View unanswered posts | View active topics It is currently Mon Aug 21, 2017 12:42 pm



Reply to topic  [ 164 posts ]  Go to page Previous  1, 2
 OOC Discussion 
Author Message
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
We've actually got a couple GMs in here. VV is Herra, and Lars is Roath.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Thu Jul 13, 2017 4:03 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
I do not think I have interacted with Lars before.

But I have interacted a lot with VV.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Thu Jul 13, 2017 4:07 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
Lars is responsible for a ton of the open-RP areas, outskirts, spider's pub, etc. Dude puts in work.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Thu Jul 13, 2017 4:11 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
Actually, Herra did okay with the Big Boy. You forgot the +1 Handling mod. Call it a rough start, but she ultimately gets it moving.

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Thu Jul 13, 2017 6:48 pm
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
Going to watch a movie but I will have a post up today. Echo will turn into an owl and Scout ahead.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Fri Jul 14, 2017 9:55 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
Between the four of us so far, an invisible ant isn't likely to twitch an antenna without our knowing. +9 to notice? That's ridiculous.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Fri Jul 14, 2017 9:48 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
She is paper in combat.

But out of combat she is awesome. Like a Bard in D&D or something.

Her Persuasion and Streetwise are also always either a raise or a critical failure.

But in combat she will be paste

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Fri Jul 14, 2017 10:17 pm
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
@Scyleia
I would not lose sleep over watching the wrong thread.

I post on the wrong thread and as the wrong person all the time.

Nobody has banned me yet.

(But there have been discussions)

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Sat Jul 15, 2017 4:42 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
You need to break up the dice rolls--one roll per tag, I think.

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Sat Jul 15, 2017 5:53 pm
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
Out of character I totally think killing them is better.
Very rarely do dead people come back to trouble you. (Stupid Necromancers)

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Sun Jul 16, 2017 10:21 am
Profile
User avatar

Joined: Sat Jun 10, 2017 5:37 pm
Posts: 49
Reply with quote
Echo wrote:
Out of character I totally think killing them is better.
Very rarely do dead people come back to trouble you. (Stupid Necromancers)

Roath concentrates on not thinking: In my day....you whipper snappers....never leave a bad guy ungutted....I am not sure how to be "not in command"....Oh yeah, we are the goooood guys....damn it.

;)

_________________
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --

Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Quick Stats
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate

Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)

Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)

Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


Image
Image


My Accounts
Image


Sun Jul 16, 2017 12:17 pm
Profile
User avatar

Joined: Fri May 26, 2017 8:20 am
Posts: 37
Reply with quote
I am not afraid do light up the night. Should the occasion arise. I do not think Jacob would be a slouch out of his Gunwolf either.

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 5

Currently playing in: 7th Set Joker's Jokers


Sun Jul 16, 2017 9:44 pm
Profile
User avatar

Joined: Mon May 08, 2017 11:43 pm
Posts: 39
Reply with quote
Jimminy Christmas! I don't check the board for a couple nights and the mission is about done! :oops:

_________________
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury


Mon Jul 17, 2017 1:00 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
Artemeisia wrote:
Jimminy Christmas! I don't check the board for a couple nights and the mission is about done! :oops:

Nah, they just got all the intel that was available from scouting super-fast, I wasn't expecting two people to be able to get into town unseen, essentially, and then both of them to get Raises on their Notice rolls. And Snackhappy got a raise on his scanner roll, pinpointing the other Robot Armor's location, to-boot.

There's still plenty of actual work to be done here.

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Mon Jul 17, 2017 7:13 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
Freemage wrote:
Artemeisia wrote:
Jimminy Christmas! I don't check the board for a couple nights and the mission is about done! :oops:

Nah, they just got all the intel that was available from scouting super-fast, I wasn't expecting two people to be able to get into town unseen, essentially, and then both of them to get Raises on their Notice rolls. And Snackhappy got a raise on his scanner roll, pinpointing the other Robot Armor's location, to-boot.

There's still plenty of actual work to be done here.


Ha, single raises are for amatures. I prefer to get 3 to 5 most of the time.
;)

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Mon Jul 17, 2017 7:25 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
Just so long as I understand the overall intent...

Plan thus far:

Echo imitates the boss, 'releases' the lone, bored guard from duty. Roath would be there, invisible, to step in if things go awry. If the guard buys it, then as he heads off to the revelry, Roath would tail him. Someplace between there and the revelry, Zakkael would appear and attempt to get the guard to 'see the light'. Again, Roath would step in if needed.

Meanwhile, at the unguarded warehouse, the rest of the group goes in to bust up the gang's rides. The current uncertainty is what to have SnackHappy do while the rest of them are on their assignments--he could get out of Sasha and come with into town to help trash the vehicles, or he could hang back just outside of town, to come in if need be.

Note that this still leaves the issue of how to deal with the Robot Armor.

Oh, one other thing--there weren't any personal radios easily available for snatching as an owl, Echo--they usually just use the comms on the bikes/saddles (if riding robot horses). The only one with a personal unit is the commander, and I don't know if Echo wants to get that close to Hellfire at this point in things.

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Mon Jul 17, 2017 7:28 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
Freemage wrote:
Just so long as I understand the overall intent...

Plan thus far:

Echo imitates the boss, 'releases' the lone, bored guard from duty. Roath would be there, invisible, to step in if things go awry. If the guard buys it, then as he heads off to the revelry, Roath would tail him. Someplace between there and the revelry, Zakkael would appear and attempt to get the guard to 'see the light'. Again, Roath would step in if needed.

Meanwhile, at the unguarded warehouse, the rest of the group goes in to bust up the gang's rides. The current uncertainty is what to have SnackHappy do while the rest of them are on their assignments--he could get out of Sasha and come with into town to help trash the vehicles, or he could hang back just outside of town, to come in if need be.

Note that this still leaves the issue of how to deal with the Robot Armor.

Oh, one other thing--there weren't any personal radios easily available for snatching as an owl, Echo--they usually just use the comms on the bikes/saddles (if riding robot horses). The only one with a personal unit is the commander, and I don't know if Echo wants to get that close to Hellfire at this point in things.



This is the plan as I understand it also. But...

From a meta point of view, while not expressed in character yet. I was thinking if Echo saw an appropriately subtle ride or other equipment she was going to ask to keep it, also if she sees anything nice in the armory, such as some armor or a rifle. (It would be nice to get her toughness a little higher than 4.)

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Mon Jul 17, 2017 7:34 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
No 'armory' as such--they keep their weapons on them. Theoretically, a hoverbike or a robot horse (or even a few) could be stolen (stealing the latter is a bit more difficult than the former, since they would need to be re-programmed to recognize their new 'owner').

Hoverbikes require Piloting to use; Robot Horses require Riding. Of course, Echo's got Gifted, so she can 'fake it' pretty easily either way.

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Mon Jul 17, 2017 7:49 am
Profile
User avatar

Joined: Fri May 12, 2017 7:13 pm
Posts: 46
Reply with quote
Echo impersonating the boss is a good plan. My thought was to just Puppet the guard and get to let us in and show us around.

Either option works for me.

Herra

_________________
Herra, Psychic Warrior
8/30 I.S.P.
2/3 Bennies
Edit Signature


Mon Jul 17, 2017 9:08 am
Profile
User avatar

Joined: Sat Jun 10, 2017 5:37 pm
Posts: 49
Reply with quote
Impersonate seems fun. Let's see how that goes. It could lead to more fun later lol

Roath will be willing to use his Shadow Cloak and go invisible and tail the guard. If necessary Roath will silence the guard.

_________________
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --

Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Quick Stats
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate

Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)

Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)

Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


Image
Image


My Accounts
Image


Mon Jul 17, 2017 11:54 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
Echo impersonating the boss is probably maximum gain for minimal fuss. I'd definitely love to convert this guy though.
Herra's mind control is actually a good idea too. He can help us tear the vehicles apart/repossess them.
Zakkael's involvement is actually the weakest plan, it seems. Nice to have so many options without an instant bloodbath.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Mon Jul 17, 2017 8:43 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
Wow, our rolls on this second phase of the operation are terrible. Echo had to spend a bennie and now Scyleia is likely going to have to spend one. Roath's roll was mediocre (luckily True Invisibility does not really care about mediocrity).

I hope this is just the dice roller server getting them out of the way so we can roll better later.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Tue Jul 18, 2017 7:57 am
Profile
User avatar

Joined: Sat Jun 10, 2017 5:37 pm
Posts: 49
Reply with quote
Roath is 80 years old, give him a chance to warm up..err...nah, mediocre is all he has left. lol

Just pray his old bones last the night....he might catch a cold walking around in the dark playing warrior.

;)

OOC Comments
*blows on dice*

_________________
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --

Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Quick Stats
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate

Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)

Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)

Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


Image
Image


My Accounts
Image


Tue Jul 18, 2017 8:03 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
Looks like I posted Echo's actions prior to us being ready to actually take action.

I guess we can assume that is on hold. I will post as if it had not happened yet.

Freemage, can you delete that post? I cannot because it has rolls in it and people have posted after it.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Wed Jul 19, 2017 7:59 am
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
Kidemónas wrote:
Looks like I posted Echo's actions prior to us being ready to actually take action.

I guess we can assume that is on hold. I will post as if it had not happened yet.

Freemage, can you delete that post? I cannot because it has rolls in it and people have posted after it.


Specifically this is the post I would like deleted as I do not know if it will happen or not.

Echo wrote:
Artemeisia wrote:
"If we are capable of achieving the objective without taking lives, that is preferable in some ways," she agrees, but it's clear she is spoiling for a fight. "We should proceed with that plan. If the layout makes it possible, the rest of us should remain in close proximity if the subtle route goes awry. As long as the efforts are not at cross-purposes, Echo and Zakkael should proceed simultaneously. Roathe, as you have indicated, you can become truly invisible, so, using that, support Zakkael. His plan depends on his force of personality." Switching to Echo, she says, "What support would be most advantageous to your proposal?"

Notice 6 Persuasion 11 and Spirit 5
Notice for anything of concern = 6.
Persuasion to convince the soldier = 11.
Spirit to Summon a Construct = 5.


Having received the confirmation order from Artemeisia Echo heads out.




The seasoned commander having enjoyed a little alcohol to help relax now and then. But this time he was thinking perhaps he should let someone else have some fun. His voice only a little loose from his evenings drinking, but lacking the the solid slur of someone who is actually drunk he looks to the club member he left on guard earlier. “Hey, I’ll take this post. No need for you to stay here all night and not get a chance to enjoy yourself some before we start the job. You will be busy enough soon.
“Go ahead and take off, go find a partner to have some drinks with and perhaps a little time in a bedroom. I will take over here, you have six hours to enjoy yourself.” Seeing the uncertain look on the guards the commander would brook no arguments, his face getting a little stern, while still maintaining the jovial nature of his friendly respect with his soldiers he says. “That's an order. Go have some fun soldier.”
Seeing his man head off to enjoy himself the commander relaxes and takes over the guard position, looking over he sees his special assignment men coming to perform the vehicle maintenance he had requested. This should be an easy night with no actions planned until tomorrow he doubted there would be any trouble tonight.




Once his allies show up, Echo shapes a duplicate of himself to stand 'guard' while he heads in with the others to get started on the evenings maintenance plans.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Wed Jul 19, 2017 10:45 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
I will delete it if the plan changes, otherwise I will let it stand

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Wed Jul 19, 2017 11:22 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
Freemage wrote:
I will delete it if the plan changes, otherwise I will let it stand

Cool thank you.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Wed Jul 19, 2017 12:33 pm
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
So are we locked without direction or are we going to move forward with at least one of the two plans presented?

1: Sneak in and destroy/steal everything we can.


2: Direct approach, kill who we can now and destroy or steal what we can.


In either case when we destroy vehicles, we should take the same part from as many as possible to prevent timely repairs.
Imagine going to a mall land stalling every distributor cap out of a thousand vehicles. You would cause a local catastrophe as the local supply gotta dry and they have to order from remote cities.

Well in Rifts, I am sure they do not have the modern abundance of auto parts stores. It could take months to replace the parts we steal if they are the same.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Thu Jul 20, 2017 12:21 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
My vote is option 1. Stealing robot armor with this group should be a breeze. Echo is already in the stable. Herra and Scyleia should be able to handle the Hunter pilot with no problem.
Stealing/cutting the same part is an excellent idea. SnackHappy should be able to point us to something relatively universally found on each of their rides. Short of that, randomly jamming vibroblades into the engine compartment can't be good for an engine of any kind.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Thu Jul 20, 2017 3:05 pm
Profile
User avatar

Joined: Fri May 12, 2017 7:13 pm
Posts: 46
Reply with quote
Yes,

I think #1 is the best. We're not killers. Thieves and saboteurs but not killers.

Herra

_________________
Herra, Psychic Warrior
8/30 I.S.P.
2/3 Bennies
Edit Signature


Thu Jul 20, 2017 3:25 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
My vote as well.

So 3 in favor of stealth first.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Thu Jul 20, 2017 8:51 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
Saboteurs? Probably. Thieves? I call it a righteous repossession of the tools of the enemy in furtherance of a noble cause. Totally justified.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Thu Jul 20, 2017 9:47 pm
Profile
User avatar

Joined: Fri May 26, 2017 8:20 am
Posts: 37
Reply with quote
Totally cool with me. What kind of roll do we need for directing you guys to a specific part?

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 5

Currently playing in: 7th Set Joker's Jokers


Thu Jul 20, 2017 9:49 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
I think the direction is covered. Obviously, we don't want to be insubordinate, so once Artemeisia gives us the go ahead, Echo has already taken care of the stable guard. Scyleia is in the middle of handling the robot pilot. Roath is escorting the stable guard to his revelry, and maybe Herra can run backup with Scyleia. SnackHappy on overwatch and comms directing the sabotage crew, Artemeisia and Hassun have their pick of spots, but could probably be very well used in the stable handling the cycles and horses. I'm disposable, though I figured Echo could use company and armor, if needed. I can also throw down a barrier to prevent the stable guard from getting access to the building when we're in it.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Thu Jul 20, 2017 9:56 pm
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
So that looks like 5 in favor.

Freemage says I can use the same rolls I already made. So I will repost from work.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Fri Jul 21, 2017 5:39 am
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
I think it has been long enough without a response from Justin we can just go with the plan.

Too long on delayed posting men's the game slows down, which means less EP/XP.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Sun Jul 23, 2017 8:32 am
Profile
User avatar

Joined: Sat Jun 10, 2017 5:37 pm
Posts: 49
Reply with quote
I (Roath, Dan, Lars, whoever I am) am not going to decide in character. Roath is making a point of following, not leading. So, I go with whatever. :)

_________________
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --

Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Quick Stats
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate

Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)

Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)

Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


Image
Image


My Accounts
Image


Sun Jul 23, 2017 10:21 am
Profile
User avatar

Joined: Fri May 12, 2017 7:13 pm
Posts: 46
Reply with quote
Quick question,

Is Snack Happy with us for the vehicle sabotage? He's pretty much the only one with the skills needed. Otherwise I'll just be cutting stuff randomly with my psi blade.

Herra

_________________
Herra, Psychic Warrior
8/30 I.S.P.
2/3 Bennies
Edit Signature


Sun Jul 23, 2017 3:48 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
He may be the right person to help with the other robot?


Snackhappy what do you want?

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Sun Jul 23, 2017 4:01 pm
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
Echo naturally breaks things in without intending to because she is always trying to understand it.

Would this still provide a -2 to her repair rolls or would it effectively be a wash as her intent is to break stuff anyways?

PS: She has the all thumbs minor hindrance.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Sun Jul 23, 2017 4:43 pm
Profile
User avatar

Joined: Fri May 26, 2017 8:20 am
Posts: 37
Reply with quote
Yes I am with as far as disabling the vehicles?

Do we want me to direct you guys via radio from my gunwolf or jump down and go with you to repair?

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 5

Currently playing in: 7th Set Joker's Jokers


Sun Jul 23, 2017 5:07 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
I think SnackHappy on the radio would be less happy.

Not as much opportunity to interact and make rolls?

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Sun Jul 23, 2017 5:09 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
Rules Replies:

Echo can roll without All Thumbs penalty, but she can only get the simple success (break them all), not either the theft or the subtle "disable so they break down outside of town".

SnackHappy can provide assistance over the radio, but that only counts for a co-operative roll--so every success or raise he rolls would be a +1 to the rolls made by whoever is taking the lead on-site.

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Sun Jul 23, 2017 5:13 pm
Profile
User avatar

Joined: Fri May 12, 2017 7:13 pm
Posts: 46
Reply with quote
Hmm,

Sounds like we need Happy for the sabotage. All we need to commandeer the robot vehicle is someone with pilot. Can a team of Artemeisia, Scyleia, and Herra capture the robot?

Herra should be able to get the pilot to enter any required pass codes etc and Artemeisia can pilot it. Taking off with that thing will help us defend the mining camp later. Even if we don't steal it we can use the pilot to help us destroy/disable it.

Herra

_________________
Herra, Psychic Warrior
8/30 I.S.P.
2/3 Bennies
Edit Signature


Sun Jul 23, 2017 6:00 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
Herra wrote:
Hmm,

Sounds like we need Happy for the sabotage. All we need to commandeer the robot vehicle is someone with pilot. Can a team of Artemeisia, Scyleia, and Herra capture the robot?

Herra should be able to get the pilot to enter any required pass codes etc and Artemeisia can pilot it. Taking off with that thing will help us defend the mining camp later. Even if we don't steal it we can use the pilot to help us destroy/disable it.

Herra


I think this is the best plan. Happy running sabotage. If we need people to guard the gunwolf while Happy does his thing, Zakkael and Hassun can hang back and guard, unless Hassun has something else he'd like to do.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Sun Jul 23, 2017 6:04 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
So, currently:

Following Guard: Zakkael, Roath
At Warehouse: Echo, SnackHappy
Robot Armor: Scyleia, Herra

We still need confirmed locations for Artemeisia and Hassun; current proposal is for Hassun to hang back and guard the GunWolf and Arte to join Scyleia. If those three players can confirm/correct their intentions, we can advance through the next stage of things.

(Edited to account for Herra's post.)

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Mon Jul 24, 2017 11:00 am
Profile
User avatar

Joined: Fri May 12, 2017 7:13 pm
Posts: 46
Reply with quote
Hello,

I am willing to be with the robot take down team. Was just wanting to hear from our fearless leader first.

Herra

_________________
Herra, Psychic Warrior
8/30 I.S.P.
2/3 Bennies
Edit Signature


Mon Jul 24, 2017 11:10 am
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
Awesome! Now this is how it is done.

I was thinking Kidemonas would do the same thing for when he fights the Robot in our other game. But with only d6 Psionics I doubt he will be as successful as Herra. Once less major bad guy to fight is always good.

Subject: First! - Little Pocahontas

Herra wrote:
Notice 4
Notice Invalid dice code!
Wild: Invalid dice code!

Sneaking up alongside Scyleia, Herra watches as she attempts to use her abilities sight unseen. A very difficult task indeed. Not one to show someone up unnecessarily, Herra hesitates before attempting her own action. Stirring up her mental reserves she attempts to take control of the pilot's mind, first using her mind's eye to find his location and then take control of his actions.

If successful she will have the pilot unlock the vehicle, set all pass codes and authorizations to "Legion", and make him exit the vehicle and submit to Artemesia and Scyleia.

"Pilot, please set all your pass codes and authorizations for the vehicle to "legion", unlock the doors and come out here. Do as my two friends instruct and allow them to restrain you."

Rolls Stealth-12 Clairvoyance-4 Puppet-9
Stealth Invalid dice code!
Wild: Invalid dice code!
Extra Effort: Invalid dice code!
Ace: Invalid dice code!
Total: 12

Clairvoyance: Psionics Invalid dice code!
Wild: Invalid dice code!

Puppet: Psionics Invalid dice code! - success with a raise
Wild: Invalid dice code!

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Mon Jul 24, 2017 1:58 pm
Profile
User avatar

Joined: Sat Jun 10, 2017 5:37 pm
Posts: 49
Reply with quote
Yup. Ol man Roath is with the guard that was relieved to make sure he doesn't double back or something.

_________________
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --

Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Quick Stats
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate

Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)

Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)

Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


Image
Image


My Accounts
Image


Mon Jul 24, 2017 3:06 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
I'll be doubling back to set up patrol over the stable/garage, unless anyone else has other ideas. I'm sure the guard is quite secure in Roath's hands.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Mon Jul 24, 2017 3:12 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
Has anyone heard from Hassun's player? It's been over a week, and I would like to keep moving forward.

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Wed Jul 26, 2017 9:27 am
Profile
User avatar

Joined: Fri May 12, 2017 7:13 pm
Posts: 46
Reply with quote
Oh,

I thought he was active in the Hangout. so, he must be around. Maybe a PM poke is in order?

Herra

_________________
Herra, Psychic Warrior
8/30 I.S.P.
2/3 Bennies
Edit Signature


Wed Jul 26, 2017 9:29 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
Tried that yesterday... :(

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Wed Jul 26, 2017 9:31 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
No, and I think that is his/her only character. Honestly I did not notice as I was waiting for a response from Artemeisia I was not paying as much attention to others posting/not posting.

She also has not posted in a week. The player also GM' as Hobo Joe, so we can find out if he is busy or away from computers it would help.

My guess is he logs in primarily as Hobo Joe and does not catch notifications for this game.

I get a little frustrated when I try to interact in character and receive no response after a few days it feels like being ignored IRL.


Hassun = Last post ~ Jul 16, 2017 2:48 pm (10 days), but he may be waiting as he was last active Jul 24, 2017 8:38 pm.
Artemeisia = Last post ~ Jul 18, 2017 11:47 pm (8 days), also last active Jul 23, 2017 3:43 pm

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Wed Jul 26, 2017 9:43 am
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
Certainly don't want to throw anyone under the bus, but I second Rob. It's one thing to run in a group with the strong, silent type character, but 10 days of inactivity slows the already slow pace of PBP, and also runs afoul of site posting standards. (1 post per week from everyone minimum, per VV: viewtopic.php?f=8&t=5) If half the group is at a con and can't make regular posts, cool. Dangling on one character isn't fun.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Wed Jul 26, 2017 8:07 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 87
Reply with quote
Roath, benny for extra effort gets you a success on the boost strength roll, instead of a full reroll. Unless you were trying to knock it out of the park.

_________________
Zakkael character sheet
Zakkael summary
Bennies: 4 (+1 benny for crit fail, +1 for joker's wild, +1 for RP, -1 extra effort Smarts, -1 extra effort intimidation, +1 single combat, -1 extra effort onslaught vs. Simikiel)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 9 / ISP: 10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    BOOM! Headshot!: You may ignore any Called Shot penalty on your next ranged attack. **PLAYED**
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)


Fri Jul 28, 2017 3:55 pm
Profile
User avatar

Joined: Sat Jun 10, 2017 5:37 pm
Posts: 49
Reply with quote
Yeah. I was trying to get the STR way up. Fail. Oh well. Next time.



Also. Freemage:

Oh, as a bonus--if he rolls a success on Knowledge: Arcane, he'll get some insight into what he saw there.
Knowledge (Arcana) d8 ... 1d8 (4) [Make removable] wild die roll 1d6 (2) [Make removable] Kn: ARCANE 4

If you told me anything I missed it. Sorry.

_________________
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --

Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Quick Stats
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate

Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)

Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)

Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


Image
Image


My Accounts
Image


Fri Jul 28, 2017 4:44 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
Roath wrote:
Yeah. I was trying to get the STR way up. Fail. Oh well. Next time.



Also. Freemage:

Oh, as a bonus--if he rolls a success on Knowledge: Arcane, he'll get some insight into what he saw there.
Knowledge (Arcana) d8 ... 1d8 (4) [Make removable] wild die roll 1d6 (2) [Make removable] Kn: ARCANE 4

If you told me anything I missed it. Sorry.


Yes--he identified the leader as a Psychic--he was watching telepathic communication, which is why the guy on the street just stood there. He was getting interrogated/reprimanded in his brain, while the boss was also getting his nearest troops together. So this guy probably has some other abilities he can pull out of his hat.

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Fri Jul 28, 2017 5:16 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Dec 09, 2016 2:09 pm
Posts: 489
Reply with quote
Now this is great 4 is actually a number it is possible to beat.

Subject: Pocahontas: Mean Streets

Freemage wrote:
OOC Comments
Hellfire Notice Invalid dice code!
Hellfire Wild Notice Invalid dice code!

Hellion Notice Invalid dice code!
Group Wild Notice Invalid dice code!

Since none of them has darkvision, etc, they will NOT be acting this round at all, and the party has the Drop.

I believe the declared plan of attack is Hassun opening up with fiery death, then Roath opening up with flaming death, then Artemeisia coming down from above with slicey death. She does get the drop on her target, assuming he's still in one piece. Hassun, kick us off.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Boosted Vigor to d12 also raises Toughness to 36(16)
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bit (d12+3d6+5 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 18/20
Bracers PPE: 3/5 Deflection & 3/5 Shrinking
Action Cards: 2; Extra Effort, & Parley
Bennies: 2
    -1 Spent on damage roll versus Brodkil Leader in Garnet Town 2

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms

GM Quick Reference


Sat Jul 29, 2017 10:27 pm
Profile
User avatar

Joined: Fri May 12, 2017 7:13 pm
Posts: 46
Reply with quote
Hello,

Is it possible to use Puppet/Mind Control to ask the prisoner to share information with us...I know Mind Reading would work but if you are int control of someone do they also have to answer you truthfully?

Herra

_________________
Herra, Psychic Warrior
8/30 I.S.P.
2/3 Bennies
Edit Signature


Fri Aug 04, 2017 10:43 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
Hm...

I see she's got hypnotic suggestion trapping. That'll make it possible (if it was some sort of bio-control, then I'd say no, outright).

I'm going to rule it like this: He can't lie, but he can mislead.

Make two rolls: Psionics and Smarts. First is to control him; second is to get around his own efforts at misleading without outright lying to her.

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Fri Aug 04, 2017 11:56 am
Profile
User avatar

Joined: Fri May 12, 2017 7:13 pm
Posts: 46
Reply with quote
Thanks,

Done. Not great but ok.

Having bad luck with my most powerful ability!

Herra

_________________
Herra, Psychic Warrior
8/30 I.S.P.
2/3 Bennies
Edit Signature


Fri Aug 04, 2017 12:06 pm
Profile
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 55
Reply with quote
For clarity the following have posted in the mass battle
Echo = Defensive action -2 to Attacker's Knowledge Battle roll
Herra = Offensive action +2 to Artimesia's Knowledge Battle roll
Zakkael = Defensive action -2 to Attacker's Knowledge Battle roll

The following are still considering
Roath
Hassun
Scyleia
SnackHappy

After all of them, then Artimesia can roll her Knowledge (Battle) currently at: d6+4
d6 Knowledge (Battle)
+1 Artillary
+1 Early Warning
+2 Herra's efforts
+X Roath
+X Hassun
+X Scyleia
+X SnackHappy

This means if everyone post we can get up to a +12! That would allow the battle to go a little faster and potentially save a lot of lives in round two.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 9 (5)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+2, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 1/4 | Fatigue: 0/2
Action Cards: 2 (Rally & Cutting in Line)
Bennies: 0
    -1 Spent to reroll for access to garage.
    -1 Spent for extra effort during mass battle round 1.
    +1 from GM award
    -1 Spent to find Gear after mass battle in Paz-Durkh.
    -1 Spent to Soak Storm Damage.

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Thu Aug 10, 2017 7:20 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 359
Reply with quote
Echo wrote:
For clarity the following have posted in the mass battle
Echo = Defensive action -2 to Attacker's Knowledge Battle roll
Herra = Offensive action +2 to Artimesia's Knowledge Battle roll
Zakkael = Defensive action -2 to Attacker's Knowledge Battle roll

The following are still considering
Roath
Hassun
Scyleia
SnackHappy

After all of them, then Artimesia can roll her Knowledge (Battle) currently at: d6+4
d6 Knowledge (Battle)
+1 Artillary
+1 Early Warning
+2 Herra's efforts
+X Roath
+X Hassun
+X Scyleia
+X SnackHappy

This means if everyone post we can get up to a +12! That would allow the battle to go a little faster and potentially save a lot of lives in round two.


Not quite. The 'aid another' bonus is capped at +4 from all helpers (collectively, not individually), which is why I noted that folks may not want to throw down huge efforts (in terrms of bennies/EP for auto-aces).

_________________
GM Bennies (7th SET, Joker's Jokers): 3/8
GMC Bennies:



PCs:
Libertas Magicorum, 13th SET
Savant, 3rd SET
Gorgeous George, 4th COT


Thu Aug 10, 2017 8:35 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 164 posts ]  Go to page Previous  1, 2

Who is online

Users browsing this forum: No registered users and 1 guest


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:  
Powered by phpBB® Forum Software © phpBB Group Color scheme created with Colorize It.
Designed by ST Software.