This game has not worked out as well as I was hoping. The struggles I had last year with my families health, my mothers stroke, and the extra work load affected this game in a way I do not see it recovering from.
I have a few games going where I feel like players are being dragged along against their will, sometimes it takes a month or more to get the posts and replies in a thread.
I am willing to accept this for what it is and in the interest of preserving my mental health I am stepping back from the games I cannot keep motivated to post.
However, this game is so close to its finally I would like to offer to run the game over Discord for those of you still around. I can run the game either of the next two Fridays, or on a future Saturday (other than the 20th). I think the final game could be well played over discord if a few of you are interested and would like to run it.
So I am setting this PBP game aside. But I am also offering to run the game for you guys in Discord over voice chat. Let me know if you are interested and we will schedule it.
All good things...
- Ndreare
- Savage Siri
- Posts: 4103
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
All good things...
Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
- +8 Players
Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
- +0 ADVENTURE Reset
Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
- +5 Players
Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
- +4 Players
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]see Cards in Rob's games bellow for exact card.[/list][/color][/b]
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Deezy Klatta
- Silver Patron
- Posts: 337
- Joined: Mon Dec 19, 2016 12:40 pm
Re: All good things...
Post by Deezy Klatta »
I am definitely interested.
Timing may be tricky, but I will try to keep things flexible!
Timing may be tricky, but I will try to keep things flexible!
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com
Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)
Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!
Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)
Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)
Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)
TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)
ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)
Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder
TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage
TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.
NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Credits: 2000
Google Handle: samminmax@gmail.com
Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)
Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!
Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)
Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)
Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)
TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)
ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)
Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder
TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage
TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.
NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Credits: 2000
- Tribe of One
- Posts: 1154
- Joined: Wed Aug 30, 2017 9:28 am
Re: All good things...
Post by Tribe of One »
A future Saturday could probably work.
GM Bennies: 8/8
- Ndreare
- Savage Siri
- Posts: 4103
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: All good things...
I could do a Saturday with a week notice.
This Saturday we are celibrating my wife Graduation, but maybe Saturday the 27th would work?
This Saturday we are celibrating my wife Graduation, but maybe Saturday the 27th would work?
Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
- +8 Players
Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
- +0 ADVENTURE Reset
Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
- +5 Players
Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
- +4 Players
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]see Cards in Rob's games bellow for exact card.[/list][/color][/b]
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Tribe of One
- Posts: 1154
- Joined: Wed Aug 30, 2017 9:28 am
- Ndreare
- Savage Siri
- Posts: 4103
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: All good things...
Awesome,
Looks like two players, so it will be a smaller group.
Looks like two players, so it will be a smaller group.
Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
- +8 Players
Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
- +0 ADVENTURE Reset
Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
- +5 Players
Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
- +4 Players
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]see Cards in Rob's games bellow for exact card.[/list][/color][/b]
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4103
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: All good things...
So @Deezy Klatta and @Stoic with only @Tribe of One econfirming the 27th, I am being asked to baby sit for my nephew.
I was thinking two players, but noticed only Tribe actually agreed as I started looking.
Do either of you want to propose a time that Tribe and I can work with it accept?
I was thinking two players, but noticed only Tribe actually agreed as I started looking.
Do either of you want to propose a time that Tribe and I can work with it accept?
Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
- +8 Players
Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
- +0 ADVENTURE Reset
Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
- +5 Players
Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
- +4 Players
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]see Cards in Rob's games bellow for exact card.[/list][/color][/b]
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Return to “Rifts Legendary: War Breakers”
Jump to
- Welcome to SavageRifts.com
- ↳ Welcome
- ↳ Savage Rifts Amazon Portal
- The Savage Nexus
- ↳ Blog Discussion
- ↳ Out of Character Topics
- ↳ Recruitment Forums
- ↳ Washed Out Recruits
- ↳ Supporting Cast
- ↳ SR (SWD) and Playtest Archive
- ↳ Savage Virtual Tabletop (VTT)
- ↳ Archives
- ↳ Knight Errants of Vauxhall Cross (Approved Characters)
- ↳ Savagely Awesome
- ↳ Savage Rifts Playtest
- ↳ Tomorrow Legion: 3rd SET - The Losers
- ↳ 3rd SET Adventure Forum
- ↳ Garnett Town
- ↳ Adventure Archive
- ↳ Chi-Town Rising Stars
- ↳ The PEG Show
- Savage Rifts Administration
- ↳ Community Projects
- ↳ Archive
- ↳ Explorer Points
- ↳ Good In A Pinch
- ↳ (1 EP) Power Efficiency
- ↳ (3 EP) Inspiration
- ↳ (3 EP) MEGA!
- ↳ (3 EP) Expanded Understanding
- ↳ Well Fudge
- ↳ (1 EP) Have I Got a Backstory For You
- ↳ (1 EP) Anyone Got a Benny?
- ↳ (5 EP) Deus Ex Machina
- ↳ The Stylish Adventurer
- ↳ (3 EP) Gun Bunny
- ↳ (3 EP) Arcane Accessories
- ↳ (5 EP) The Rob
- ↳ (10 EP) Signature Item
- ↳ Account Unlocks
- ↳ (5 EP) Second Character Account
- ↳ (10 EP) Third Character Account
- ↳ (25 EP) Fourth Character Account
- ↳ (15 EP) Additional Character Accounts
- ↳ Patron Items
- ↳ EP Archive
- ↳ Item Creation
- ↳ SWD Archive
- ↳ Archived or Abandoned Items
- ↳ Approved Items
- ↳ Savage Rifts House Rule Proposals
- ↳ Archived Discussions
- ↳ House Rules
- ↳ Custom Iconic Frameworks
- ↳ Custom Races
- ↳ Custom Trappings
- ↳ Approved Edges & Hindrances
- ↳ In Play Testing
- Savage Rifts Groups
- ↳ Adventure Inc. - Beyond the Rockies
- ↳ Into the Unknown
- ↳ Adventure Archive
- ↳ Adventure Inc (SWADE Reboot)
- ↳ Journals
- ↳ Archives
- ↳ 1st SET Characters
- ↳ 1st SET Adventures
- ↳ Castle Refuge (Open RP to all and Fan Fiction)
- ↳ Fan Fiction and Writing contests
- ↳ Pan Dimensional Pub - Ongoing & Open to all Players
- ↳ Training Grounds
- ↳ Showdown Character Review & Approval Area
- ↳ Arcus (Cloud City) Open RP FINISHED
- ↳ Rifts Legendary: Death Seekers
- ↳ Legendary Death Seekers Adventures
- ↳ The Lost Vault (Archive)
- ↳ Rifts Legendary: War Breakers
- ↳ Legendary War Breakers Adventures
- ↳ The Lost Vault (Archive)
- ↳ Tomorrow Legion: 1st SET - Far From Home
- ↳ Adventures
- ↳ Archives
- ↳ Tomorrow Legion: 2nd SET
- ↳ Adventures
- ↳ Archives
- ↳ Tomorrow Legion: Field Team Six
- ↳ Adventure Forum
- ↳ Archives
- ↳ Tomorrow Legion: 21st SET - Hot Shots
- ↳ Adventures
- ↳ Archives
- ↳ Tomorrow Legion: 24th COT
- ↳ 24th COT Adventure Forum
- ↳ Tomorrow Legion - 32nd SET
- ↳ 32nd SET Adventure Forum
- ↳ Adventure Archive
- ↳ OOC Archives
- ↳ SWADE Reboot Characters
- ↳ Tomorrow Legion: 101st Trailblazers
- ↳ Adventure Forum
- ↳ Archive
- ↳ Tomorrow Legion - Lost Jungles
- ↳ Welcome to the Jungle
- ↳ Lost in the Jungle
- ↳ Northern Gun - Mercenaries
- ↳ Active Jobs
- ↳ Completed Jobs
- Savage Dimensions
- ↳ Beyond the Wall
- ↳ Adventures
- ↳ Archives
- ↳ The Village
- ↳ Deadlands
- ↳ Adventure Forum
- ↳ Archive
- ↳ Setting Rules
- ↳ Frozen Skies: Griffin Squadron
- ↳ Adventure Forum
- ↳ Setting Rules
- ↳ Interface Zero: Chicago Woes
- ↳ The Mean Streets
- ↳ Data Archive
- ↳ Malmart Catalog
- ↳ Nightbane
- ↳ Setting Rules & EP Menu
- ↳ Nightbane Adventures
- ↳ City of Chicago
- ↳ City of Seattle
- ↳ The Astral Realms
- ↳ Nightbane Archive
- ↳ Phase World: The Remorseless
- ↳ Crew of The Remorseless
- ↳ Phase World On the Job
- ↳ Remorseless Archive
- ↳ Savage Star Wars
- ↳ Episodes
- ↳ Galactic Archive
- ↳ Savage Realms
- ↳ Adventures
- ↳ Archives
- ↳ Savage Spelljammer
- ↳ Crew
- ↳ Adventures
- ↳ Archives
- ↳ The Quick and the Dead
- ↳ The Weird West
- ↳ Wanted Posters
- ↳ Dark Futures
- ↳ Savage Iron Kingdoms
- ↳ Adventures
- ↳ Rules and Setting Information
- Archives
- ↳ Fallen Heroes
- ↳ Tomorrow Legion: 4th COT - Murder Hobos
- ↳ 4th COT Adventure Forum
- ↳ Adventure Archive
- ↳ Shaintair (Concluded)
- ↳ Adventure Forum
- ↳ Savage Ravenloft
- ↳ Adventure Forum
- ↳ Setting Rules
- ↳ Tomorrow Legion: The Nameless
- ↳ The Nameless
- ↳ Adventure Archive
- ↳ Level 4: Shattered Dreams
- ↳ Adventure Forum
- ↳ Archive
- ↳ Setting Information
- ↳ The Black Company
- ↳ Adventure Forum
- ↳ Adventure Archive
- ↳ Tomorrow Legion: Vampire Hunters
- ↳ Chronicles of the Vampire Kingdoms
- ↳ Adventure Archive
- ↳ Tomorrow Legion: 77th CIT - Trouble Shooters
- ↳ Adventure Forum
- ↳ Adventure Archive
- ↳ Black Company and 13th Crossover Story
- ↳ Scara's Tower
- ↳ Hunt for Hell Pillars
- ↳ Final War on Guest and Mass Battle at Gloom
- ↳ The Witchwell Inn
- ↳ Tomorrow Legion: The X SET
- ↳ Cast of Characters
- ↳ East Texas University
- ↳ Adventure Forum
- ↳ Archive
- ↳ Chaos Earth: Reign of Chaos
- ↳ Adventures in Chaos
- ↳ Player Characters
- ↳ Experience Tracker
- ↳ Adventure Deck
- ↳ Interludes
- ↳ Setting Rules & Chaos Tables
- ↳ Tomorrow Legion: 13th SET - The Quiet Ones
- ↳ 13th SET Adventure Forum
- ↳ Silver Bluff
- ↳ Adventure Archive
- ↳ Tomorrow Legion: 18th COT New West
- ↳ 18th COT Adventure Forums
- ↳ Adventure Archive
- ↳ Cryo-Freeze
- ↳ Tomorrow Legion: 6th Arcane Anomaly Team (AAT)
- ↳ Characters
- ↳ Tomorrow Legion: The Black Company (Disbanded)
- ↳ Retired Agents and NPCS
- ↳ Vehicles
- ↳ Earned EP & XP
- ↳ Quartermaster
- ↳ Black Company Adventure Forum
- ↳ Black Company Interludes
- ↳ The City of Gloom
- ↳ Adventure Archive
- ↳ Tesla Rangers
- ↳ Adventures in the Wired West
- ↳ Titan Effect
- ↳ Adventure Forum
- ↳ Archive
- ↳ Fallen (SWADE)
- ↳ Chronicles
- ↳ Archive
- ↳ Case Files
- ↳ Play Test Feedback
- ↳ CS 17th SOG Battalion
- ↳ CS: 17th SOG: Missions
- ↳ Adventure Archive
- ↳ Coalition States Knowledge Base
- ↳ Character and Rules Archives
- ↳ Tomorrow Legion: 7th SET - Joker's Jokers
- ↳ 7th SET Adventure Forum
- ↳ Adventure Archive
- ↳ Vauxhall Knights - 1st Recon Squad
- ↳ Adventure Forum
- ↳ Adventure Archive
- ↳ Phase World: The Sovereign
- ↳ Adventure Forum
- ↳ Archive
- ↳ Rifts CS Disavowed
- ↳ Adventures
- ↳ Archives
- ↳ Player Advances and GM Polls
- ↳ Rifts Speed Tribes!
- ↳ Archives
- ↳ Group Adventures
- ↳ Individual Adventure
- ↳ Raziz Kelraz (Venatus Vinco)
- ↳ Ezy_Entry (GT)
- ↳ Finky Snipcord (Snake Eyes)
- ↳ Sulannus Phaedran (Max)
- ↳ Asher (Sgt 86Delta)
- ↳ Action Stan (Imperator)
- ↳ Atlan Neirsis (Ndreare)
- ↳ Harrison Fulton (Caleb)
- ↳ Player Advances and GM Polls
- ↳ Tomorrow Legion: The 99
- ↳ Archive
- ↳ The 99 Adventure Forum
- ↳ Adventure Archive
- ↳ Wheaton
- ↳ The 99 Characters & NPCs
- ↳ Rising Stars (SWADE Supers)
- ↳ Setting Rules
- ↳ Adventure Forum
- ↳ Archive
- ↳ Rising Stars (characters)
- ↳ Tomorrow Legion: 12th AAT - The Dirty Dozen
- ↳ 12 AAT Adventure Forum
- ↳ Adventure Archive
- ↳ 12 AAT Journals
- ↳ Black Market - Prestige Unlimited
- ↳ Rogue's Gallery
- ↳ On the Job
- ↳ Police Reports (Archive)