOL. The extra rolls are pulled away into an "ignore this" list for you.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Fri Apr 28, 2017 7:40 am
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Ulrich wrote:
Beowulf85 wrote:
Ulrich wrote:
Okay well in that case Ulich will take another move action to jump before firing and he will only fire two weapons so his shot is a medium range so he only suffers a -2 penalty.

His last missile system will not be fired so ignore it. Also since I was unaware of how far we were from the hostile I didn't add the -2 to the rolls. sorry.

I'd appreciate it if you edit your posts accordingly (or make a note of it in the post if you can't edit a dice roll), otherwise I'll probably forget and make more mistakes. (Yay combat, lol)


Already taken care of ^_^ I posted the map on the second post. Sorry about the extra rolls for the missiles. Since I am moving and am at medium range I decided that an extra -4 would be bad LOL. The extra rolls are pulled away into an "ignore this" list for you.

No worries, thanks for clearing it up. :)

_________________
GM Universal Bennies: 2


Fri Apr 28, 2017 7:57 am
Profile
Diamond Patron
Diamond Patron

Joined: Wed Mar 08, 2017 5:45 pm
Posts: 51
Location: Lars Account
Reply with quote
FYI I am waiting to post IC until I see where the Bop ends up. If I am close enough to kid or Brodkil - Seth may jump out. (By close enough I mean to use Burrow). :)


Sat Apr 29, 2017 12:29 pm
Profile
User avatar

Joined: Fri Mar 31, 2017 4:18 pm
Posts: 206
Reply with quote
@Zima Doesn't the Glitter Boy Armor have the same sensor suite as other power armor suits? I think you should be able to ignore 2 points of shooting penalties which would include range. I don't think it changes enough to get a raise but unless I'm missing something I don't think you need to spend a Bennie to get the hit. The first roll should be sufficient. My apologies if I'm messing this up but I'd hate to see you waste a Bennie. :) For an area effect attack cover acts as armor for the affected targets rather than a negative shooting penalty (assuming they have any cover, of course.) ;)

_________________
Ancient wisdom from the Golden Age: Don't Panic.

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Fizzwaite Zipwidget, Hawdore

Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d6
Pace 6 | Parry 5 | Toughness 12(5)

Frequently used skills
Alertness d8 + 2
Persuasion d8 + 2
Shooting d8

Edges
Scholar [Archaeology, History]: +2 to Knowledge(Archaeology) and Knowledge(History)
Investigator: +2 Investigation and Streetwise
Linguist: Begin play with a number of languages equal to Smarts (@ Smarts die level); Smarts –2 to be understood in any language heard for a week
Charismatic: +2 to Charisma
Strong Willed: +2 to Intimidation and Taunt, +2 to resist Tests of Will
Brawny: +1 Toughness and load limit is 8 x STR
Brave: +2 to Fear tests
Elan: +2 when spending a Benny on a Trait roll (including soak rolls)
Alertness: +2 Notice
Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1

Hindrances
(Major) Curious: The mysteries of the world await
(Minor) Wanted [Coalition]: Possession of forbidden knowledge with intent to distribute
(Minor) Bad Eyes: The spirit is willing but the eyes can't see a damned thing


Tue May 02, 2017 5:49 pm
Profile
User avatar

Joined: Fri Dec 09, 2016 3:48 pm
Posts: 85
Reply with quote
Maybe I was trying to get a raise--you don't know!

You're right, though, after I double checked. But it's fine, I'll just keep it in mind for next round. I'm confident I can earn it back.

_________________
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage


Wed May 03, 2017 9:33 pm
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
FYI all, I'm getting ready to move continents. Posts may be delayed. Got to get my PC and other stuff shipped from UK to Canada.

_________________
GM Universal Bennies: 2


Mon May 08, 2017 1:47 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Cool. It's be awesome to have closer time zones ^_^

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Tue May 09, 2017 3:42 pm
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Should be in about a month and a half. My stuff mostly shipped today, most of the rest is packed up or ready to be left behind. I'll be road tripping Europe seeing friends before I leave, then back in Canada late Juner or early July. Will try to get a post down tonight, because if I don't it'll be delayed until at least Sunday...

Sorry all, things are busy, so I might be a bit of a laggard. Oh, for the days when I was working full time and would work on posts in my free time, which was probably about two work days a week, lol.

*Edit* I'm about half way through the post but I'm wiped. I'll try to get it done this weekend. :)

_________________
GM Universal Bennies: 2


Thu May 11, 2017 2:01 pm
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Sorry about delays all. I was away all weekend at a birthday and now I'm out with friends on a road trip. Not much time to work on the post prior ot that due to arranging shipping and packing up all my belongings. Will try to get one down this wee, Wednesday or Thursdayish. It doesn't help that there's a lot of consolidate for a combat post or I'd do something quickly, but combat posts take me about 1.5-2 hours. :/

_________________
GM Universal Bennies: 2


Mon May 15, 2017 12:25 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
GAGHNFLD... I've been doing rail guns wrong. The ROF is supposed to be how many large bursts are fired to represent the hundreds/thousands of shards fired. I don't believe I missed something so big.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Sun Jun 04, 2017 11:28 am
Profile
Game Master
User avatar

Joined: Wed Nov 23, 2016 3:21 pm
Posts: 398
Reply with quote
Ulrich wrote:
GAGHNFLD... I've been doing rail guns wrong. The ROF is supposed to be how many large bursts are fired to represent the hundreds/thousands of shards fired. I don't believe I missed something so big.

Good thing this is a learning game, right!?

_________________
GM Universal Bennies: 2


Fri Jun 09, 2017 6:59 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Beowulf85 wrote:
Ulrich wrote:
GAGHNFLD... I've been doing rail guns wrong. The ROF is supposed to be how many large bursts are fired to represent the hundreds/thousands of shards fired. I don't believe I missed something so big.

Good thing this is a learning game, right!?



Lol yeah thank god. I makes rail guns all the more terrifying. They don't do as much damage as the boom gun but have have the ability to hit more targets.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Fri Jun 09, 2017 8:15 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Doing a quick check. Is everyone still with us? I know A-aron said he would have a hard time posting due to his traveling.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Wed Jun 14, 2017 10:59 am
Profile
User avatar

Joined: Fri Mar 31, 2017 4:18 pm
Posts: 206
Reply with quote
>> Is anyone here?
>> There is a dark room to your North.
>> I enter the dark room to the North.
>> You are eaten by a Grue.

DAMMIT!! :lol:

_________________
Ancient wisdom from the Golden Age: Don't Panic.

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Fizzwaite Zipwidget, Hawdore

Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d6
Pace 6 | Parry 5 | Toughness 12(5)

Frequently used skills
Alertness d8 + 2
Persuasion d8 + 2
Shooting d8

Edges
Scholar [Archaeology, History]: +2 to Knowledge(Archaeology) and Knowledge(History)
Investigator: +2 Investigation and Streetwise
Linguist: Begin play with a number of languages equal to Smarts (@ Smarts die level); Smarts –2 to be understood in any language heard for a week
Charismatic: +2 to Charisma
Strong Willed: +2 to Intimidation and Taunt, +2 to resist Tests of Will
Brawny: +1 Toughness and load limit is 8 x STR
Brave: +2 to Fear tests
Elan: +2 when spending a Benny on a Trait roll (including soak rolls)
Alertness: +2 Notice
Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1

Hindrances
(Major) Curious: The mysteries of the world await
(Minor) Wanted [Coalition]: Possession of forbidden knowledge with intent to distribute
(Minor) Bad Eyes: The spirit is willing but the eyes can't see a damned thing


Wed Jun 14, 2017 11:38 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Stupid Grue...

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Wed Jun 14, 2017 11:44 am
Profile
Diamond Patron
Diamond Patron

Joined: Wed Mar 08, 2017 5:45 pm
Posts: 51
Location: Lars Account
Reply with quote
Seth the Cyberknight is here. Yup. Maybe we should all roll down to the Pub and show our colors. I hear the 1st all assembling there.

While our GM is occupied- try to RP in Spider's Pub (The Outside Inn).

Or go gather at the new radio station and bug Damien. Let him know we'd love the hang out there and rock.


Wed Jun 14, 2017 11:59 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Yeah I have been there with both my characters a good bit. The combat turns are taking a good deal of length in both my games so I am rping in the pub.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Wed Jun 14, 2017 1:46 pm
Profile
Diamond Patron
Diamond Patron

Joined: Wed Mar 08, 2017 5:45 pm
Posts: 51
Location: Lars Account
Reply with quote
I hear you.

I'm Rping all over the place to pass time.

As Fell, Roath, Seth and others lol

I am trying to not have my characters talk to each other too much, ha!

- Lars


Wed Jun 14, 2017 2:35 pm
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
Still here.

New to this site, so I'm not sure what the protocols are for RP'ing in "The Pub". Do you just jump in and start yakking, or do you arrange a meetup ahead of time?

Chevy's not much of a social butterfly, but he could be found drowning his sorrows in strong drink. :)

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Wed Jun 14, 2017 7:55 pm
Profile
Diamond Patron
Diamond Patron

Joined: Wed Mar 08, 2017 5:45 pm
Posts: 51
Location: Lars Account
Reply with quote
Chevy wrote:
Still here.
New to this site, so I'm not sure what the protocols are for RP'ing in "The Pub". Do you just jump in and start yakking, or do you arrange a meetup ahead of time?
Chevy's not much of a social butterfly, but he could be found drowning his sorrows in strong drink. :)



Pub: Jump in and go nuts. Interact with Players from other SET teams. Just have fun with it. Drowning Sorrows is fine, likely some one will chat you up.


Wed Jun 14, 2017 11:20 pm
Profile
User avatar

Joined: Tue Feb 28, 2017 6:12 pm
Posts: 35
Reply with quote
That's good to know. I am new to this site as well.

_________________
Character Name Egil ‘The Edge’ Skallgrim
Race: Psi-Stalker
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: -2; Pace: 16 d8; Parry: (6); Uncanny Reflexes -2; Toughness: (12 (5)); Strain: 0 Bennies: 2 Cards: Adrenaline Surge

ISP: 14 (30)/30
  • Boost/Lower Trait Cost 2
  • Illusion Cost: 3
  • Mystical Skin " Armor" Trapping: This power is self only but for +1 ISP can be activated as a free action.

viewtopic.php?f=32&t=252


Thu Jun 15, 2017 5:43 pm
Profile
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 758
Reply with quote
Hey guys,

Beowulf85 has said he'll be back in July. Does the group need anything administratively/GM-wise until then?

VV


Fri Jun 16, 2017 8:17 am
Profile
User avatar

Joined: Fri Mar 31, 2017 4:18 pm
Posts: 206
Reply with quote
Just curious about how this affects our quarterly EP and XP. This is my only player account at the moment so it is also my primary source of EP at the moment to get another character slot.

_________________
Ancient wisdom from the Golden Age: Don't Panic.

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Fizzwaite Zipwidget, Hawdore

Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d6
Pace 6 | Parry 5 | Toughness 12(5)

Frequently used skills
Alertness d8 + 2
Persuasion d8 + 2
Shooting d8

Edges
Scholar [Archaeology, History]: +2 to Knowledge(Archaeology) and Knowledge(History)
Investigator: +2 Investigation and Streetwise
Linguist: Begin play with a number of languages equal to Smarts (@ Smarts die level); Smarts –2 to be understood in any language heard for a week
Charismatic: +2 to Charisma
Strong Willed: +2 to Intimidation and Taunt, +2 to resist Tests of Will
Brawny: +1 Toughness and load limit is 8 x STR
Brave: +2 to Fear tests
Elan: +2 when spending a Benny on a Trait roll (including soak rolls)
Alertness: +2 Notice
Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1

Hindrances
(Major) Curious: The mysteries of the world await
(Minor) Wanted [Coalition]: Possession of forbidden knowledge with intent to distribute
(Minor) Bad Eyes: The spirit is willing but the eyes can't see a damned thing


Fri Jun 16, 2017 8:36 am
Profile
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 758
Reply with quote
Radcliffe,

Unfortunately, your post rate calculation will be affected by a long GM absence.

Given you are still posting and interacting in the Spider's Pub thread I might be inclined to count those. Afterall, it is allowing you to role play and meet posting requirements even in the absence of a GM.

A lot hinges on our GMs, which is why they have the opportunity earn a lot of EP, but one going away for a while can certainly mess a game up.

VV


Sat Jun 17, 2017 6:08 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
It can totally kill a game. I more than likely not make good XP or EP for either of my characters and won't be able to activate my inactive character. The GM of the other group posts about every other weekend or so. This group was much more active.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Sat Jun 17, 2017 1:34 pm
Profile
User avatar

Joined: Wed Nov 23, 2016 11:35 pm
Posts: 136
Reply with quote
This quarter is nearly done. I say we prepare ourselves for the third quarter.

_________________
AwkTech (Ark Tech)
Flame Wind Dragon Hatchling

Attributes: Agility d4, Smarts d8, Spirit d6, Strength d12+4, Vigor d8

Charisma: 0; Pace: 6”; Flying Pace: 12”; Parry: 4 (½ Fighting +2); Toughness: 34 / 16 M.D.C. (½ Vigor+2 plus armor); Strain: 0; Bennies: 3

AwkTech - 6 XP | 6.00 PPW | 3 EP (End 1st Qtr)

  • Fear -- In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Claws/Bite -- (Str+3d6 AP 4, Mega Damage).
  • Tail Lash -- The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage)
  • Fire Breath -- Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage
  • Flaming Scales -- Flame Wind Hatchlings can immolate themselves, their very scales alight with terrible fire. The fire acts like a damage field, but it does 3d6, Mega Damage. Hatchlings can maintain such a field for a number of rounds equal to their Spirit, after which at least 10 minutes of rest are required before they can activate the effect again.


Sat Jun 17, 2017 2:39 pm
Profile
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 758
Reply with quote
Hey guys,

I am looking into a temp GM to carry you until Beowulf85 returns. Should allow you to finish off this quarter and be in the groove to start the next.

VV


Sat Jun 17, 2017 2:54 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Venatus Vinco wrote:
Hey guys,

I am looking into a temp GM to carry you until Beowulf85 returns. Should allow you to finish off this quarter and be in the groove to start the next.

VV



That would be awesome. If it happens it's cool. If not it's nice to know you are trying.

Thanks.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Sun Jun 18, 2017 4:14 pm
Profile
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 758
Reply with quote
Hello,

Hobo Joe has agreed to step in. His group is still forming so it gives him a chance to GM in the meantime.

Joe plays Cory in the first SET and is a long time Palladium GM. He's still learning the Savage system but has a good handle on things. He hopes to have a post up on Monday.

VV


Sun Jun 18, 2017 7:23 pm
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
Lucky me I've got good notes to go from!

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Mon Jun 19, 2017 1:27 am
Profile
User avatar

Joined: Wed Nov 23, 2016 11:35 pm
Posts: 136
Reply with quote
The Nameless accept anybody even a substitute GM. Fairly knowledge players so suit up and lets bring it.

_________________
AwkTech (Ark Tech)
Flame Wind Dragon Hatchling

Attributes: Agility d4, Smarts d8, Spirit d6, Strength d12+4, Vigor d8

Charisma: 0; Pace: 6”; Flying Pace: 12”; Parry: 4 (½ Fighting +2); Toughness: 34 / 16 M.D.C. (½ Vigor+2 plus armor); Strain: 0; Bennies: 3

AwkTech - 6 XP | 6.00 PPW | 3 EP (End 1st Qtr)

  • Fear -- In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Claws/Bite -- (Str+3d6 AP 4, Mega Damage).
  • Tail Lash -- The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage)
  • Fire Breath -- Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage
  • Flaming Scales -- Flame Wind Hatchlings can immolate themselves, their very scales alight with terrible fire. The fire acts like a damage field, but it does 3d6, Mega Damage. Hatchlings can maintain such a field for a number of rounds equal to their Spirit, after which at least 10 minutes of rest are required before they can activate the effect again.


Mon Jun 19, 2017 8:01 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Good to have you with us Joe. We'll try not to forget about you. :P

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Mon Jun 19, 2017 8:20 am
Profile
User avatar

Joined: Fri Dec 09, 2016 3:48 pm
Posts: 85
Reply with quote
I've been running games in Savage Worlds for several years now, so feel free to PM me if I can be of any assistance!

_________________
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage


Mon Jun 19, 2017 9:13 am
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
Well gang. Post's up. Didn't see anything too challenging here, it was all pretty straightforward, except for the map scale as noted. Direct all complaints to Venatus Vinco, I can give you his home number if you are really angry! :D

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Tue Jun 20, 2017 12:23 am
Profile
User avatar

Joined: Wed Nov 23, 2016 11:35 pm
Posts: 136
Reply with quote
Dragon is pissed and looking to flame someone. Send number so I can reach out and flame someone. 8D

_________________
AwkTech (Ark Tech)
Flame Wind Dragon Hatchling

Attributes: Agility d4, Smarts d8, Spirit d6, Strength d12+4, Vigor d8

Charisma: 0; Pace: 6”; Flying Pace: 12”; Parry: 4 (½ Fighting +2); Toughness: 34 / 16 M.D.C. (½ Vigor+2 plus armor); Strain: 0; Bennies: 3

AwkTech - 6 XP | 6.00 PPW | 3 EP (End 1st Qtr)

  • Fear -- In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Claws/Bite -- (Str+3d6 AP 4, Mega Damage).
  • Tail Lash -- The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage)
  • Fire Breath -- Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage
  • Flaming Scales -- Flame Wind Hatchlings can immolate themselves, their very scales alight with terrible fire. The fire acts like a damage field, but it does 3d6, Mega Damage. Hatchlings can maintain such a field for a number of rounds equal to their Spirit, after which at least 10 minutes of rest are required before they can activate the effect again.


Tue Jun 20, 2017 8:28 am
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
So I will put up a gm post Monday, so two days to get posts in! Not that I'm pointing fingers or anything. (I'm passive aggressively counting on player guilt to motivate them to post for their character, such a good tactic.)

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Sat Jun 24, 2017 6:10 pm
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
If you're talking about me, I was waiting for the Brodkils' move, since they had initiative on Chevy.

Or do you run things differently?

And for the record, I'm not very tolerant of passive-aggressive behavior.

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Sat Jun 24, 2017 7:00 pm
Profile
User avatar

Joined: Fri Mar 31, 2017 4:18 pm
Posts: 206
Reply with quote
Uh, Beowulf didn't post the enemies moves until the end of the turn either. Just sayin...

_________________
Ancient wisdom from the Golden Age: Don't Panic.

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Fizzwaite Zipwidget, Hawdore

Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d6
Pace 6 | Parry 5 | Toughness 12(5)

Frequently used skills
Alertness d8 + 2
Persuasion d8 + 2
Shooting d8

Edges
Scholar [Archaeology, History]: +2 to Knowledge(Archaeology) and Knowledge(History)
Investigator: +2 Investigation and Streetwise
Linguist: Begin play with a number of languages equal to Smarts (@ Smarts die level); Smarts –2 to be understood in any language heard for a week
Charismatic: +2 to Charisma
Strong Willed: +2 to Intimidation and Taunt, +2 to resist Tests of Will
Brawny: +1 Toughness and load limit is 8 x STR
Brave: +2 to Fear tests
Elan: +2 when spending a Benny on a Trait roll (including soak rolls)
Alertness: +2 Notice
Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1

Hindrances
(Major) Curious: The mysteries of the world await
(Minor) Wanted [Coalition]: Possession of forbidden knowledge with intent to distribute
(Minor) Bad Eyes: The spirit is willing but the eyes can't see a damned thing


Sat Jun 24, 2017 7:47 pm
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
Got it! I need you to tell me these things... This is my training wheels run... so I appreciate the help. I don't "do things differently" as much as I do them badly :D

The meanings of the words are starting to become clear. In my previous experience, everyone posted as soon as possible (i.e. before the scheduled gm post day) and then the gm was responsible for sorting it all out. One of the cardinal rules of PBP I have learned is to "never wait". So, I apologize I did not realize you were waiting on me.

So since I just read this comment tonight, I will try and incorporate it, but I suspect I may not hit a home run, so keep the comments coming.

And if I'm serious about a comment, I won't tag is as passive aggressive. I like to be funny. Sometimes it works, sometimes it doesn't. But please if it is not clear what my meaning is, err on the side of reading it as a joke. Everyone has their own style, and you unfortunately got saddled with a temp gm who thinks he's a comedian.

If you need to curse my name here's some inspiration :lol:

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Mon Jun 26, 2017 10:54 pm
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
Oh man. It's fun having invisible guys shown only on my map and then to have Chevy draw his path of travel right smack dab through an invisible guy. Bad news for invisible guy!

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Tue Jun 27, 2017 2:03 am
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
Hobo Joe wrote:
Oh man. It's fun having invisible guys shown only on my map and then to have Chevy draw his path of travel right smack dab through an invisible guy. Bad news for invisible guy!


Would you believe that was in my thoughts as I composed my move? :twisted:

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Tue Jun 27, 2017 3:05 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Chevy wrote:
Hobo Joe wrote:
Oh man. It's fun having invisible guys shown only on my map and then to have Chevy draw his path of travel right smack dab through an invisible guy. Bad news for invisible guy!


Would you believe that was in my thoughts as I composed my move? :twisted:



Too dang funny! Does that mean the Bop is covered with invisible lesser demon good? Lol!

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Thu Jun 29, 2017 6:53 am
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
Ulrich wrote:
Chevy wrote:
Hobo Joe wrote:
Oh man. It's fun having invisible guys shown only on my map and then to have Chevy draw his path of travel right smack dab through an invisible guy. Bad news for invisible guy!


Would you believe that was in my thoughts as I composed my move? :twisted:



Too dang funny! Does that mean the Bop is covered with invisible lesser demon good? Lol!


If so, that s**t gets hosed off stat! Chevy's learned that lesson but good! :lol:

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Thu Jun 29, 2017 8:10 am
Profile
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 758
Reply with quote
Hey Guys,

Just got a PM from Beowulf85. He is still not settled from his move and asked to take another quarter off.

As mentioned, Hobo Joe is good to take you to the end of this adventure. If it doesn't quite last a quarter I can pinch hit for a while.

At that time we'll see if Beowulf is back or a different solution is needed.

VV


Tue Jul 04, 2017 4:48 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Dec 02, 2016 8:23 am
Posts: 263
Reply with quote
Venatus Vinco wrote:
Hey Guys,

Just got a PM from Beowulf85. He is still not settled from his move and asked to take another quarter off.

As mentioned, Hobo Joe is good to take you to the end of this adventure. If it doesn't quite last a quarter I can pinch hit for a while.

At that time we'll see if Beowulf is back or a different solution is needed.

VV


Whatever you need to do. It's all good. Real life takes priority over games and I hope Wolf is settling in well

I also hope everyone is having fun. I know I have been put in charge in character and
Do my best not to try and give orders and lord over the other players. No one likes having
That done and we get enough of that in real life. Lol.

_________________
Image Image
My song https://www.youtube.com/watch?v=E9c8C2K-TtE I wish I had a tank. LOL!!!

Gepanzerter Skorpion Size 4

Bennies: 3

viewtopic.php?f=32&t=106


Tue Jul 04, 2017 5:05 pm
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
Post in progress - sorry for the delay, had a family medical emergency.

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Tue Jul 04, 2017 7:21 pm
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
Update tomorrow unless someone gives me a heads up to wait. I don't mind waiting, my goal is to kind of get you caught back up after getting hosed a little last quarter.

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Fri Jul 07, 2017 10:33 pm
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
No worries. We're basically waiting for the info dump from the kid at this point.

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Sat Jul 08, 2017 4:28 am
Profile
User avatar

Joined: Wed Nov 23, 2016 11:35 pm
Posts: 136
Reply with quote
Excuse the abscence. Forced move out of my family of eight and internet has been a hard fought issue for the last two weeks. Finally I can prove I am alive and kicking. Thanks for understanding.

_________________
AwkTech (Ark Tech)
Flame Wind Dragon Hatchling

Attributes: Agility d4, Smarts d8, Spirit d6, Strength d12+4, Vigor d8

Charisma: 0; Pace: 6”; Flying Pace: 12”; Parry: 4 (½ Fighting +2); Toughness: 34 / 16 M.D.C. (½ Vigor+2 plus armor); Strain: 0; Bennies: 3

AwkTech - 6 XP | 6.00 PPW | 3 EP (End 1st Qtr)

  • Fear -- In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Claws/Bite -- (Str+3d6 AP 4, Mega Damage).
  • Tail Lash -- The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage)
  • Fire Breath -- Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage
  • Flaming Scales -- Flame Wind Hatchlings can immolate themselves, their very scales alight with terrible fire. The fire acts like a damage field, but it does 3d6, Mega Damage. Hatchlings can maintain such a field for a number of rounds equal to their Spirit, after which at least 10 minutes of rest are required before they can activate the effect again.


Mon Jul 10, 2017 3:43 pm
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
Time based recharging - I include the time stamp at the top of each post so you can keep track of recharging things like PPE and ISP, when the time is right, update your total!

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Mon Jul 10, 2017 8:34 pm
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
Sorry gang, got a day behind, post will be up tonight (Tuesday).

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Tue Jul 18, 2017 3:58 am
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
I want to remind everyone to ALWAYS include a Notice roll with (almost) every post. This is most critical for the post immediately following a gm update, but they are also handy for intermediate ones if there's a scene change or something like that.

Go forth and Notice!

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Tue Jul 18, 2017 11:24 pm
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
OFFICIAL ANNOUNCEMENT
+1 Bennie for everyone for an awesome multi-post round of action!!!

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Sun Aug 13, 2017 10:53 pm
Profile
User avatar

Joined: Wed Nov 23, 2016 4:56 am
Posts: 192
Reply with quote
Considering my luck with this damn dice roller so far, I am seriously apprehensive about rolling to find a Black Market contact in town.

Speaking of which, what would I be rolling? Notice? Streetwise? Tracking?

_________________
Chevy
Pace: 8; Parry: 8; Toughness: 21; Strain: 0
Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Bennies: 7


Thu Aug 17, 2017 7:56 pm
Profile
User avatar

Joined: Fri Mar 31, 2017 4:18 pm
Posts: 206
Reply with quote
If you are looking for a contact or information around town about Black Market dealings it would probably be Streetwise.

_________________
Ancient wisdom from the Golden Age: Don't Panic.

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Fizzwaite Zipwidget, Hawdore

Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d6
Pace 6 | Parry 5 | Toughness 12(5)

Frequently used skills
Alertness d8 + 2
Persuasion d8 + 2
Shooting d8

Edges
Scholar [Archaeology, History]: +2 to Knowledge(Archaeology) and Knowledge(History)
Investigator: +2 Investigation and Streetwise
Linguist: Begin play with a number of languages equal to Smarts (@ Smarts die level); Smarts –2 to be understood in any language heard for a week
Charismatic: +2 to Charisma
Strong Willed: +2 to Intimidation and Taunt, +2 to resist Tests of Will
Brawny: +1 Toughness and load limit is 8 x STR
Brave: +2 to Fear tests
Elan: +2 when spending a Benny on a Trait roll (including soak rolls)
Alertness: +2 Notice
Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1

Hindrances
(Major) Curious: The mysteries of the world await
(Minor) Wanted [Coalition]: Possession of forbidden knowledge with intent to distribute
(Minor) Bad Eyes: The spirit is willing but the eyes can't see a damned thing


Thu Aug 17, 2017 7:59 pm
Profile
User avatar

Joined: Thu May 11, 2017 8:25 pm
Posts: 107
Reply with quote
Radecliffe wrote:
If you are looking for a contact or information around town about Black Market dealings it would probably be Streetwise.

Chevy, what he^ said.

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














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

Murder Hobos:


Sun Aug 20, 2017 4:08 pm
Profile
Online
User avatar

Joined: Thu Jan 19, 2017 9:13 am
Posts: 584
Location: The Black Company
Reply with quote
Looks like John Kramer aka "The Timberjack"-Melee/Survivalist is interested in joining the Nameless.

viewtopic.php?t=947#p16337

_________________
Lars - The Black Company
GM bennies Q3: 8/8

My Accounts


Tue Aug 22, 2017 8:27 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 284 posts ]  Go to page Previous  1, 2, 3

Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group Color scheme created with Colorize It.
Designed by ST Software.