Remorseless Reboot or Nightbane?

GM: Ndreare
The roughest, toughest, mercenaries in the Three Galaxies.
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Please Vote

Poll ended at Wed Oct 27, 2021 8:33 pm

Yes, if you get the 5 votes, then reboot Phase World we are up for it and ready to get some revenge!
5
63%
Nah, I do no think I would like to return. It was fun while it lasted, but let it rest.
0
No votes
Meh, I am not interested. But I hope the rest of you have fun.
3
38%
I just wanted to see the poll results.
0
No votes
 
Total votes: 8

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Ndreare
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Remorseless Reboot or Nightbane?

Post by Ndreare »

I am looking to restart this game or to start a new Nightbane game using the SPC with some theme based constraints. I am giving the vote here to you all before asking in Nightbane.

Do you all have interest in another year or two of running around space?
Please Vote If I can get 5 of you, I think we can run with it.


Phase World: Remorseless Reboot
The following people will have priority placement in the Phase world game if they chose to rejoin. Otherwise I will recruit as normal.

Expected start time Open RP thread already in place. Next GM post End of November (After USA Thanksgiving).

@Death Otter
@Seswarick I think he considers @Imperator his main account now.
@Snake Eyes
@Freemage
@Venatus Vinco
@Pursuit
@Technospawn

I know you only posteda couple times before quitting, but if @ElkieNoOni still has an account we can run with him as well.
ALL CHARACTERS IN THIS GAME WILL HAVE 10 ADVANCES (This is 14 Advances for MARS)

New character starting wealth will be 500K

Mega versal ravagenger +4 HJ rolls


No Atlantis HJ Rolls
Okay maybe if you have one that really makes sense I can be open minded.


No crazies, or vampires
No instantly disruptive characters. Okay maybe if you have one that really makes sense I can be open minded. But if the lines "my character would disrupt this scene and make the other characters action irrelevent" then think of another idea.


Can I use SPC3?

Yes, use the site approved SPC builds.

Until something official comes out from Sean for now I will be using the following guidelines.


MARS
  • Build Power Level II as per SPC3. (Any Attribute with +5 steps or more total will be allowed to go unlimited.)
  • Must take 2 additional points in Super Hindrances (no points are awarded for these selections).
  • Cybernetics reduces available power points by an amount equal to Strain.
  • The MARS may not roll on Magic and Mysticism or Psionics Hero's Journey tables.
  • Starts with Standard Gear.


Super Heroic Iconic Framework
  • Build Power Level IV as per SPC3. (Any Attribute with +5 steps or more total will be allowed to go unlimited.)
  • Build Power Level II as per SPC3. (Any Attribute with +5 steps or more total will be allowed to go unlimited.)
  • Must take 2 additional points in Super Hindrances (no points are awarded for these selections).
  • Cybernetics reduces available power points by an amount equal to Strain.
  • The MARS may not roll on Magic and Mysticism or Psionics Hero's Journey tables.
  • Starts with Standard Gear.



While not a rule I will most likely simply reject characters with more than -5 in total modifiers.





HOUSE RULES
Until the final revisions come out the following house rules will be in play.
  • Boost Trait will be house rules to cost 3/level.
  • Growth will be house rules to cost 3/level.
  • Lower Trait will be house rules to cost 3/level.
  • Regeneration will still affect Acid and Fire.
  • The Big Nerf As before you cannot combined Arcane/Equipment/Super bonuses, instead only use the highest
  • You Have a Ship We will be using the Ships from Science Fiction Companion
  • This Job is Pricey We will be using vehicle wear and tear and maintenace costs.
  • The Big Nerf 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.
  • Command Edges ChangedCommand Edges work as normal, but also gain the following;
    1) If you have effective communication and observation, you can use Command Edges on Spirit/2 people.
    2) If you have Command Presence this increases to Spirit in people.
  • Sidekicks & Wild Card NPCS Please lets avoid these. unless it is key to the concept, I would rather not be dealing with double the amount of characters in a challenge.
  • Random is Not for Us Please feel free to roll or select any Hero's Journey or Fortune and Glory rolls.
EDIT: Adding Multiple Languages setting rule to the game for all player characters.
  • 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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Re: Remorseless Reboot or Nightbane?

Post by Snake Eyes »

I voted. I'd like to see Triple Dragon continue. If this is a true reboot with all new characters or if @Freemage and/or @Pursuit are not up for continuing, I would probably still be interested. I'm sure I can come up with something.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Re: Remorseless Reboot or Nightbane?

Post by Freemage »

I do think I'm gonna bow out on this one. The Setting seems to be my key issue; I'm just not really able to get invested. Maybe it's just my unfamiliarity with the lore, but PW/3G just doesn't seem to have a hook I can latch onto.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Remorseless Reboot or Nightbane?

Post by Venatus Vinco »

Will have to pass at this time, hopefully we can find a new player for the spot.

VV
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Re: Remorseless Reboot or Nightbane?

Post by Pursuit »

I'm tapped at the moment and will have to pass as well, unfortunately. I already got talked into joining three (!) new games this quarter by members of the Towell family.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: Remorseless Reboot or Nightbane?

Post by Technospawn »

Ok concept for Solo
Rifts IC or SPC 3 Android it techie. (I do not have SPC3 yet so not sure if it is in there and how good it is)

Roles
Pilot
Captain if needed
Long range tactical support
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Re: Remorseless Reboot or Nightbane?

Post by Snake Eyes »

Rulian vagabond genius
primary face / diplomacy / taunt
Backup psionics
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Re: Remorseless Reboot or Nightbane?

Post by Death Otter »

Death Otter, probably gonna try the SPC build; it's closer to my 'vision,' and doesn't have the kludge being a mind melter had.

Underworld skills/contacts
Thievery, crime and ne'er-do-wellery
Hacking; so much hacking
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Re: Remorseless Reboot or Nightbane?

Post by Ndreare »

Technospawn wrote: Sat Oct 30, 2021 11:03 am Ok concept for Solo
Rifts IC or SPC 3 Android it techie. (I do not have SPC3 yet so not sure if it is in there and how good it is)

Roles
Pilot
Captain if needed
Long range tactical support
Slip was built as an IC and she maxed out the best you can get at piloting with d12+8 +professional/expert/master chain.

d12 skill
+2 skill bonus from IF
+2 dt/+2 piloting from Signature item
+2 From Ace/Combat Ace
So you can go well rounded and be her match as an IC, or you could beat here as a pilot but be less well rounded as a SPC3 character.

I do not know which is or will be better, but I do know that my intent is to continue the rivalry between the Nemesis crew and the Remorseless crew.

Snake Eyes wrote: Sat Oct 30, 2021 11:35 am Rulian vagabond genius
primary face / diplomacy / taunt
Backup psionics
Nice, Genius is amazing and definitely worth it.
Death Otter wrote: Sat Oct 30, 2021 12:13 pm Death Otter, probably gonna try the SPC build; it's closer to my 'vision,' and doesn't have the kludge being a mind melter had.

Underworld skills/contacts
Thievery, crime and ne'er-do-wellery
Hacking; so much hacking
This works, I think Death Otter definitely fits better as a SPC3
  • 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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Re: Remorseless Reboot or Nightbane?

Post by Stoic »

Current thought is a SPC M.A.R.S. Ex Warlock Marine Commander/Shooter type w AB: Magic.
GM Bennies 9/9
Wild Card Bennies ?
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