Item Validation-Alex of Silverbluff

When all else fails, they’ll have to fight dirty to get the job done!
GM: Snake Eyes
Post Reply
User avatar
Alex
Posts: 101
Joined: Mon May 28, 2018 6:53 am

Item Validation-Alex of Silverbluff

Post by Alex » Fri Dec 07, 2018 11:34 pm

Alex has 104500 creds.

Takes 73 days and 155,000 creds
He wants to enchant his mini railgun, “Dream Maker”
Mini Railgun(base 45,00)
  • Range: 75/150/300
    Damage: 2d8+4, AP: 6, M.D.
    RoF: 4
    Shots: 25
    Mods: 2
    Notes: Style most common for combat cyborgs and power armor. No Snapfire penalty.
Conversion is 1/3 so 15,000 time: 6d12 = 39: 11, 9, 2, 5, 10, 2 hours
Major mod: Slumber activates as part of shooting roll-100,000 time: 12d6 = 53: 3, 6, 3, 6, 4, 6, 5, 5, 6, 4, 1, 4 days
Major mod: +10PPE (total 20)-30,000 time: 5d6 = 17: 2, 2, 2, 6, 5 days
Minor: +2 to shooting- 10,000 6d12 = 25: 4, 9, 1, 7, 2, 2 hours
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage

User avatar
Ndreare
Savage Siri
Posts: 3506
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Item Validation-Alex of Silverbluff

Post by Ndreare » Mon Dec 10, 2018 1:46 pm

Looks legit to me.

But dang, I would not want Alex's help getting to sleep.
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Init Copy and Paste

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]

Dynamic Backlash Table
  • 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
Snake Eyes
Game Master
Posts: 347
Joined: Wed Feb 07, 2018 2:16 pm

Re: Item Validation-Alex of Silverbluff

Post by Snake Eyes » Mon Dec 10, 2018 1:58 pm

I'm gonna veto the 73 days. In exchange for the necromancer's wand, Setnaja will arrange for his team of enchanters to work on it. It'll be ready when you get back to Castle Refuge. Looks good otherwise.
Beware the mesmerizing eyes of the snake!
GM Bennies: 6/8
Wild Card Bennies:
Cynara: 2/2
Nevris: 3/2
Yergus: 3/2
Nylathria: 3/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

User avatar
Ndreare
Savage Siri
Posts: 3506
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Item Validation-Alex of Silverbluff

Post by Ndreare » Mon Dec 10, 2018 2:43 pm

Snake Eyes wrote:
Mon Dec 10, 2018 1:58 pm
I'm gonna veto the 73 days. In exchange for the necromancer's wand, Setnaja will arrange for his team of enchanters to work on it. It'll be ready when you get back to Castle Refuge. Looks good otherwise.
Well played
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Init Copy and Paste

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]

Dynamic Backlash Table
  • 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

Post Reply

Return to “Tomorrow Legion: 12th AAT - The Dirty Dozen”