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Post OOC stuff here.


Fri Jun 30, 2017 3:41 pm
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Cool, getting close.

Do we have a planned start date?

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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

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Fri Jun 30, 2017 3:47 pm
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I should be able to get the first post up by the July second. We'll have a week to answer any questions about the mission paramaters and Roleplay, then an interlude( maybe I'll combine the questions and interlude together, as I think Vela wanted to start seperate). But then it will be combat time after all that gets done.

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

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


Fri Jun 30, 2017 4:39 pm
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Excellent.
I will not have the EP for Leben until everything settles out from end of quarter.

I don't know what the etiquette is for posting or waiting. But I figured as it is basically a given I will get that 1 point I would just ask if I can join immediately.

_________________
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 Jun 30, 2017 4:55 pm
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Kidemónas wrote:
Excellent.
I will not have the EP for Leben until everything settles out from end of quarter.

I don't know what the etiquette is for posting or waiting. But I figured as it is basically a given I will get that 1 point I would just ask if I can join immediately.


Makes sense to me, things should roll pretty quickly. No issues with you posting.

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

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


Fri Jun 30, 2017 5:25 pm
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Test 1, Test 1, Autododge for True Atlantean Autodamage

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Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Fri Jun 30, 2017 6:24 pm
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Posts: 40
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Huzzah!

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Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Fri Jun 30, 2017 6:32 pm
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I am Spartacus!

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What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 1 of 3
ISP: 19 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Fri Jun 30, 2017 6:56 pm
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Joined: Sat Jun 17, 2017 12:36 pm
Posts: 28
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You did it wrong...It's:

I!

AM!


SPARTACUS!!!!!!

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Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Fri Jun 30, 2017 6:57 pm
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Joined: Thu Jun 29, 2017 3:34 pm
Posts: 31
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NO!

I AM SPARTACUS!


Image

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What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 1 of 3
ISP: 19 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Fri Jun 30, 2017 7:07 pm
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hmmph. Boys....so loud

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Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.


Fri Jun 30, 2017 9:07 pm
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actual test from account

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Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.


Fri Jun 30, 2017 9:08 pm
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Posts: 900
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So Start date is today! You can thank my kid for keepimg up hard at work for you.

http://savagerifts.com/viewtopic.php?f=75&t=815#p13347

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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


Sat Jul 01, 2017 6:31 am
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Ashlyn has the following Narrative Hook:

Narrative Hook: Grudging Respect. They’re not enemies, necessarily, but your hero and someone else out there had one or more run-ins on opposite sides of an issue. Thing is, there’s a certain mutual admiration that runs under any rivalry or animosity that might otherwise exist. It’s a given they run into each other again, and that should make for an interesting time, one way or another.

I've not assigned anyone to this, if anyone wants to tag in on that. Not sure how the Narrative Hooks are supposed to work.

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
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Tue Jul 04, 2017 12:45 am
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Ashlyn Alvarez wrote:
Ashlyn has the following Narrative Hook:

Narrative Hook: Grudging Respect. They’re not enemies, necessarily, but your hero and someone else out there had one or more run-ins on opposite sides of an issue. Thing is, there’s a certain mutual admiration that runs under any rivalry or animosity that might otherwise exist. It’s a given they run into each other again, and that should make for an interesting time, one way or another.

I've not assigned anyone to this, if anyone wants to tag in on that. Not sure how the Narrative Hooks are supposed to work.


I think you are going the right way to see if a player at the "Table" wants to pick up the other end of it. If no one wants it, we can figure out an NPC.

_________________
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 04, 2017 6:16 am
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Posts: 40
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I'm interested. It might be a challenge to get us in a narrative position for it though, but I'm game to give it a go.

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Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Tue Jul 04, 2017 6:21 am
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Vela wrote:
I'm interested. It might be a challenge to get us in a narrative position for it though, but I'm game to give it a go.


I would also consider the first run in, where this starts. Personally I have never tried to judge a book by its cover when meeting people. But every once in a while I meet someone that I just don't like, from the tenor of their voice to how they move, its like some primal force says to me, you will not like that person.

Point is, maybe something like that occurs at the first meeting.

_________________
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 04, 2017 6:30 am
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Could be. I don't necessarily see the hook as having to be 'you don't like one another' even so much as 'there's something significant you disagree on.'

I could totally see how a noble mystic warrior might take issue with the idea of a bunch of supernatural super-predators migrating up the Rio Grande and settling anywhere near a large population of humans. Even if they don't -specifically- prey on humans, the potential for ugliness is high.

And of course, Vela would take issue with anyone taking issue with her beleagured people finding a good home.

So that sets them up to clash, potentially. :)

_________________
Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Tue Jul 04, 2017 6:39 am
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Vela wrote:
Could be. I don't necessarily see the hook as having to be 'you don't like one another' even so much as 'there's something significant you disagree on.'

I could totally see how a noble mystic warrior might take issue with the idea of a bunch of supernatural super-predators migrating up the Rio Grande and settling anywhere near a large population of humans. Even if they don't -specifically- prey on humans, the potential for ugliness is high.

And of course, Vela would take issue with anyone taking issue with her beleagured people finding a good home.

So that sets them up to clash, potentially. :)


I did not mean to say that the hook represented not liking each other. I was just pointing out it could be an instant thing.

_________________
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 04, 2017 6:46 am
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Fair nuff, yep.

There's a few ways it could go, it looks like.

First way is that New Alamo sounds like it could easily be rather close to New Del Rio. This would be interesting in terms of character hooks for Ashlyn, getting her rather personally involved. It also would mean Vela could easily have nosed around New Alamo prior to the game events and stirred up some controversy.

The second way would be for them to come into conflict after the adventure begins, after meeting one another and finding themselves on opposing sides of some important question. As you say, that could be as simple as her distrusting supernatural predators, and Vela not taking kindly to her overuse of deadly silver. :)

_________________
Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Tue Jul 04, 2017 6:50 am
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I could have sworn that a Psi-Sword counts as silver or something equivalent against vampires. But right now I'm having trouble locating the reference. I wonder if it was in the FAQ section of the peg forums?

_________________
What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 1 of 3
ISP: 19 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Wed Jul 05, 2017 1:45 am
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Posts: 40
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Doesn't count as silver, but psionics and magic capable of doing mega-damage can hurt vampires. They just can't kill them permanently.

_________________
Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Wed Jul 05, 2017 7:22 am
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However as a Cyber-Knight you have Champion also.
And vampires can be killed by holy attacks so I think it is reasonable that the +2 damage from your Champion would be enough to do it.

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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 05, 2017 7:33 am
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Posts: 40
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Ah yes, and THAT gives you the power to kill, I think. Makes you 'holy' right?

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Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Wed Jul 05, 2017 7:34 am
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Spartacus wrote:
I could have sworn that a Psi-Sword counts as silver or something equivalent against vampires. But right now I'm having trouble locating the reference. I wonder if it was in the FAQ section of the peg forums?


I posted a thread here for group discussion and explanation: http://savagerifts.com/viewtopic.php?f=74&t=860#p13835

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Wed Jul 05, 2017 7:35 am
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Kidemónas wrote:
However as a Cyber-Knight you have Champion also.
And vampires can be killed by holy attacks so I think it is reasonable that the +2 damage from your Champion would be enough to do it.


I do not see anything in the description that lets holy kill a wild vampire, only silver wood and water by pass the regeneration. Water and sunlight it would seem are the only damage effects that can straight up kill, every other weakness will incapacitate, with silver preventing regeneration.

Once incapacitated the vampire can now be harmed by normal damage, specifically you must remove the head and burn it.

Holy damage would only be able to incapacitate the vampire.

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Wed Jul 05, 2017 7:41 am
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Responded in other thread so we don't overflow this one.

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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

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Wed Jul 05, 2017 7:44 am
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So I think we hashed out Ashlyn and Vela pretty well in Hangouts, if Max agrees to it.

1. Vela is poking her nose around the outlying farms around New Alamo, as is a pack of wild vamps.
2. Ashlyn, along with a training officer and some other Magdalenas (Mystics and Cyberknights) are on a training patrol. They come across one of the ravaged farms. It's a bit triggering for Ash, given this is how her parents died. They find Vela's paw prints and mistake it for some other supernatural creature, and go hunting.
3. Group tracks down Vela. There's a bit of a chase. Ashlyn gets separated from her patrol and catches Vela. There's a bit of a knock-down, drag-out, inconclusive superhero brawl, with lots of nasty celestial silver thrown around by Ash, of course.
4. The fight is interrupted by sounds of battle nearby. They break off and return to find a pitched battle between wild vamps and the patrol. The training officer is dead, most of the trainees are dead. Vela and Ashlyn arrive in time to facilitate a tactical withdrawal.
5. Ashlyn, Vela, and a couple redshirts have to spend the knight herded away from town by a larger group of wild vamps and have to survive until dawn before they can return to New Alamo.
6. Only Ashlyn and Vela survive to return.

We could add a bit about Vela and the Council and her looking for new lands, Ashlyn opposing it or something. I don't know how lycanthropy works in Savage Rifts, if it's a disease or evil, or if it's something more like in Anita Blake and a bit more morally grey. Or maybe concern about how New Del Rio would take a pack of werejaguars in the area? New Alamo probably pays protection money to New Del Rio. Or maybe being a community of mystics and cyberknights they are just a bit prejudiced about supernaturals.

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Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
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Last edited by Ashlyn Alvarez on Thu Jul 06, 2017 2:12 am, edited 1 time in total.



Thu Jul 06, 2017 2:09 am
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I posted in Ashlyn's intro that she had never been to New Del Rio. But that was assuming it was clear across Texas from New Alamo. Now that we know it's practically right next door, should I revise that? Do you want her to be a "local"?

Alternatively, I could conceive of her having never been much outside of New Alamo, as travel is pretty arduous and dangerous on Rifts Earth.

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Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Thu Jul 06, 2017 2:11 am
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Travel is dangerous, yes. You could really cook it on either side. As a knight errant, she may have roamed. As a sensible person, she may have stayed closer to home.

As for lycanthropes...they are creatures of magic in Rifts. Not curses or innately evil, nor able to pass on their 'condition' to others. Each variety is a species of creature unto itself.

That said, many types of were-creature are very dangerous to be around. They are all predatory, and while their primary prey is other supernatural beings, they'll happily hunt and kill normal animals and in some cases, people. Rifts canon states that 'canine' weres like werewolves are typically (but not always) evil and that feline weres are more often 'anarchist,' but this is a subtle distinction I'd think.

I think it'd be very reasonable for a community of farmers to take a dim view of a tribe of virtually unkillable predators to take residence anywhere near them. Sure, they may hunt vampires, but are they any better? Will they kill the cattle? If they don't, what WILL they hunt? It's not like the land is teeming with a lot of wildlife. If they get hungry enough, what will they do?

The reality is that Vela's people will probably have to stick closer to the Rio Grande anyway...though this is something that will probably be worked out in-game. They need water, and the large prey that water attracts. I could see some potential in them 'taking over' New Del Rio in the long run.

We'll see. :)

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Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Thu Jul 06, 2017 5:51 am
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I updated my post to include a request to Tyler for a belt or bandoleer to hold stakes. The persuasion roll failed miserably of course (no persuasion skill) but at least I didn't get a critical failure asking for a belt. :shock:

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What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 1 of 3
ISP: 19 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Thu Jul 06, 2017 9:12 am
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I'll set the stage for the interlude scene in a couple days. Hopefully by Sunday afternoon.

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Fri Jul 07, 2017 4:31 pm
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Not sure where to include it, but during the drive Leben will be making two more Eternal Light Marbles.

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Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

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

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Sun Jul 09, 2017 6:04 pm
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Leben wrote:
Not sure where to include it, but during the drive Leben will be making two more Eternal Light Marbles.


Sounds like a good place as any. That woukd be two casting rolls i bleieve? I would worry about ppt expendurature.

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Sun Jul 09, 2017 6:13 pm
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Pender Lumkiss wrote:
Leben wrote:
Not sure where to include it, but during the drive Leben will be making two more Eternal Light Marbles.


Sounds like a good place as any. That woukd be two casting rolls i bleieve? I would worry about ppt expendurature.


Yep.
The PPE can be cast at the start. Then allowed to recover and cat again at the end and drawn back from the Ley Line.

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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

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Sun Jul 09, 2017 7:02 pm
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Sorry for the delay in posting. I'm at a conference all week for work and exhaustion and drinking have occupied more of my sparse free time than I anticipated ... I'll get my tragic interlude up as soon as I can. :cry:


Mon Jul 10, 2017 6:50 pm
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The Gear section of Ashlyn's bio is still listed under Jude, so I can't edit it without switching accounts. Can this be fixed?

Thanks!

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Tue Jul 11, 2017 10:49 pm
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Ashlyn Alvarez wrote:
The Gear section of Ashlyn's bio is still listed under Jude, so I can't edit it without switching accounts. Can this be fixed?

Thanks!


Fixed.

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Tue Jul 11, 2017 11:12 pm
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Pender Lumkiss wrote:
Ashlyn Alvarez wrote:
The Gear section of Ashlyn's bio is still listed under Jude, so I can't edit it without switching accounts. Can this be fixed?

Thanks!


Fixed.


Thank you!

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Wed Jul 12, 2017 1:22 am
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Up to Vela if she still has any scars from her little head-to-head with Ashlyn a year ago that I alluded to in my interlude. I left it open if they would heal, since it was silver.

_________________
Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
Edit Signature


Wed Jul 12, 2017 1:23 am
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I think having a scar would be cool. The damage itself would heal, but normally. A mark like that is probably a badge of honor among weres. It means you faced the dreaded silver and survived. :)

_________________
Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Wed Jul 12, 2017 10:03 am
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Guys, here's a question I have for y'all.

Lots of badness here. Vela's unseen so she can get the Drop, which will probably destroy any one vamp.

BUT

She could get within striking range of the master vamp in 2 turns of full movement, skirting the edge of the map. She'd have to make stealth checks, with all the humies over on the northwest quadrant there, but I'm reasonably confident that between her stealth and their distraction, she can make it.

That'd let her Drop-Pounce the master vamp on Turn 3.

edit - Actually, I think I can get to her on Turn 2, with some luck on a psionic power activation, and depending on how the slave soldiers move.

Do you want immediate support, or a decapitation strike? :)

_________________
Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Fri Jul 14, 2017 7:57 am
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Option 2!


Fri Jul 14, 2017 1:10 pm
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You could hold and get a buff from a Mystic, then take off for some vampire killing.

I think the following spell would help your victory.


Divine Warrior (Exalted Quickness + Holy Ward): PPE 8, Range touch, Duration 3 (2/turn), the target gains the ability to take 2 full turns on their action card, furthermore the character ignore 2 points of multi-action penalty. Each turn is resolved independently of the other. On a raise the target gains Arcane Resistance. A quick blessing and the target is able to move as if outside the restrictions of 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

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Fri Jul 14, 2017 1:47 pm
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+3 to Vela's stealth if you go that option. Once you are happy with the roll I will edit in with the bad guys rolls.

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Fri Jul 14, 2017 2:06 pm
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Getting that buff requires you to touch me...and it requires you to know I'm there. :)

Cannae do it, laddy.

Vela can self-buff her Stealth though...

_________________
Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Fri Jul 14, 2017 2:10 pm
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Okay, so...minor point of confusion.

Vela's movement wasn't posted. It was noted to me that I could revise her movement...but that makes me wonder if the soldiers still would see her if I move somewhere with cover from their positions?

Then again, I guess they'd still get the roll and it'd still be the same roll, which was very good, so...yeah. Nevermind!

Oh, I remember. Is it possible for Vela to leap over that little 2 square stream on the map, and if so how much movement would it cost her? :)

_________________
Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Tue Jul 18, 2017 11:12 pm
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Vela wrote:
Okay, so...minor point of confusion.

Vela's movement wasn't posted. It was noted to me that I could revise her movement...but that makes me wonder if the soldiers still would see her if I move somewhere with cover from their positions?

Then again, I guess they'd still get the roll and it'd still be the same roll, which was very good, so...yeah. Nevermind!

Oh, I remember. Is it possible for Vela to leap over that little 2 square stream on the map, and if so how much movement would it cost her? :)


I did not post Vela's movement because on a 8 of clubs in the initiative order she technically has not gone yet. I think combat was fairly chaotic given that so many bad guys died, that it was probably difficult for a player to figure out who was left alive. With the master vampire disappearing behind the spire and the soldiers shooting at Vela, I was not sure if you still wanted to do what you posted. I was giving you a chance to redo it, similar to Krys.

For jumping, pg 74 CORE: If you start your jump from a dead stop you can jump 1". You can jump 2" if it is part of your normal movement. A successful STR roll will give you an extra inch of jump. Jumping is simply part of movement so a free action.
    Note:
  • If you are ever talking about a movement with a pace of 20+ we can use vehicle rules for jumping if the trappings on the power would be applicable.

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Wed Jul 19, 2017 9:20 pm
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I'm a little confused about who we are waiting on, or whether we can move on to posting Round 2 actions.

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Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Thu Jul 20, 2017 3:38 pm
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I'm not going to spend a bennie on a soak roll. I have healing via my armor so I'll take my chances and heal later. The dice can't hate me forever. :|

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What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 1 of 3
ISP: 19 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Thu Jul 20, 2017 4:10 pm
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The squares are 1 inch across, right? Just want to check because I didn't see a legend there.

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What you want is irrelevant. What you have chosen is at hand.

Spartacus of the order of Cyber-Knights
Bennies 1 of 3
ISP: 19 / 30

Active Powers: None

Alts: Professor Adam Radecliffe, Hawdore

Stats
Agility d8 | Smarts d6 | Spirit d8 | Strength d8 | Vigor d6
Pace 10 | Parry 8 | Toughness 15(6) w/ Cyber-Armor

Edges
  • Edge (IF) Champion
  • Edge (IF) AB(Psionics), 30 ISP, Speed, Smite, Deflection
  • Edge (IF) Trademark weapon (Psi-Sword)
  • Edge (IF) Improved Trademark weapon (Psi-Sword)
  • Edge (HJ) Rapid Recharge Edge
  • Edge (HJ) Ace
  • Edge Major Psionic

Hindrances
  • Hindrance (Racial/IF): Code of Honor
  • Hindrance (Major): Heroic
  • Hindrance (Minor): Stubborn
  • Hindrance (Minor): Quirk: Uses the catchphrase “I am Spartacus”

Other Abilities
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

Powers
  • Speed of Justice (Speed) Electricity arcs across the targets body as he is propelled to even greater bursts of speed.
    • Gains the electricity trapping jolt: On a success gain a +2 Pace and +1 die to Agility on a raise for the duration of the power.
    • ISP Cost: 1 + 1
    • Duration 3 (1/round)
  • Light of Righteousness (Smite) Weapon attacks strike with a flash of pure sunlight.
    • Gains the light trapping sunlight. Light based attacks are considered sunlight when damaging a target.
    • ISP Cost: 2
    • Duration 3 (1/round)

  • Shield of Duty (Deflection) The very light bends and shifts around the target causing its outline to blur, leaving afterimages in its wage and making it difficult to localize the target.
    • A trapping of light with no additional effect.
    • ISP Cost: 2
    • Duration 3 (1/round)


Thu Jul 20, 2017 4:19 pm
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We are waiting on Krys to redo her post, and ink. Once done I will deal out inititative cards for a new turn.

1 inch is 1 square.

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Thu Jul 20, 2017 6:06 pm
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What are you waiting on Ink for?

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Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Anti-Vampire Tattoo, Clan Blade Tattoo, Melee Weapons are Silver and Holy
Bennies: 1/3
Charisma: 0 (Variable Penalties)
PPE: 15/32
Wounds: 0
  • Magic Tattoos
Combat Edges:

Currently playing in: Chronicles of the Vampire Kingdoms


Thu Jul 20, 2017 6:25 pm
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Ink wrote:
What are you waiting on Ink for?


To be badass! Just kidding you killed the bat monster with style. I was just talking about who needed to go at 8 of clubs and after. I saw you post.

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Thu Jul 20, 2017 6:51 pm
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I would not want to meet Penitent in a dark ally, nope not at all.

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Sat Jul 22, 2017 10:34 am
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Possibly dumb question: How is Leben casting so many powers per round? I know he has Quickness active, but even with that he's casting two powers in each of the two "rounds" granted by the power. It looked like Krysesia cast two powers in a round earlier, as well (Force Multiplication and Sunlight).

I'm a newcomer to SW, but I thought the rules limited you to one power per round?

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sat Jul 22, 2017 7:44 pm
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Leben is using Exalted Quickness.

Here can do two full turns each turn. But he also ignores two points of multi action penalty. This effectively gives him:
Two moves
Four actions
Each turn. He chose a fifth action this second turn and suffered a -2 MAP to also draw up more power because he only has 3 PPE left.

_________________
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

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Sat Jul 22, 2017 8:05 pm
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Kidemónas wrote:
Leben is using Exalted Quickness.

Here can do two full turns each turn. But he also ignores two points of multi action penalty. This effectively gives him:
Two moves
Four actions
Each turn. He chose a fifth action this second turn and suffered a -2 MAP to also draw up more power because he only has 3 PPE left.


Exalted Quickness just gets rid of the MAP, though. You can still only activate one power per round, as I understand it, because you can't make more than one Mysticism roll in the same round.

See page 66 of SW Deluxe, under Multiple Actions:
"In essence, a hero may not perform the same action twice in a round -- he can't make two simultaneous Intimidation rolls or cast two different spells."

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sat Jul 22, 2017 8:18 pm
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Penitent wrote:
Kidemónas wrote:
Leben is using Exalted Quickness.

Here can do two full turns each turn. But he also ignores two points of multi action penalty. This effectively gives him:
Two moves
Four actions
Each turn. He chose a fifth action this second turn and suffered a -2 MAP to also draw up more power because he only has 3 PPE left.


Exalted Quickness just gets rid of the MAP, though. You can still only activate one power per round, as I understand it, because you can't make more than one Mysticism roll in the same round.

See page 66 of SW Deluxe, under Multiple Actions:
"In essence, a hero may not perform the same action twice in a round -- he can't make two simultaneous Intimidation rolls or cast two different spells."


SR you can cast two different powers per round. PG 110 in tomorrow legion.

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-1 for enforcer extra effort
-1 for enforcer soak
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Sat Jul 22, 2017 8:44 pm
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Ah okay, so there is an exception. Just trying to track everything.

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Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sat Jul 22, 2017 9:37 pm
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Penitent wrote:
Ah okay, so there is an exception. Just trying to track everything.


Welcome to my world :D

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-1 for enforcer extra effort
-1 for enforcer soak
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Sat Jul 22, 2017 10:34 pm
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Just waiting on Spartacus to post in the second initiative block, and then I will post for the bad guys and we will head to the third initiative block.

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Mon Jul 24, 2017 8:14 pm
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Huh, I could have sworn I was on the second block. Sorry for the early post.

If I'd known they were gonna shoot everyone up first I would have crisped them with some hellfire, but I guess I'll stick with fear :twisted:

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Tue Jul 25, 2017 11:17 pm
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Hey, after Krys's Big hero moment, their fear is appropriate. Oh wait, you mean *your* fear power. :P


Tue Jul 25, 2017 11:42 pm
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Penitent wrote:
Huh, I could have sworn I was on the second block. Sorry for the early post.

If I'd known they were gonna shoot everyone up first I would have crisped them with some hellfire, but I guess I'll stick with fear :twisted:


You can switch it up if you like just make an edit to your post. Or something like I was going to fear them, but now they get hellfire. I beleive it is the same casting roll.

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Wed Jul 26, 2017 7:18 am
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Nah, I'll stick with scaring them off. Hellfire is considerably more expensive, PPE-wise, and I'd rather conserve at this point.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Wed Jul 26, 2017 8:11 am
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We are still close to a Ley Line. So don't forget you can just grab more PPE as an action.

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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

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Wed Jul 26, 2017 8:18 am
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Thanks for posting so quickly. Hopefully Thursday or Friday I'll have the next post up.

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Wed Aug 02, 2017 11:35 am
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new gm post
http://savagerifts.com/viewtopic.php?f=75&t=896&p=15963#p15963

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Fri Aug 04, 2017 6:28 pm
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New GM post.

http://savagerifts.com/viewtopic.php?f=75&t=1027&p=16539#p16539

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Sat Aug 12, 2017 9:55 pm
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I'm having a hard time following all of the chatter in the Hangout, but is it correct that Devek gives all of us a - 2 to casting rolls, both for buffing ourselves and others or targeting enemies with spells? When literally every character in our party relies on an AB? How did that make it past the rules review? I mean, I get that it occasionally can be fun to have a line wolf character that creates RP trouble for the party (hi paladins!) but who thought it was a good idea to make the entire party mechanically worse so that one character can have some magical resistance? I apologize if this has been hashed out somewhere else, but like I said, I can't keep up with the Hangouts and don't have time to go back through dozens of posts.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sun Aug 13, 2017 6:47 am
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It's only on ABs used on him, or within a burst template of him. He's said in hangouts that he's aware of his effect on others and can keep his distance from us while we're in our buffing stages and so on.

Let see if it's a problem before we react to it as if it is. :)

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Character Cheat Sheet
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks


Sun Aug 13, 2017 7:26 am
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That's not what the ability says:

Psionic Null Field (Improved & Extended): All arcane abilities that target anyone or anything in a Medium Burst Template around you suffer a -2 to all trait tests associated. Does not operate while unconscious or affect your own psionics.

That says it affects spells targeting anyone. If we were doing nothing but outdoor battles and he wanted to stay on the fringes that might be okay (but then what's the point of being in a group if you can't fight with it) but it looks as if we're heading underground where that aura will be unavoidable. And if he's near us when a combat starts, it really hoses us if he can't get away before others need to act and start cast them first round spells.

Like I said, maybe this has been discussed somewhere else and I missed it. But it seems like the sort of thing that ought to be discussed by/with the group since it impacts everyone else so significantly.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sun Aug 13, 2017 7:45 am
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Penitent wrote:
I'm having a hard time following all of the chatter in the Hangout, but is it correct that Devek gives all of us a - 2 to casting rolls, both for buffing ourselves and others or targeting enemies with spells? When literally every character in our party relies on an AB? How did that make it past the rules review? I mean, I get that it occasionally can be fun to have a line wolf character that creates RP trouble for the party (hi paladins!) but who thought it was a good idea to make the entire party mechanically worse so that one character can have some magical resistance? I apologize if this has been hashed out somewhere else, but like I said, I can't keep up with the Hangouts and don't have time to go back through dozens of posts.



That is a super good point. I don't think it was done with malicious intent. You will find this party is made with several custom IFs and abilities. There are bound to be issues here and there because this is essentially a play test. I aggree with your sentiment that putting in an ability that forces a character to be a lone wolf goes against what we are trying to do.

My thinking on this is for the extend and vast ability we add in the following,

Extend: the field can gain the following selective features: +2 isp the nullifier can exculde one person from the fields effect, +4 isp you can make this field selective. Both these additional effects last for 3 rounds.

Vast: in adddition to a large burst template, the selective features cost are reduced by 2 isp.

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Sun Aug 13, 2017 8:17 am
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Even better our one and only High Command came up with this slight edit to the two edges:

Extended Psionic Null Field [Weird]
Requirements: Psionic Null Field, Novice
As a free action, your hero may now increase the area of effect of Psi-Null Field to a Medium Burst Template. Another free action will reduce this back to it's base level.

Vast Psionic Null Field [Power]
Requirements: Seasoned, Master Psionic, Extended Psionic Null Field
Your hero may now expand to either a Medium Burst Template and/or a Large Burst Template, as a free action.

Devek please make the appropriate changes listed in the above two edges. Penitent nice call out!

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Sun Aug 13, 2017 9:37 am
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Arcane Resistance also affects the character with the trait if they target themselves with their own powers.

Is there Psi-Nullifier exempt from that? If not that should be an option/edge.

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Sun Aug 13, 2017 10:49 am
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RFT wrote:
Arcane Resistance also affects the character with the trait if they target themselves with their own powers.

Is there Psi-Nullifier exempt from that? If not that should be an option/edge.


Hey there RTF. Yes the null field basic edge which is a sbt exempts their own psionics from this effect, but not arcane resistance.

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Sun Aug 13, 2017 11:00 am
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I still think the null field is problematic, even if taken down to an SBT by default. If we're together as a group we're borked during any surprise attack, because everyone who goes before the wraith moves away will be penalized.

The only other comparable "screw your companions" hindrance I can think of is the Glitter Boy's sonic boom, and this is worse than that in several ways: Everyone gets a resistance roll vs. the sonic boom, which is trivial with relatively common equipment (FEV armor). And the sonic boom penalty isn't always on - it only applies once the GB decides to use his gun, which is a purposeful action/decision. And in that case, the selected drawback (choosing to hit your group with the sonic boom) is balanced by a shot from the most powerful gun in the game, so there's a group reward there. In this case, the benefit seems to be mostly for the wraith. I think you'd be much better having the null field only affect the wraith as the default, and extend beyond as an active choice/action. That way, companions are penalized only as the part of the risk/reward of an active choice, and don't pay a price for simply allowing the wraith in the party.

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Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Sun Aug 13, 2017 11:05 am
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That "screw with you" is by design in both fluff and the redesign for SR. Also, SBT is basically adjacent. Just don't be adjacent. Simple as that. Always on with the larger radius is problematic, but Nullifiers were first developed by the CS, where one would act as a shield for non-psychic soldiers, or as a spear striking at the enemy in close combat. Devek is designed with that latter point in mind. If he is beside you, the the enemy is on you. Of course he needs to tell us that, which is why I point blank asked him in the IC scene.


Sun Aug 13, 2017 3:35 pm
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Penitent wrote:
I still think the null field is problematic, even if taken down to an SBT by default. If we're together as a group we're borked during any surprise attack, because everyone who goes before the wraith moves away will be penalized.

The only other comparable "screw your companions" hindrance I can think of is the Glitter Boy's sonic boom, and this is worse than that in several ways: Everyone gets a resistance roll vs. the sonic boom, which is trivial with relatively common equipment (FEV armor). And the sonic boom penalty isn't always on - it only applies once the GB decides to use his gun, which is a purposeful action/decision. And in that case, the selected drawback (choosing to hit your group with the sonic boom) is balanced by a shot from the most powerful gun in the game, so there's a group reward there. In this case, the benefit seems to be mostly for the wraith. I think you'd be much better having the null field only affect the wraith as the default, and extend beyond as an active choice/action. That way, companions are penalized only as the part of the risk/reward of an active choice, and don't pay a price for simply allowing the wraith in the party.



Good point. I think looking at it as a negative might be the wrong way to go. This is essentially a retrapping of command. It gives a +1 to allies under command to unshake. Perhaps the better way to go would be a +1 bonus to opposed rolls when it comes to arcane powers. Still makes it hardor for badguys to effect those under deveks protection.

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Sun Aug 13, 2017 4:12 pm
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Energy control would be another potential screw you kind of deal. If you took magic as the type of energy you could create a medium burst template that would interfere with with trait rolls -2 amd -4 respectively...

Anyway we are going to leave the line with a small change, designed to not be overwhelmingly sucky, but still promote the original translation of the CS, and tactical decisions of the wraith player. As we play test it we can always revise it as we go, just like we would do with anything custom made.

Psionic Null Field [Weird]
Requirements: Novice, Major Psionic
All arcane abilities that target anyone or anything within a small burst template around you suffer a -1 to all trait tests associated with those powers. This ability does not operate when the character is unconscious, nor does it affect the character's own psionics. This penalty combines with Arcane Resistance.

Extended Psionic Null Field [Weird]
Requirements: Psionic Null Field, Novice
As a free action, your hero may now increase the area of effect of Psi-Null Field to a Medium Burst Template. Another free action will reduce this back to it's base level.

    Vast Psionic Null Field [Power]
    Requirements: Seasoned, Master Psionic, Extended Psionic Null Field
    Your hero may now expand to either a Medium Burst Template and/or a Large Burst Template, as a free action.

Improved Psionic Null Field [Weird]
Requirements: Psionic Null Field, Seasoned
Increase the penalty from Psi Null Field to -2

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

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


Sun Aug 13, 2017 5:35 pm
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I think we need some of that translated. Just how big are small, medium, and large burst templates? I'm used to D&D and squares, so I think we need to know on the map how far away we need to stand from Devek.

Also, how are we to know what size he has his field at when we're posting and making rolls?

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Ashlyn Alvarez, Novice Human Mystic
Parry: 4, Toughness: 9(3)
ISP: 10/10
PPE: 21/15
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 4/3
Adventure Cards:
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Mon Aug 14, 2017 5:19 am
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Sm/Med/Lg templates are 2"/4"/6" in diameter. So for the SBT you basically have to be standing adjacent to him. While with a LBT if you are within 3" or so of him you have a problem. To me the big issue will be when in a tunnel or anyplace cramped.

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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


Mon Aug 14, 2017 8:22 am
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Absolute worst case scenario it's a -1 or -2 to the roll. But really, put the other melee powerhouses around him and they can activate once he moves away, or he moves forward just enough for them to get the abilities off. I mean that's the absolute worst case we're stuck in a tight tunnel situation.


Mon Aug 14, 2017 1:06 pm
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High Command wrote:
Absolute worst case scenario it's a -1 or -2 to the roll. But really, put the other melee powerhouses around him and they can activate once he moves away, or he moves forward just enough for them to get the abilities off. I mean that's the absolute worst case we're stuck in a tight tunnel situation.

I think you fail to use your imagination.

Actual Absolute Worst Case: Absolute worst case scenario is we are all turned into vampires and our character sheets get augmented with vampirism and used against another Legion team.

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Mon Aug 14, 2017 1:53 pm
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High Command wrote:
Absolute worst case scenario it's a -1 or -2 to the roll. But really, put the other melee powerhouses around him and they can activate once he moves away, or he moves forward just enough for them to get the abilities off. I mean that's the absolute worst case we're stuck in a tight tunnel situation.


-1 to -2 is a big deal, though, penalizing the core abilities of my character (self-buffing) because of character creation choices made by another character. Can we deal with it, especially as SBT? Sure. But I still think it's bad design to force us to all suffer a mechanical penalty for accepting the character into the group. But I'm not going to belabor the point. I'd rather just play. If the soulless one disrupts Penitent's connection to the Light I'll just disrupt his head's connection to his blood supply. ;)

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Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Mon Aug 14, 2017 2:43 pm
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Penitent wrote:
If the soulless one disrupts Penitent's connection to the Light I'll just disrupt his head's connection to his blood supply. ;)


You can't be saying crap like that while I am at work. I laughed so hard people had to come around snooping into my office wanting to know what was so funny.

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Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

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 Aug 14, 2017 2:48 pm
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Pender Lumkiss wrote:
Psionic Null Field [Weird]
Requirements: Novice, Major Psionic
All arcane abilities that target anyone or anything within a small burst template around you suffer a -1 to all trait tests associated with those powers. This ability does not operate when the character is unconscious, nor does it affect the character's own psionics. This penalty combines with Arcane Resistance.

Extended Psionic Null Field [Weird]
Requirements: Psionic Null Field, Novice
As a free action, your hero may now increase the area of effect of Psi-Null Field to a Medium Burst Template. Another free action will reduce this back to it's base level.

    Vast Psionic Null Field [Power]
    Requirements: Seasoned, Master Psionic, Extended Psionic Null Field
    Your hero may now expand to either a Medium Burst Template and/or a Large Burst Template, as a free action.

Improved Psionic Null Field [Weird]
Requirements: Psionic Null Field, Seasoned
Increase the penalty from Psi Null Field to -2


Just a clarification for myself, changing the size of the field would be a specific action so there'd be no expanding it out, then shrinking it down in the same round correct?

Honestly, I'd be happy to accept Includes Self/SBT/MBT if that's preferred.

RFT wrote:
I think you fail to use your imagination.

Actual Absolute Worst Case: Absolute worst case scenario is we are all turned into vampires and our character sheets get augmented with vampirism and used against another Legion team.


Well, at least two of you guys can't be turned...so there's that silver lining.

Penitent wrote:
But I still think it's bad design to force us to all suffer a mechanical penalty for accepting the character into the group. But I'm not going to belabor the point. I'd rather just play. If the soulless one disrupts Penitent's connection to the Light I'll just disrupt his head's connection to his blood supply. ;)


The concept is from PB Nullifiers, who were like a 30' radius bubble I think (so that'd be 10"). But they negated some PP since there rolling to activate. It put in an interesting concept where the caster could pay more to hope and out pace what the nullifier negated, who could also spend more to negate more. I tried something like that where the caster could always pay more (similar to Major Psionic but without limit) to negate the penalty and the nullifier could do likewise to negate their payment...but as you can probably tell from the descriptions it gets clunky.

In general, if I can change them SBT will be my default as I only have extended because it's a Prereq for another edge.

For keeping track of what my radius currently is, I already edited my signature to show current state. I can also add it to the default Notice roll OOC at the top of each post so we have the reference if we have to go back after I've changed it.

But you're welcome to try for my head :p

_________________
Devek Ragaa
Wraith
Parry: 6/4; Toughness: 11/13 (5)
  • -2 to be hit when aware of attacks
  • -2 to all Arcane Trait rolls targeting SBT/MBT around you
    • Current: SBT
Current ISP: 18/20
Obi ISP: 610
Active Powers/Effects:
  • Quickness with Raise (-1 hit vs Melee)
Edges:
  • Auto Psi Nullification: Free Action automatic interrupt Dispel once a round.
  • Champion: +2 damage and Toughness vs supernatural evil
Bennies: 3/3


Mon Aug 14, 2017 7:28 pm
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RFT wrote:
High Command wrote:
Absolute worst case scenario it's a -1 or -2 to the roll. But really, put the other melee powerhouses around him and they can activate once he moves away, or he moves forward just enough for them to get the abilities off. I mean that's the absolute worst case we're stuck in a tight tunnel situation.

I think you fail to use your imagination.

Actual Absolute Worst Case: Absolute worst case scenario is we are all turned into vampires and our character sheets get augmented with vampirism and used against another Legion team.

For the awesome three of us that is impossible. :P


Tue Aug 15, 2017 6:55 am
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Apologies for taking so long everyone.
I was derailed by the thread with Ink, was watching it for actions and forgot about the quick combat thread until I saw the post yesterday. I will post today.

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Character Summary
Leben a Priest of Light
Active effects:
  • Activated for 1 Turn: Boost Trait - Mysticism d12+4
  • Activated for 1 Turn: Deflection Attackers are -6 to hit him.
  • Active for 2 Turns: Exalted Quickness (raise provided Arcane Resistance +/-2)
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 1/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 34/19
Action Cards: 1 (Love Interest)
Bennies: 3
    -1 Used to reroll damage against vampires in Ruins of New Del Rio turn 1
    +1 Awarded by GM
    +1 Awarded by GM
    -1 Used to reroll mass combat in initial hanger scene

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 Aug 15, 2017 6:57 am
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Devek Ragaa wrote:
In general, if I can change them SBT will be my default as I only have extended because it's a Prereq for another edge.

For keeping track of what my radius currently is, I already edited my signature to show current state. I can also add it to the default Notice roll OOC at the top of each post so we have the reference if we have to go back after I've changed it.

But you're welcome to try for my head :p


That's cool Devek. To be clear, I don't have any issue with the concept, player or character, just the mechanic. And Penitent needs to work on his conflict resolution skills, obviously.

_________________
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -2 (-4 with mask); Pace: 8 (1d10); Parry: 8; Toughness: 14(6) or 16(6) with mask 21 (11) with greater armor and ranged attacks against him are -1 to hit
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d6, Intimidation d6
Edges and Abilities of Note: Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE;
PPE: 3/10 + 3/10 from demon mask
Powers (all Mega): armor with shroud trapping (ranged attacks are -1); blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure cards: 11 Lucky Break: Play this card to completely negate the damage from one attack.


Tue Aug 15, 2017 8:09 am
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