Q2 GM Poll 2018

This team is part of the Special Units arm of the Tomorrow Legion.
GM: Corrigon
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Rate the GM

Poll ended at Sun Jul 15, 2018 6:00 am

5 Legendary- (Met all requirements, see Post for details) If we looked up GM gods you would at least be a footnote.
6
100%
4 Heroic- Just about to Legendary, really only one thing is missing from your GM tool belt.
0
No votes
3 Veteran- Really good, you need a bit more experience and practice to reach the upper echelon of pbp GMs like Lars, Pender Lumkiss, and High Command.
0
No votes
2 Seasoned- You swung for the fences, and did OK. You need a mentor or some serious retooling to take you farther as a PbP GM.
0
No votes
1 Novice- Ok, so things are getting dire. Get help!
0
No votes
0 Failed & New GM please- Maybe you should just be a player at this point.
0
No votes
 
Total votes: 6

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Corrigon
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Q2 GM Poll 2018

Post by Corrigon »

GM Poll 2nd Quarter 2018
3rd SET, please vote sometime in the next 7 days.

Corrigon, Game Master (GM)

How to “rate” the GM, their Duties:
• Post Rate
• Notify Players via Hangouts of new posts.
• Be available to Players

☞ Maintain a GM post rate at a minimum of one adventure post per week.
☞ Have the IM contact info of each player in their group.
☞ Notify all players in the group via IM or PM of new GM posts, and other important updates.
☞ Be available for IM chat at least one day a week.

Note: The above is used to “rate” the GM. I hope that I succeeded you all in the mission of being your GM. Additionally, I hope that I presented a fun game. Please, when you vote, post a response saying you voted. If you are up to it, I’m open to feedback BOTH on how I did as GM, and ALSO any feedback you have on the story. Thank you.

GM Rating Reward Table
Earn 5 EP
Earn 4 EP
Earn 3 EP
Earn 2 EP
Earn 1 EP
Fired 0 EP
GM bennies 6/8
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Heracles
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Location: 3rd Set "The Losers"

Re: Q2 GM Poll 2018

Post by Heracles »

Voted, sah!
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Ndreare
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Location: Skagit County, Washington
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Re: Q2 GM Poll 2018

Post by Ndreare »

You did a good job of keeping the game moving the couple times we had issue with missing player.

Having been the GM before when 2 players ghosted I know it can be frustrating not knowing if they are just busy in life or actually abandoning the game.


I also liked that characters where allowed to shine (specifically Kidemonas being able to fight a UAR1) and times to be challenged (like kidemonas getting owned by Nixl)
  • 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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Savant
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Re: Q2 GM Poll 2018

Post by Savant »

Voted.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Ximena
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Re: Q2 GM Poll 2018

Post by Ximena »

voted, needed to feel right about my vote, which I do now.
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Sula
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Re: Q2 GM Poll 2018

Post by Sula »

Voted
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
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