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OOC Black Company Chat Thread

Savage Rifts Mercenary Company
GM: Lars
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Corrigon
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Re: OOC Chat Thread

Post by Corrigon »

Can reach places nobody else can
GM bennies 6/8
Lars
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Re: OOC Black Company Chat Thread

Post by Lars »


BTW Under:

User Control Panel, Edit Profile, Location: The Black Company

Represent!

Worth a bennie to you as soon as you do it.
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Hans Greuber
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Re: OOC Black Company Chat Thread

Post by Hans Greuber »

Done
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
https://savagerifts.com/sr/viewtopic.php?f=151&t=2216
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Re: OOC Black Company Chat Thread

Post by Lars »

Thanks!

Like I say, soon as you add The Black Company to Location, take a bennie!

Because it shows our Pride and its a Free Bennie!!
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Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
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Carlos Caravello
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Re: OOC Black Company Chat Thread

Post by Carlos Caravello »

Done.

Vello
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
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Ndreare
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Re: OOC Black Company Chat Thread

Post by Ndreare »

Done

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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Samson Malach
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Re: OOC Black Company Chat Thread

Post by Samson Malach »

Done. Black Company forever!
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.
Edit Signature
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Icosa
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Re: OOC Black Company Chat Thread

Post by Icosa »

Doom.

I mean done!
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

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
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Gargamel
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Re: OOC Black Company Chat Thread

Post by Gargamel »

DONE!!!!!!!!!!!!!!!!!
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
Lars
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Re: OOC Black Company Chat Thread

Post by Lars »

Ha! bennies to all ya then.

Just thought of this......Sammy my main cat, you are 2nd SET and BC. Maybe your Location should be: Last of the 2nd SET/Black Company or Legion Liaison Officer to the Black Company or Survivor of Carlsbad ?

:P
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Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
Lars
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Re: OOC Black Company Chat Thread

Post by Lars »


Black Company Member's

It is 1st Quarter 2018 - So you all have your new Adventure Cards rolled for and picked out, and have reset bennies. Unlike before, I am not throwing down a Interlude at the start of the Quarter. I am saving the Interlude for later. Likely February, depends on how the Gloom Story goes.

  • Speaking of the Gloom Story...here is whats what.

    After you all finish up posting in the Aftermath Thread, Reporting In Thread and Beneath Castle Thread, we (Pender/Lars) will post whats next.

    Basically its: Alecto and Cantrell need to talk, decide on how they plan on handling the two missions that need to be done.

    Mission 1 - Scara.
    Mission 2 - Pillars.

    Alecto and Cantrell will need to decide if they want to mix up the teams or not. (GMs will provide more info on that soon, in next GM post).

    After both Missions are done we (13th & BC) go get Giest.
Simple ;)
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Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
Lars
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Re: OOC Black Company Chat Thread

Post by Lars »

Cade lifted some gold for you all: Each bar is worth 200,000 credits - Lars

FYI the point of visiting the other dimension:
1. You are in on secret that Blackwell (might be alive, maybe) was part of the Future Brigade.
2. You have the communicator now to call for help in final battle vs Giest.
3. You were to be each given 200,000 in gold "from Blackwell".

Point, no armor or weapons from Conner Drake are forth coming. Want stuff? Buy it from Naruni Ent in Gloom or at the Northern Gun Rep in Castle.

(OOC post what you are trying to buy, if you have cash, we will get it done).

Samson in character you will come across a set of PA when the time is right.
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Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
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Icosa
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Re: OOC Black Company Chat Thread

Post by Icosa »

Looking for some variant of a Speedster Hovercycle (110k credits)
A 4 dice Pilot chip (40k credits)
A grenade launcher (50k credits)

That'll leave me with 11k credits for either grenade ammunition, or maybe some spiffs on the hovercycle.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

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
Lars
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Re: OOC Black Company Chat Thread

Post by Lars »

River....

uh, ok mind back on track.

You got the credits? Go buy it (Humble / Alecto / who ever). Just post in NE or Castle Threads - somethinjg RP like where you buy it.

Example: Cade walks into teh NE store in Gloom, looks arounf and says, "I want that!" He haggles price and get it. (Maybe tad bit more RP)

Purchased: Gun with pink streamers
Cost: 20k
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Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
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Icosa
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Re: OOC Black Company Chat Thread

Post by Icosa »

Okay, fair nuff. I'm not sure what kind of spiffs I can get on a hovercycle for 11k...I'm not 100% how that works...hehe.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

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
Lars
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Re: OOC Black Company Chat Thread

Post by Lars »


  • Greetings Black Company members!
    Short Version
    You all are awesome and I had fun playing with you in the Black Company!
    I am taking 1 Quarter off from Game Mastering.
    I will be on as Flint in the 13th SET as a Player.
    I will be on as a GM to do occasional admin things like EP Requests Etc
    I will start a new Game here come July 2018 (sooner?): Either Goblin Corpse, Chaos Earth or some new brain child I dream up.
    I wanted to let you know whats up, so you can place BC Character on hold, or move to a new SET or whatnot.
    I am going to have a hard time not running a game, but really need to push out a book (that and full time job blah).
    The Black Company was started by an adult Nightstalker Dragon named Blackwell. Blackwell and Lord Coake saw the Legion needing a down and dirty, shadow ops, Dark SET, to do what the Legion could not openly do. The Mercenary Company was secretly funded by the Legion and quietly did their jobs.

    Many times the BC saved the Legion from dangers until through a twisted CS plot they were framed for killing the 2nd SET. After a long trial under fire the BC was exonerated and their name cleared. Working with the 13th SET the two groups put down Giest and brought peace to the city of Gloom. (March of 2018). It came at a cost though, many beloved heroes of the BC died to save the people of Gloom and fight for the Legion!

    The members of the Crazy Eights, an elite squad within the BC consist of:
    (below XP includes MARS 20 XP)

    Hans Greuber - [Techno-Wizard Shaintar Dwarf] - Earned XP as of April 1st 2018: 33
    Alecto - [Android Tech Warrior] - Earned XP as of April 1st 2018: 53
    Samson Malach [Human PSI PA Jock] - Earned XP as of April 1st 2018: 53
    Carlos Caravello - [Human Tech Warrior] - Earned XP as of April 1st 2018: 38
    Humble [Avatar of War Shaintar Ogre] - Earned XP as of April 1st 2018: 19
    Sammy - [Feline MARS Personal Concept] - Earned XP as of April 1st 2018: 46

    Retired & Deceased: Gargamel - [Phlebus Battle Magus] - Earned XP as of April 1st 2018: 52
    Retired & Deceased: Iron Tic (Titan Juicer)
    Retired & Deceased: Sasha "Zed" Zdyb (Techno Wizard)
    Retired & Deceased: Aiden Merrick (Full Conversion Cyborg)
    Retired & Deceased: Thrudh Zebrem - [Grackle Tooth Operator]
    Retired: Ember (MARS Alakar)
    Retired: Kasey [MARS Mercanary Soldier]
    Retired: Karchev (Leyline Walker)

    NOTE: At Quarter's end I will post everyone's XP and EP earned like usual, on March 31st 2018. I just posted XP early so you could use it if you wanted to - to make new characters.


    The Black's Fate

    The BC is finishing up the fight in Gloom. Afterwards a final post will be posted by Drust. I am still posting stuff for BC during March as we wrap things up. The Mass Battle vs Giest etc. The Black company will need to seek out their respective bases across N America and regroup and reorganize. This process will take some time, some minor missions may happen along the way, in fact when the BC reunites in the future (2019?) the opening Interlude may be: What have you been up to?

    I am placing the Black Company ON HOLD for a while. Likely close to a year. I am putting GMing on hold too. I am going to take a few months off from GMing. April, May, June...and let a Quarter pass without running a game. Look out July 2018, I'm coming for you! This will give me time to devise a new game and to write the book/material I am working on IRL (I love PbP but seriously need my limited free time for writing this book, need it written and out of my head!).

    I listed XP above, because you the Players in the BC can always move XP off the Character, and make new Characters here (savagerifts.com) for other games. I really do not see continuing the BC (maybe in future - it feels like a told story). However another GM may / can take it over if any want. Once I return to GMing here, I will run a new story with new Characters... I like the 6th AAT Goblin Corps idea, but might have other ideas pop into my mind between now and months from now. I so badly want to run a Chaos Earth game, it just would have to be a careful thing, I am working on CE material for Palladium. Playing a Chaos Earth game seems like what I will likely offer, but we will see.

    I see new Rifts (and other Savage Dimensions) games forming, suck as 101st, my point is, feel free to jump into those games, don't wait for me. By the time I run a new game you will have lots more EP and if not I'll donate mine if needed for people to have enough ...

    Thanks for putting up with the transition ...

    I will be on as Drust now and again, looking to see if any Admin / EP needs to be handled etc.

    I will be playing only one Character for now, Flint, in the 13th SET.

    Thanks, you are all awesome and I had a ton of fun with you!! I look forward to more, new adventure with you when I start a new game!

    Dan
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Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
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Re: OOC Black Company Chat Thread

Post by Pender Lumkiss »

Thanks Dan! Super Fun times!! Count me in for Chaos Earth man, that would be epic!
Field Team Six Bennies
3/6
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Re: OOC Black Company Chat Thread

Post by Lars »

Copy Copy!!

Enjoy!
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Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
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Venatus Vinco
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Re: OOC Black Company Chat Thread

Post by Venatus Vinco »

Dan,

Look forward to the book.

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Re: OOC Black Company Chat Thread

Post by Ndreare »

Thank you Dan, these last couple months have been a to of fun.


PS; I hope to get caught up on current post veggie to looking. Sorry for not posting much this week. I have been super busy

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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: OOC Black Company Chat Thread

Post by Icosa »

Smee...good times, man. Thanks for everything. Best of luck on the book!
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

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
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Re: OOC Black Company Chat Thread

Post by Samson Malach »

As voiced in the hangout, I'm down for whatever you do when you do it. Good luck with the book, friend. This one's been an absolute blast.
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.
Edit Signature
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Re: OOC Black Company Chat Thread

Post by Ndreare »

I love this black burger thing. I even hate american cheese as an abomination that should be eliminated from the earth. But I would totally try that burger.
http://savagerifts.com/sr/viewtopic.php ... 984#p31984

Presentation matter you know

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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Lars
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Posts: 1468
Joined: Thu Jan 19, 2017 9:13 am
Location: GM CS Disavowed & GM Rifts Speed Tribes!
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Re: OOC Black Company Chat Thread

Post by Lars »


Image

Gordon, the barkeep and CS Spy...still lost to the Megaverse.
  • The Pub in the Outskirts was built as a opening location for the Black Company. Non-BC posted over 400 times there. 17000+ views. The Pub was always for the BC. As far as I can see, the most active group here to date is the 13th, and the BC is second, as far as Posts by members. The last year of gaming with you, the Black Company, has been awesome! Thank you all for being a rich part of the story. I loved every part of it.

    I do apologize for bringing the BC to an End. I am interested in how your Final Post will go: http://savagerifts.com/sr/viewtopic.php ... 175#p32455

    Whats next?

    My plan is to put GMing on hold for 1 Quarter. April, May, & June 2018. Returning July 1st 2018 with a new game. What that game will be, I do not know, but I will be sure to let you know. If you have any desire to play in it, I'd love to have you all there.

    For now, I sincerely thank you for playing and I will be on occasionally as Lars to do EP stuff and I will be posting as Flint.

    You are awesome Black Company: Special Operations Group Eight "The Crazy Eights": Game on!

    Lars
Your Final EP and XP Earned
• Sammy = 7 XP and 3 EP

• Thrudh = 7 XP and 3 EP

• Hans = 7 XP and 3 EP

• Alecto = 7 XP and 3 EP

• Gargamel = 7 XP and 3 EP

• Carlos = 6 XP and 3 EP

• Humble = 6 XP and 3 EP

EP has been added to your Ledgers as of today.

http://savagerifts.com/sr/viewtopic.php ... 154#p31972
Please Vote here: GM Poll.
Image

Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!
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sammy
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Re: OOC Black Company Chat Thread

Post by sammy »

Super Fun time man! I'll see you next quad! Elf Grill is a goblin made for any game and any time! Whether it be the early demon plagues of Chaos earth, or the space warping time bending fringes of Phase world, one thing is for sure Elf Grill will be there.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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Icosa
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Posts: 660
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Location: 1st SET

Re: OOC Black Company Chat Thread

Post by Icosa »

Agreed! This has been an exceptional game. Loved it from start to finish!
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

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
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Ndreare
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Re: OOC Black Company Chat Thread

Post by Ndreare »

Okay for BC if I have this right.

Bomb is handled by our TW

Capone is handled by Samson and Humble

so we need three successes for Hold the door

Am I missing something?

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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Hans Greuber
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Posts: 575
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Re: OOC Black Company Chat Thread

Post by Hans Greuber »

Each Humble and Hans have a spare success to apply to any other task, due to our PHENOMENAL rolls. Just 1 more success at the door is all that is needed, if Humble and Hans both apply the extra success that way.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Re: OOC Black Company Chat Thread

Post by Ndreare »

Hans Greuber wrote:Each Humble and Hans have a spare success to apply to any other task, due to our PHENOMENAL rolls. Just 1 more success at the door is all that is needed, if Humble and Hans both apply the extra success that way.
I did not read that we could move them once we roll them?

Is that allowed, if so then humble will definitely help at the door also because he only needed an 8 to help Samson and he got a 26. So we are sitting on 4 extra successes.

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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hans Greuber
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Posts: 575
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: OOC Black Company Chat Thread

Post by Hans Greuber »

No. The 3 Raise result gives 3 successes at your present location, plus one more to be assigned as you wish.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Ndreare
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Re: OOC Black Company Chat Thread

Post by Ndreare »

Hans Greuber wrote:No. The 3 Raise result gives 3 successes at your present location, plus one more to be assigned as you wish.
Awesomeness, I am totally putting a success at the Door then.

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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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