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 Out of Character Chatter - Sitting Around a Trash Can Fire 
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Joined: Thu May 11, 2017 8:25 pm
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This is where the out of character chatter comes into play!

Bitch, Gripe, talk, here...

Here are some notes about this organization:

    Tomorrow Legion: 4th COT
  1. Game Master: Hobo Joe
  2. Group Status: Sponsored
    What does this mean? It means that the players in the group are recruited by the GM. The GM is the ultimate authority in who will be added to the group and why.
  3. Group Leader:

WORK IN PROGRESS
    MARS Company Features: Small Organization (80 Points)
  1. Sponsorship: Government (0)
  2. Outfits: Specialty Clothing (20)
  3. Equipment:
    • Electronic Supplies (5)
    • Medical Equipment (10)
  4. Vehicles: Fleet Vehicles (10)
  5. Weapons: Basic (10)
  6. Communication: Basic (2)
  7. Internal Security: Lax (2)
  8. Permanent Base: Partial Headquarters (Shared) (2)
  9. Intelligence: None (0)
  10. Special Budget: None (0)
  11. General Alignment: Unprincipled and Scrupulous (7)
  12. Criminal Activity: None (0)
  13. Reputation/Credentials: Unknown (5)
  14. Salary: Freelance (2)
    Unspent: 5

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














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

Murder Hobos:


Sat May 13, 2017 3:17 am
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Who are good hobo role models?

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Why does everybody forget about Hobo Joe? - Hobo Joe














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    GM Bennies: 6/6

Murder Hobos:


Sat May 13, 2017 3:47 am
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Given your name change I have a motto suggestion. The 4th is with you. :lol:

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

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Spartacus, Hawdore

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

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

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

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


Thu Jun 01, 2017 7:40 am
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Nice!

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Why does everybody forget about Hobo Joe? - Hobo Joe














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    GM Bennies: 6/6

Murder Hobos:


Sat Jun 03, 2017 1:39 am
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Count me in too, I should have enough ep in July fir another character... maybe a moody mystic? Haha, I kid. I was actually thinking of a glitterboy pilot. Should go well with Dani.

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

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


Thu Jun 08, 2017 10:40 pm
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Sounds great! Now we just need a squishy or two...

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Murder Hobos:


Sun Jun 11, 2017 6:37 am
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Yeah probably a face and engineer type. Although Lars and I were thinking it would be funny if all the players were, combat borgs, dragons, gb, pa, and robot armors.

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

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


Sun Jun 11, 2017 10:04 pm
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Maybe a soup kitchen.

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

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


Mon Jun 12, 2017 8:35 pm
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Gorgeous George will be joining the 4th (I did the Patron thing to get another slot).

He's not exactly a squishy, what with being a Grackletooth with the most tricked-out suit of Triax T-12 on the site. But his buddy, Big Al, is kinda squishy--if you can get him out of the Behemoth, of course. ;)

Oh, and GG is definitely a power-face: +6 Charisma. I'm figuring that, while he's still a Grackletooth, he's got the eyes of Kaa and the voice of Barry White.

_________________
GM Bennies (7th SET, Joker's Jokers): 4/8
GMC Bennies: Simikiel: 2/2



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


Tue Jun 13, 2017 3:05 pm
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Nice man! He fits right in, especially on a COT. Love the name by the way.

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

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


Tue Jun 13, 2017 9:05 pm
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Here is Jessica Bronze for your review. I think the only thing missing is her standard equipment, and her background... Spoilers for Freemage and members of the 13th beware!
I will get her background up in a bit, but it is essentially a combination of her hindrances.

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

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


Tue Jun 13, 2017 10:34 pm
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Note on group history/composition. Check it out and maybe add a little blurb using this and the other overview info to the history. Or wait for an interlude. Whatevs.

And another thing.

WE WILL START JULY 1!!!

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Why does everybody forget about Hobo Joe? - Hobo Joe














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Murder Hobos:


Sat Jun 24, 2017 6:25 pm
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Added George's own part in the Murder Hobo Incident. Basic thinking was that the unnamed (and probably still at-large, Mr. GM Sir) Psi-operator had Telemechanics and Illusion powers with a technological trapping--he couldn't affect living people, but he could scramble sensors and such. Makes targeting missiles tricky....

_________________
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6
Enhanced Triax T-12 Field Medic Armor (+2 Shooting, Stealth [Forest/Urban], Healing)
Weapon in Hand: Wilk's 227 Pulse Pistol
Brave (+2 vs. Fear/Intimidation)
Prehensile Tail (+1 non-movement action, no MAP)
Connections: Black Market, Pecos Bandits
Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
+4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
Powers: Healing, mass healing, greater healing, resurrection
Small, Pacifist
Bennies: 2/2
PPE: 15/15

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit


Sun Jun 25, 2017 12:08 am
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Sweet job on the backgrounds, I love how they all play off each other.

I may have mentioned it before, but Bronze, George and Mercy all were original 4th COT members. Carlos is one of the first to join after the "incident".

A couple things to hash out in the next few days:

    1. Who's the group leader? George is obviously the face, but that does not make in the leader (A-Team anyone?)

    2. Do you want to RP meeting Carlos or have him part of the team to start?

    3. Donuts or donut holes?

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














Nameless:
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    GM Bennies: 6/6

Murder Hobos:


Thu Jun 29, 2017 2:26 am
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1) George

2) RP meeting Carlos.

3) Donuts please, are apple fritters possible?

_________________
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Thu Jun 29, 2017 3:02 am
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1.) George OR Whoever signs up last for the COT is boss.

2.) RP

3.) Uh duh, donuts can be carried on my MOM implants for later enjoyment, donut holes roll off my head and make my hair sticky.

_________________
Mercy
Mercy
18 (9) -2 to be hit (reflexes)
ISP: 18/20
Active Powers: Greater Speed Pace 36
Bennies 4
AC: Riled Up - "Play after your hero sustains at least one wound. Her attacks cause +2 damage for the remainder of the scene."
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Thu Jun 29, 2017 5:40 am
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1: For once, I'm confident putting my PC forward as team leader. I'm going to say he inherited the job from one of the folks that got wiped out, though, since if he'd been the one who led them to the Murder Hobo incident, it's unlikely he'd keep at it.

2: RP works.

3: Donut holes the size of donuts. Hey, he's a Grackletooth.

_________________
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6
Enhanced Triax T-12 Field Medic Armor (+2 Shooting, Stealth [Forest/Urban], Healing)
Weapon in Hand: Wilk's 227 Pulse Pistol
Brave (+2 vs. Fear/Intimidation)
Prehensile Tail (+1 non-movement action, no MAP)
Connections: Black Market, Pecos Bandits
Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
+4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
Powers: Healing, mass healing, greater healing, resurrection
Small, Pacifist
Bennies: 2/2
PPE: 15/15

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit


Thu Jun 29, 2017 8:02 am
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Finally got permission to post here. Took long enough, I gather things are supposed to start hopping soon.

(Makes a note to avoid the hopping vampires)


Sat Jul 01, 2017 4:50 am
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Hi guys. My plan was to get started tonight. However my grandad has been taken to the er, and I'm the one family member around. 'm not sure how long I'll be there, if it's really late I'll get going tomorrow. Thanks!

I'll give someone 1 EP and 1 Bennie if they set up our group chat.

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














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

Murder Hobos:


Sat Jul 01, 2017 5:14 pm
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My best to him.
No bennies required.
Happy to help.
Look forward to the game when you are ready.

4th COT on Hangouts: https://hangouts.google.com/group/JqNBgOWyACWJP2Yf1

_________________
Mercy
Mercy
18 (9) -2 to be hit (reflexes)
ISP: 18/20
Active Powers: Greater Speed Pace 36
Bennies 4
AC: Riled Up - "Play after your hero sustains at least one wound. Her attacks cause +2 damage for the remainder of the scene."
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Sat Jul 01, 2017 5:17 pm
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Hobo Joe wrote:
Hi guys. My plan was to get started tonight. However my grandad has been taken to the er, and I'm the one family member around. 'm not sure how long I'll be there, if it's really late I'll get going tomorrow. Thanks!

I'll give someone 1 EP and 1 Bennie if they set up our group chat.


Sorry to hear. I wish him and your family well.

_________________
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Sat Jul 01, 2017 7:13 pm
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I hope no one objects if I do NOT carry a radio or the free weapon or e-clips, they would bother me IC to carry...well unless it was a spare EW weapon.


Sun Jul 02, 2017 5:16 am
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GM said to roll my aced persuasion. Got a 12-14 depending on modifiers.
http://savagerifts.com/viewtopic.php?f=62&t=831&p=13525#p13525

_________________
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Fri Jul 07, 2017 7:36 pm
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I will update Sunday. What frequency would you guys prefer? Once or twice a week? Twice is challenging to get everyone to post, but once a week can seem a little slow. Obviously, once a week is an easier gm workload!

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Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
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    GM Bennies: 6/6

Murder Hobos:


Fri Jul 07, 2017 10:22 pm
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Either way works for me, I can definitely keep up with two/week.

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GM Bennies (7th SET, Joker's Jokers): 4/8
GMC Bennies: Simikiel: 2/2



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


Fri Jul 07, 2017 10:55 pm
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Hobo Joe wrote:
I will update Sunday. What frequency would you guys prefer? Once or twice a week? Twice is challenging to get everyone to post, but once a week can seem a little slow. Obviously, once a week is an easier gm workload!


Once is fine by me. If everyone posts then twice is good.

_________________
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Fri Jul 07, 2017 11:09 pm
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Once is fine. I am often busy.


Sat Jul 08, 2017 11:47 am
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Re: The tests George did with Jess, I believe the way the rules work, Jess could use her power to slip inside the suit without popping it open first (basically making it a free action as part of movement to don the thing), but once inside and solid, she'd be unable to use the power again to pop out. Does that sound right?

_________________
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6
Enhanced Triax T-12 Field Medic Armor (+2 Shooting, Stealth [Forest/Urban], Healing)
Weapon in Hand: Wilk's 227 Pulse Pistol
Brave (+2 vs. Fear/Intimidation)
Prehensile Tail (+1 non-movement action, no MAP)
Connections: Black Market, Pecos Bandits
Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
+4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
Powers: Healing, mass healing, greater healing, resurrection
Small, Pacifist
Bennies: 2/2
PPE: 15/15

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit


Tue Jul 11, 2017 5:24 am
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Sounds about right to me freemage/GG as long hobo joe is on board, that would be a cool way to get inside her GB in a pinch if she needed too.

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

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


Tue Jul 11, 2017 7:26 am
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Gorgeous George wrote:
Re: The tests George did with Jess, I believe the way the rules work, Jess could use her power to slip inside the suit without popping it open first (basically making it a free action as part of movement to don the thing), but once inside and solid, she'd be unable to use the power again to pop out. Does that sound right?

Sounds about right to me too.

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Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
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    GM Bennies: 6/6

Murder Hobos:


Sun Jul 16, 2017 6:30 pm
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A very odd limitation, but makes sense in game terms because once inside she is cut off


Mon Jul 17, 2017 4:15 pm
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I can just see the crit fail now. THUD! "Ow! I hurt mah noze!" :lol:

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I'm dreadfully sorry but I do insist that you raise your hands or I am going to shoot you.

Hawdore
Bennies 4/4
ISP 13/20
Active Powers: Telekinesis

Alts: Professor Adam Radecliffe, Spartacus

Stats
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: 0(-4 with CS); Pace: 6(8); Parry: 6 ; Toughness: 15(8); Strain: 0

Edges
  • Edge (Racial): Mr. Fix It
  • Edge (MARS): AB (Psionics)
  • Edge (MARS): Major Psionic
  • Edge (F&G) Brave
  • Edge (F&G): Quick
  • Edge (HJ): Investigator
  • Edge (HJ): Healer
  • Edge: McGyver
  • Edge: Rock and Roll!

Hindrances
  • Hindrance (Major): Curious - I love to tinker and explore new technologies even when I sometimes shouldn’t.
  • Hindrance (Minor): Loyal
  • Hindrance (Minor): Quirk - Unfailingly polite, even in combat.


Mon Jul 17, 2017 6:47 pm
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mmm help?

Mercy is 500 yards away from Brodkil...

Mark: Size 6, Acc/TS 10/50 (Maximum speed 120 mph).

How many rounds of travel? When will I be close enough to run one over?

Thanks!

_________________
Mercy
Mercy
18 (9) -2 to be hit (reflexes)
ISP: 18/20
Active Powers: Greater Speed Pace 36
Bennies 4
AC: Riled Up - "Play after your hero sustains at least one wound. Her attacks cause +2 damage for the remainder of the scene."
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Tue Aug 01, 2017 10:24 am
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From a dead stop it would be about 7 rounds if I understand movement correctly. 500 yards is basically 250 inches in game movement.

Round 1 => Accelerate to 10 => Move 10".
Round 2 => Accelerate to 20 => Move 20", total 30".
Up to max speed at turn 5 => Move 50", total 150".
Then 2 more turns at max speed => Move 100", total 250".

That's probably +/- a turn or more depending on their movement and terrain. And GM fiat of course.

If you are already moving then use whatever your current speed as the starting point.

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

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Spartacus, Hawdore

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

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

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

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


Tue Aug 01, 2017 10:46 am
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Joined: Sat Jul 08, 2017 12:41 am
Posts: 18
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You'll get there eventually. ;)

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I'm dreadfully sorry but I do insist that you raise your hands or I am going to shoot you.

Hawdore
Bennies 4/4
ISP 13/20
Active Powers: Telekinesis

Alts: Professor Adam Radecliffe, Spartacus

Stats
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: 0(-4 with CS); Pace: 6(8); Parry: 6 ; Toughness: 15(8); Strain: 0

Edges
  • Edge (Racial): Mr. Fix It
  • Edge (MARS): AB (Psionics)
  • Edge (MARS): Major Psionic
  • Edge (F&G) Brave
  • Edge (F&G): Quick
  • Edge (HJ): Investigator
  • Edge (HJ): Healer
  • Edge: McGyver
  • Edge: Rock and Roll!

Hindrances
  • Hindrance (Major): Curious - I love to tinker and explore new technologies even when I sometimes shouldn’t.
  • Hindrance (Minor): Loyal
  • Hindrance (Minor): Quirk - Unfailingly polite, even in combat.


Tue Aug 01, 2017 11:55 am
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Joined: Mon Jun 12, 2017 1:19 pm
Posts: 33
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At the risk of being presumptuous, I took a fan-made map of the Behemoth floor-plan, added some notes, and stuck it up in the Hobo Gear thread. I included a room for Hawdore and Simba, just to keep from having to edit it later; also noted position of Mark and the Glitterboy.

_________________
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6
Enhanced Triax T-12 Field Medic Armor (+2 Shooting, Stealth [Forest/Urban], Healing)
Weapon in Hand: Wilk's 227 Pulse Pistol
Brave (+2 vs. Fear/Intimidation)
Prehensile Tail (+1 non-movement action, no MAP)
Connections: Black Market, Pecos Bandits
Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
+4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
Powers: Healing, mass healing, greater healing, resurrection
Small, Pacifist
Bennies: 2/2
PPE: 15/15

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit


Wed Aug 02, 2017 9:04 am
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Joined: Thu May 11, 2017 8:25 pm
Posts: 104
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Awesome.

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














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

Murder Hobos:


Thu Aug 03, 2017 5:15 pm
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Joined: Wed Jun 07, 2017 5:21 pm
Posts: 27
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MARK can sleep in the BEHEMOTH!!

Thanks!

Mark. Sleep over! Squeeeeeeeeeeeeeeee!

_________________
Mercy
Mercy
18 (9) -2 to be hit (reflexes)
ISP: 18/20
Active Powers: Greater Speed Pace 36
Bennies 4
AC: Riled Up - "Play after your hero sustains at least one wound. Her attacks cause +2 damage for the remainder of the scene."
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My Accounts
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Thu Aug 03, 2017 7:21 pm
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Joined: Mon Jun 12, 2017 1:19 pm
Posts: 33
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Yeah, I think I got the scale a bit off--Mark should be bigger, really. But given that there's supposed to be room for something like a half-dozen bikes, plus PA suits, I think there's plenty of space for the rides. Heck, there might even be space for the dinosaur, if Khar-loez is willing to let it go in. :lol:

_________________
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6
Enhanced Triax T-12 Field Medic Armor (+2 Shooting, Stealth [Forest/Urban], Healing)
Weapon in Hand: Wilk's 227 Pulse Pistol
Brave (+2 vs. Fear/Intimidation)
Prehensile Tail (+1 non-movement action, no MAP)
Connections: Black Market, Pecos Bandits
Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
+4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
Powers: Healing, mass healing, greater healing, resurrection
Small, Pacifist
Bennies: 2/2
PPE: 15/15

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit


Thu Aug 03, 2017 9:16 pm
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Joined: Fri Mar 31, 2017 4:18 pm
Posts: 208
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Yep, a dinosaur loose inside a Behemoth. What possibly could go wrong? :shock: :lol:

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

Professor Adam Radecliffe (Rogue Scholar)
Bennies 4 of 4

Alts: Spartacus, Hawdore

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

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

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

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


Thu Aug 03, 2017 10:35 pm
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Joined: Mon Jun 12, 2017 1:19 pm
Posts: 33
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Radecliffe wrote:
Yep, a dinosaur loose inside a Behemoth. What possibly could go wrong? :shock: :lol:


Hey, so long as no one teaches it how to use the elevators, it should be okay.... :lol:

_________________
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6
Enhanced Triax T-12 Field Medic Armor (+2 Shooting, Stealth [Forest/Urban], Healing)
Weapon in Hand: Wilk's 227 Pulse Pistol
Brave (+2 vs. Fear/Intimidation)
Prehensile Tail (+1 non-movement action, no MAP)
Connections: Black Market, Pecos Bandits
Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
+4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
Powers: Healing, mass healing, greater healing, resurrection
Small, Pacifist
Bennies: 2/2
PPE: 15/15

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit


Thu Aug 03, 2017 10:55 pm
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Joined: Wed Jul 26, 2017 2:24 am
Posts: 8
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Salutations! Looking forward to adding racketeering and wanton larceny to your usual repertoire of murder hobo-ing. :twisted:


Sat Aug 12, 2017 8:13 pm
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Joined: Sun Jun 25, 2017 7:17 am
Posts: 23
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Murdering days are over.

_________________
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Sat Aug 12, 2017 9:04 pm
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Diamond Patron
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Joined: Sat May 13, 2017 5:55 am
Posts: 31
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Gummy wrote:
Salutations! Looking forward to adding racketeering and wanton larceny to your usual repertoire of murder hobo-ing. :twisted:

Always a good thing to have a variety of skills in a group.


Sun Aug 13, 2017 9:22 am
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Joined: Sun Jun 25, 2017 7:17 am
Posts: 23
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Gummy wrote:
Salutations! Looking forward to adding racketeering and wanton larceny to your usual repertoire of murder hobo-ing. :twisted:


Also hey there Gummy.

_________________
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Sun Aug 13, 2017 9:42 am
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Joined: Wed Jul 26, 2017 2:24 am
Posts: 8
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I was mainly poking fun, but nevertheless it's good to be aboard! Here's to hoping that Gummy proves to be an entertaining and quirky addition to the group for y'all. Thanks for the welcome! :mrgreen:


Sun Aug 13, 2017 9:14 pm
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Joined: Mon Jun 12, 2017 1:19 pm
Posts: 33
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George looks over the new 'cruit. "Yeah, 'cause if there's one thing this group lacks, it's 'quirky'." :lol: I kid, of course; welcome aboard!

_________________
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6
Enhanced Triax T-12 Field Medic Armor (+2 Shooting, Stealth [Forest/Urban], Healing)
Weapon in Hand: Wilk's 227 Pulse Pistol
Brave (+2 vs. Fear/Intimidation)
Prehensile Tail (+1 non-movement action, no MAP)
Connections: Black Market, Pecos Bandits
Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
+4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
Powers: Healing, mass healing, greater healing, resurrection
Small, Pacifist
Bennies: 2/2
PPE: 15/15

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit


Mon Aug 14, 2017 7:26 am
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Joined: Sat May 13, 2017 5:55 am
Posts: 31
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I am thinking Quirky is in the job description somewhere...(looks around for the application forms)


Tue Aug 15, 2017 4:37 pm
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Joined: Wed Jun 07, 2017 5:21 pm
Posts: 27
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Who's quirky?







Seriously who?

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Mercy
Mercy
18 (9) -2 to be hit (reflexes)
ISP: 18/20
Active Powers: Greater Speed Pace 36
Bennies 4
AC: Riled Up - "Play after your hero sustains at least one wound. Her attacks cause +2 damage for the remainder of the scene."
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My Accounts
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Tue Aug 15, 2017 6:40 pm
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Joined: Wed Jul 26, 2017 2:24 am
Posts: 8
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( ͡° ͜ʖ ͡°)


Wed Aug 16, 2017 6:21 am
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