Q4 2017 GM-Poll

They are lead by Osanna "Joker" Wilde, a real wild card.
GM: Freemage
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Rate Your GM

Poll ended at Mon Jan 01, 2018 8:47 pm

5 Legendary- (Met all requirements, see Post for details) If we looked up GM gods you would at least be a footnote.
7
88%
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 echalon of pbp GMs like Lars, VV, and High Command. .
1
13%
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. Help! .
0
No votes
0 Failed & New GM please- Maybe you should just be a player at this point.
0
No votes
 
Total votes: 8

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Freemage
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Q4 2017 GM-Poll

Post by Freemage » Thu Dec 21, 2017 8:47 pm

GM Poll Fourth Quarter 2017[/b]
Jokers, please vote sometime in the last part of December. Starting now is okay.

Freemage, 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. The Jokers are awesome, and it's been a trip running this 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. - Pender

GM Rating Reward Table
Earn 5 EP
Earn 4 EP
Earn 3 EP
Earn 2 EP
Earn 1 EP
Fired 0 EP
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Zakkael
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Re: Q4 2017 GM-Poll

Post by Zakkael » Thu Dec 21, 2017 9:32 pm

Voted. You've handled the revolving door of players well. Randomly generated adventures are incredibly well composed. Good mix of QC and tactical combats. Pace is good. Having an absolute blast! Thanks for putting in the work!
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Growler
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Re: Q4 2017 GM-Poll

Post by Growler » Thu Dec 21, 2017 10:11 pm

Voted
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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RFT
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Re: Q4 2017 GM-Poll

Post by RFT » Thu Dec 21, 2017 10:13 pm

Everything Z said
Shaping Worlds Together
The 99's Game Master Bennies 10
  • +8 Players
    +2 Sidekicks
Nash bennies 3
  • None Spent
12 bennies 3
  • None Spent
13 bennies 3
  • None Spent

Jane Toppan bennies 1
  • -1 to extra Effort on Ace of Spades versus interrupt

Shaintar Game Master Bennies 8
  • +8 Players

Nightbane Game Master Bennies 6
  • +6 Players

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PFC Fox Simmons
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Re: Q4 2017 GM-Poll

Post by PFC Fox Simmons » Thu Dec 21, 2017 11:51 pm

I love playing, especially as a SAMAS pilot. Certainly wish I had or was able to retain the knowledge of the game that you do. Great resource for any player. Thanks.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Herra
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Re: Q4 2017 GM-Poll

Post by Herra » Fri Dec 22, 2017 4:44 am

Voted. Mind Melters don't suck.

Herra
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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SnackHappy
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Re: Q4 2017 GM-Poll

Post by SnackHappy » Sun Dec 31, 2017 5:16 pm

Voted. I am really liking this game.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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RFT
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Re: Q4 2017 GM-Poll

Post by RFT » Sun Dec 31, 2017 6:31 pm

SnackHappy wrote:Voted. I am really liking this game.
It is going okay.

A few flaws Freemage needs to work on, but generally yes fun.
1 Characters are still not Legendary Rank
2 Characters have not been granted Sword of Atlantis
3 Characters are forced to roll dice for success.

Once those issues are resolved I think it will be promoted to an awesome game. But until then...
Shaping Worlds Together
The 99's Game Master Bennies 10
  • +8 Players
    +2 Sidekicks
Nash bennies 3
  • None Spent
12 bennies 3
  • None Spent
13 bennies 3
  • None Spent

Jane Toppan bennies 1
  • -1 to extra Effort on Ace of Spades versus interrupt

Shaintar Game Master Bennies 8
  • +8 Players

Nightbane Game Master Bennies 6
  • +6 Players

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Venatus Vinco
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Re: Q4 2017 GM-Poll

Post by Venatus Vinco » Sun Dec 31, 2017 7:57 pm

Feedback wise, so far so good. I joined this game for two purposes: 1) to learn SW from an expert (Freemage) and 2) To see if Mind Meleter's really sick or not

Regarding 1) I am learning. Particularly how all thew various rules interact together.

Regarding 2) The Mind Melter could use some love.

Thanks Freemage.

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Kutter
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Re: Q4 2017 GM-Poll

Post by Kutter » Sun Dec 31, 2017 9:37 pm

Voted. My experience is very limited, so my vote feels premature. I like it so far, and has been amazing helping me work with new format of play by post.
Kutter
Wounds: 0/4
Bennies: 2/4
Active Effects: None
Parry: 5
Toughness: 6+3 = 9 PLUS Armor 6(5) = 15 (5)
Pace: 4, Run d4

Common Skills: Notice d8,

Encumbrance: Str * 8 (Brawny)

Abilities: Detect Arcana with Notice Check using Sense of Smell

Edge Effects: +2 Boating, Driving, Piloting, May Soak Vehicle Wounds at -2. Ignore MAP for making Boating/Driving/Piloting roll and firing a weapon. Suffer no penalty to Repair for lack of proper tools. McGyver Jury Rig. +2 Fear Checks. Unskilled Smarts Linked Skill Rolls ad d4. Aim if doesn't move in a round.
Redraw 5 Value or less for Initiative. Double Damage on Shooting attacks in round when dealt a Joker. Scrounger. Connection(Black Market).
Bennies 4/4

ACTION CARDS HELD:

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.
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” (typically a combat or immediately thereafter).

Armor Worn: SFD Hutnsman
Weapons On Person: Wilk's 227 Laser Pulse Pistol
Vehicle
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides) Shots : 11/12

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Zakkael
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Re: Q4 2017 GM-Poll

Post by Zakkael » Sun Dec 31, 2017 11:13 pm

RFT wrote:It is going okay.

A few flaws Freemage needs to work on, but generally yes fun.
1 Characters are still not Legendary Rank
2 Characters have not been granted Sword of Atlantis
3 Characters are forced to roll dice for success.

Once those issues are resolved I think it will be promoted to an awesome game. But until then...
1: Become a legend in your own mind
2: Uh, I don't know about you, but I have the Sword of Vengeance; I'm doing just fine.
3: Only Herra has trouble rolling dice
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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