2018 Q3 GM Poll

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GM Q3 Poll

5
7
100%
4
0
No votes
3
0
No votes
2
0
No votes
1
0
No votes
 
Total votes: 7

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Stoic
Bronze Patron
Bronze Patron
Posts: 741
Joined: Fri May 25, 2018 8:58 am

2018 Q3 GM Poll

Post by Stoic »

Anyone who offers constructive criticism or things you would like to see in the future for this game starts next Quarter w a bonus Benny. Jon you already helped me with that so consider yourself to have a bonus Benny already.
GM Bennies 9/9
Wild Card Bennies ?
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Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: 2018 Q3 GM Poll

Post by Ulithrax »

I think there need to be more explosions, more ogres ripping bodies in twain, and more ball-playing.
Nah. Enjoyable game.
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: 2018 Q3 GM Poll

Post by Pender Lumkiss »

Went 5. There did seem to be a lul towards the end there when the group diverged. I think you got it back on track mightily quick and the recap for what everyone found was cool. I have never been a big fan of mysteries because its like almost impossible to figure out the clues. In this case there are many clues and we need to sift through the pertenant ones to get our answers. You are doing it right.

Just remember SW has a really good system in its dramatic task or quick combats to let you and us know how close we are to success. If it becomes relevant I could see multiple tasks each with a point person and a few assisters. We have x amount of rounds/scenes to rack up y successes before the bomb blows! Anyways just a thought. Super fun adventure so far from start to where we are.

Oh love the base idea too.

Thanks for the benny
Field Team Six Bennies
3/6
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Tsuchiya Rika
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Posts: 54
Joined: Wed Jun 20, 2018 10:04 am

Re: 2018 Q3 GM Poll

Post by Tsuchiya Rika »

No complaints; If anything I need to pick up the pace some. I keep getting behind :oops: .

Slightly disappointing that I haven't found any enchanted axes, yet, but it is what it is.
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: 2018 Q3 GM Poll

Post by Sig »

Voted. Good job!
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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