OOC Area for Hell Pillar Hunters (The Vanished)
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OOC Area for Hell Pillar Hunters (The Vanished)
OOC Area for the Vanished.
The Vanished Google Chat / Hangouts link:
Join the conversation on Hangouts: https://hangouts.google.com/group/06gjFbPYfKbWhcal1
- Pender Lumkiss
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Sammy Tagged Max, Humble and Libertas
http://savagerifts.com/sr/viewtopic.php ... 565#p28565
http://savagerifts.com/sr/viewtopic.php ... 565#p28565
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
So. FYI. Cantrell I think asked Humble to check out the unknown body. If Humble or anyone does I’ll post what you encounter...
... then let you know if a new character is needed lol.
Be sure you read all three parts of Notes in the mini update. Thank you.
... then let you know if a new character is needed lol.
Be sure you read all three parts of Notes in the mini update. Thank you.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Sammy is going on hold until Libertas.
Sammy
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Added a Hold and New Post for Sammy to go in order after Libertas.
Also I'll try to update this following map as Round 1 progresses. Thus far...
OOC Comments
Thanks all.Re: OOC Area for Hell Pillar Hunters (The Vanished)
Well, now that Lib has PPE again, how fast is the draining effect of the place? If it's "Longer than rounds", that's fine, since he didn't get the Arcane Skill roll earlier.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
It won’t be like this forever. It’s due to your proximity to “something”, the Anti Energy something. After things calm down you’ll learn what it is. So for now:
EXCEPTIONAL RAPID DECHARGE
Anyone within proximity looses Power Points (PPE/ISP) at a rate of one point every five minutes. PP are siphoned away from Players and devices.
Good thing those tattoos don’t use PP.
EXCEPTIONAL RAPID DECHARGE
Anyone within proximity looses Power Points (PPE/ISP) at a rate of one point every five minutes. PP are siphoned away from Players and devices.
Good thing those tattoos don’t use PP.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
How do the tattoos treat powers of variable cost? I am thinking about taking growth or teleport.
Examples:
If I take...
Barrier how large of a barrier is it only the base cost of 1 PPE for a 1" barrier?
Growth how large can I get +1 Size or +10 size?
Teleport how far can I go 1 level or 10 levels?
It is a free power so Fair is any value. But How does 1 level per rank sound? That would be enough to make a power useful, but not overwhelming.
Examples:
If I take...
Barrier how large of a barrier is it only the base cost of 1 PPE for a 1" barrier?
Growth how large can I get +1 Size or +10 size?
Teleport how far can I go 1 level or 10 levels?
It is a free power so Fair is any value. But How does 1 level per rank sound? That would be enough to make a power useful, but not overwhelming.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Humble thinks the best plan is for everyone to go on hold. He runs in and attacks the biggest thing in the room.
Then while they are focused on him the rest of the party lay waste to the distracted bad guys. Because lets face it, who cares about hitting Humble on a 1.
PS: Dan do we have our gear?
Then while they are focused on him the rest of the party lay waste to the distracted bad guys. Because lets face it, who cares about hitting Humble on a 1.
PS: Dan do we have our gear?
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Some questions:
1: What benefit would obsidian or basalt give as a Barrier/Greater Barrier against magma? (ie, looking for extra fire/heat resistance, possibly balanced by making it vulnerable to edged attacks, since those rock types tend to 'splinter' a lot more easily).
2: Can we strap Lady Viggo to Humble's back?
3: Can you activate a tattoo if you're wearing Full EnviPro Armor?
4: Did we have another round of fighting the shadowcats in the hallway outside the cell, that went down the same way? It matters because if we did, then Lib has full PPE as well as all his gear being charged.
1: What benefit would obsidian or basalt give as a Barrier/Greater Barrier against magma? (ie, looking for extra fire/heat resistance, possibly balanced by making it vulnerable to edged attacks, since those rock types tend to 'splinter' a lot more easily).
2: Can we strap Lady Viggo to Humble's back?
3: Can you activate a tattoo if you're wearing Full EnviPro Armor?
4: Did we have another round of fighting the shadowcats in the hallway outside the cell, that went down the same way? It matters because if we did, then Lib has full PPE as well as all his gear being charged.
Libertas Magicorum
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
1. Provide a example you might wish to do please. If it look feasible = great.Libertas Magicum wrote:Some questions:
1: What benefit would obsidian or basalt give as a Barrier/Greater Barrier against magma? (ie, looking for extra fire/heat resistance, possibly balanced by making it vulnerable to edged attacks, since those rock types tend to 'splinter' a lot more easily).
2: Can we strap Lady Viggo to Humble's back?
3: Can you activate a tattoo if you're wearing Full EnviPro Armor?
4: Did we have another round of fighting the shadowcats in the hallway outside the cell, that went down the same way? It matters because if we did, then Lib has full PPE as well as all his gear being charged.
2. Strap her to Humble, Sammy, or cave man drag her by her hair, I'm down with it.
3. Good question. You decide how you use it. Concentrate, or touch, think about it, lick it, I am fine with you devising how you activate it. Its not like you are going to get more of them. Explore how you want to do it.
4. If you are not full PP and need full PP take another vial. My intent/desire was for everyone to start at max before entering the next combat.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Here's what I was thinking.
Basalt Wall/Obsidian Wall (barrier/stalwart walls)
This device uses a small shard of the base material, subjecting it to a magical resonance field, causing the minerals to coalesce into a wall of the stuff. This follows the normal rules for barrier spell (which is made of basalt) or stalwart walls (which is made of obsidian), with the following additional effects: The barrier gains +4 Armor vs. fire/heat attacks, but because the volcanic rocks are so brittle, cutting attacks gain +4 Damage and can gain an extra d6 from an attack Raise.
The idea is that Lib would construct the device (using the first of his 6/session builds) prior to opening the door, and his round 1 action would be to drop a barrier along the north side of the bridge, providing the group with protection against the lava-tossing Colossal Demon.
**************
I don't think shark-women have hair, so Lib will rig up a harness for Humble, so he can wear her like a novelty backpack. Should I include a Repair roll in my post?
**************
Just noting here for me to put into the sheet later: neck tattoo (speak language) activated by touching, also drops his voice an octave in the process. Drain Power Points activated by posing with arm fully extended and hand fully splayed out like a Greek moutza. (However, he doesn't have to say, "Nah!")
**************
Awesome, thanks. I'm going to assume there's no vials left over.
Basalt Wall/Obsidian Wall (barrier/stalwart walls)
This device uses a small shard of the base material, subjecting it to a magical resonance field, causing the minerals to coalesce into a wall of the stuff. This follows the normal rules for barrier spell (which is made of basalt) or stalwart walls (which is made of obsidian), with the following additional effects: The barrier gains +4 Armor vs. fire/heat attacks, but because the volcanic rocks are so brittle, cutting attacks gain +4 Damage and can gain an extra d6 from an attack Raise.
The idea is that Lib would construct the device (using the first of his 6/session builds) prior to opening the door, and his round 1 action would be to drop a barrier along the north side of the bridge, providing the group with protection against the lava-tossing Colossal Demon.
**************
I don't think shark-women have hair, so Lib will rig up a harness for Humble, so he can wear her like a novelty backpack. Should I include a Repair roll in my post?
**************
Just noting here for me to put into the sheet later: neck tattoo (speak language) activated by touching, also drops his voice an octave in the process. Drain Power Points activated by posing with arm fully extended and hand fully splayed out like a Greek moutza. (However, he doesn't have to say, "Nah!")
**************
Awesome, thanks. I'm going to assume there's no vials left over.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
I like it, but as a note for consistency it is impossible to score a raise against a Barrier they follow the breaking things rules so Parry 2, no raises to hit, and dice do not explode when attacking them.
Edit this is not a comment to balance and I would totally allow this trapping. Only a indicator of one aspect not needed.
Edit this is not a comment to balance and I would totally allow this trapping. Only a indicator of one aspect not needed.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: OOC Area for Hell Pillar Hunters (The Vanished)
My point was that this trapping allows for edged attacks to roll a raise (on a 6 to hit) and get an extra, non-exploding d6.RFT wrote:I like it, but as a note for consistency it is impossible to score a raise against a Barrier they follow the breaking things rules so Parry 2, no raises to hit, and dice do not explode when attacking them.
Edit this is not a comment to balance and I would totally allow this trapping. Only a indicator of one aspect not needed.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
I understand. I did not realize you were adding the ability of an attack raise as an additional weakness. I would still allow it, and think it sounds really cool.Freemage wrote:My point was that this trapping allows for edged attacks to roll a raise (on a 6 to hit) and get an extra, non-exploding d6.RFT wrote:I like it, but as a note for consistency it is impossible to score a raise against a Barrier they follow the breaking things rules so Parry 2, no raises to hit, and dice do not explode when attacking them.
Edit this is not a comment to balance and I would totally allow this trapping. Only a indicator of one aspect not needed.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Yeah--I might not have gone there with a 'known Power' (ie, if it was just being added to Lib's Power list), but the straight "vulnerability/resistance" swap is VERY powerful in the hands of a TW, who can custom-build to the situation. So I err on the side of caution when making these proposals--made the vulnerability a little bit worse than the benefit of the resistance.RFT wrote:I understand. I did not realize you were adding the ability of an attack raise as an additional weakness. I would still allow it, and think it sounds really cool.Freemage wrote:My point was that this trapping allows for edged attacks to roll a raise (on a 6 to hit) and get an extra, non-exploding d6.RFT wrote:I like it, but as a note for consistency it is impossible to score a raise against a Barrier they follow the breaking things rules so Parry 2, no raises to hit, and dice do not explode when attacking them.
Edit this is not a comment to balance and I would totally allow this trapping. Only a indicator of one aspect not needed.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Sammy Tagged Libertas and Humble. Lady Viggo seems worse now that she does not have the staff.
http://savagerifts.com/sr/viewtopic.php ... 622#p29622
http://savagerifts.com/sr/viewtopic.php ... 622#p29622
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
- Read on for a synopsis:
The Colossal Demon is outside (because once you open doorway you are exiting the cell block area and going out over a bridge. Sulfur and heat are present and its dim lighting) the giant demon is stepping out of lava and will likely throw lava at you. Sounds like Libertas might be tossing up a barrier / wall to protect you as you move across the bridge.
On the bridge and in the building / hallway beyond bridge are some demons and monsters.
There are two shadow hounds. Parry 8 and Toughness 18.
There are four shadow beasts. Parry 8 and Toughness 18.
Thankfully you all have your gear, weapons, armor etc back now.
Cade mentioned that by using the chair to hold open the closing door at end of hallway will stop you from being trapped in cell area.
Sounds like Jitters will be handling that aspect.
Basically what's left to do is:
Take out the 7 monsters in hall, get past closing door into the next hallway.
From there, Cade will let you know that you need to get to room 22 and steal the pillars in there.
I will add that information into his post. In Game.
Thanks.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Hmmmm... I do have these UV grenades Pender gave me way back when we were fighting vampires in Silver Bluff. Wonder how well they'd work against shadow beasts/hounds?
Re: OOC Area for Hell Pillar Hunters (The Vanished)
(9) UV grenades: Range 5/10/20; Damage 2d10 (sunlight trapping)
I think they're LBT, but can go back and look. I never actually used one, always planned to pull the pins if I ever got surrounded by vamps. Basically just frags with a sunlight trapping and slightly different damage dice.
They're really only useful if the shadow things have some sort of weakness to sunlight.
I think they're LBT, but can go back and look. I never actually used one, always planned to pull the pins if I ever got surrounded by vamps. Basically just frags with a sunlight trapping and slightly different damage dice.
They're really only useful if the shadow things have some sort of weakness to sunlight.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
If you use them while fighting any of shadow beasts or hounds the damage is increased by a d6.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Also, edited my in-game post with additional comments to Libertas and Alex/Max.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Would a Holy Light Trapping be good to use for my Greater Smite on my Chain Long Sword? (Greater Smite allows you to choose the trapping each time the power is used.)
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
As a note Humble did not so much refuse as he was pointing out that people like to shoot himCantrell wrote:Also, edited my in-game post with additional comments to Libertas and Alex/Max.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Rob Towell
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
If you use Holy Light Trapping while fighting any of shadow beasts or hounds the damage is increased by a d6.Jitters wrote:Would a Holy Light Trapping be good to use for my Greater Smite on my Chain Long Sword? (Greater Smite allows you to choose the trapping each time the power is used.)
Re: OOC Area for Hell Pillar Hunters (The Vanished)
I updated my damage rolls.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Cool. I saw.
Next GM Post ready once we all post. Thanks.
(PS Ignore my crisis of identity....avatar, name, etc)
Next GM Post ready once we all post. Thanks.
(PS Ignore my crisis of identity....avatar, name, etc)
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Sammy, Libertas, and Alex your Mutations are posted within your posts.
Here's the deal. You get a mutation you don't like, just cannot see yourself living with? Hate it? Wish you had not done that? If so, each Mutation can be "bought off" and erased if you take a Minor Hindrance instead. This "deal" is good now, if you keep the Mutation and return to Earth and still have it, to buy it off later in the characters life (medical treatments at Castle) it costs a Major Hindrance.
Your Posts
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Cantrell's got a magic gauntlet that casts smite with a destructive flame trapping ... normally I hesitate to use 'cause it can destroy gear, but I'm pretty sure we won't have time to loot these ladies (or would want to don anything that's been down here that long), so I've narrated her actions as blowing nice holes in their armor for someone else to exploit.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Can Jitter running circles inside the room cause a fire tornado?
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Jitters my man you are too funny. I love Crazie's.
Well, you all survived "Hell". Moving on...
You have 4 pillars and are in Colorado somewhere with the 1st SET. Now you need to get to Gloom with those Pillars.
Well, you all survived "Hell". Moving on...
You have 4 pillars and are in Colorado somewhere with the 1st SET. Now you need to get to Gloom with those Pillars.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
I got this! I will run each one back to Gloom!
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Where is the active thread? Looks like Vanished 3 is closed and I want to make sure I am up to date.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
We have ended up in Devil Canyon with 1st Set.
GM bennies 6/8
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
http://savagerifts.com/sr/viewtopic.php?f=26&t=1816
Active Thread
I did a small post from Humble. To make sure he got back to Earth. But if you are back and wish, post away there :)
Active Thread
I did a small post from Humble. To make sure he got back to Earth. But if you are back and wish, post away there :)
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Awesome, Thanks Drust.Drust wrote:http://savagerifts.com/sr/viewtopic.php?f=26&t=1816
Active Thread
I did a small post from Humble. To make sure he got back to Earth. But if you are back and wish, post away there
Edit: Nevermind
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
New http://savagerifts.com/sr/viewtopic.php ... 100#p30939
Have anything else to say to the 1st? Go for it. Then we are off.
I'll let you know when the next post is ready. Later today.
Ty
Have anything else to say to the 1st? Go for it. Then we are off.
I'll let you know when the next post is ready. Later today.
Ty
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Yes, I know I'm off, but what of the others?
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
You Sir Jitters are a tenacious, helter-skelter, harum-scarum, slapdash lunatic, with true genius, like the humming of a well-tuned Lamborghini rumbling with jet fuel.
Or in simpler terms.
Ya be crazier than a rattlesnakes armpit!
Or in simpler terms.
Ya be crazier than a rattlesnakes armpit!
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
So Out of Character. I am dropping the below here to answer some questions a few of you had.
Cade.... he is who? In response to Hangouts questions....
This post (info) has been sitting in my GM area for a while.....
Cade.... he is who? In response to Hangouts questions....
This post (info) has been sitting in my GM area for a while.....
OOC Comments
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Question: Would Cantrell have time to pick up an underbarrel grenade launcher and have Lib install it on her rifle during the time we're back in Gloom, before the raid on the CEAL lab? Judging from the NG-L5 vs. NG-LG6, a rifle-mounted GL would be ~4,000 credits and add 5 lbs. to weight.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Time might be an issue as he is already working on modifications to his armor. Also I would to see if gay is something covered by he tinker edge. Or if the launchers themselves say it is super easy then it should be doable without repair.Cantrell wrote:Question: Would Cantrell have time to pick up an underbarrel grenade launcher and have Lib install it on her rifle during the time we're back in Gloom, before the raid on the CEAL lab? Judging from the NG-L5 vs. NG-LG6, a rifle-mounted GL would be ~4,000 credits and add 5 lbs. to weight.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
I don't think gay is covered by the tinker rules
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Corrigon wrote:I don't think gay is covered by the tinker rules
GM Bennies: 7/7
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
More seriously: Even in the real-world, underbarrel GLs are modular and pretty easy to install. Just trying to establish how much one would cost.
Going from the TLPG, the NG rifles I mentioned above had identical stats for the laser part, but the one with the built-in grenade launcher (Range: 18/36/72, 8 Shots) costs 4,000 more and weighs an extra 5 lbs.
Another example is in Sci-Fi Companion. That version says explicitly it can be attached to a rifle. It has longer range (24/48/96) and a larger magazine (20 Shots), weighs more (8 lbs.) and would cost 7,000 credits at the standard x10 conversion rate.
I'd be happy with the smaller capacity version, but the big one is fine, as well.
The other way of doing it, which doesn't make much sense, would be to use the Tinker rules to add a WI-GL4 revolving launcher as an embedded weapon system. But that ends up weighing 15 lbs, costing 75,000 credits and taking ... 10d6 days or something ridiculous.
Going from the TLPG, the NG rifles I mentioned above had identical stats for the laser part, but the one with the built-in grenade launcher (Range: 18/36/72, 8 Shots) costs 4,000 more and weighs an extra 5 lbs.
Another example is in Sci-Fi Companion. That version says explicitly it can be attached to a rifle. It has longer range (24/48/96) and a larger magazine (20 Shots), weighs more (8 lbs.) and would cost 7,000 credits at the standard x10 conversion rate.
I'd be happy with the smaller capacity version, but the big one is fine, as well.
The other way of doing it, which doesn't make much sense, would be to use the Tinker rules to add a WI-GL4 revolving launcher as an embedded weapon system. But that ends up weighing 15 lbs, costing 75,000 credits and taking ... 10d6 days or something ridiculous.
GM Bennies: 7/7
Re: OOC Area for Hell Pillar Hunters (The Vanished)
But why would you want to put a WI-GL4 on a laser as an underbarrel attachment when you already have the WI-GL4? (JK) In all seriousness, the weight from the WI-GL4 comes from the barrel, cylinder the rounds are loaded in (I think that is what that part is called, the part that cowboys would spin on revolvers), stock, handle, and ammo (because those grenades are probably at least half a pound each, if not a full pound). They probably just list the weight like that with the assumption that it is loaded (because it makes for a very nice club if it's not loaded). If you are wanting to install it under the barrel of a rifle, the only part you really need is the barrel, I would estimate that to being a third of the weapon's weight (which, incidentally, is the same as the under barrel grenade launcher on the NG weapon to being a little over).Tribe of One wrote:More seriously: Even in the real-world, underbarrel GLs are modular and pretty easy to install. Just trying to establish how much one would cost.
Going from the TLPG, the NG rifles I mentioned above had identical stats for the laser part, but the one with the built-in grenade launcher (Range: 18/36/72, 8 Shots) costs 4,000 more and weighs an extra 5 lbs.
Another example is in Sci-Fi Companion. That version says explicitly it can be attached to a rifle. It has longer range (24/48/96) and a larger magazine (20 Shots), weighs more (8 lbs.) and would cost 7,000 credits at the standard x10 conversion rate.
I'd be happy with the smaller capacity version, but the big one is fine, as well.
The other way of doing it, which doesn't make much sense, would be to use the Tinker rules to add a WI-GL4 revolving launcher as an embedded weapon system. But that ends up weighing 15 lbs, costing 75,000 credits and taking ... 10d6 days or something ridiculous.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Naw it is a minor upgrade using tinker since the sci-fi one is already ready to be attached. Buy and use the sci-fi one, pay a tinker 5k times 50% for markup( 7k plus (5k x1.5)). Persuasion roll reduces markup by 5% per raise. No need to roll to find a tinker, now that we have the edge folks are coming out of the wood work. Takes 4d6 hours, make a streetwise roll to find a tinker who can do it in half the time.Tribe of One wrote:More seriously: Even in the real-world, underbarrel GLs are modular and pretty easy to install. Just trying to establish how much one would cost.
Going from the TLPG, the NG rifles I mentioned above had identical stats for the laser part, but the one with the built-in grenade launcher (Range: 18/36/72, 8 Shots) costs 4,000 more and weighs an extra 5 lbs.
Another example is in Sci-Fi Companion. That version says explicitly it can be attached to a rifle. It has longer range (24/48/96) and a larger magazine (20 Shots), weighs more (8 lbs.) and would cost 7,000 credits at the standard x10 conversion rate.
I'd be happy with the smaller capacity version, but the big one is fine, as well.
The other way of doing it, which doesn't make much sense, would be to use the Tinker rules to add a WI-GL4 revolving launcher as an embedded weapon system. But that ends up weighing 15 lbs, costing 75,000 credits and taking ... 10d6 days or something ridiculous.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Nevermind then. I'm not sure why Tinker would even come into play, since the Sci Fi Companion says it can be attached to a rifle, no roll or special skill required. I don't have access to that much cash, regardless, so I'll just wait until I can kill a Coalition soldier and snag a Dragonfire rifle.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Gotcha. After some hard soul searching just pick the barest launcher and strap it on. Toss in a little rp of what gloomer gave it to you.Tribe of One wrote:Nevermind then. I'm not sure why Tinker would even come into play, since the Sci Fi Companion says it can be attached to a rifle, no roll or special skill required. I don't have access to that much cash, regardless, so I'll just wait until I can kill a Coalition soldier and snag a Dragonfire rifle.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Torn Asunder Combat is Normal Combat with a Scene Modifier.
I’ll double check my post when work slows.
I’ll double check my post when work slows.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Yeah, Freemage pointed out some very obvious clues like the map provided and the initiative I just missed being a little slower than the average bear.Drust wrote:Torn Asunder Combat is Normal Combat with a Scene Modifier.
I’ll double check my post when work slows.
Sorry to waste your time with a silly and obvious Q.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
As for the combat, Dan, note that you've got one or two Spirit rolls to make. Technically, if he fails the first roll, but you think the order to murder his students is against his nature, then I have to make another TW roll and then you make another Spirit roll. Lib just figured that was more likely than actually getting him to surrender peaceably.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Somehow I feel like murdering his minions is not something that would bother him.Libertas Magicum wrote:As for the combat, Dan, note that you've got one or two Spirit rolls to make. Technically, if he fails the first roll, but you think the order to murder his students is against his nature, then I have to make another TW roll and then you make another Spirit roll. Lib just figured that was more likely than actually getting him to surrender peaceably.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Still curious. PM sentHumble wrote:How do the tattoos treat powers of variable cost? I am thinking about taking growth or teleport.
Examples:
If I take...
Barrier how large of a barrier is it only the base cost of 1 PPE for a 1" barrier?
Growth how large can I get +1 Size or +10 size?
Teleport how far can I go 1 level or 10 levels?
It is a free power so Fair is any value. But How does 1 level per rank sound? That would be enough to make a power useful, but not overwhelming.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
I'll post this here in case it got/gets lost in Hangouts:
Want to double check to be sure you're understanding of rifle-launched grenades is the same as mine:
Per the description of Area Effect Attacks (p.70 of SWD, not Explorer's ed), Diving for Cover only applies to thrown weapons and artillery -- grenade launcher-launched 'nades are neither, so doesn't apply. Also, per p. 89 of the TLPG, rifle-launched grenades are "almost always impact-driven," meaning they explode on contact, so no throwing them back.
If we're on the same page, and the rifle-launched grenade would not grant t'Fethic a chance to dodge or throw back, that's what Cantrell will use. If you (Dan) would rule that either of those rolls would apply, I'll retool my narrative a bit and go with the plasma cannon.
Want to double check to be sure you're understanding of rifle-launched grenades is the same as mine:
Per the description of Area Effect Attacks (p.70 of SWD, not Explorer's ed), Diving for Cover only applies to thrown weapons and artillery -- grenade launcher-launched 'nades are neither, so doesn't apply. Also, per p. 89 of the TLPG, rifle-launched grenades are "almost always impact-driven," meaning they explode on contact, so no throwing them back.
If we're on the same page, and the rifle-launched grenade would not grant t'Fethic a chance to dodge or throw back, that's what Cantrell will use. If you (Dan) would rule that either of those rolls would apply, I'll retool my narrative a bit and go with the plasma cannon.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Keep in mimd TF is a NPC. He could have trappings on powers or abilities that would give him the ability to do what you described. This is the first time we encountered him, but from the sounds of it he has gone through this senario multiple times.Cantrell wrote:I'll post this here in case it got/gets lost in Hangouts:
Want to double check to be sure you're understanding of rifle-launched grenades is the same as mine:
Per the description of Area Effect Attacks (p.70 of SWD, not Explorer's ed), Diving for Cover only applies to thrown weapons and artillery -- grenade launcher-launched 'nades are neither, so doesn't apply. Also, per p. 89 of the TLPG, rifle-launched grenades are "almost always impact-driven," meaning they explode on contact, so no throwing them back.
If we're on the same page, and the rifle-launched grenade would not grant t'Fethic a chance to dodge or throw back, that's what Cantrell will use. If you (Dan) would rule that either of those rolls would apply, I'll retool my narrative a bit and go with the plasma cannon.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Yep, just waiting to hear from Dan. I've got Bennies to burn on the damage roll, whether it's with the grenade launcher or the plasma cannon. Only real difference is the AP.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
I think Pender's point might be, "Sure, the rules NORMALLY would work like that, so that's what you'd expect, but t'Fethic, being a cheaty-ass, timey-wimey P.O.S. might be able to violate those rules in ways our characters wouldn't expect."
shutupshutupshutup
For instance, if he's a full-blown Evil Time Lord of the sort who captures and trains Temporal Wizards and Warriors to do his raiding, then he might very well have a unique ability: "Timey Wimey BS: You may spend a benny to take a counter-action on any action someone else makes, because you've been through this encounter before."
goddammitbrain! stop helping!
shutupshutupshutup
For instance, if he's a full-blown Evil Time Lord of the sort who captures and trains Temporal Wizards and Warriors to do his raiding, then he might very well have a unique ability: "Timey Wimey BS: You may spend a benny to take a counter-action on any action someone else makes, because you've been through this encounter before."
goddammitbrain! stop helping!
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Exactly what I said. Thanks. Can I hire you as my translator?Freemage wrote:I think Pender's point might be, "Sure, the rules NORMALLY would work like that, so that's what you'd expect, but t'Fethic, being a cheaty-ass, timey-wimey P.O.S. might be able to violate those rules in ways our characters wouldn't expect."
shutupshutupshutup
For instance, if he's a full-blown Evil Time Lord of the sort who captures and trains Temporal Wizards and Warriors to do his raiding, then he might very well have a unique ability: "Timey Wimey BS: You may spend a benny to take a counter-action on any action someone else makes, because you've been through this encounter before."
goddammitbrain! stop helping!
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Along that line of thought, not to be a complete ass, but predicting Cantrell's shot and having Stalwart Walls in place, time manipulators are asshats. Lets kill them all please.
ALSO
ALSO
so as example: Jitters rolls to hit and got a success to hit, but was "countered" by a high Parry = Jitters still got a success.
At the end of round one, IF you roll a success or better, you get the "bennie, or item, or whatever" even if I have the attack "countered".
I should have written it more clearly in post - sorry
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Special boss abilities I can handle. The Temporal Fugue/ disaszociation field is cool. But at present it appears that the goons that teleported to our location and lost initiative somehow ended up casting an unknown version of the Barrier spell (even Stalwart Walls wouldnt stop all the damage, and the Temporal version is even weaker) with unknown invisibility/impossible to detect trappings, and cast it out of initiative order with no chance of detection. I'd just like to know, mechanically, what's going on, so that I can make decisions about actions to take/resources to use going forward.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
I totally get that, but would our characters know what is mechanically going on? All we know is that a grenade encountered a field and barrier and was blocked completely. I am fine being kept in the dark and trying to figure out these guys as we go.Cantrell wrote:Special boss abilities I can handle. The Temporal Fugue/ disaszociation field is cool. But at present it appears that the goons that teleported to our location and lost initiative somehow ended up casting an unknown version of the Barrier spell (even Stalwart Walls wouldnt stop all the damage, and the Temporal version is even weaker) with unknown invisibility/impossible to detect trappings, and cast it out of initiative order with no chance of detection. I'd just like to know, mechanically, what's going on, so that I can make decisions about actions to take/resources to use going forward.
To me he scene is about not knowing what is going on or what their abilities are. Lets throw everything at them and see what sticks.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Ah, the Dirty Underwear Test, got ya!
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Truth!Jitters wrote:Ah, the Dirty Underwear Test, got ya!
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
I guess I don't know what the dirty underwear test is.Pender Lumkiss wrote:I totally get that, but would our characters know what is mechanically going on? All we know is that a grenade encountered a field and barrier and was blocked completely. I am fine being kept in the dark and trying to figure out these guys as we go.Cantrell wrote:Special boss abilities I can handle. The Temporal Fugue/ disaszociation field is cool. But at present it appears that the goons that teleported to our location and lost initiative somehow ended up casting an unknown version of the Barrier spell (even Stalwart Walls wouldnt stop all the damage, and the Temporal version is even weaker) with unknown invisibility/impossible to detect trappings, and cast it out of initiative order with no chance of detection. I'd just like to know, mechanically, what's going on, so that I can make decisions about actions to take/resources to use going forward.
To me he scene is about not knowing what is going on or what their abilities are. Lets throw everything at them and see what sticks.
I don't want to make this into a thing, and I'm not asking for everything to be clear to my character or for me to know all the twists and turns that are coming. I just want to know whether the opposition is following the same rules our characters do, because that has a pretty significant impact on the parameters of the combat and on how I'll make decisions about Bennies, etc.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
The Dirty Underwear Test is wear you throw underwear at a wall, and anything that doesn't stick is clean enough to wear.Tribe of One wrote:I guess I don't know what the dirty underwear test is.Pender Lumkiss wrote:I totally get that, but would our characters know what is mechanically going on? All we know is that a grenade encountered a field and barrier and was blocked completely. I am fine being kept in the dark and trying to figure out these guys as we go.Cantrell wrote:Special boss abilities I can handle. The Temporal Fugue/ disaszociation field is cool. But at present it appears that the goons that teleported to our location and lost initiative somehow ended up casting an unknown version of the Barrier spell (even Stalwart Walls wouldnt stop all the damage, and the Temporal version is even weaker) with unknown invisibility/impossible to detect trappings, and cast it out of initiative order with no chance of detection. I'd just like to know, mechanically, what's going on, so that I can make decisions about actions to take/resources to use going forward.
To me he scene is about not knowing what is going on or what their abilities are. Lets throw everything at them and see what sticks.
I don't want to make this into a thing, and I'm not asking for everything to be clear to my character or for me to know all the twists and turns that are coming. I just want to know whether the opposition is following the same rules our characters do, because that has a pretty significant impact on the parameters of the combat and on how I'll make decisions about Bennies, etc.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
I am just happy to see Drust spending bennies so rapidly. At this rate we will own this scenario.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
My thought was, they came with some spells activated prior to arrival. Such as say t'Fethic has Quickness already cast on him prior to popping in to say hello. Instead of having to cast it, its already running. There are seven bad guys, I picked seven active spells running for them when they popped in. (Now only 6). They planned this meeting, and have "done it before". One Spell was Stalwart Walls, cast right where Cantrell has shot "before". It would only work once, because the damage would destroy the section of wall when hit by the grenade.But at present it appears that the goons that teleported to our location and lost initiative somehow ended up casting an unknown version of the Barrier spell (even Stalwart Walls wouldnt stop all the damage, and the Temporal version is even weaker) with unknown invisibility/impossible to detect trappings, and cast it out of initiative order with no chance of detection.
I wrote this: Stalwart Wall Section between t'Fethic and Cantrell is destroyed. (Placed there, brought, by student). Small Burst Temp: 1" radius, 2" diameter.
In other words placed between Cantrell and t'Fethic is a wall and it is hit by grenade, which explodes in a SBT, which no one is in. The grenade explodes when hitting the wall. Of course the wall is now destroyed. The explosion goes off, no one is in the SBT and damage is done to the floor.
If you use the same tactic again, the wall is down, and as long as your shot is true, you'll strike who ever you shoot at.
As far as a invisible trapping on the wall. I realize the book says, made of Ice, or Stone, or Brick, or Electricity, etc..... why would it not be able to be made out of a material that was "invisible"?
This wall is not the hill I want to die on. It does not do anything for the bad guys or me the GM, other than "demoralize" the Character with thoughts of "oh crap, how are we going to win?"
It wasn't about Stalwart Wall stopping all the damage: It was about the wall making the grenade hit something and go boom in a SBT that no one was in.
Forget the wall. Because ultimately, its not going to be the reason the bad guys are saved or die. I'll go rewrite the results of being shot at by a grenade. (24 Damage, AP 8, and targets least-armored part of body) Okay, FYI t'Fethic is a retrapped Savage Foe. I didn't announce his Toughness yet in a post. However, I guess I will now.
t'Fethic (Wild Card)
Parry 9
Toughness 35 (10) // Active Spell of: Phase Field (Armor): +4 Armor and not effected by AP.
39 (14)
Too powerful? It's like fighting a Dragon basically. (He is a retrapped Dragon basically, check out Merl in the 1st, his Toughness is 35 something too).
1. The wall was meant to activate the explosion.
2. Not as a OMG thank god we are saved, but as a hahaha we know what you are going to do.
3. If wall is "invisible" and made out of some unknown, can't see it material, that just sounds like something a Player would try coming up with, and doesn't seem like a rule breaker. does not matter tho - wall gone (re-written, unused).
4. Forget wall, I'll just toss it out.
5. Post was updated to reflect the grenade striking t'Fethic.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Gargamel narrative, then next GM post goes up. Thanks.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
I've got no issues with pre-cast spells, etc., I was just confused because per the standard rules Stalwart Walls can't be moved after casting and even Invisibility grants a chance of detection. Just wanted to know what was going on. Thanks for clearing it up.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
I get Rules light and Story heavy often. Not always the best thing in a RPG. I don’t ever mind questions or asking for clarity.
Thanks, game on.
Thanks, game on.
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Who says the walls couldn't be made from those blast shields that Mythbusters put up and put cameras behind when they film some explosion?
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Adding Mythbusters to Cantrell's list of people to shoot in the head on sight, for the betterment of the time stream.Jitters wrote:Who says the walls couldn't be made from those blast shields that Mythbusters put up and put cameras behind when they film some explosion?
Re: OOC Area for Hell Pillar Hunters (The Vanished)
Lol. Well the original Mythbusters disbanded a few years back, so no worries there.
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
Gargamel, you mentioned Blaze of Glory... is that something you are really doing?
You also said not to wait on you to post. So I guess I'll have the bad guys go then carry on...
You also said not to wait on you to post. So I guess I'll have the bad guys go then carry on...
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Re: OOC Area for Hell Pillar Hunters (The Vanished)
NEW GM Post Here.
Read away, but please wait to post until I notify you via here or Hangouts. Gargamel and I are discussing his possible Blaze. So if that happens, I'd like to have him post first. Thanks.
Read away, but please wait to post until I notify you via here or Hangouts. Gargamel and I are discussing his possible Blaze. So if that happens, I'd like to have him post first. Thanks.