Field Team Six Advancement, Bonus, and EP Log

The least Legionaires get their chance to shine
GM: Pender Lumiss
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Pender Lumkiss
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Field Team Six Advancement, Bonus, and EP Log

Post by Pender Lumkiss »

Field Team Six

Imperator - | 1.80 PPW | 2 EP...
Lu-Lu - | 0.80 PPW | EP
RFT - | 1.90 PPW | 2 EP
Sgt - | 1.60 PPW | 2 EP
Stoic - | 070 PPW | EP
Lenard - | 1.00 PPW | 0 EP
Freemage - | 0.40 PPW | EP
Koshneck - | 0.20 PPW | EP

Group Post Rate (Weekly): 1.05
GM Post Rate (Weekly): 1.00

@Aggelos @Forty-Two @74z3 Jane Doe @Lenard Hill You all can make a HJ roll on a table from the tables you had to choose your initial one roll off of (Generally it is restricted to three or so tables). Choose table then roll. (If you are MARS or you have no HJ rolls, then choose a table appropriate to your character from the back of the book.) Please make the rolls here and give some insight as to how this HJ has affected your life...

@Forty-Two you receive a pack of Trading Card Gamefor being the highest poster, and since you were so close an extra benny for the quad.

Please note there is no advance for this pre adventure. In the future, it seems 10 posts per quad will be needed for the advance. Those who would have qualified received a HJ roll as stated above.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Field Team Six Advancement, Bonus, and EP Log

Post by Pender Lumkiss »

Field Team Six

Imperator - | 1.20 PPW | 1 EP
Lu-Lu -| 1.20 PPW | 1 EP
RFT - | 1.30 PPW | 1 EP
Sgt - | 1.40 PPW | 1 EP
Stoic - | 0.80 PPW | EP
"
Freemage
- | 1.10 PPW | 1 EP"
Pender - | 1.50 PPW | 1 EP
"
- 4 XP | 0.00 PPW | EP"

Group Post Rate (Weekly): 1.06
GM Post Rate (Weekly): 1.00

Please note all players gain an advance and bennies have reset!!
Field Team Six Bennies
3/6
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74Z3 Jane Doe
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Re: Field Team Six Advancement, Bonus, and EP Log

Post by 74Z3 Jane Doe »

Pender Lumkiss wrote: Wed Apr 01, 2020 6:57 pm Field Team Six

Imperator - | 1.20 PPW | 1 EP
Lu-Lu -| 1.20 PPW | 1 EP
RFT - | 1.30 PPW | 1 EP
Sgt - | 1.40 PPW | 1 EP
Stoic - | 0.80 PPW | EP
"
Freemage
- | 1.10 PPW | 1 EP"
Pender - | 1.50 PPW | 1 EP
"
- 4 XP | 0.00 PPW | EP"

Group Post Rate (Weekly): 1.06
GM Post Rate (Weekly): 1.00

Please note all players gain an advance and bennies have reset!!
Instead of Bennies reseting. Can I reset my burn to 10? Just asking for a very juiced up friend.
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Re: Field Team Six Advancement, Bonus, and EP Log

Post by Imperator »

Post rate For Q2 2020

Aggelos 1.3PPW 1 EP (plus all)
Forty Two 1.0 PPW 1 EP
Jane 1.6 PPW 2 EP
Keith .5 PPW 0 EP
Lulu 1.0 PPW 1 EP
Ophelia .7 PPW 0 EP

Everyone gets an advance. Bennies reset on July 1st.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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Ndreare
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Re: Field Team Six Advancement, Bonus, and EP Log

Post by Ndreare »

Field Team Six

@Imperator - | 0.70 PPW | 0 EP...
@LuLu - | 0.70 PPW | 0 EP
@Ndreare - | 0.70 PPW | 0 EP
@Sgt 86Delta - | 0.50 PPW | 0 EP
@Stoic - | 0.50 PPW | EP
@Freemage - | 0.60 PPW | 0 EP
@74Z3 Jane Doe - | 0.50 PPW | 0 EP
@Koshnek - | 0.20 PPW | 0 EP

Group Post Rate (Weekly): 0.6
@Pender Lumkiss GM Post Rate (Weekly): 0.40

Everyone, even the bad guys get an advance. Bennies reset.
  • 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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