Resource Rules and Tracking

The heroes of Fort Hope - 5/8 Players
GM: KahlessNestor
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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Resource Rules and Tracking

Post by KahlessNestor »

Types of Resources
  • Raw: Untyped resource (essentially straight credits).
    • Can be translated into any Resource type via Wealth rolls
    • +1 for each precious resource developed
  • Supplies: Food, adventuring gear, non-weapons, or vehicles.
    • Roll every Development Interlude for feeding personnel.
      • +1 from Bill Sandyman (Farmer)
      • +1 from each Farm
  • Build: Buildings, fortifications, infrastructure improvements (roads, etc.).
    • +1 for each lumberyard, mine, etc
  • Military: Weapons, vehicles, ammunition, etc.
    • Trade: Roll to translate to other resource
    • Train: Roll to upgrade Garrison
  • Personnel: Garrison and Labor
  • Contacts: Special resources gained via role play.
    • +1 Supplies (for feeding) from Bill Sandyman family
    • +1 Garrison from Charlize Brady
    • +1 Medical from Daniel Cazier
    • +1 Trade from Liz Urbanski (assign resource)
    • +1 Medical from Finneas
    • +1 Garrison from Mia
    • +1 Trade from Whiskey Pete (assign resource)
    • +1 Trade from William Norris (assign resource)
    • +1 Garrison from Lt. Winston
    • +1 Research from Zacra Daeli
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Between adventures, when you are at Fort Hope, you have the opportunity to improve the base.

Check out the Resource Rules here.

And what resources you have available here.

There are maps of the fort and the area here.

What can you do: Anything you like. Some options are given below, but if you don’t know what you want to do, Winston or your Contacts will always have ideas to improve things.

Give Orders: Multiple orders can be given, but resources will be prioritized by the Team Leader.
  • Labor: Give your laborers orders on what you wish done. Roll your Labor Wealth die and Wild Die for how successful they are. Player characters may roll Support to aid them.
  • Military: Give Winston orders beyond his basic (protect fort, patrol zone). Roll your Garrison Wealth die
  • Trade: Give Captain Norris, Liz Urzenski, and Whiskey Pete orders what to buy or trade.
    • Requisition Resources
      • Team Leader roll Networking to make your case. Ask for what you’d like. Include rarity modifier. Your number of successes will determine how much of it you get. You may ask for priority, otherwise it will be randomly determined.
      • You may ask for Resources (Supplies, Build, Military, Labor, or Garrison). Or you may ask for something specific (a vehicle, a specific weapon, a piece of gear, NGR chocolate, maybe a building like a comm tower).
        • Items start at lowest/cheapest level. You may spend Raises to increase that level rather than getting other items or resources.
    • Trade Routes
      • William Norris (Castle Refuge): +1 Trade (assign resource)
      • Liz Urbanski (traveling): +1 Trade (assign resource)
      • Whiskey Pete (traveling): +1 Trade (assign resource)
      • Roll the Resource Wealth die you intend to trade to raise another Resource Wealth die

Search for resources. Make a Survival roll. A Success, roll 1d8 on the following options. A Raise, either roll for each success, find a larger resource -1/Raise), or choose a specific option:
  • 1) You found some Salvage. Bump Wealth die of Raw, Supplies, Military
  • 2) You found a Food source, either a herd of animals, a stand of fruit trees, or a good fishing hole. Bump Supply Wealth die by 1. This resource can be used to establish a Farm later.
  • 3) You found a small Wood or stand of trees. Bump Build Wealth die by 1. This can be used to establish a Logging camp later.
  • 4) You find a source of Stone. Bump Build Wealth die by 1. This can be used to establish a Quarry later.
  • 5) You find a Vein of ore or gems. Bump Build Wealth die (iron, copper, etc) or Raw Wealth die (gold, gems, etc) by 1. This can be used later to establish a Mine.
  • 6) You find a group of Refugees. Bump Labor Wealth die by 1.
  • 7) You find a tribal trading post or a small village. Bump any Wealth die by 1. A successful Persuasion roll can establish a trade relationship with Fort Hope.
  • 8) Your choice of above.

When you have written your Interlude, take a Benny.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Resource Tracker

Raw: d4
Supplies: d6
Build: 0
Military: d12
Personnel:
  • Garrison: 1d8
    • 1 Lieutenant (Commando with K. Battle d8, Wild Card), garrison commander
      • Winston, male dog boy (bulldog)
  • Labor: 1d6
Buildings
  • Generator (Average +0)
  • Workshop (Good +1)
  • Garage (Average +0)
  • Earthworks
  • Dock (Starter -1)
  • Communications tower (Average +0; 10 miles)
  • Library tent (Advanced +2)
    • Specialty library (Repair)(Starter -1)
    • Specialty library (Geography)(Starter -1)
    • Specialty library (Arcana)(Starter -1)
    • Specialty library (Politics)(Starter -1)
  • Medical Facilities (Average +0)
Contacts:
  • Settler: Bill Sandyman (Human male, Marvin)
    • Appearance: Asian, black hair, brown eyes, short.
    • Personality: Observant
    • Skills: Minimal (primary skills d6, secondary d4)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Absolute (will die, if necessary)
    • Extra Resource: 5 Labor (family)
      • Wife: Clara (Human female, Civilian Extra)
        • Caucasian, black hair, black eyes, tall
      • Brother: Serge (Human male, Civilian Extra)
        • Caucasian, black hair, green eyes, tall
      • Daughters: Clarice (15), Wilhelmina (13) (Human females, Civilian Extra)
        • Clarice: Blonde, green eyes, Asian/Caucasian, tall
        • Wilhelmina: Blonde, brown eyes, Asian/Caucasian, tall
      • Son: Bill Jr. (10) (Human male, Civilian Extra)
        • Asian/Caucasian, brown hair, brown eyes, short, chubby
    • Stats: Parry: 4; Toughness: 5
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
  • Cyber-Doc: Daniel "The Wizard of Caz" Cazier (Human male, Ashley)
    • Dan's a gifted human doctor originally from Free Quebec. In the aftermath of their independence war with the Coalition, he decided to go out to the countryside and bring his expertise to the wounded. Once he started, he found he couldn't just go back. He and Ashley met when they were both working in the same hot zone; Ash as a mercenary and Daniel helping tend wounded civilians. As a pair of Coalition expatriates, in their own ways, they became friends despite some tension to start with. He was the one who initially suggested the Tomorrow Legion to her, having had some good experiences with them in the field, and has been a source of support for her since. Despite that, he's resisted joining himself so far, preferring to retain more autonomy in where he goes.
    • Appearance: Brown hair, green eyes, tall.
    • Personality: Open, Compassionate, Naive in some ways
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
      • Bio-Analysis Kit (+2 relevant rolls)
      • Dosimeter (detects radiation 5/10/20)
      • Trauma Kit (+1 Healing, offset -2 penalties)
  • Rogue Scholar: Professor Zacra Daeli (unspecified D-Bee, asexual, Charlemagne)
    • Appearance: Bald, flesh-toned skin, with deep set eyes (looks like a bald Founder), golden eyes, average height, heavyset.
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
  • Traveling Trader: Elizabeth Urzenski (human female, Thom)
    • Liz and Thom have been good friends and casual lovers for quite some time. As a traveling merchant, she used to do lots of buying and selling with Thom's family. While she still has to maintain her career, it is really something she likes to do to add Fort Hope as place to be for her business.
    • Appearance: Liz is an attractive-looking woman of average build and height, close to 5' 6", with dark brown hair and eyes. While her name is Polish, Liz is obviously of North African descent. Her most dominant trait is her obvious confidence, which becomes a charisma and attractiveness all its own within moments of meeting her.
    • Personality: Creative
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
  • River Trader: William Norris (Human male, Legion contractor)
    • William is retained by the Legion to run supplies periodically up to Fort Hope. He also stops and trades along the river with the various small Coalition towns, all the way up to the Coalition base at Fort Sioux, with the occasional foray farther downstream deeper into CS Missouri.
    • Crew of 10 Extras (Bandit stats, Humans and D-Bees)
    • Personality: Crude
    • Appearance: Asian, brown hair, black eyes, short and skinny, 37 years old, well-worn workman’s clothes. Weathered face from exposure and permanent squint.
    • Skills: Minimal (Primary d6, Secondary d4)
    • Availability: Fair (hearts and diamonds, jokers)
    • Information: Great (Anything but a Club)
    • Loyalty: Absolute (will die, if necessary)
    • Stats: Parry: 4; Toughness: 11 (5)
    • Gear:
      • Light Ion Cannon (deck mounted)
        • 3d8 (lose one die per range unit), AP 4, SBT, ROF 1, Range: 30/60/120
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
  • Charlize Brady, Altarran Warrior Woman
    • Personality: Heroic
    • Appearance: Blonde and beautiful, Caucasian, appears 34 years old.
    • Skills: see stats below
    • Availability: Great (anything but a club)
    • Information: Limited (hearts, jokers)
    • Loyalty: Absolute (will die, if necessary)

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Climbing d6, Fighting d10, Healing d6, Notice d8+2, Shooting d10, Stealth d8, Survival d6, Tracking d6
Cha: +2; Pace: 10; Parry: 8; Toughness: 14 (7)
Hindrances: Death Wish, Overconfident
Edges: Acrobat, Alertness, Ambidextrous, Attractive, Combat Reflexes, Danger Sense, First Strike, Fleet Footed, Improved Combat Sense, Improved Frenzy, Quick, Two-Fisted

Acrobat: +2 nimbleness agility rolls, +1 Parry if unencumbered (Parry built in)
Combat Reflexes: +2 recover from Shaken (+1 if within 10” of SS)
First Strike: Attack 1 foe who moves adjacent
Improved Combat Sense: No Gang Up bonuses
Improved Frenzy: 1 extra Fighting attack, no penalty
Quick: Initiative card can’t be 5 or less
Fervor (from SS): +1 melee damage within 10” of SS

Gear: Light combat armor (+3), magic amulet (Armor +4), 2 × forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage), Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT), 2 × vibro-knives (Str+d6, AP 4, Mega Damage).
Special Abilities:
  • Bad Reputation: Altara Warrior Women are infamous as the servants of Splugorth Slavers worldwide. The average person hates and fears them; Altara suffer a −4 Charisma penalty with most folks who discover who and what they are.
  • Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending out 1,200 feet (200”) which compensates for the penalties. They still cannot read, see colors, or otherwise detect purely visual information.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully undereducated and naive about the world at large. They suffer a −2 to all Smarts rolls.
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.

Whiskey Pete
Traveling Trader
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Driving d8, Fighting d8, Notice d8, Persuasion d10, Shooting d8, Stealth d8, Streetwise d10, Survival d8, Throwing d8
Cha: 2; Pace: 4 (Run d4); Parry: 6; Toughness: 12 (5)
Hindrances: Lame, Stubborn, Loyal
Edges: Charismatic, Liquid Courage, Elan
Gear: Huntsman armor, Vibro-Knife (Str+d6, AP 4, MD), NG-57 Heavy Ion Blaster (12/24/48, 1-3d6+1, ROF 1, 10 shots)

Mia
Former Pecos Empire Bandit
    • Personality: Crude
    • Appearance: Blonde, Caucasian, appears 40 years old.
    • Skills: see stats below
    • Availability: Fair (heart or diamond)
    • Information: Fair (heart or diamond)
    • Loyalty: Absolute (will die, if necessary)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Intimidation d6, Notice d6, Piloting d4, Shooting d8, Stealth d6, Survival d4, Throwing d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (5)
Hindrances: Greedy, Mean
Edges: —
Gear: Huntsman Armor (+5, +1 Toughness),
NG-L5 Laser Rifle (Range 25/50/100,
Damage 3d6, RoF 1, AP 2), Wilk’s 320 Laser
Pistol (Range 18/36/72, Damage 2d6, RoF
1, AP 4), vibro-knife (Str+d6, AP 4, Mega
Damage), 2 × frag grenades (Range 5/10/20,
Damage 3d6, Mega Damage, LBT), 1 extra
clip each firearm.

Finneas
Cyber-Doc
  • Personality: Heroic
  • Appearance: Trimadore male
  • Skills: High (Primary d10, secondary d8)
  • Availability: Fair (Hearts and Diamonds)
  • Information: Fair (Hearts and Diamonds)
  • Loyalty: Good (goest to great lengths, short of torture or death)
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: Resource Rules and Tracking

Post by Karsk »

Use of area knowledge as discussed

[dice]0[/dice]
wild dice [dice]1[/dice]

persuasion [dice]3[/dice]
wild dice [dice]2[/dice]

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Marvin
Diamond Patron
Diamond Patron
Posts: 30
Joined: Sun Mar 04, 2018 8:45 am

Re: Resource Rules and Tracking

Post by Marvin »

Has I know a guy. Very attractive, +2 connection rolls, -2 outsider
Streetwise: [dice]0[/dice] wild [dice]1[/dice]
Persuation: [dice]2[/dice] wild [dice]3[/dice]
Lests go with extra resources!

Mr. Marvin looks out of his large diamond shaped window. The 12th floor offered an exclusive look at the sweeping city. The potion palace to the east. Savings and Loan nestled in the financial district to the west. The towers of the magi just a stone's throw away. The whistling tea kettle brought Mr. Marvin's attention back to his room and guest.
He smiles at the defense force member smartly dressed in blue. " Inspector.... I am sorry, Inspector?"
The young D'Norr man, pushes his horned rimmed glasses up his nose and crisply answers, " Hardin... Just Hardin if you please." Mr. Marvin nods and brings two cups of tea out, pouring hot water into them both he looks at the tea hutch.
The bald juicer grins polietly and pulls out a few tea bags.
" Of course, I hope you do not mind jasmine beetle tea inspector. With a bit of crushed unicorn hoof if I am not mistaken."
The inspector looks a bit terese and shakes his head no, " Sorry, I must be getting on with my day shortly. I am working on background , and I heard you were at fort hope for a bit."
Mr. Marvin gently pushes the cup of tea across the table to the inspector. Mr. Marvin sips his own. " Ahh yes, the 101st and Fort Hope. " Mr. Marvin takes another sip. " I beleive there is plently of documentation in the library annuls. What did you want to know about the Trail Blazers?"
Absently the inspector takes a sip of his tea, " I spoke to Bill Sandyman during my research and he said you were there at the beggining. I was hoping to get a first hand account."
Mr. Marvin took another sip of the tea, " Honey for your tea Inspector? Of course I will tell you all I know. Where did you want to start?"
The inspector takes a few drops of honey and takes out a notebook and quill, " I was wonderimg what you can tell me of the beggining, did you know anyone at the fort?"
Mr. Marvin grins and dabs his lips coralimg a dribble of tea. " Like many places I did seem to know someone. At the fort, my dear friend a Simvan Karsk, the splash man, and a young burner aptly named Ash."
The inspector writes down something in his ledger, and asks pointedly, " Anyone else? Was Bill Sandyman there?"
Mr Marvin gets up and opens the refrigerator. He pulls out a red liquid chilled.
"Oh yes, Bill was there, quiet helpful in the beggining, he had some supplies we desperatly needed. You see the fort was in its infancy when I arrived. Bill was very helpful." Mr. Marvin pours a glass of thick red juice." Tomato Juice inspector? So what is this about?"
The inspector passes on the juice and sighs, " I have for some time been trying to put together a better picture of what happened at Fort Hope and Bill was one of my..."
Mr. Marvin interupts him, " I am sorry was? Did something happen to him? And are you sure about the juice it is quiet fresh."
The inspector shakes his head no a bit agitated, " No, No...Bill was found dead two days ago... Grisley work it was. Drained of blood."
Mr. Marvin at a glance
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8(d12), Vigor d8
Charisma: 4 (usually a 2); Pace: 20, d12 running die; Parry: 7 ; Toughness: 14(6) ; Strain: 0

Relevant Combat edges:
Elan: +2 when spending a benny
Level headed: cards for initiative draw
Danger sense( psycho juicer harness)
+4 melee damage( psych juicer harness)
-2 to be hit( after 1st round)
Quick( after 1st round): redraw 5 or better
Bennies
Bennies: 4/3
+1 For RP
+1 for interlude
-1 EF attack Altaran

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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Resource Rules and Tracking

Post by Charlemagne »

Streetwise roll, unskilled
[dice]0[/dice]

WD Streetwise
[dice]1[/dice]

Benny for EE Streetwise with Elan
[dice]4[/dice]

Persuasion
[dice]2[/dice]

WD Persuasion
[dice]3[/dice]
Last edited by Charlemagne on Fri Mar 23, 2018 8:56 am, edited 2 times in total.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
Vik
Posts: 135
Joined: Sat Mar 03, 2018 7:07 pm

Re: Resource Rules and Tracking

Post by Vik »

Streetwise [dice]0[/dice] Wild [dice]1[/dice]
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 3/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP

User avatar
Ashley Logan
Posts: 127
Joined: Tue Mar 06, 2018 3:55 pm

Re: Resource Rules and Tracking

Post by Ashley Logan »

Streetwise: 10 - 1 raise (oops, forgot the -2 from not having those edges)
[dice]0[/dice] or [dice]1[/dice]
Ace [dice]2[/dice]
Ace Ventura 2 [dice]3[/dice]

Persuasion 18 - 3 raises
[dice]4[/dice] or [dice]5[/dice]

Huh. I wasn't gonna invest in this, but I hate to see a double-ace on an unskilled check go to waste. It feels ungrateful.

Benny - Extra Effort (Elan) [dice]6[/dice]
lol, of course [dice]7[/dice]
Hahahahaha [dice]8[/dice]

It seems, against all odds, Ashley made a friend out there. A very good friend. I don't have the GM's Guide so you may have to help me out when you roll this up, Matt. :)

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Marvin Contact rolls
[dice]0[/dice] - Settler
Personality [dice]2[/dice]
Qualities [dice]4[/dice]
[dice]1[/dice] - Rogue Scientist
Personality [dice]3[/dice]
Qualities [dice]5[/dice]
Marvin Contacts (choose one)
  • Settler
    • Personality: Observant
    • Skills: Minimal (primary skills d6, secondary d4)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Absolute (will die, if necessary)
    • Extra Resource (choose 1): Raw, Supplies, Build, or 1d6 Labor (family)
  • Rogue Scientist
    • Personality: Artistic
    • Skills: High (primary skills d10, secondary skills d8)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Limited (hearts, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Extra Resource (choose 1): Raw, Supplies, or Build
Charlemagne Contact rolls
[dice]6[/dice]
Personality [dice]7[/dice]
Qualities [dice]8[/dice]
Charlemagne Contact
  • Rogue Scholar
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Extra: Choose 1
      • Extra Resource (choose 1): Raw or Supplies
      • Improve (choose 1)
        • Availability: Fair (hearts, diamonds, jokers)
        • Loyalty: Absolute (will die, if necessary)
Ashley's Contacts
[dice]9[/dice]
Personality [dice]10[/dice]
Qualities [dice]15[/dice]
[dice]12[/dice]
Personality [dice]13[/dice]
Qualities [dice]16[/dice]
Ashley Contacts (choose one)
  • Cyber-Doc
    • Personality: Young
    • Skills: Moderate (primary skills d8, secondary d6)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Extra: (Choose 2)
      • Resource (choose 1): Raw, Supplies, Build, or 1d6 Labor (family)
      • Improve (choose 1):
        • Skills: High (primary skills d10, secondary skills d8)
        • Availability: Great (anything but a club)
        • Information: Great (anything but a club)
  • Settler
    • Personality: Observant
    • Skills: Moderate (primary skills d8, secondary d6)
    • Availability: Great (anything but a club)
    • Information: Limited (hearts, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Extra: (Choose 2)
      • Resource (choose 1): Raw, Supplies, Build, or 1d6 Labor (family)
      • Improve (choose 1):
        • Skills: High (primary skills d10, secondary skills d8)
        • Information: Fair (hearts, diamonds, jokers); Great (anything but clubs)
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Vik wrote:Streetwise [dice]32441:0[/dice] Wild [dice]32441:1[/dice]
I need a Persuasion check. Vik has located a contact. Now he needs to convince them to join him.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Corrigon
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Posts: 770
Joined: Sun Apr 02, 2017 11:45 am

Re: Resource Rules and Tracking

Post by Corrigon »

both of those rolls were fails = 1 & 3 respectively
GM bennies 6/8

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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Resource Rules and Tracking

Post by Kim Black »

Corrigon wrote:both of those rolls were fails = 1 & 3 respectively
Ah, okay. Bummer!
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Ashley Logan
Posts: 127
Joined: Tue Mar 06, 2018 3:55 pm

Re: Resource Rules and Tracking

Post by Ashley Logan »

Cyber-Doc
◦Personality: Young
◦Skills: High (primary skills d10, secondary skills d8)
◾Availability: Great (anything but a club)
◦Information: Fair (hearts, diamonds, jokers)
◦Loyalty: Absolute (will die, if necessary)

Boldface = Improved

Do you want me to work up personal information/background for the contact, or would you rather do that? I'm good either way. :)

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Marvin
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Posts: 30
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Re: Resource Rules and Tracking

Post by Marvin »

Settler Bill Sandyman
  • Personality: Observant
  • Skills: Minimal (primary skills d6, secondary d4)
  • Availability: Fair (hearts, diamonds, jokers)
  • Information: Great (anything but a club)
  • Loyalty: Absolute (will die, if necessary)
  • Extra Resource:[dice]0[/dice]Labor (family)
Mr. Marvin at a glance
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8(d12), Vigor d8
Charisma: 4 (usually a 2); Pace: 20, d12 running die; Parry: 7 ; Toughness: 14(6) ; Strain: 0

Relevant Combat edges:
Elan: +2 when spending a benny
Level headed: cards for initiative draw
Danger sense( psycho juicer harness)
+4 melee damage( psych juicer harness)
-2 to be hit( after 1st round)
Quick( after 1st round): redraw 5 or better
Bennies
Bennies: 4/3
+1 For RP
+1 for interlude
-1 EF attack Altaran

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Ashley Logan wrote:Cyber-Doc
◦Personality: Young
◦Skills: High (primary skills d10, secondary skills d8)
◾Availability: Great (anything but a club)
◦Information: Fair (hearts, diamonds, jokers)
◦Loyalty: Absolute (will die, if necessary)

Boldface = Improved

Do you want me to work up personal information/background for the contact, or would you rather do that? I'm good either way. :)

Go ahead and come up with the details. Name, gender, race, how you know them, are all up to you.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Ndreare
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Posts: 3756
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Resource Rules and Tracking

Post by Ndreare »

KahlessNestor wrote:STARTING CONTACTS
  • Roll a Streetwise check. If you have the Connections Edge or the I Know a Guy Edge, make a straight roll. If you do not have those edges, make the roll at -2. This does NOT count as your one use of I Know a Guy for this session.
    • Success: You were able to reach one of your contacts. Make a straight Persuasion roll to convince them to join you and help.
      • Success: The contact will meet you in Baldur’s Ferry to join you. Receive 1 Contact randomly rolled by GM.
      • Each Raise: Choose 1
        • +1 level to one of the Contact Qualities (GM Guide p. 78). Qualities of contacts determined randomly by GM.
        • Contact arrives with 1 Resource of a relevant type to the type of contact.
      • Fail: You were unable to convince the contact to help you.
    • Each Raise: You make contact with one more contact. You may choose which one you ask to join. Receive 1 Contact of your choice from those randomly rolled by the GM up to the number of successes.
    • Fail: You were unable to reach any of your contacts.
ROLLING FOR THOMAS

Streetwise Roll (Streetwise 1d6, Charisma +2, I know a Guy)
Streetwise [dice]0[/dice] Ace [dice]2[/dice] Ace [dice]3[/dice]
Wild Die [dice]1[/dice]


Persuasion for Contact 1 (Persuasion 1d6, Charisma +2)
Persuasion [dice]4[/dice]
Wild Die [dice]5[/dice]
If allows to Extra Effort [dice]6[/dice]



Where are the bennies coming from? Are those on loan from Sunday or something? Because I would love to EE my Streetwise for additional contacts and my Persuasion roll for quality.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Leonard IV
Posts: 32
Joined: Tue Mar 27, 2018 6:11 pm

Re: Resource Rules and Tracking

Post by Leonard IV »

Rolls for Leo:

Streetwise [dice]0[/dice]
Wild [dice]1[/dice]
Bennie for Extra Effort: [dice]2[/dice]
Leo IV

Bennies: 5/3

Golden Bennie 1/1

Quick-Stats
  • ISP: 20/30
  • Parry 5
  • Tougness 11(5)

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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Resource Rules and Tracking

Post by Charlemagne »

Charlemagne Contact - Professor Zacra Daeli
  • Rogue Scholar
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Extra: Choose 1
      • Extra Resource (choose 1): Raw or Supplies
The Professor.jpeg
The Professor.jpeg (19.09 KiB) Viewed 5760 times
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

RFT wrote:
KahlessNestor wrote:STARTING CONTACTS
  • Roll a Streetwise check. If you have the Connections Edge or the I Know a Guy Edge, make a straight roll. If you do not have those edges, make the roll at -2. This does NOT count as your one use of I Know a Guy for this session.
    • Success: You were able to reach one of your contacts. Make a straight Persuasion roll to convince them to join you and help.
      • Success: The contact will meet you in Baldur’s Ferry to join you. Receive 1 Contact randomly rolled by GM.
      • Each Raise: Choose 1
        • +1 level to one of the Contact Qualities (GM Guide p. 78). Qualities of contacts determined randomly by GM.
        • Contact arrives with 1 Resource of a relevant type to the type of contact.
      • Fail: You were unable to convince the contact to help you.
    • Each Raise: You make contact with one more contact. You may choose which one you ask to join. Receive 1 Contact of your choice from those randomly rolled by the GM up to the number of successes.
    • Fail: You were unable to reach any of your contacts.
ROLLING FOR THOMAS

Streetwise Roll (Streetwise 1d6, Charisma +2, I know a Guy)
Streetwise [dice]32642:0[/dice] Ace [dice]32642:2[/dice] Ace [dice]32642:3[/dice]
Wild Die [dice]32642:1[/dice]


Persuasion for Contact 1 (Persuasion 1d6, Charisma +2)
Persuasion [dice]32642:4[/dice]
Wild Die [dice]32642:5[/dice]
If allows to Extra Effort [dice]32642:6[/dice]



Where are the bennies coming from? Are those on loan from Sunday or something? Because I would love to EE my Streetwise for additional contacts and my Persuasion roll for quality.
Yes, the benny comes from your starting quarter bennies, so you will be down 1.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Thomas Contact Rolls
[dice]0[/dice]
[dice]12[/dice]
Personality [dice]1[/dice]
Qualities [dice]2[/dice]

[dice]3[/dice]
Personality [dice]4[/dice]
Qualities [dice]5[/dice]

[dice]6[/dice]
Personality [dice]7[/dice]
Qualities [dice]8[/dice]

[dice]9[/dice]
Personality [dice]10[/dice]
Qualities [dice]11[/dice]

Thomas’ Contacts
  • Body Fixer
    • Personality: Fearless
    • Skills: High (primary d10, secondary d8)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Good (go to great lengths, short of torture or death)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies
      • Improvement (Choose 1)
        • Availability: Great (anything but a club)
        • Information: Great (anything but a club)
        • Loyalty: Absolute (will die, if necessary)
  • Rogue Scholar
    • Personality: Experienced
    • Skills: High (primary d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Poor (will do little to help in danger)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies
      • Improvement (Choose 1)
        • Information: Great (anything but a club)
        • Loyalty: Good (go to great lengths, short of torture or death)
  • Black Marketeer
    • Personality: Cruel
    • Skills: Moderate (primary d8, secondary d6)
    • Availability: Great (anything but a club)
    • Information: Great (anything but a club)
    • Loyalty: Poor (will do little to help in danger)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies or 1 Build or 1 Military
      • Improvement (Choose 1)
        • Skills: High (primary d10, secondary d8)
        • Loyalty: Good (go to great lengths, short of torture or death)
  • Traveling Trader
    • Personality: Creative
    • Skills: High (primary d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Poor (will do little to help in danger)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies or 1 Build or 1 Military
      • Improvement (Choose 1)
        • Information: Great (anything but a club)
        • Loyalty: Good (go to great lengths, short of torture or death)
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Thomas
Posts: 141
Joined: Fri Mar 30, 2018 1:24 pm

Re: Resource Rules and Tracking

Post by Thomas »

KahlessNestor wrote: [*]Traveling Trader
  • Personality: Creative
  • Skills: High (primary d10, secondary d8)
  • Availability: Great (anything but a club)
  • Information: Fair (hearts, diamonds, jokers)
  • Loyalty: Poor (will do little to help in danger)
  • Extra: Choose 1
    • Resource: 1 Raw or 1 Supplies or 1 Build or 1 Military
    • Improvement (Choose 1)
      • Information: Great (anything but a club)
      • Loyalty: Good (go to great lengths, short of torture or death)
Liz (Elizabeth Urzenski) and Thom have been good friends and casual lovers for quite some time. As a traveling merchant she used to do lots of buying and selling with Thom's family. While she still has to maintain her career, it is really something she likes to do to add Fort Hope as place to be for her business.

Appearance: Liz is an attractive looking woman of average build and height close to 5' 6" with dark brown hair and eyes. While her name is Polish, Liz is obviously of north African decent. Her most dominant trait is her obvious confidence, which becomes a charisma and attractiveness all its own within moments of meeting her.
At 5' 7",
[*]Traveling Trader
  • Personality: Creative
  • Skills: High (primary d10, secondary d8)
  • Availability: Great (anything but a club)
  • Information: Fair (hearts, diamonds, jokers)
  • Loyalty: Good (go to great lengths, short of torture or death)
[/list][/list][/list]
Thomas (Rob T) status and conditions
Bennies 4
  • 3 Reset of Quarter
+1 Benny from GM for encouraging others to post interlude
-1 Reroll for resources
+1 Messed up and Monologue err. GM awarded benny.

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Loot from Slavers on the River

Here is what you can get from the combat. Let me know if you want to claim any of them. If not, we'll pool it into your Resources.

5 x Light combat armor (+3), very damaged - we'll translate this to 5 military resources for parts, unless someone wants to take the time and expense to repair them
5 x magic amulet (Armor +4)
10 x forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage) - 10 military resources each, if no one claims them.
5 x Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT) - 2 military resources each
10 × vibro-knives (Str+d6, AP 4, Mega Damage) - 2 military resources each
Barge wreckage - you pretty much torched the splugorth, so there's not much left. With a successful Repair roll at -2 (can be done cooperatively here in the thread) you can get 5 supply resources in parts. Each raise can add +1 supply or military resource.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Ndreare
Savage Siri
Posts: 3756
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Resource Rules and Tracking

Post by Ndreare »

Thomas would totally be interested in those Amulets.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Resource Rules and Tracking

Post by Charlemagne »

Charlemagne would not turn down one of the amulets.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: Resource Rules and Tracking

Post by Karsk »

Karsk happy to take amulet

User avatar
Vik
Posts: 135
Joined: Sat Mar 03, 2018 7:07 pm

Re: Resource Rules and Tracking

Post by Vik »

Vik wants one, too!

Also, Repair roll to salvage the barge:
Repair [dice]0[/dice] Ace! [dice]2[/dice] forgot the - 2 so that's 13, Success and 2 raises
Wild [dice]1[/dice]

So, that's 7 Supplies, possibly more with some assists.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 3/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP

User avatar
Ashley Logan
Posts: 127
Joined: Tue Mar 06, 2018 3:55 pm

Re: Resource Rules and Tracking

Post by Ashley Logan »

Ashley could use an amulet, and a vibroblade, just in case someone gets in close with her and she can't burn them up for some reason.

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

The amulets are all claimed now. Brianna and Nazo still have a chance to claim something. Last call for any cooperative Repair rolls and claims before I convert loot to Resources.

Loot:
5 x Light combat armor (+3), very damaged - we'll translate this to 5 military resources for parts, unless someone wants to take the time and expense to repair them
10 x forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage) - 10 military resources each, if no one claims them.
5 x Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT) - 2 military resources each
9 × vibro-knives (Str+d6, AP 4, Mega Damage) - 2 military resources each
Barge wreckage - you pretty much torched the splugorth, so there's not much left. With a successful Repair roll at -2 (can be done cooperatively here in the thread) you can get 5 supply resources in parts. Each raise can add +1 supply or military resource.

Claimed:
Thomas: 1 amulet
Charlemagne: 1 amulet
Karsk: 1 amulet
Vik: 1 amulet, 7 Supplies from salvage
Ashley: 1 amulet, 1 vibro-knife
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: Resource Rules and Tracking

Post by Karsk »

recommend using labourers to build shelter and a farm

User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: Resource Rules and Tracking

Post by Nazo »

But Nazo down for 2 forearm blasters and 1 mental incapacitor.


Soul Slayer: a greater wakizashi rune dagger.
The great Hideo the mad, a legendary soceror, swordsman, and sword maker created four katana blades made out of an alloy of living beings: Soulstuff. It is said his body was disintegrated in this process. That much is true. However, at the time of the creation one wakizashi lay near the forged katanas and it is this bladeless wakizashi to which Hideo’s soul was accidentally used to forge the only wakizashi ever to be made by this process. The dagger looks normal and unremarkable, but once used in combat the blade becomes translucent capable of penatrating the hardest of armors and damaging the undead in ways unfathomed.
Mono Filiment dagger: str+1d4+2 ap2 (2500)
  • (Major)-Holy Warrior Edge (20,000)
  • (Major)-Ambidexterity
  • (Major)-Giant Killer
  • (Major)- Soul Blast, weapon becomes inert if the hero does not act upon their higher calling.
  • +1 Spirit, +1 smarts- Both are only to counter act supernatural and power like effects
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls

User avatar
Vik
Posts: 135
Joined: Sat Mar 03, 2018 7:07 pm

Re: Resource Rules and Tracking

Post by Vik »

What are the odds that the creepy sarcophagus has a TW Fabulous Fist of Fearsome Fisting (TM), straight from the forge-fires of the Red River Combine out west?

fisto2.jpg
fisto2.jpg (84.11 KiB) Viewed 5207 times
Fabulous Fist of Fearsome Fisting (TW)
When something needs fisting, up close or at range, the Red River Combine's patented Fabulous Fist of Fearsome Fisting fits the bill perfectly. Just strap it on, over armor or under, and go to town -- this is one fist that won't let you down or leave you unsatisfied!
Damage Str+2d6; Weight 11; Cost: 102,100 cr.; Costs 1 Power Points to charge; Mega Damage. Raise damage 1d10, Parry +2, Fighting +1 die type; Provides the bolt and stun powers; 10 PPE reservoir.
Wot's Dis?
Base item: Impact Hammer (11k) + TW conversion (1.1k) + x2 Minors (+1 Parry x2; 5k ea.) + Major: bolt (20k) + Major: stun (20k) + Major: +1d Fighting (10k) + Major: 10 PPE (30k)
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 3/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP

User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Resource Rules and Tracking

Post by Charlemagne »

Shelters and farming is good. I'd like to expand the size of the fort. Get more area.
We've got a ton of military resources we can trade for a variety of things. A comms tower is a good idea. Maybe expand the earthworks to encompass and protect the docks?
Charlemagne has no wants or needs from the loot pinata. I'm happy to roll all of that into outfitting our defenses.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
Ndreare
Savage Siri
Posts: 3756
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Resource Rules and Tracking

Post by Ndreare »

What are the odds Thomas finds a Ring of Dampening mixed in there?

Savage Worlds Fantasy Companion page 80-81. Value $6,000 would be 60,000 credits in rifts earth.
OOC Comments
Dampening: Marked with runes of counter magic and resistance, these gold rings are enchanted to ward off magical backlash. A mage wearing one does not suffer a magical backlash if they roll a 1 on their Spellcasting die.
Capture.JPG
Capture.JPG (28.54 KiB) Viewed 5197 times
Alternately an enchanted or TW item with Improved Arcane Resistance?

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3455
Joined: Thu Mar 09, 2017 9:00 pm

Re: Resource Rules and Tracking

Post by Pender Lumkiss »

RFT wrote:What are the odds Thomas finds a Ring of Dampening mixed in there?

Savage Worlds Fantasy Companion page 80-81. Value $6,000 would be 60,000 credits in rifts earth.
OOC Comments
Dampening: Marked with runes of counter magic and resistance, these gold rings are enchanted to ward off magical backlash. A mage wearing one does not suffer a magical backlash if they roll a 1 on their Spellcasting die.
Capture.JPG
Alternately an enchanted or TW item with Improved Arcane Resistance?
I think Matthew said weapons.
Field Team Six Bennies
3/6

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Nazo wrote:But Nazo down for 2 forearm blasters and 1 mental incapacitor.
Also From the loot pinata I am thinking about a Enchanted Rune dagger of parry(Vibro knife): +2 parry (2xminors), Deflection, Ambidexterity.

Soul Slayer: a greater wakizashi rune dagger.
The great Hideo the mad, a legendary soceror, swordsman, and sword maker created four katana blades made out of an alloy of living beings: Soulstuff. It is said his body was disintegrated in this process. That much is true. However, at the time of the creation one wakizashi lay near the forged katanas and it is this bladeless wakizashi to which Hideo’s soul was accidentally used to forge the only wakizashi ever to be made by this process. The dagger looks normal and unremarkable, but once used in combat the blade becomes translucent capable of penatrating the hardest of armors and damaging the undead in ways unfathomed.
Mono Filiment dagger: str+1d4+2 ap2 (2500)
  • (Major)-Holy Warrior Edge (20,000)
  • (Major)-Ambidexterity
  • (Major)-Giant Killer
  • (Major)- Soul Blast
  • +1 Spirit, +1 Agility
Are you asking for both? The Rune Dagger of Parry is 57,000 CR. The Soul Slayer is 102,500 CR. Total is 159,500 CR. You may have both, if you like.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Vik wrote:What are the odds that the creepy sarcophagus has a TW Fabulous Fist of Fearsome Fisting (TM), straight from the forge-fires of the Red River Combine out west?

fisto2.jpg
Fabulous Fist of Fearsome Fisting (TW)
When something needs fisting, up close or at range, the Red River Combine's patented Fabulous Fist of Fearsome Fisting fits the bill perfectly. Just strap it on, over armor or under, and go to town -- this is one fist that won't let you down or leave you unsatisfied!
Damage Str+2d6; Weight 11; Cost: 102,100 cr.; Costs 1 Power Points to charge; Mega Damage. Raise damage 1d10, Parry +2, Fighting +1 die type; Provides the bolt and stun powers; 10 PPE reservoir.
Wot's Dis?
Base item: Impact Hammer (11k) + TW conversion (1.1k) + x2 Minors (+1 Parry x2; 5k ea.) + Major: bolt (20k) + Major: stun (20k) + Major: +1d Fighting (10k) + Major: 10 PPE (30k)

Total: 102,100 CR.

Approved.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

RFT wrote:What are the odds Thomas finds a Ring of Dampening mixed in there?

Savage Worlds Fantasy Companion page 80-81. Value $6,000 would be 60,000 credits in rifts earth.
OOC Comments
Dampening: Marked with runes of counter magic and resistance, these gold rings are enchanted to ward off magical backlash. A mage wearing one does not suffer a magical backlash if they roll a 1 on their Spellcasting die.
Capture.JPG
Alternately an enchanted or TW item with Improved Arcane Resistance?
Only weapons and ammo in this crate, unfortunately.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Suggestions on fort improvements so far:
Shelters
A farm (Bill Sandyman likely wants one)
Expand fort. Earthworks out to protect the docks
Trade Military Resources
Communications tower
Karsk found a location for a mine (Build Resources)
Karsk found a good fishing hole (Supplies Resources) - build a weir? Fish farm?
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Ndreare
Savage Siri
Posts: 3756
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Resource Rules and Tracking

Post by Ndreare »

KahlessNestor wrote:
RFT wrote:What are the odds Thomas finds a Ring of Dampening mixed in there?

Savage Worlds Fantasy Companion page 80-81. Value $6,000 would be 60,000 credits in rifts earth.
OOC Comments
Dampening: Marked with runes of counter magic and resistance, these gold rings are enchanted to ward off magical backlash. A mage wearing one does not suffer a magical backlash if they roll a 1 on their Spellcasting die.
Capture.JPG
Alternately an enchanted or TW item with Improved Arcane Resistance?
Only weapons and ammo in this crate, unfortunately.
Okay then

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: Resource Rules and Tracking

Post by Nazo »

Reccomended a spiritual retreat that lends itself to meditation. Also a prision for Oni that we are unable to dystroy.
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls

User avatar
Ndreare
Savage Siri
Posts: 3756
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Resource Rules and Tracking

Post by Ndreare »

Can Thomas pull out a Fireburst Rifle?

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

RFT wrote:Can Thomas pull out a Fireburst Rifle?

Sure. That's 50 MR and it's yours :)
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Suggestions on fort improvements so far:

Shelters (everyone)
A farm (Bill Sandyman likely wants one)
Expand fort. Earthworks out to protect the docks - In process
Trade Military Resources for Build resources (Charlemagne)
Communications tower (Charlemagne)
Karsk found a location for a mine (Build Resources)
Karsk found a good fishing hole (Supplies Resources) - build a weir? Fish farm?
Spiritual Retreat (Nazo)
Prison for creatures with special abilities (Nazo)
Computer/Information center (Zacra)
Charlemagne found an apple orchard. (Supply resources) - build farm
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

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 each building at Average (+0) condition. That leaves you 2 successes. You can do one of two things with those extra successes:

1. Efficiency: You figured out how to streamline construction. Reduce Build Point cost by 1/success to a minimum of 1. (Makes each of these buildings cost 1 BP to construct)
2. Quality: Improve Condition of the facility. You need 3 successes (each building, so 6 total) to go from Average (+0) to Good (+1). Unfortunately you have only 2 successes left. I will give you 2 options to make up the deficit.
a) Build only the workshop, not the garage, since you don't have any vehicles at present. That leaves you using 2 Build points for Average (+0) and 3 Successes to spend on it.
b) Spend extra Build Points to improve the quality. 2 Successes and 1 Build Point will make ONE of the facilities (your choice) Good (+1). The other will be Average (+0)(unless you spend 3 more Build Points on it).

Let me know how you want it done.

NB: The Legion Mechanic can make a K. Engineering assist roll for you: [dice]0[/dice] - That gets you an extra success, That allows you to get both buildings, with one at Good (+1), or one building both Efficient and Quality.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: Resource Rules and Tracking

Post by Nazo »

Mr. GM,

Nazo only picked up The Soul Slayer is 102,500 CR, as stated previously two forearm plasma blasters, and the mental incapacitator.
Soul Slayer: a greater wakizashi rune dagger.
The great Hideo the mad, a legendary soceror, swordsman, and sword maker created four katana blades made out of an alloy of living beings: Soulstuff. It is said his body was disintegrated in this process. That much is true. However, at the time of the creation one wakizashi lay near the forged katanas and it is this bladeless wakizashi to which Hideo’s soul was accidentally used to forge the only wakizashi ever to be made by this process. The dagger looks normal and unremarkable, but once used in combat the blade becomes translucent capable of penatrating the hardest of armors and damaging the undead in ways unfathomed.
Mono Filiment dagger: str+1d4+2 ap2 (2500)
  • (Major)-Holy Warrior Edge (20,000)
  • (Major)-Ambidexterity
  • (Major)-Giant Killer
  • (Major)- Soul Blast, weapon becomes inert if the hero does not act upon their higher calling.
  • +1 Spirit, +1 smarts- Both are only to counter act supernatural and power like effects
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls

User avatar
Ashley Logan
Posts: 127
Joined: Tue Mar 06, 2018 3:55 pm

Re: Resource Rules and Tracking

Post by Ashley Logan »

Getting started on Ashley's finds:

'Winter's Kiss' TW assassin rifle: (30/60/120, Damage 3d6 (1-3d6+1 water blast), RoF 1, AP 4 (0 for water blast), Shots 60, Wgt 7, 114k)
- Fires a 'javelin' of enchanted ice that will melt, leaving no trace. Can also fire high pressure, short range blast of water; action to switch.
- Has a scope that compensates for 2 points of darkness or range penalties
- Adds 2 dice to the user's Shooting skill; anyone can be an assassin
- Expending power can create a tsunami of water that sweeps over an area, or a rapid fire burst of hundreds of ice spikes in a cone
- Costs 2 points to recharge instead of 1
Breakdown
Base Item: JA-11 laser rifle (Range 30/60/120, Damage 3d6 (1-3d6+1 in ion mode), ROF 1, AP 2 (0 in ion mode), Shots 60, Wgt 7, 40k cred)
- Action to switch from laser to ion; laser can do MD at 10x ammo cost +2 snapfire, Scope offsets 2 in range/darkness penalties
Conversion - 4000
Minor - Water Surge Trapping: Target rolls Agility (-2 on raise) or is knocked prone 5000
Minor - Ice shard Trapping: +2 AP, +1pp cost 5000
Major - Power (Blast/Greater Blast 2-6pp, 2d6-3d6 MD in MBT or LBT +4pp for d10s; water trapping: target rolls Agility (-2 on raise) or is knocked prone) 20000
Major - Power (Burst/Greater Burst 3pp, 2d10 MD in Cone, +2pp for 3d12 MD; ice shard trapping: +2 AP, +1pp cost) 20000
Major - +1d Shooting 10000
Major - +1d Shooting 10000
Silver-Colloid Nanoblade (Str+1d10 MD, AP 4, 3lbs, 47,500 cred)
- Silver is held in suspension between the particles of the sword, allowing any cutting surface of it to be 'silvered' at will
- Blade's shape is dynamic, adjusting on the fly to suit the user's position and movements, as well as compensate for the target's movement
- Unique composition and technology allow sword to be very lightweight
Breakdown
Base Item: Vibro-sword (Str+1d10 MD, AP 4, 9lbs, 11k cred)
Supertech Conversion - 16,500 (-25% weight, technical difficulties)
Trapping (Silver) + 50% wgt reduction; 2pts, 10,000
Super Edge (First Strike); 2pts, 10,000
Super Skill (Fighting) +2; 2pts, 10,000

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Resource Rules and Tracking

Post by Tribe of One »

KahlessNestor wrote: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 each building at Average (+0) condition. That leaves you 2 successes. You can do one of two things with those extra successes:

1. Efficiency: You figured out how to streamline construction. Reduce Build Point cost by 1/success to a minimum of 1. (Makes each of these buildings cost 1 BP to construct)
2. Quality: Improve Condition of the facility. You need 3 successes (each building, so 6 total) to go from Average (+0) to Good (+1). Unfortunately you have only 2 successes left. I will give you 2 options to make up the deficit.
a) Build only the workshop, not the garage, since you don't have any vehicles at present. That leaves you using 2 Build points for Average (+0) and 3 Successes to spend on it.
b) Spend extra Build Points to improve the quality. 2 Successes and 1 Build Point will make ONE of the facilities (your choice) Good (+1). The other will be Average (+0)(unless you spend 3 more Build Points on it).

Let me know how you want it done.

NB: The Legion Mechanic can make a K. Engineering assist roll for you: [dice]40508:0[/dice] - That gets you an extra success, That allows you to get both buildings, with one at Good (+1), or one building both Efficient and Quality.
Let's go with building both the Workshop and Garage, the Workshop is Good Quality.
GM Bennies: 8/8

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Corrigon
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Re: Resource Rules and Tracking

Post by Corrigon »

all we need now is a vehicle to put in the garage considering the only transportation is Toad.
GM bennies 6/8

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Resource Rules and Tracking

Post by Tribe of One »

Yeah, time to go pick a fight with someone who has a nice ride.
GM Bennies: 8/8

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Nazo wrote:Mr. GM,

Nazo only picked up The Soul Slayer is 102,500 CR, as stated previously two forearm plasma blasters, and the mental incapacitator.
Soul Slayer: a greater wakizashi rune dagger.
The great Hideo the mad, a legendary soceror, swordsman, and sword maker created four katana blades made out of an alloy of living beings: Soulstuff. It is said his body was disintegrated in this process. That much is true. However, at the time of the creation one wakizashi lay near the forged katanas and it is this bladeless wakizashi to which Hideo’s soul was accidentally used to forge the only wakizashi ever to be made by this process. The dagger looks normal and unremarkable, but once used in combat the blade becomes translucent capable of penatrating the hardest of armors and damaging the undead in ways unfathomed.
Mono Filiment dagger: str+1d4+2 ap2 (2500)
  • (Major)-Holy Warrior Edge (20,000)
  • (Major)-Ambidexterity
  • (Major)-Giant Killer
  • (Major)- Soul Blast, weapon becomes inert if the hero does not act upon their higher calling.
  • +1 Spirit, +1 smarts- Both are only to counter act supernatural and power like effects
Got it.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Ashley Logan wrote:Getting started on Ashley's finds:

'Winter's Kiss' TW assassin rifle: (30/60/120, Damage 3d6 (1-3d6+1 water blast), RoF 1, AP 4 (0 for water blast), Shots 60, Wgt 7, 114k)
- Fires a 'javelin' of enchanted ice that will melt, leaving no trace. Can also fire high pressure, short range blast of water; action to switch.
- Has a scope that compensates for 2 points of darkness or range penalties
- Adds 2 dice to the user's Shooting skill; anyone can be an assassin
- Expending power can create a tsunami of water that sweeps over an area, or a rapid fire burst of hundreds of ice spikes in a cone
- Costs 2 points to recharge instead of 1
Breakdown
Base Item: JA-11 laser rifle (Range 30/60/120, Damage 3d6 (1-3d6+1 in ion mode), ROF 1, AP 2 (0 in ion mode), Shots 60, Wgt 7, 40k cred)
- Action to switch from laser to ion; laser can do MD at 10x ammo cost +2 snapfire, Scope offsets 2 in range/darkness penalties
Conversion - 4000
Minor - Water Surge Trapping: Target rolls Agility (-2 on raise) or is knocked prone 5000
Minor - Ice shard Trapping: +2 AP, +1pp cost 5000
Major - Power (Blast/Greater Blast 2-6pp, 2d6-3d6 MD in MBT or LBT +4pp for d10s; water trapping: target rolls Agility (-2 on raise) or is knocked prone) 20000
Major - Power (Burst/Greater Burst 3pp, 2d10 MD in Cone, +2pp for 3d12 MD; ice shard trapping: +2 AP, +1pp cost) 20000
Major - +1d Shooting 10000
Major - +1d Shooting 10000
Silver-Colloid Nanoblade (Str+1d10 MD, AP 4, 3lbs, 47,500 cred)
- Silver is held in suspension between the particles of the sword, allowing any cutting surface of it to be 'silvered' at will
- Blade's shape is dynamic, adjusting on the fly to suit the user's position and movements, as well as compensate for the target's movement
- Unique composition and technology allow sword to be very lightweight
Breakdown
Base Item: Vibro-sword (Str+1d10 MD, AP 4, 9lbs, 11k cred)
Supertech Conversion - 16,500 (-25% weight, technical difficulties)
Trapping (Silver) + 50% wgt reduction; 2pts, 10,000
Super Edge (First Strike); 2pts, 10,000
Super Skill (Fighting) +2; 2pts, 10,000
I got 57,500 credits for the blade price, but otherwise it all looks okay.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Tribe of One wrote:Yeah, time to go pick a fight with someone who has a nice ride.
Charlemagne told me in Hangouts to put in an order for a vehicle, as well, with his requisition for the generator, so that will be coming...for next mission ;)
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Suggestions on fort improvements so far and their cost:

Shelters (everyone) (37 build points)
A farm (Bill Sandyman likely wants one) (1 build point)
Expand fort. Earthworks out to protect the docks - In process (no build points for simple earthworks)
Trade Military Resources for Build resources (Charlemagne) (200 MR for 200 BR + some depending on Captain Norris' roll)
Communications tower (Charlemagne) - ordered (1 build point)
Karsk found a location for a mine (Build Resources) (1 build point)
Karsk found a good fishing hole (Supplies Resources) - build a weir? Fish farm? (1 build point)
Spiritual Retreat/Zen garden (Nazo) (1 build point)
Prison for creatures with special abilities (Nazo)(1 build point/cell)
Computer/Information center (Zacra)(1 build point)
Charlemagne found an apple orchard. (Supply resources) - build farm (1 build point)

On order:
Generator
Comm tower
Vehicle

This leaves 2 Build Points available for this build cycle, and you have around 30 laborers you can assign yet. Anything else you want to prioritize?
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Corrigon
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Re: Resource Rules and Tracking

Post by Corrigon »

A nice stable for Toad
GM bennies 6/8

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Suggestions on fort improvements so far and their cost:

Shelters (everyone) (37 build points)
A farm (Bill Sandyman likely wants one) (1 build point)
Expand fort. Earthworks out to protect the docks - In process (no build points for simple earthworks)
Trade Military Resources for Build resources (Charlemagne) (200 MR for 200 BR + some depending on Captain Norris' roll)
Communications tower (Charlemagne) - ordered (1 build point)
Karsk found a location for a mine (Build Resources) (1 build point)
Karsk found a good fishing hole (Supplies Resources) - build a weir? Fish farm? (1 build point)
Spiritual Retreat/Zen garden (Nazo) (1 build point)
Prison for creatures with special abilities (Nazo)(1 build point/cell)
Computer/Information center (Zacra)(1 build point)
Charlemagne found an apple orchard. (Supply resources) - build farm (1 build point)
Stable for Toad (1 build point)
Wall reinforcements (1 build point)

On order:
Generator
Comm tower
Vehicle

This leaves 2 Build Points available for this build cycle, and you have around 20 laborers you can assign yet. Anything else you want to prioritize? FYI, the Apple resource will be within patrol range (and relatively safer) once the comm tower arrives. There are also some woods that could be used for build points in the new range as well once the tower arrives. See the new maps.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: Resource Rules and Tracking

Post by Ndreare »

Wall reinforcements would be a good idea

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Charlemagne
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Re: Resource Rules and Tracking

Post by Charlemagne »

If we can move the earthworks out to the ley line and get it close enough to prep for the generator, that'll help. Let's go with the Mountaineer for the vehicle request. The remaining build points I'd suggest the wall reinforcements, maybe wooden stockade fencing or the beginning of stoneworks / metalworks walls, then I think shelters are going to be important. Can we start paying those costs down a point or two at a time?
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
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Pender Lumkiss
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Re: Resource Rules and Tracking

Post by Pender Lumkiss »

Deduct 12,000 for 12 UV grenades.
Field Team Six Bennies
3/6

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KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Pender Lumkiss wrote:Deduct 12,000 for 12 UV grenades.
Done.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 546
Joined: Thu Feb 15, 2018 4:02 am

Re: Resource Rules and Tracking

Post by KahlessNestor »

Charlemagne wrote:If we can move the earthworks out to the ley line and get it close enough to prep for the generator, that'll help. Let's go with the Mountaineer for the vehicle request. The remaining build points I'd suggest the wall reinforcements, maybe wooden stockade fencing or the beginning of stoneworks / metalworks walls, then I think shelters are going to be important. Can we start paying those costs down a point or two at a time?
I'm going to rule that since you guys are so close to the ley line the generator can draw from the line anywhere on the map/in the fort. That way you don't have to extend a dangerously exposed salient so far out. I have it placed on the map on the north side of the fort.

For the walls, you have two build points. For ease of tracking, I will say that each build point adds +1 to Toughness or Armor or you can add crenelations/palisade to get Near Total Cover -6. You could also use them for some other defensive work, like a barbed wire perimeter (1 BP) or actual towers. I'm throwing in the gates for free, because getting Toad over the walls is going to be enough of a bear!

Currently you have:
    • Earthworks
      • Heavy cover -4
      • Toughness 12
      • +2 Armor
      • 6’ dry moat
      • Climb check to get over earthworks (6’ interior wall, 12’ exterior from moat)
      • No gate; uses ramps and ladders for entrance and exit
    • Trees for snipers and spotters
      • Heavy cover -4
      • +1 Armor
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: Resource Rules and Tracking

Post by Nazo »

Staff of life(enchanted item), pg 36 rifts japan, 138k I think
Neural mace base item: Neural Mace, Str+d6, lbs 9, 8,000 creds Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
Minor: +2 vigor rolls vs poison and disease(could just do +2 vigor, up to gm.)-10k
Major: leaf bud heal, 1 on the arcane skill roll means no more healing attempts can be made for 24 hours as the leaves need to regrow. 20k
Major: Leaf bud restorative Greater heal. 1 on the arcane skill roll makes the staff disappear forever as its healing leaves have been used up.60k
Major: Healer edge- 20k
Major: Environmental Protection “Purification”-20k
—All powers cost +1 ppt to cast. Item has 10 ppts.
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls

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