Expectations & Tables Rules

GM: Ndreare
The roughest, toughest, mercenaries in the Three Galaxies.
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Ndreare
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Expectations & Tables Rules

Post by Ndreare »

See the NEW RECRUITMENT POST until we get things finalized.


OOC Comments
The Three Galaxies are a terrifying place, within the Galaxies there are a lot of very bad people who have done some very bad things. We need a team to help hunt down and capture some of those bad guys and bring them to justice.

Expectations
Rifts Phase World will use the site rules for Savage rifts with the following considerations.
  • A Little Railroady: Your characters will be mercenaries who make their living by hunting down some of the meanest and toughest beings. This could leave you chasing them well away from Phase World.
  • A Different Pace of Adventure: We will not use adventure cards.
  • The Best of The Best: Design your character as needed to ensure your team succeeds at the missions needed. No rolls will be required during character creation. You will be hunting some very big, very tough bad guys, and being hunted by some of the same, Be Prepared!
  • The Big Nerf: It can be tempting to make those characters with tons of awesome. However Arcane and/or Tech Bonuses simply do not stack in this game. (Example: Two castings of Boost/Lower trait will not stack. And Super Skill and Boost Trait will not stack)
  • Teamwork Matters: Your characters will be reviewed by your fellow players. We are a team, so let’s help each other out.

Additional Setting Rules
  • We will be using the Ships from Science Fiction Companion
  • We will use vehicle maintenance from SFC. Maintenance cost for vehicles will be 1% of value per month of operation. If you have a skilled engineer this cost will be reduced by 10% per success and raise, on a skill roll using the lower of his Knowledge (Engineering), Knowledge (Electronics) or Repair.
  • The players will be starting with a basic starship (base stats are the Frigate from SFC).
  • Arcane abilities can affect each other such as SPC2 negation versus Magic or Dispel versus SPC2 but suffer a -2 when the AB are different.

Bennies - Spend Them as You Like
  • All characters have Common Bond for free. This includes the bad guys.

Command Edges
Command Edges work as normal, but also gain the following.
  • If you have effective communication and observation, you can use Command Edges on Spirit/2 people.
    If you have Command Presence this increases to Spirit in people.

Golden Bennies - See Conviction
  • Golden Bennies are something I learned about from Sean Patrick Fannon and latter when reading Shaintar. While not exactly the same as a Shaintar Golden Benny, I will have them in this game. Here is how they work.
    A Golden Benny May
    • The golden Benny belongs to the player, not the character. So if you are in more than one of my games it goes with you.
    • Do anything a Benny can do with an additional +2 to the roll.
    • Allow you to reroll a Critical Failure.
    • Allow you to add +4 to any roll (after making the roll!).
    • Allow you to soak all of the damage from a single attack.
    • Be Exchanged for 2 regular bennies.
    • Gain up to 10 Power Points
    • Allow some other narrative awesomeness you can talk the GM into.
    • Can be traded one for one for a Dark Benny or two Light Bennies in Nightbane.

    Wow Rob, that sounds so awesome. How can I get one?
    • You get a Golden Benny on Christmas, on your birthday, on your wedding day, loss of a loved one, or other unique days worth noting such as your mother in laws funeral.

    The Catch: Well there is always a Catch, and with the Golden Benny the catch is you can only ever have 1. Special Exceptions may be made if events fall within a month of each other. For example if you are lucky enough to get married on Dec 23rd, have you mother in law die the day before christmas and your birthday is on Boxing Day I will not be a jerk, and will likely let you have two for up to 1 month. AND YOU HAVE TO TELL ME! I cannot give you a golden Benny if I do not know about the qualifying event.



Limited - Heroes Never Die
  • The following setting rule applies to certain named wild cards of other ships. Explicitly it applies to the named crew of enemy ships and essential contacts.
    Heroes in movies very rarely die. When they do, they go down fighting or perform one last, epic act of heroism.
    With this rule in play, Wild Cards who are Incapacitated from a damage roll make a Vigor roll as usual but treat Critical Failures as regular failures and ignore the rules for Bleeding Out.
    How a hero might survive what should be certain death is a chance to get creative. An adventurer who falls from a towering cliff, for example, might land in a pool of water or crash through the branches of a forest far below.
    If the situation is particularly heroic or if it serves as a major story point, the GM and player can decide the character perishes. A hero who confronts a massive demon on a crumbling bridge, for example, might take the fiend with him with his final blow.
    Villains: The reverse is also true—villains rarely die either! Heroes should play this in the spirit it’s intended—they shouldn’t attempt to cause some sort of gruesome and undeniable death to a villain who falls into their hands, for example. They should instead turn the captive over to the authorities—even though they know full well he will eventually escape to plague them once again.

Sidekicks
  • Side Kicks will have 1/2 (round down) of the earned advances of their Patron and no HJ rolls.

Size Isn't Everything, But its Still Something
  • Characters with appropriate trappings may use powers on Power Armor, Robots, and Vehicles. Doing so requires spending an additional amount of PPE equal to the Size of the target to activate and maintain the power. Example; Trying to turn a Size 3 power armor invisible can be done by paying an additional +3 Power Points to activate, then when maintenance comes up paying 1+3 = 4 Power Points to maintain. Generally (but not in all cases) Size will be applied as a bonus to the defenders roll to resist power as well.
Updated: August 14th, 2019.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Underwater and Space Survival

Post by Ndreare »

Until such time as official guidance is provided we will use the following for Deep Sea and Vacuum Survival.

Any Body or Power Armor system with Full Environmental Protection will provide 60 minutes of protection per Toughness modifier in hours. The minimum is 60 minutes for suits without a toughness modifier.

For Robots they will provide Toughness (not armor) in hours.

For vehicles with inter-planetary systems they will provides Toughness (not armor) in days worth of protection unless life support is damaged and generally need not be worried about.


I will accept feedback in the OOC thread.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Expectations & Tables Rules

Post by Ndreare »

Twin Soul
Requirements: Novice, d6 Spirit, mind link, and either Beast Bond, Sidekick or being actual twins
You have a special and persistent bond with another being. Your bond mate has the perpetual benefits of the mind link power with you, ignoring range. In addition when you activate a beneficial power that can affect multiple targets, both you and your twin soul gain the benefits of that power. This even allows self only powers to affect your bond mate.
The following powers are affected by this edge, regardless of the arcane background mind link is sourced from: arcane protection, boost Trait, damage field, deflection, protection, smite, speed, and warrior's gift.
Unfortunately this bond can be perceived when looked for by rolling detect arcana -2 (no modifier with exalted detect arcana). On a success they can perceive the thread connecting the two being and target either target through the other.
The bond mate with this Edge can also sense the general health and well being of the other with a Notice roll, as an action. On a raise, this gives precise information, such as wound and fatigue levels, infected or poisoned status, and shaken or stunned states.
Note: When this edge is taken it is a one way benefit, unless the bond mate likewise takes the edge.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Expectations & Tables Rules

Post by Ndreare »

Phase Tech
Phase Weapons are powerful and impressive. The following will be used in this Phase World setting.
  • Base Traits as per Lasers (or vibro Sword if a melee weapon).
  • Armor Piercing becomes 0.
  • Ignores all non living armor and materials, still affected by Force Fields and Arcane sources.
  • Reduces innate Regeneration for wounds inflicted with Phase Weapons.
    - Per turn or minute becomes per hour.
    - Per hour becomes per day.
    - Per day becomes normal healing rate with a +2.
    - Note: Can still use active healing magic and psionics.
  • Treats Heavy Armor/Toughness as normal Armor/Toughness.
  • Can only be repaired or worked on by Promethean Phase Technicians.

The following weapons have Phase Equivalents.
  • Melee Phase Weapons
  • Phase-Knife Str+d6, AP special, Str min d4, Weight 2, Cost 21,000
  • Phase-Shortsword Str+d8, AP special, Str min d6, Weight 3, Cost 27,000
  • Phase-Longsword Str+d10, AP special, Str Min d8, Weight 4, Cost 33,000
  • Phase-Greatsword Str+d12, AP special, Str min d10, Weight 8, Parry −1, Cost 54,000
    Notes: Reach 1, two hands (Size 1 and above may use 1 handed)
  • Giant Phase Sword Str+2d8, AP special, Str min d12+2, Weight 16, Parry −2, Cost 150,000
    Notes: Reach 2; sized for Size 2 or larger, requires two hands if not Size 3 or larger.

    Personal Phase Weapons
  • Phase Pistols 12/24/48, 3d6, AP special, RoF 1, Shots 20, Str Min d4, Weight 4, Cost 19,500
  • Phase Rifles 24/48/96, 4d6, AP special, RoF 1, Shots 20, Str Min d6, Weight 10, Cost 48,000
    Notes: Two hands
  • Heavy Phase Rifles 24/48/96, 4d6, AP special, RoF 2, Shots 30, Str Min d10, Weight 20, Cost 48,000
    Notes: Two hands

    Vehicle Phase Wepaons
  • Anti-Personnel Phase Beam 75/150/300 4d6, AP Special, RoF 1, Mods 1, Cost 375,000
    Notes: Anti-Personnel, Reaction Fire.
  • Light Phase Beam 150/300/600 2d10, AP Special, RoF 1, Mods 2, Cost 750,000
  • Medium Phase Beam 150/300/600 3d10, AP Special, RoF 1, Mods 3, Cost 1500,000
  • Heavy Phase Beam 150/300/600 4d10, AP Special, RoF 1, Mods 4 Cost 3M
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Astrogation & Stellar Navigation

Post by Ndreare »

Stellar Navigation
Characters with inherent space flight powers can navigate the stars using Survival and appropriate modifiers. Characters piloting vehicles can navigate with a navigational computer using Electronics and appropriate modifiers.
In either case navigation within a solar system where planetary bodies can be seen can use the higher of the above listed skill or Common Knowledge.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Expectations & Tables Rules

Post by Ndreare »

Without a consistent site standard, I will be going with the following Mark up for custom items from enchanters and TWs. I do not want you guys waiting forever or spending EP just to get a +1 device.

These prices are for PC's ordering custom gear when a creator is available and able. This can be used for purchasing gear with your initial 500,000 credits.
Built by a Novice or Seasoned Enchanter = 50% mark up from creation
Built by a Veteran or Heroic Enchanter = 100% mark up from creation
Built by a Heroic Enchanter = 150% mark up from creation
Built by a Legendary Enchanter = Will always be a special price requiring a custom agreement, perhaps a mission.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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