Search found 983 matches
- Sat Oct 06, 2018 12:55 pm
- Forum: Cryo-Freeze
- Topic: Death Otter - Phase World Human Superhacker
- Replies: 10
- Views: 8507
Re: Death Otter - Phase World Human Superhacker
The most recent revision to MARS Super Soldier removed the Super Karma option, although you can get an extra 2 points (Base 12, +2 more) by taking some Negative Racial Abilities to represent being a mutant.
- Sat Oct 06, 2018 12:36 pm
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Re: Day 18: The Battle of Marron
Resisting vs. Exalted Slow Cassius Spirit [dice:3deamhkv]43549:0[/dice:3deamhkv] Wild [dice:3deamhkv]43549:1[/dice:3deamhkv] Big 'Borg Spirit [dice:3deamhkv]43549:2[/dice:3deamhkv] Wild [dice:3deamhkv]43549:3[/dice:3deamhkv] Smoking Skull Spirit [dice:3deamhkv]43549:4[/dice:3deamhkv] Wild [dice:3de...
- Sat Oct 06, 2018 11:59 am
- Forum: Archive
- Topic: Savage Rune Weapons
- Replies: 16
- Views: 12146
Re: Savage Rune Weapons
I'm not a big fan of the "weapons as Sidekicks" approach, which is more complicated than I'd like and I think prone to abuse. I'd go with a more FFF/KISS approach. A bare bones start would be: Rune Weapons follow the Enchanted Items rules, with the following additions: Indestructible and a...
- Sat Oct 06, 2018 9:59 am
- Forum: Out of Character Topics
- Topic: Looking for Feedback on Prometheus the Burster
- Replies: 3
- Views: 3742
Re: Looking for Feedback on Prometheus the Burster
You're also removing the requirement that it be held in hand to be used - - which more than offsets its negligible utility as a weapon.
- Fri Oct 05, 2018 11:01 am
- Forum: SR (SWD) and Playtest Archive
- Topic: Quatoria Apples
- Replies: 3
- Views: 2484
Re: Quatoria Apples
MARS: Technowarrior Race Natural Weaponry Wolfen possess sharp teeth and claws which do Strength + d6 damage. Size +1 Wolfen typically range between 7 and 9 feet in height and can weigh up to 500 lbs. (+1 Toughness) Superior Senses Wolfen have a keen sense of smell and hearing. They gain a +2 bonus...
- Fri Oct 05, 2018 9:38 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
Yeah, that works.
- Fri Oct 05, 2018 9:15 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
Hangouts chatter made me think of another small tweak: Change the "mutation" option so that it's only an option if you're not using another race. That way there's not so much stacking up on negative racial traits. Could be as simple as adding the line at the end of Mutation: "This is ...
- Fri Oct 05, 2018 8:30 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
I had an idea RE Super Karma. What if we reduce it to only provide 2 Power Points, but rather than taking a Major Hindrance, the character must (or has the option?) to take 2 points of Negative Racial Abilities from TLPG instead? Would be a good way of representing more mutated characters, as there'...
- Thu Oct 04, 2018 8:58 pm
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Re: Day 18: The Battle of Marron
Cassius and the rest of the Cossacks go for their guns before Ronin even hits the ground, barrels exiting holsters to spray laser blasts across the circle of dust. Kill 'em all, boys, and their corpses will keep us warm in Hell!" the brutal D-bee warlord howls as he raises his pistol and magica...
- Thu Oct 04, 2018 6:29 pm
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
Yeah, a techno-warrior can also pick up upgrades more easily, buying them with simple credits instead of one system per advance. Both of my cyber characters (Cantrell and Vigil) have picked up something like 2-4 upgrades that way.
- Thu Oct 04, 2018 3:37 pm
- Forum: Fallen Heroes
- Topic: Mox: Nanite Swarm Refurbisher
- Replies: 6
- Views: 7653
Re: Mox: Nanite Swarm Refurbisher
Cool to see someone using the nanite swarm -- I built it for a character I haven't had a chance to play. If you can get it, a suit of either Gladius or Triax T-11 exo-armor is the way to go, giving you what amounts to a robot body (with 1d12+2 Strength) to inhabit and run around in. The character I ...
- Thu Oct 04, 2018 11:50 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
I'm fine with removing Super Karma if the rest looks fine.
- Thu Oct 04, 2018 11:11 am
- Forum: Archived Discussions
- Topic: Silhouette Review
- Replies: 26
- Views: 13963
Re: Silhouette Review
I think those work well. But for Tenebrous Master I think the -2 MAP is too punitive Perhaps a -1 Concentration penalty like for normal spells maintained, but applying to all actions not just spells. Being able to run around with True Invisibility (-8 to hit) and Greater Obscure (-6 to hit) on at n...
- Thu Oct 04, 2018 9:39 am
- Forum: Archived Discussions
- Topic: Silhouette Review
- Replies: 26
- Views: 13963
Re: Silhouette Review
Racial abilities/complications generally seem fine. As I've mentioned before, I think the Powerful Reserve/special magic snowflake ability is over-used, but this race more than most there's an argument it's appropriate. Although something like an ability that doubles PPE recovery when in darkness mi...
- Wed Oct 03, 2018 7:13 pm
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Re: Day 18: The Battle of Marron
Opposed Roll vs. Blurre's Taunt Smarts [dice:243b6qbd]43314:0[/dice:243b6qbd] Wild [dice:243b6qbd]43314:1[/dice:243b6qbd] = Ace [dice:243b6qbd]43314:4[/dice:243b6qbd] = Failure , Blurre gets a Raise so she's also Shaken; Ronin spends a Benny to recover from Shaken Cassius Opposed Roll vs. Blurre's ...
- Wed Oct 03, 2018 2:37 pm
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
Is this getting a playtest? Awesome. With or without races? VV I think the idea was to allow non-human races with the MARS package, but not with the full Super IF, and see how each plays. Derrick seemed keen to play his full Supers guy somewhere. A MARS-Super (likely a Lone Star experiment) would f...
- Wed Oct 03, 2018 1:46 pm
- Forum: Archive
- Topic: Zapper EMP Nerf, if anyone's interested
- Replies: 2
- Views: 2736
Zapper EMP Nerf, if anyone's interested
After first contact with the Zapper re-trapped IF, the EMP ability (supposed to replace the Burster's relatively pedestrian "Everything Burns" ability) seems wackadoodle, equivalent to the Legendary, capstone ability in a three-Edge chain of cyber-knight Iconic Edges. Not passing muster in...
- Wed Oct 03, 2018 1:39 pm
- Forum: Tomorrow Legion: 18th COT New West
- Topic: OOC Chat
- Replies: 78
- Views: 33263
Re: OOC Chat
Also, here's what I'm thinking as a replacement/nerf for the Zapper's EMP ability. This is basically the Malfunction power from SPC2 with the Limitation: Electronic Devices Only. EMP : Using a controlled burst of electro-magnetic energy a Zapper can attempt to shut down technological devices and sys...
- Wed Oct 03, 2018 1:36 pm
- Forum: Tomorrow Legion: 18th COT New West
- Topic: OOC Chat
- Replies: 78
- Views: 33263
- Wed Oct 03, 2018 10:07 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
You know what, I'm not going to get into a pissing match today, Patrick. If you had wanted me to submit a formal write-up, you could have made the request directly. Your previous comment this morning struck me as more along the lines of "I don't like this." What you have submitted is fine ...
- Wed Oct 03, 2018 7:51 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
I have neither the time nor inclination to debate the list of setting rules, Edges etc. available to the MARS package, so defaulting to what was allowed before seemed reasonable, consistent and efficient. If you'd like to dictate some other list, go nuts. As for native/non-native Supers, there seeme...
- Tue Oct 02, 2018 2:19 pm
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
Unless we've specifically changed it here, I'd default to what was allowed in the earlier SPC framework https://savagerifts.com/sr/viewtopic.php?f=69&t=658#p10983 So: "The Knockback, Synergy, Power Stunt, and Power Trick setting rules apply to this character. ... Super heroes can take the h...
- Tue Oct 02, 2018 9:39 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
The way Super Karma works in SPC is the amount you get is tied to the campaign level. The full 30-pt IF starts at 30, which is basically Heavy Hitter level, so Super Karma grants them 10 pts. The MARS package is basically Street Fighter level, so Super Karma would only grant them 5 points, which see...
- Mon Oct 01, 2018 7:01 pm
- Forum: Chronicles of the Vampire Kingdoms
- Topic: Vampire Kingdoms XP
- Replies: 17
- Views: 11648
Re: Vampire Kingdoms XP
As much as it hurts to give up the extras, Penitent should only be at 13 posts/1.3 post rate, which puts him at the 4 XP/1 EP tier, I think.
- Mon Oct 01, 2018 12:56 pm
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
I've got a space in the New West game if anyone wants to build a Lone Star escapee.
- Mon Oct 01, 2018 10:15 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: Super Soldier MARS Package
Mutant Grackletooth! Honestly, would it be more broken than a Grackletooth Power Armor Pilot or Robot Pilot? As I've suggested before, I think you could actually get closer to a PR-faithful Grackle hero this way. And the only way it'll be broken is the same way you'd break a human with SPC2. EDIT: ...
- Mon Oct 01, 2018 8:49 am
- Forum: Tomorrow Legion: 101st Trailblazers
- Topic: Final XP/EP Totals Q3 2018
- Replies: 3
- Views: 3422
Re: Final XP/EP Totals Q3 2018
Your spreadsheet is off. Vik actually had 16 posts for a 1.6 PPW, but the 2 XP/2 EP tier starts at 1.5 anyway, per House Rules. I don't know if it's related to the site transition or what, but I had to manually count everyone in the 18th because even the Search function was dropping a post or two fo...
- Mon Oct 01, 2018 8:20 am
- Forum: 13th SET Adventure Forum
- Topic: The 13th experience log
- Replies: 42
- Views: 22064
Re: The 13th experience log
Seems like just the sort of thing a non-human would say ...
- Sun Sep 30, 2018 10:08 pm
- Forum: Tomorrow Legion: 18th COT New West
- Topic: The Adventure Deck - Q4 2018
- Replies: 8
- Views: 5393
The Adventure Deck - Q4 2018
Hey all, the Savage Rifts site makes use of the Adventure Deck, which if you're not familiar provides some small but significant benefit when played. Novice characters "draw" one card per quarter; More experienced characters can draw and hold one card per rank (Seasoned is two, Veteran is ...
- Sun Sep 30, 2018 10:04 pm
- Forum: Tomorrow Legion: 18th COT New West
- Topic: 3rd Quarter XP and EP
- Replies: 0
- Views: 1871
3rd Quarter XP and EP
FINAL(ISH) TALLIES Note: You could have earned up to 2 XP from Interlude posts, which you should have taken at the time you made the post. Those XP are not included below. Also, I feel like with the move to once weekly rounds/GM posts, I've deprived you of some posting opportunities. I'll make an e...
- Sun Sep 30, 2018 9:43 pm
- Forum: Tomorrow Legion: 18th COT New West
- Topic: 3rd Quarter 2018 GM Poll
- Replies: 6
- Views: 5100
3rd Quarter 2018 GM Poll
GM Poll Third Quarter 2018 Are you having fun? Have thoughts (good, bad or constructive) about the past quarter? Let me know by voting and posting a comment below! Tribe of One, Game Master (GM) How to “rate” the GM, their Duties: • Post Rate • Notify Players via Hangouts of new posts. • Be availab...
- Sun Sep 30, 2018 7:39 pm
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Re: Day 18: The Battle of Marron
Sister, is this Cassius fellow your second, or would you prefer another?" Blurre's words hang in the air a moment before Ronin nods, almost imperceptibly. "Yes, he will serve ," she says. Cassius seems to bristle for a moment, then allows a wide, shark-like grin to break across his f...
- Sat Sep 29, 2018 8:36 am
- Forum: Approved Items
- Topic: Velociraptor Skull (Enchanted Item) - Ready for Approval
- Replies: 5
- Views: 5559
- Fri Sep 28, 2018 6:47 pm
- Forum: Archived Discussions
- Topic: Rising Star SPC IF Alternative / Test Drive
- Replies: 27
- Views: 15652
Re: Rising Star SPC IF Alternative / Test Drive
I just don't think the "No gear, no HJ rolls" serves a purpose other than being punitive. HJ is a part of Savage Rifts, and there's little reason in not giving the most basic gear. If a player wants to be Fresh Off the Boat, let them make that decision without tying it to a decision about ...
- Fri Sep 28, 2018 5:20 pm
- Forum: Archived Discussions
- Topic: Rising Star SPC IF Alternative / Test Drive
- Replies: 27
- Views: 15652
Re: Rising Star SPC IF Alternative / Test Drive
Just give them 30 PP to start - 25 seems a little chintzy, and deviates from SPC2 for no reason. Lose the native/non-native distinction and give everyone the HJ rolls and access to Super Karma. Then I think the extra Hindrances (or 4 points of Negative racial abilities) is justified.
- Thu Sep 27, 2018 3:49 pm
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: MARS Package (Super Powered Asset)
If Super Karma is used we need it written in the framework if it provides 5 or 10. Also I like inner reserve. Finally, I would want a 15 PP hard limit or 23 with Best their is. Heavy Hitters have a 20/30 limit and that is just too powerful IMNHO. Super Karma would work just like it does in SPC2, so...
- Thu Sep 27, 2018 3:01 pm
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: MARS Package (Super Powered Asset)
Oh, MARS technowarrior as a template works. Start with cybernetic equal to 6 strain plus the Upgradeable edge become start with 6 (or whatever the translation is) SPC points and an edge. The vagabond already includes a 2 point super power (Gifted) so that works. We actually have two to four differe...
- Thu Sep 27, 2018 1:19 pm
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: MARS Package (Super Powered Asset)
EDIT: Allowing them to also access AB: Psionics or AB: Magic seems like a bridge too far ... Spell powers on top of superpowers could get gonzo, but using TW items might not be out of line. Maybe a custom superpower, like this? Crazy, Cyberknight, and Burster all mix super powers and Core ABs. The ...
- Thu Sep 27, 2018 12:39 pm
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: MARS Package (Super Powered Asset)
Not true the robot sets a precedent for removing F & G rolls when needed Ah, you're right. Still, taking them all away changes MARS a bit too much for my taste. Since we've seen somewhat lackluster play long-term with the current 40-45 pts, never more version, I'd be tempted to playtest at two ...
- Thu Sep 27, 2018 10:08 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: MARS Package (Super Powered Asset)
Yeah, I guess it's just a weird middle point that doesn't interest me. I have a real fondness for the Heroes Unlimited-style superheroes options from Rifts Conversion Book, which seemed to fall into two camps: Either Scholars & Adventurer types with a couple of minor mutations/powers (typically ...
- Thu Sep 27, 2018 9:58 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: MARS Package (Super Powered Asset)
Er, you're no longer creating a MARS Package if you're mucking around with the HJ and F&G rolls granted by the base IF. At that point, you're modifying the IF, which was not the stated purpose. But whatever, I offered my advice on the best way to do it, which is to use the established Rising Sta...
- Thu Sep 27, 2018 9:36 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: MARS Package (Super Powered Asset)
Don't we already have that with the 40-pt version in House Rules?Venatus Vinco wrote: ↑Thu Sep 27, 2018 9:27 am This build would have no FG and start at Novice correct?
VV
- Thu Sep 27, 2018 9:35 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: MARS Package (Super Powered Asset)
4 Fortune and Glory Points (one from the package and three from the framework) = roughly 8 edges = so 16 PP; the 5 skill points from the package is 5 PP, and two edges from the package is another 4 PP = 16+4+5=25; the AB is balanced by the cybernetics drawback Limiting it to 2 PP makes it simply th...
- Thu Sep 27, 2018 9:20 am
- Forum: Archived Discussions
- Topic: Super Soldier MARS Package
- Replies: 85
- Views: 34736
Re: MARS Package (Super Powered Asset)
25 Power Points seems crazy. When we were talking about this previously as a MARS package we bandied around 10 points, which is on par with the roughly 5 Edges (10 "build points") worth of stuff most other MARS packages get. (This assumes they still get 20 XP, 3 F&G rolls and 3 HJ roll...
- Mon Sep 24, 2018 3:19 pm
- Forum: Tomorrow Legion: Vampire Hunters
- Topic: Quarter 3 2018 GM post
- Replies: 5
- Views: 4520
Re: Quarter 3 2018 GM post
This game continues to be epic like no other. I appreciate your willingness to experiment and mix things up for us, while presenting suitably over-the-top challenges. Even when individual little things are a off target, your enthusiasm and willingness to outdo yourself is evident and appreciated. Ca...
- Mon Sep 24, 2018 1:31 pm
- Forum: Tomorrow Legion: 13th SET - The Quiet Ones
- Topic: Quarter 3 2018 GM Poll and feedback
- Replies: 6
- Views: 5827
Re: Quarter 3 2018 GM Poll and feedback
Voted. Having an epic time, and I have really enjoyed (and been surprised) some of the twists and turns and character development. There may have been some stumbles in terms of anticipating/communicating different expectations, but it's still been terrific fun and it's obvious you put a lot of effor...
- Mon Sep 24, 2018 10:39 am
- Forum: Tomorrow Legion: 18th COT New West
- Topic: OOC Chat
- Replies: 78
- Views: 33263
Re: OOC Chat
Hey all, With the end of the quarter a week away, here's where everyone stands in terms of post count: Blurre: 12 posts = 1.2 post rate = 1 XP, 1 EP Orrin: 13 posts = 1.3 post rate = 1 XP, 1 EP Rill: 10 posts = 1.0 post rate = 0 XP, 0 EP Kim: 13 posts = 1.3 post rate = 1 XP, 1 EP Silverclaws: 18 pos...
- Sun Sep 23, 2018 10:01 pm
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Re: Day 18: The Battle of Marron
Wild Card rolls: Cassius [dice:2i6tv4v8]42400:0[/dice:2i6tv4v8] Wild [dice:2i6tv4v8]42400:1[/dice:2i6tv4v8] = Ace! [dice:2i6tv4v8]42400:10[/dice:2i6tv4v8] = +2 Lieutenant 1[dice:2i6tv4v8]42400:2[/dice:2i6tv4v8] = +2 Wild [dice:2i6tv4v8]42400:3[/dice:2i6tv4v8] Lieutenant 2[dice:2i6tv4v8]42400:4[/dic...
- Tue Sep 18, 2018 11:42 am
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Re: Day 18: The Battle of Marron
Kalfu tries to put the hex on Jack, but the hex ain't enough
- Sun Sep 16, 2018 9:01 pm
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Re: Day 18: The Battle of Marron
I couldn't copy-paste the rolls into a new post without losing the rolls, and moving the post was causing continuity errors since it was started before Rill and others posted here ... If you'd like to see there rolls, you can see them here The deafening sound charge of the Blue Hand Raiders quickly...
- Thu Sep 13, 2018 1:40 pm
- Forum: Tomorrow Legion: 18th COT New West
- Topic: OOC Chat
- Replies: 78
- Views: 33263
Re: OOC Chat
Okay, gonna toss out a little discussion of the Mass Battle rules here: Despite the larger than normal numbers, I was going to use the Mass Battle rules mostly as written, which would lead to the PCs rolling Kn: Battle + a lot of bonuses, and the Bad Guys rolling + a lot of bonuses. Whoever got high...
- Wed Sep 12, 2018 8:10 pm
- Forum: EP Archive
- Topic: 2018 EP Requests
- Replies: 307
- Views: 162044
Re: 2018 EP Requests
Account/Character: Tribe of One
What do you want done?:
Using my 60 Patron Milestone EPIC COUPON (Good for a 50% discount on the purchase of any one EP Menu Item.) and 5 EP to purchase this Signature Itemfor Cantrell in the 13th.
Currency balance: 16 after these transactions
DONE
What do you want done?:
Using my 60 Patron Milestone EPIC COUPON (Good for a 50% discount on the purchase of any one EP Menu Item.) and 5 EP to purchase this Signature Itemfor Cantrell in the 13th.
Currency balance: 16 after these transactions
DONE
- Wed Sep 12, 2018 7:14 am
- Forum: Out of Character Topics
- Topic: Sarge's PCs Retire
- Replies: 10
- Views: 7131
Re: Sarge's PCs Retire
Man, gonna be sad to lose Silver!
- Sun Sep 09, 2018 9:39 pm
- Forum: Archive
- Topic: Vanguard Brawler (Race)
- Replies: 9
- Views: 5507
Re: Vanguard Brawler (Race)
I'm using a slightly a different adaptation of the Vanguard Brawler for an upcoming NPC in the New West game, and thought I'd share it here. It's a 10/-8 race. Vanguard Brawler (Race) Vanguard Brawlers are notorious bruisers and thugs, often making their way as gang leaders, bounty hunters, mercenar...
- Sun Sep 09, 2018 8:02 pm
- Forum: Tomorrow Legion: 18th COT New West
- Topic: Seswarik, Lyn-Srial Zapper
- Replies: 8
- Views: 7736
Re: Seswarik, Lyn-Syral Zapper (Awaiting approval)
Ses looks good. Just a couple of notes: I think your Parry is too high. It should be 2 + 1/2 Fighting, which would put it at 5, unless there's a bonus I'm not seeing. I think you've got 1 too many points in skills. Psionics is the likely offender -- it's a Smarts skill, not Spirit (a little counter-...
- Sat Sep 08, 2018 7:27 pm
- Forum: Adventure Archive
- Topic: Marron: Visions of Battle
- Replies: 7
- Views: 7065
Marron: Visions of Battle
Ulysses checked on the mystery woman again, ensuring that the sedatives were keeping her comfortable and that the calcium-boosters were having some effect. That nanite-fortifed blood Silver had donated was helping, too, the microscopic robot bugs spurring muscle growth and weaving reinforced lattice...
- Sat Sep 08, 2018 6:31 pm
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Re: Day 18: The Battle of Marron
Ronin2.jpg In response to Sir Blurre's speech, the black-armored woman on the combat bike sighs; the amplifier sends the sound echoing past Marron's walls like first whisper of a dust storm. "As slow in the head as you are on land, Turtle," she says, letting the childhood nickname settle ...
- Sat Sep 08, 2018 9:57 am
- Forum: Out of Character Topics
- Topic: Distant Dimensions: An Inquiry
- Replies: 8
- Views: 6466
Re: Distant Dimensions: An Inquiry
To be clear, this would be another site affiliated with EU/SR- not an addition to either existing forum. Ah, see this kind of kills my interest. The appeal to me would be to have a subforum hanging out at the bottom of the SR site where I could run a game without having to go check and log-in to an...
- Fri Aug 31, 2018 2:16 pm
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Day 18: The Battle of Marron
Upon first examining the survivor from the capsule, Rill is surprised the woman is still alive. Her muscles are atrophied and her bones appear astonishingly brittle, with fractures in dozens of places. Her heart appears underdeveloped, as well, and despite the lack of visible wounds, she seems to be...
- Sun Aug 26, 2018 8:01 pm
- Forum: Adventure Archive
- Topic: Day 18: The Battle of Marron
- Replies: 109
- Views: 63559
Day 18: The Battle of Marron
5 tokens of Marronite militia, low quality (+1 each) = 5 Skelebot alarm system + light railgun turrets = +2 Functional Super-Mastiff w/full load of missiles = +4 Orrin teaches spells to kids = +2 Blurre teaches rescue drills = Automatically save 2 tokens worth of casualties Silver scouts ambush loc...
- Thu Aug 23, 2018 8:15 pm
- Forum: Archived Discussions
- Topic: Vagabond Extraordinaire
- Replies: 16
- Views: 10216
Re: Vagabond Extraordinaire
Cybernetic Techno-warrior, and Merc Soldier are only allowed if the Gamemaster specifically allows it, as are any other gear centric packages similar to these. This is meant to be a vehicle to knowledge or power, not gear. If your GM agrees, great. Choose Merc Soldier and go! Otherwise, it's never ...
- Thu Aug 23, 2018 6:19 pm
- Forum: Archived Discussions
- Topic: Vagabond Extraordinaire
- Replies: 16
- Views: 10216
Re: Vagabond Extraordinaire
How's this for incentive - it's literally your option! :D ARES let’s you make a demigod. Demigods should have battle fury blades. Then go roll on the table that gets you there! Go two for one if you need to. if a BFB is intrinsic to your concept, there are ways to get it that DO NOT involve F&G...
- Thu Aug 23, 2018 5:55 pm
- Forum: Archived Discussions
- Topic: Vagabond Extraordinaire
- Replies: 16
- Views: 10216
Re: Vagabond Extraordinaire
I haven't voted yet. Was leaning towards 1 with 3 a strong second... But, your comment is swaying me to 3. One of the core specific bonuses and intents of MARS was: You get to start with badass cool shit. You've been out there, done things! You're someone! You might not be a mighty dragon, but by g...
- Thu Aug 23, 2018 5:32 pm
- Forum: Archived Discussions
- Topic: Vagabond Extraordinaire
- Replies: 16
- Views: 10216
Re: Vagabond Extraordinaire
Keep it as is. It’s a feature that adds interesting options not otherwise possible (vehicles, Connections, battle fury blades). It’s not overpowered and it hasn’t caused problems.
- Sun Aug 19, 2018 9:06 am
- Forum: Archived Discussions
- Topic: New EP Options
- Replies: 32
- Views: 14188
Re: New EP Options
I approved the second option. I’ll approve the first once the “may not be taken more than once per rank” restriction is formally added.
- Wed Aug 15, 2018 8:56 pm
- Forum: Adventure Archive
- Topic: Day 8: The Widening Gyre
- Replies: 31
- Views: 15507
Re: Day 14: The Widening Gyre
The work goes even faster with Toto and Ulysses around. The former is a fair hand in the garage, and manages to get a couple of Marronites trained up to pilot the Super-Mastiff at something resembling a proficient level. The cyber-doc, meanwhile, gets his own clinic set up before going to work on Si...
- Wed Aug 15, 2018 7:43 am
- Forum: Archived Discussions
- Topic: EP Table Options
- Replies: 11
- Views: 7334
Re: EP Table Options
I've stayed out of the argument here because I don't have particularly strong feelings about it. But generally, I'm not seeing the need for this, and it falls a little too far on the "Pay to win" spectrum for me. Using EP to gain access to options or for gear I'm cool with. EP for Edges, n...
- Mon Aug 13, 2018 9:21 am
- Forum: Archived Discussions
- Topic: New EP Options
- Replies: 32
- Views: 14188
Re: New EP Options
I'm fine with both, but agree that the first option (access to powers) should be limited to once per rank. I'm ambivalent as far as increasing the rank of the power -- will approve whether or not that is adopted.
- Thu Aug 09, 2018 5:18 pm
- Forum: Tomorrow Legion: 101st Trailblazers
- Topic: Resource Rules and Tracking
- Replies: 60
- Views: 26276
Re: Resource Rules and Tracking
Yeah, time to go pick a fight with someone who has a nice ride.
- Thu Aug 09, 2018 10:03 am
- Forum: Tomorrow Legion: 101st Trailblazers
- Topic: Resource Rules and Tracking
- Replies: 60
- Views: 26276
Re: Resource Rules and Tracking
For Vik: You got 4 successes on your Build roll. Technically, a Garage and a Workshop are two different things (normally you will have to do a roll for each construction, but I will allow it this time, since they're connected), each costing 2 Build points (4 total). You will need 1 success to build...
- Wed Aug 08, 2018 3:18 pm
- Forum: Adventure Archive
- Topic: Day 8: The Widening Gyre
- Replies: 31
- Views: 15507
Re: Day 11: The Widening Gyre
Mysticism [dice]0[/dice] Wild [dice]1[/dice] [dice]3[/dice] Three days pass in a blur as your talents and elbow grease are spent preparing the town for war. While Jack sees to training the Marron militia to shoot, Sir Blurre teaches them to care for the wounded. Equally concerned for the villagers'...
- Tue Jul 31, 2018 2:05 pm
- Forum: Adventure Archive
- Topic: Day 8: The Widening Gyre
- Replies: 31
- Views: 15507
Day 8: The Widening Gyre
The sun is hanging just above Marron's western wall when the Sky Siren returns. Marronites drop what they're doing and gather around the vehicle. When Aector emerges, silence falls over the crowd, followed by a jubilant cry from one of the ieffe 's daughters, who runs forward and wraps long arms aro...
- Tue Jul 31, 2018 1:12 pm
- Forum: EP Archive
- Topic: 2018 EP Requests
- Replies: 307
- Views: 162044
Re: 2018 EP Requests
Account/Character Name: Tribe of One / Vik Donnager (101st)
What do you want done? Cashing in my free Signature Item from being a patron (the 50-patron milestone award) for Vik's item approved here.
Done
What do you want done? Cashing in my free Signature Item from being a patron (the 50-patron milestone award) for Vik's item approved here.
Done
- Tue Jul 24, 2018 3:13 pm
- Forum: Adventure Archive
- Topic: Day 8: The Widening Gyre
- Replies: 31
- Views: 15507
Day 8: The Widening Gyre
Rill and Blurre leave for the ley line as dawn breaks, accompanied by Alesmai and two of the Marronite men, who gently place Aector's linen-wrapped body in the Sky Siren. The trip takes just under two hours; when you disembark beneath the blue light of the ley line, the last of the morning dew has e...
- Mon Jul 16, 2018 11:20 am
- Forum: Out of Character Topics
- Topic: Patron Item Request Thread
- Replies: 29
- Views: 69851
Re: Patron Item Request Thread
Account : Tribe of One Character Name : Cantrell Patron Item Choice : Branaghan Armored Load-Bearing Duster + Dragonbane Blade Character Name : Penitent Patron Item Choice : Branaghan Armored Load-Bearing Duster + <undecided> Character Name : Vik Donnager Patron Item Choice : CAF Elite Corps Load-B...
- Mon Jul 16, 2018 7:24 am
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
If the rules need to spell it out twice, let's just do it. It feels a bit like saying: "You may only turn right. That means you cannot turn left, or turn invisible" , but if it gets it done, let's just be done. The actual construction rules seem fine. I'd prefer to keep the rank requiremen...
- Sun Jul 15, 2018 8:09 am
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Easy enough to handle, I guess. Just kill any TW in your group that tries.High Command wrote:Yay, open it up for everyone. TWs can do anything! Woo!
- Fri Jul 13, 2018 1:54 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Born a Hero lets you ignore rank requirements for Edges. And, based on a Clint ruling/expansion of that rule, it lets you learn the Legendary version of Powers at character creation. Literally, that is all Born a Hero does. There is no language anywhere, in the book or in a Clint ruling, that says i...
- Fri Jul 13, 2018 1:08 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Tribe pg. 67 cleary states TW have the edge. I agree with you that the edge is unessesary. I’ll probably use the build rules without the edge requirment and tool it around to be on a cadence with TW mods. I didn't say the Edge is unnecessary. By "this thing is unnecessary" I meant this ar...
- Fri Jul 13, 2018 12:29 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
New Edge : Super Scientist [Professional Edge] Prerequisite : Novice, the Gadgeteer or Tinkerer Edge, Knowledge (Engineering) or Knowledge (Science) d10+, Repair d10+ These inventors can go well beyond the normal bounds of the technology of the day and create truly amazing, if somewhat quirky, devi...
- Fri Jul 13, 2018 10:35 am
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
I really don't understand why you're continuing to argue that BaH affects anything other than Edge or Power selection . Per Clint's ruling, Shape Change taken at Legendary is a different power than Shape Change taken at Novice. BaH let's you take that different, better power. The Super-Tech Edge is...
- Fri Jul 13, 2018 9:37 am
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
His belief is that a TW can take Gadgeteer as an edge. Yes, in the very extreme case of an HJ roll that let's you take any professional edge regardless of pre-requisites. Although it it subject to GM permission (don't think we've over turned one yet, it's a great way to fast track master of Magic o...
- Fri Jul 13, 2018 9:36 am
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
I really don't understand why you're continuing to argue that BaH affects anything other than Edge or Power selection . Per Clint's ruling, Shape Change taken at Legendary is a different power than Shape Change taken at Novice. BaH let's you take that different, better power. The Super-Tech Edge is ...
- Fri Jul 13, 2018 7:04 am
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Works for me.Taking Adept at character creation doesn’t automatically give you five free action powers. You selected the Edge, but still only gain the benefits based on your actual rank.
VV
- Thu Jul 12, 2018 8:01 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Approved. Disagree with both Pursuit and Pender. Can expand on that if needed, but won’t if not
- Wed Jul 11, 2018 3:41 pm
- Forum: Adventure Archive
- Topic: Day 7: The Magnificent Marron
- Replies: 92
- Views: 40053
Re: Day 7: The Magnificent Marron
As Kim begins working to remove the bomb collars from the Marronites' necks, the woman who spoke earlier does her best to answer the group's questions. "I should say, before you think us ungrateful, we do welcome you here, to our place of refuge. I am one known as Alesmai," she says, befor...
- Tue Jul 10, 2018 5:37 pm
- Forum: Out of Character Topics
- Topic: Tech Support and Feature Requests
- Replies: 60
- Views: 50177
Re: Tech Support and Feature Requests
Sweet!Venatus Vinco wrote:Strikethrough enabled
Or, use the "s" button right next to "OOC"Code: Select all
[s]{TEXT}[/s]
VV
- Sat Jul 07, 2018 9:46 pm
- Forum: Adventure Archive
- Topic: Day 7: The Magnificent Marron
- Replies: 92
- Views: 40053
Re: Day 7: The Magnificent Marron
The fight ends as abruptly as it began, the re-purposed chainsaw painting the walls with the blood of Dutch and Hex while Jack's psychic "bullets" make corpses out of Little Sandra and the big bear Oso. Once their bodies fall to the ground, a hush falls over the dining hall, then breaks as...
- Fri Jul 06, 2018 12:09 pm
- Forum: Out of Character Topics
- Topic: Tech Support and Feature Requests
- Replies: 60
- Views: 50177
Re: Tech Support and Feature Requests
+1 to strikethrough. [/ s] is (relatively) standard BB code, I thought, so maybe just needs to be enabled?
- Wed Jul 04, 2018 8:32 am
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Here’s some simple language that should address concerns RE spellcasters: “The Extra Action superpower may only be added when the base item is a cybernetic implant and increases Strain by 3 points per level. Extra Limbs may only be added when the base item is a suit of armor and increases Minimum St...
- Tue Jul 03, 2018 10:05 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
I just want to be able to slap Extra Action on some super cyberware for my MARS Merc Soldier, who has no other way of getting access to extra actions. Whatever limitations need to be added to prevent characters from doubling or tripling up is fine, but there is literally no other option for mundane...
- Tue Jul 03, 2018 9:28 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
I just want to be able to slap Extra Action on some super cyberware for my MARS Merc Soldier, who has no other way of getting access to extra actions. Whatever limitations need to be added to prevent characters from doubling or tripling up is fine, but there is literally no other option for mundane ...
- Tue Jul 03, 2018 3:41 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Until/unless we ban Quickness, mundanes ought to have an option to level the field. And Extra Action isn't even up to Quickness level, it just gets you an action, no movement.Venatus Vinco wrote:Maybe.
One level of extra actions with stacking restrictions. I am leery because of my general disdain for quickness.
VV
- Tue Jul 03, 2018 3:04 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
I'm thinking that instead of worrying about point caps, we just dump Extra Actions on the "Can't Touch This" pile and never speak of the Power in relation to this ruleset again. Done. What about adding powers to cybernetic implants to make a super tech cyber item? I was even thinking a su...
- Tue Jul 03, 2018 9:12 am
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Right, but that's handled by limiting things to no more than two levels. Not to mention, for a tech character, cyber (Either a Subject Matter Expert Port or Wired Skill Port) Is gonna be way more efficient.RFT wrote:The only one that I was worried about is the + 10 skill or the + 8 skill
- Tue Jul 03, 2018 9:03 am
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
I'd remove the references to implanted Vehicular Weaponry. The normal rules for swapping out Vehicle Weapons work fine for actual PA and robots -- and force you to trade out existing weapons, rather than simply adding more -- and you're not going to be able to add anything vehicular to man-sized wea...
- Mon Jul 02, 2018 9:52 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
I'm thinking we ought to include a general rule allowing you to purchase mods from the Tinkerer list (1 PP for a Minor, 2 PP for a Major) to cover things like weight reduction, improved ammo capacity, as well as the integrated weapons and equipment. Seems strange that those mods wouldn't be availabl...
- Mon Jul 02, 2018 1:18 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Appologies, I added this during your reply Tribe. If the concern is double dipping - that's easy. If the base item is a Vibro-Weapon from TLPG, then it is considered to have this trapping. Same for Chain Weapons Gotcha. Double-dipping isn't my concern. My concern is this lets me make a melee weapon...
- Mon Jul 02, 2018 1:14 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Note - SPC does not have access to Core Trappings - period. So aside from defining damage/energy type and source of the power, there ARE NO TRAPPINGS in SPC. I'm not saying we don't need trappings, and for ranged attacks I like the option of being able to make it ion or laser or plasma, etc. I'm ju...
- Mon Jul 02, 2018 1:07 pm
- Forum: Archived Discussions
- Topic: Supertech (literally Super)
- Replies: 143
- Views: 46316
Re: Supertech (literally Super)
Exclusive Modifier - Weapon Trappings [/u] For one point, a Scientist may add one of the following weapon trappings: 1 PP: Vibro-Blades - Increases the added die of the base melee weapon by one step and adds AP 4 and the Mega-Damage quality. 2 PP: Chain Weapons - Doubles the added die of the base m...