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I'll wait for Jude to post. I will work on writing my post, but kinda basing it on what Jude does. Do you go for the Dog Boy?

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Wed Aug 02, 2017 11:03 pm
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Jude got the dog boy. And it can be assumed his body tumbled down the ridge with his gear.

Maximilian, so I noticed rail guns have a good 200 inches less range that lasers(vehicular weapons). I'll was going to leave it up to you if you wanted to start the combat with the enforcer at 400 inches or 600 inches.

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Thu Aug 03, 2017 6:17 am
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Pender Lumkiss wrote:
Jude got the dog boy. And it can be assumed his body tumbled down the ridge with his gear.


Within reach? Stats on Rocket Launcher? Thanks.

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Adventure Card: Boom! Head Shot (You may ignore any Called Shot penalty on your next ranged attack)
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Dirty Fighter +2 to Trick Maneuvers (+4 total, for Tricks, opposed rolls, -2 Parry and on raise Shaken), Acrobat +1 to Parry, +2 to Agility rolls, Fleet Footed +2 Pace etc, Jack of all Trades all skills are not at -2, d4, MASTER PSI Mega versions known, Martial Artist never considered unarmed and +4 to unarmed damage rolls, Adept Str +d4 +4 from MA unarmed attacks, AP 2 for 1 PP, Speed is Free Actions to cast, Quick draw 5 or less new card, Hard +1 Toughness, +2 on Vigor rolls after Incapaitation, Iron Jaw use Vigor (not Spirit) to Soak vs Shaken, Battle Hardened +2 to Soak Rolls = roll Vigor d10+2, Brawny +1 Toughness, carry 8xSTR = 640 lbs, Parry: 10; Toughness: 9 --> in armor 18 (9) Uncanny Reflexes, granting them −2 to be hit by all attacks
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Thu Aug 03, 2017 8:28 am
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I see, saw, your Hangouts comment, thanks!

Posted!

:D

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Adventure Card: Boom! Head Shot (You may ignore any Called Shot penalty on your next ranged attack)
Zieja "Z" Kashbrook
Dirty Fighter +2 to Trick Maneuvers (+4 total, for Tricks, opposed rolls, -2 Parry and on raise Shaken), Acrobat +1 to Parry, +2 to Agility rolls, Fleet Footed +2 Pace etc, Jack of all Trades all skills are not at -2, d4, MASTER PSI Mega versions known, Martial Artist never considered unarmed and +4 to unarmed damage rolls, Adept Str +d4 +4 from MA unarmed attacks, AP 2 for 1 PP, Speed is Free Actions to cast, Quick draw 5 or less new card, Hard +1 Toughness, +2 on Vigor rolls after Incapaitation, Iron Jaw use Vigor (not Spirit) to Soak vs Shaken, Battle Hardened +2 to Soak Rolls = roll Vigor d10+2, Brawny +1 Toughness, carry 8xSTR = 640 lbs, Parry: 10; Toughness: 9 --> in armor 18 (9) Uncanny Reflexes, granting them −2 to be hit by all attacks
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Thu Aug 03, 2017 10:11 am
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Markus: Since Lib took out the Heavies well before you had a chance to shoot, who would you have switched to as a target? I'm figuring either Gunny (nastiest remaining opponent on the close field) or Grunt 5 (which would catch three of them in the blast). Asking because it would affect Pender's calculation of the deviation by the missile.

Of course, at this point, you might want to wait to see who else gets taken down by our guys to declare re-targeting. You jumped the gun just a wee bit there.

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Thu Aug 03, 2017 1:32 pm
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Here is the New GM post:
http://savagerifts.com/viewtopic.php?f=38&t=950&p=15998#p15998

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Sat Aug 05, 2017 8:47 am
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So...
- Markus has 1 wound?
- What damage does his mini Railgun does?

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Markus "Mark" Berger Seasoned M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d6, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 8/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Knowledge (Electronics, Engineering) d6+1, Stealth d8
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Adventure Deck Cards:
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
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Sun Aug 06, 2017 11:25 pm
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Markus Berger wrote:
So...
- Markus has 1 wound?
- What damage does his mini Railgun does?


It looks like Markus soaked the wound, so no wound and not shaken.

Mini railgun 75/150/300 damage 2d8+4 rof:4 Ap:6 shots:32 mod cost 2 cost 45,000 Notes: Style most common for combat cyborgs and power armor. No Snapfire penalty.

Also sent Markus a pm about a few other things.

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Mon Aug 07, 2017 6:56 am
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No wounds? Great!
I added the rolls. About Damage... what does he rolls?
He spent 2 rounds of ammo?

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Markus "Mark" Berger Seasoned M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d6, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 8/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Knowledge (Electronics, Engineering) d6+1, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Bennies: 4
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection


Mon Aug 07, 2017 7:50 am
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Pender, just a bit of clarification, since I didn't post precise co-ordinates before: Berserker Bot 1 was summoned at square aa-21, and took out G6. It's a safe bet that if Lib doesn't tank his initiative, it'll be attempting to do the same to G5 in a moment.

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Tue Aug 08, 2017 7:55 am
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Freemage wrote:
Pender, just a bit of clarification, since I didn't post precise co-ordinates before: Berserker Bot 1 was summoned at square aa-21, and took out G6. It's a safe bet that if Lib doesn't tank his initiative, it'll be attempting to do the same to G5 in a moment.

Gotcha

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Tue Aug 08, 2017 2:12 pm
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Markus Berger wrote:
No wounds? Great!
I added the rolls. About Damage... what does he rolls?
He spent 2 rounds of ammo?


If each round hit it is 2d8+4 per hit. Note you still need to deal with autofire penalties(-2 unless you have rock and roll, and I also beleive range weapons suffer from unstable platform when used from a vehicle another -2, steady hands cancels this penalty )
If you hit with a raise you add +1d6 damage.

I'll look up ammo lost when I get home.

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Tue Aug 08, 2017 2:15 pm
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Do autofire penalties still apply if the weapon is mounted?

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Maximilian
Bennies: 7 (+2 from Q2 boon, -1 benny damage reroll on Jazzel, -1 extra effort to hit Jazzel, -2 damage rerolls on Jazzel, +2 for end of Silver Bluff, +1 Jude's Joker, +1 Alex possession attack, +1 quick combat, +1 interlude)
Parry: 6
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Villainous Verbosity - play to make an opposing Wild Card lose his next action by gloating or talking about his master plan
    Seize the Day - PLAYED - Player acts as if he had drawn a Joker this combat round
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
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      Payload: 10 shots unless hooked to permanent power supply
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Tue Aug 08, 2017 2:34 pm
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Maximilian wrote:
Do autofire penalties still apply if the weapon is mounted?


You bet it does. In fact the example on pg 80 of auto-fire is a weapon on a plane. Note for RA they do not suffer from the unstable platform penalty.
We need to get MArkus a weapons Gimble for the railgun.


Markus to calculate ammo used, take the weapons rate of fire ( 4) and multiply it by shots fired (2)= total ammo used (8).

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Tue Aug 08, 2017 6:34 pm
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Here are the skelebots and grunts turn... Nothing really too terrible happened to anyone.
http://savagerifts.com/viewtopic.php?f=38&t=950&p=16190#p16190

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Tue Aug 08, 2017 8:44 pm
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Well, except for dropping a grenade into Godzilla's cave, I assume..... :lol:

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Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle Box (Summon Ally)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, TW Marksman
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Tue Aug 08, 2017 9:47 pm
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Libertas Magicum wrote:
Well, except for dropping a grenade into Godzilla's cave, I assume..... :lol:


You saw that little note did you :mrgreen: ?

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Wed Aug 09, 2017 3:25 am
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Pender Lumkiss wrote:
Markus Berger wrote:
No wounds? Great!
I added the rolls. About Damage... what does he rolls?
He spent 2 rounds of ammo?


If each round hit it is 2d8+4 per hit. Note you still need to deal with autofire penalties(-2 unless you have rock and roll, and I also beleive range weapons suffer from unstable platform when used from a vehicle another -2, steady hands cancels this penalty )
If you hit with a raise you add +1d6 damage.

I'll look up ammo lost when I get home.


Markus armor offsets 2 points of penalty to Shooting, so it is only a -2. He will use a benny on the second shooting roll, that he now misses.

He makes 15 and 13 damage. Does he destroys something?

Based on that he will make his run for the next round.

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Markus "Mark" Berger Seasoned M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d6, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 8/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Knowledge (Electronics, Engineering) d6+1, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Bennies: 4
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection


Wed Aug 09, 2017 4:11 pm
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Markus wastes two skelebots!

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Wed Aug 09, 2017 10:14 pm
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Small rules correction. So after listening to the murder hobo pod, it would seem railguns shots have already taken into account the normal multiplying factor for autofire. So in other words for those railgun weapons, autofire 2 shots you use 2 ppts of ammo.

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Thu Aug 10, 2017 1:28 pm
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Got it! Only two rounds spent. Of course, he will spend two more this round.

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Markus "Mark" Berger Seasoned M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d6, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 8/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Knowledge (Electronics, Engineering) d6+1, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Bennies: 4
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection


Thu Aug 10, 2017 2:11 pm
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Hey Markus, you do realize it's still only the second round, right?

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Armor: SFD Huntsman Lightweight Personal Armor (5 Armor, +1 Toughness, d6 Minimum Str, 16 lb.)
Toughness: 11 (5)
Weapon: NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2, Shots 20, Wt. 4, Notes: Semi-Auto) Fully Loaded
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Thu Aug 10, 2017 5:21 pm
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I may have thrown everything off. I threw in an RP-only post, but that might've triggered Markus to post his next round's action. Sorry if I fouled everyone up.

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Maximilian
Bennies: 7 (+2 from Q2 boon, -1 benny damage reroll on Jazzel, -1 extra effort to hit Jazzel, -2 damage rerolls on Jazzel, +2 for end of Silver Bluff, +1 Jude's Joker, +1 Alex possession attack, +1 quick combat, +1 interlude)
Parry: 6
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Villainous Verbosity - play to make an opposing Wild Card lose his next action by gloating or talking about his master plan
    Seize the Day - PLAYED - Player acts as if he had drawn a Joker this combat round
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3


Thu Aug 10, 2017 6:14 pm
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lol, you guys crack me up. I'll try to have the next round ready to go on Friday or Saturday. It'll be a quick combat using the quick combat rules... Yes there will be cheerleaders...

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Thu Aug 10, 2017 6:58 pm
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Pender Lumkiss wrote:
Yes there will be cheerleaders...


Oh thank god, dibs! I called it Jude! Mine!!!!!!!

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Adventure Card: Boom! Head Shot (You may ignore any Called Shot penalty on your next ranged attack)
Zieja "Z" Kashbrook
Dirty Fighter +2 to Trick Maneuvers (+4 total, for Tricks, opposed rolls, -2 Parry and on raise Shaken), Acrobat +1 to Parry, +2 to Agility rolls, Fleet Footed +2 Pace etc, Jack of all Trades all skills are not at -2, d4, MASTER PSI Mega versions known, Martial Artist never considered unarmed and +4 to unarmed damage rolls, Adept Str +d4 +4 from MA unarmed attacks, AP 2 for 1 PP, Speed is Free Actions to cast, Quick draw 5 or less new card, Hard +1 Toughness, +2 on Vigor rolls after Incapaitation, Iron Jaw use Vigor (not Spirit) to Soak vs Shaken, Battle Hardened +2 to Soak Rolls = roll Vigor d10+2, Brawny +1 Toughness, carry 8xSTR = 640 lbs, Parry: 10; Toughness: 9 --> in armor 18 (9) Uncanny Reflexes, granting them −2 to be hit by all attacks
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Thu Aug 10, 2017 7:23 pm
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Well, some fool just dropped a grenade into the mouth of the cave where the cheerleaders are hiding, so...anyone have the ability to heal shrapnel wounds?

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Alex - Allied Extra character sheet
Maximilian
Bennies: 7 (+2 from Q2 boon, -1 benny damage reroll on Jazzel, -1 extra effort to hit Jazzel, -2 damage rerolls on Jazzel, +2 for end of Silver Bluff, +1 Jude's Joker, +1 Alex possession attack, +1 quick combat, +1 interlude)
Parry: 6
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Villainous Verbosity - play to make an opposing Wild Card lose his next action by gloating or talking about his master plan
    Seize the Day - PLAYED - Player acts as if he had drawn a Joker this combat round
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3


Thu Aug 10, 2017 8:01 pm
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Posts: 40
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I'll care for them.













Are they cute?

_________________
Bennies: 4 left (earned 2, spent one on head shot to Cee)
Adventure Card: Boom! Head Shot (You may ignore any Called Shot penalty on your next ranged attack)
Zieja "Z" Kashbrook
Dirty Fighter +2 to Trick Maneuvers (+4 total, for Tricks, opposed rolls, -2 Parry and on raise Shaken), Acrobat +1 to Parry, +2 to Agility rolls, Fleet Footed +2 Pace etc, Jack of all Trades all skills are not at -2, d4, MASTER PSI Mega versions known, Martial Artist never considered unarmed and +4 to unarmed damage rolls, Adept Str +d4 +4 from MA unarmed attacks, AP 2 for 1 PP, Speed is Free Actions to cast, Quick draw 5 or less new card, Hard +1 Toughness, +2 on Vigor rolls after Incapaitation, Iron Jaw use Vigor (not Spirit) to Soak vs Shaken, Battle Hardened +2 to Soak Rolls = roll Vigor d10+2, Brawny +1 Toughness, carry 8xSTR = 640 lbs, Parry: 10; Toughness: 9 --> in armor 18 (9) Uncanny Reflexes, granting them −2 to be hit by all attacks
My Accounts
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Thu Aug 10, 2017 8:54 pm
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Posts: 409
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Wait, Pender said something about ETU in the Hangout... Oh, hell, the cheerleaders are gonna be succubi.

...

Jude's doomed.

_________________
Libertas Magicorum
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle Box (Summon Ally)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, TW Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Card: Deadly Blow. Play after damage is rolled to double the total of a successful melee attack.
PPE: 20/20
Bennies: 6/2
Arcane Machinist Uses: 4/5

Active Devices/PPE:
Disruptor Wand (Dispel) (Banethro): 10 PPE
Solar Amulet (Lucretia): 13 PPE (Technically no longer in play)
Plasma Rod (Bolt): 1 PPE (essentially burned out--it was 2 PPE/bolt)
Burrow Cloak (Burrow): 9 PPE


Fri Aug 11, 2017 7:36 am
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Joined: Wed Dec 28, 2016 6:50 pm
Posts: 292
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Maybe I jumped the gun... well, in any case, Markus second round action is there: Incoming!!! :D

_________________

Markus "Mark" Berger Seasoned M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d6, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 8/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Knowledge (Electronics, Engineering) d6+1, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Bennies: 4
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection


Fri Aug 11, 2017 7:57 am
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Posts: 328
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Zieja wrote:
I'll care for them.
...
Are they cute?


Be careful what you wish for. Besides, Freemage is down here giving Pender all sorts of ideas we don't want to deal with. I'm fresh out of sunburst missiles.

_________________
Maximilian character sheet
Alex - Allied Extra character sheet
Maximilian
Bennies: 7 (+2 from Q2 boon, -1 benny damage reroll on Jazzel, -1 extra effort to hit Jazzel, -2 damage rerolls on Jazzel, +2 for end of Silver Bluff, +1 Jude's Joker, +1 Alex possession attack, +1 quick combat, +1 interlude)
Parry: 6
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Villainous Verbosity - play to make an opposing Wild Card lose his next action by gloating or talking about his master plan
    Seize the Day - PLAYED - Player acts as if he had drawn a Joker this combat round
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3


Fri Aug 11, 2017 10:32 am
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Posts: 187
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Cantrell has a bunch of prophylact... I mean UV grenades.

_________________
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
Agility d10, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d8
Charisma: 2 (or 3 if known); Pace: 10 (1d10); Parry: 7; Toughness: 21 (10)
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor)
Notice d8+2, Intimidation d8, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session)
Adventure cards: USED - 30 Revelation: (Find all the information available when doing research, or realize critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.); 32 Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)


Fri Aug 11, 2017 1:27 pm
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Joined: Wed Mar 08, 2017 2:37 pm
Posts: 328
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Glad someone's packing protec...uh...protection?

_________________
Maximilian character sheet
Alex - Allied Extra character sheet
Maximilian
Bennies: 7 (+2 from Q2 boon, -1 benny damage reroll on Jazzel, -1 extra effort to hit Jazzel, -2 damage rerolls on Jazzel, +2 for end of Silver Bluff, +1 Jude's Joker, +1 Alex possession attack, +1 quick combat, +1 interlude)
Parry: 6
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Villainous Verbosity - play to make an opposing Wild Card lose his next action by gloating or talking about his master plan
    Seize the Day - PLAYED - Player acts as if he had drawn a Joker this combat round
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3


Fri Aug 11, 2017 1:29 pm
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Posts: 933
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lol. You guys rock!

Here is the GM post.

http://savagerifts.com/viewtopic.php?f=38&t=950&p=16461#p16461

_________________
13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Fri Aug 11, 2017 8:29 pm
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Joined: Tue Feb 28, 2017 6:17 am
Posts: 253
Location: Chicago suburbs
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Zieja wrote:
Pender Lumkiss wrote:
Yes there will be cheerleaders...


Oh thank god, dibs! I called it Jude! Mine!!!!!!!


Plenty to go around? LOL

_________________
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13(6)
Rifle Ammo: 16
Spare clips 2 x 20 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 6/5
Adventure Cards:
    9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    19 Teamwork: You and any adjacent allies add +4 to their next Trait rolls. The allies must be adjacent when the card is played to receive the bonus.
    45 Dressed to Kill: Your hero dresses up, is "on" for the night, or otherwise far more attractive than usual. Add +4 to your Charisma for the duration of the current "scene".
Edit Signature


Sat Aug 12, 2017 12:47 pm
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Posts: 328
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Jude Maverick wrote:
Zieja wrote:
Pender Lumkiss wrote:
Yes there will be cheerleaders...


Oh thank god, dibs! I called it Jude! Mine!!!!!!!


Plenty to go around? LOL


Well, technically speaking, Libertas got to 'em first, and he is greedy, so...

_________________
Maximilian character sheet
Alex - Allied Extra character sheet
Maximilian
Bennies: 7 (+2 from Q2 boon, -1 benny damage reroll on Jazzel, -1 extra effort to hit Jazzel, -2 damage rerolls on Jazzel, +2 for end of Silver Bluff, +1 Jude's Joker, +1 Alex possession attack, +1 quick combat, +1 interlude)
Parry: 6
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Villainous Verbosity - play to make an opposing Wild Card lose his next action by gloating or talking about his master plan
    Seize the Day - PLAYED - Player acts as if he had drawn a Joker this combat round
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3


Sat Aug 12, 2017 2:27 pm
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Posts: 187
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I love this group so much.

_________________
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
Agility d10, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d8
Charisma: 2 (or 3 if known); Pace: 10 (1d10); Parry: 7; Toughness: 21 (10)
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor)
Notice d8+2, Intimidation d8, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session)
Adventure cards: USED - 30 Revelation: (Find all the information available when doing research, or realize critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.); 32 Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)


Sat Aug 12, 2017 7:15 pm
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Posts: 292
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Welcome to the 13th Firehawk!

Let me introduce Markus, my characters, an NGR operative lost in America, and hating every second of it.

He has just welcome Firehawk into the group... by firing on him. :P

Did I mention he doesn't trust DBees?

_________________

Markus "Mark" Berger Seasoned M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d6, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 8/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Knowledge (Electronics, Engineering) d6+1, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Bennies: 4
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection


Mon Aug 14, 2017 1:53 pm
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Joined: Sun Jul 16, 2017 1:52 pm
Posts: 40
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*face palm* share the girls?


And again.... *face palm* Markus!?


Welcome to the party.

_________________
Bennies: 4 left (earned 2, spent one on head shot to Cee)
Adventure Card: Boom! Head Shot (You may ignore any Called Shot penalty on your next ranged attack)
Zieja "Z" Kashbrook
Dirty Fighter +2 to Trick Maneuvers (+4 total, for Tricks, opposed rolls, -2 Parry and on raise Shaken), Acrobat +1 to Parry, +2 to Agility rolls, Fleet Footed +2 Pace etc, Jack of all Trades all skills are not at -2, d4, MASTER PSI Mega versions known, Martial Artist never considered unarmed and +4 to unarmed damage rolls, Adept Str +d4 +4 from MA unarmed attacks, AP 2 for 1 PP, Speed is Free Actions to cast, Quick draw 5 or less new card, Hard +1 Toughness, +2 on Vigor rolls after Incapaitation, Iron Jaw use Vigor (not Spirit) to Soak vs Shaken, Battle Hardened +2 to Soak Rolls = roll Vigor d10+2, Brawny +1 Toughness, carry 8xSTR = 640 lbs, Parry: 10; Toughness: 9 --> in armor 18 (9) Uncanny Reflexes, granting them −2 to be hit by all attacks
My Accounts
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Mon Aug 14, 2017 2:09 pm
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Lib's gonna be asking Cantrell for the right to install a remote-control kill-switch on Markus' guns... :lol:

_________________
Libertas Magicorum
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle Box (Summon Ally)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, TW Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Card: Deadly Blow. Play after damage is rolled to double the total of a successful melee attack.
PPE: 20/20
Bennies: 6/2
Arcane Machinist Uses: 4/5

Active Devices/PPE:
Disruptor Wand (Dispel) (Banethro): 10 PPE
Solar Amulet (Lucretia): 13 PPE (Technically no longer in play)
Plasma Rod (Bolt): 1 PPE (essentially burned out--it was 2 PPE/bolt)
Burrow Cloak (Burrow): 9 PPE


Mon Aug 14, 2017 2:14 pm
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Joined: Thu Mar 02, 2017 10:57 pm
Posts: 187
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Freemage wrote:
Lib's gonna be asking Cantrell for the right to install a remote-control kill-switch on Markus' guns... :lol:


Permission granted!

_________________
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
Agility d10, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d8
Charisma: 2 (or 3 if known); Pace: 10 (1d10); Parry: 7; Toughness: 21 (10)
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor)
Notice d8+2, Intimidation d8, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session)
Adventure cards: USED - 30 Revelation: (Find all the information available when doing research, or realize critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.); 32 Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)


Mon Aug 14, 2017 2:47 pm
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Posts: 14
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I had no idea hazing the new recruit was something the Tomorrow Legion found acceptable! Sheesh!

_________________
FIREHAWK
-Burster-
Every night I burn...
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6
Open
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.

CP-30 Laser Pulse Pistol shots: 30/30
ISP: 30
Powers Active
BENNIES: 4/3


Mon Aug 14, 2017 6:13 pm
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Posts: 328
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Firehawk wrote:
I had no idea hazing the new recruit was something the Tomorrow Legion found acceptable! Sheesh!


Oh, that wasn't hazing. Markus was trying to kill you. Big happy family here!

_________________
Maximilian character sheet
Alex - Allied Extra character sheet
Maximilian
Bennies: 7 (+2 from Q2 boon, -1 benny damage reroll on Jazzel, -1 extra effort to hit Jazzel, -2 damage rerolls on Jazzel, +2 for end of Silver Bluff, +1 Jude's Joker, +1 Alex possession attack, +1 quick combat, +1 interlude)
Parry: 6
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Villainous Verbosity - play to make an opposing Wild Card lose his next action by gloating or talking about his master plan
    Seize the Day - PLAYED - Player acts as if he had drawn a Joker this combat round
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3


Mon Aug 14, 2017 9:24 pm
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Posts: 292
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Markus has some... "prejudices" against DBees.

But don't worry, he grows on you. :P

_________________

Markus "Mark" Berger Seasoned M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d6, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 8/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Knowledge (Electronics, Engineering) d6+1, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Bennies: 4
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection


Tue Aug 15, 2017 12:32 pm
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Posts: 409
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Yeah, like mold. And fungus! :P I keed, I keed....

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Libertas Magicorum
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle Box (Summon Ally)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, TW Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Card: Deadly Blow. Play after damage is rolled to double the total of a successful melee attack.
PPE: 20/20
Bennies: 6/2
Arcane Machinist Uses: 4/5

Active Devices/PPE:
Disruptor Wand (Dispel) (Banethro): 10 PPE
Solar Amulet (Lucretia): 13 PPE (Technically no longer in play)
Plasma Rod (Bolt): 1 PPE (essentially burned out--it was 2 PPE/bolt)
Burrow Cloak (Burrow): 9 PPE


Tue Aug 15, 2017 12:54 pm
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And Libertas drops a Doubt Grenade on Cantrell....

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Libertas Magicorum
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle Box (Summon Ally)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, TW Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Card: Deadly Blow. Play after damage is rolled to double the total of a successful melee attack.
PPE: 20/20
Bennies: 6/2
Arcane Machinist Uses: 4/5

Active Devices/PPE:
Disruptor Wand (Dispel) (Banethro): 10 PPE
Solar Amulet (Lucretia): 13 PPE (Technically no longer in play)
Plasma Rod (Bolt): 1 PPE (essentially burned out--it was 2 PPE/bolt)
Burrow Cloak (Burrow): 9 PPE


Wed Aug 16, 2017 11:35 am
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Posts: 187
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Lib's new girlfriend

Image

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Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
Agility d10, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d8
Charisma: 2 (or 3 if known); Pace: 10 (1d10); Parry: 7; Toughness: 21 (10)
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor)
Notice d8+2, Intimidation d8, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session)
Adventure cards: USED - 30 Revelation: (Find all the information available when doing research, or realize critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.); 32 Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)


Fri Aug 18, 2017 9:21 am
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Posts: 226
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Lol

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Bane


Armor: SFD Huntsman Lightweight Personal Armor (5 Armor, +1 Toughness, d6 Minimum Str, 16 lb.)
Toughness: 11 (5)
Weapon: NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2, Shots 20, Wt. 4, Notes: Semi-Auto) Fully Loaded
PPE: 8/20
Bennies: 4

OOC Comments
Adventure Card

Quote:
TBD
Filler text


Alts: Logan Wright, CS Fightin' Joes


Fri Aug 18, 2017 9:46 am
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Posts: 328
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If the Zone Ranger's rockin' don't come knockin'.

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Maximilian character sheet
Alex - Allied Extra character sheet
Maximilian
Bennies: 7 (+2 from Q2 boon, -1 benny damage reroll on Jazzel, -1 extra effort to hit Jazzel, -2 damage rerolls on Jazzel, +2 for end of Silver Bluff, +1 Jude's Joker, +1 Alex possession attack, +1 quick combat, +1 interlude)
Parry: 6
Toughness: 14(5) (SFD Huntsman Light Personal Armor, Tough Breed)
Pace: 6
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster:
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Villainous Verbosity - play to make an opposing Wild Card lose his next action by gloating or talking about his master plan
    Seize the Day - PLAYED - Player acts as if he had drawn a Joker this combat round
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3


Fri Aug 18, 2017 9:54 am
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Lol. She of course has a cell phone that does not work :D

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13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies


Fri Aug 18, 2017 2:32 pm
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I completely missed the line about Blossom at first. Added a snippet at the beginning of the Interlude post, him trying to decipher what she was talking about and giving up for now. Ah, well, if she's back at the Castle, they'll probably run into each other eventually.

_________________
Libertas Magicorum
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle Box (Summon Ally)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, TW Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Card: Deadly Blow. Play after damage is rolled to double the total of a successful melee attack.
PPE: 20/20
Bennies: 6/2
Arcane Machinist Uses: 4/5

Active Devices/PPE:
Disruptor Wand (Dispel) (Banethro): 10 PPE
Solar Amulet (Lucretia): 13 PPE (Technically no longer in play)
Plasma Rod (Bolt): 1 PPE (essentially burned out--it was 2 PPE/bolt)
Burrow Cloak (Burrow): 9 PPE


Fri Aug 18, 2017 10:03 pm
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Did Zieja actually tell the story about the victory over the Invisible Hand mage out loud? It could possibly color Lib's view of her... :lol:

_________________
Libertas Magicorum
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle Box (Summon Ally)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, TW Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Card: Deadly Blow. Play after damage is rolled to double the total of a successful melee attack.
PPE: 20/20
Bennies: 6/2
Arcane Machinist Uses: 4/5

Active Devices/PPE:
Disruptor Wand (Dispel) (Banethro): 10 PPE
Solar Amulet (Lucretia): 13 PPE (Technically no longer in play)
Plasma Rod (Bolt): 1 PPE (essentially burned out--it was 2 PPE/bolt)
Burrow Cloak (Burrow): 9 PPE


Wed Aug 23, 2017 9:31 am
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Posts: 583
Location: The Black Company
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No. Lol

She did not.

:)

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

My Accounts


Wed Aug 23, 2017 10:08 am
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