OOC Discussion

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

Post by Freemage » Fri May 12, 2017 1:10 pm

As it says on the label, Out of Character chatter goes here.
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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Re: OOC Discussion

Post by Venatus Vinco » Sat May 13, 2017 2:49 pm

Usually this goes in the group forum
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Re: OOC Discussion

Post by Freemage » Sat May 13, 2017 3:00 pm

Ah, whoops! Okay, if you can move it, that would be fine.
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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Re: OOC Discussion

Post by Herra » Sat May 13, 2017 3:47 pm

Hello sir,

Will my driving skill suffer the -2 Low Tech penalty?

It's no problem if it does...in fact it could be fun.

Herra
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Re: OOC Discussion

Post by Herra » Sat May 13, 2017 5:44 pm

Well,

We can hash out our shared background.

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Re: OOC Discussion

Post by Freemage » Sat May 13, 2017 10:02 pm

Herra wrote:Hello sir,

Will my driving skill suffer the -2 Low Tech penalty?

It's no problem if it does...in fact it could be fun.

Herra
Yes, yes it would. So she's good for operating the vehicle in non-stressful situations, but if she needs to push it somehow, she'll need to break out the bennies.
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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Re: OOC Discussion

Post by Freemage » Sat May 13, 2017 10:04 pm

Spider wrote:As I wait to see how Tat Magic works.

FYI. I have no idea what team will use as vehicles but I am starting with a Hover cycle.

I'm no Ace and it's one person. Just mentioning it. :)
I saw that. That's fine. I think it'll probably be a Big Boy ATV assigned to the group, with your character and others with a cycle being outriders--unless, of course, someone comes in owning something bigger/better as team transport.
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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Re: OOC Discussion

Post by Freemage » Sun May 14, 2017 10:04 am

So once Leban is moved over here, we'll have the four characters needed, and it looks like almost all the bases are covered (Spider, amusingly enough, is as close as you've got to a face, since no one actually has a Charisma bonus). Odds are, right now, if you get a diplomatic mission, it'll involve escort duty of a trained diplomat. Otherwise, I think we're good for starting on the 1st of June. Of course, if more folks join in before then, that'll work well.
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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Re: OOC Discussion

Post by Herra » Sun May 14, 2017 11:24 am

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Re: OOC Discussion

Post by Freemage » Sun May 14, 2017 5:08 pm

BTW, before you guys lock down too much... we may be getting another PC--specifically, an escaped Altara Warrior Woman. So you may want to also incorporate her into the great escape.
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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Re: OOC Discussion

Post by Herra » Sun May 14, 2017 5:22 pm

Hmmm...

A runaway band of Splugorth slaves. Probably won't cause any complications.

Can we take a group Hindrance?

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Re: OOC Discussion

Post by Venatus Vinco » Sun May 14, 2017 5:25 pm

Added current members to the 7th SET group.

Give it a try now.

Freemage: FYI there's instructions on how to do that in the GM Guidelines thread, so you don't have to wait for me to do it.

VV
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Re: OOC Discussion

Post by RFT » Sun May 14, 2017 6:18 pm

I can post here as Kidemònas, but when logged in as Leben I do not have permission.
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Re: OOC Discussion

Post by Venatus Vinco » Sun May 14, 2017 6:20 pm

Fixed.
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Re: OOC Discussion

Post by RFT » Sun May 14, 2017 6:20 pm

Cool, thank you.
Shaping Worlds Together
The 99's Game Master Bennies 10
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Nash bennies 3
  • None Spent
12 bennies 3
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13 bennies 3
  • None Spent

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

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Re: OOC Discussion

Post by Artemeisia » Sun May 14, 2017 7:16 pm

So.. Maybe Artemeisia helped ya'll escape. She's never been a prisoner, but freeing slaves is right up her alley.
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Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
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Re: OOC Discussion

Post by Herra » Mon May 15, 2017 2:15 am

Artemeisia wrote:So.. Maybe Artemeisia helped ya'll escape. She's never been a prisoner, but freeing slaves is right up her ally.
I thought the same thing...part of the Atlantean Liberation Front or just a do-gooder Atlantean!

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Re: OOC Discussion

Post by Artemeisia » Mon May 15, 2017 5:54 pm

Yeah! Since Artemeisia has the History Writ in Blood plus the Duty to the Megaverse she would totally lead a slave emancipation excursion. And she would take all the credit too.
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury

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Re: OOC Discussion

Post by RFT » Mon May 15, 2017 6:00 pm

I can't help but think your avatar looks like a female version of Nick Fury from MCU.
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

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Re: OOC Discussion

Post by Artemeisia » Mon May 15, 2017 6:04 pm

Kidemónas wrote:I can't help but think your avatar looks like a female version of Nick Fury from MCU.
That's because it's a woman doing cosplay as Nick Fury! My concept was a combo of Nick Fury and Ciaphas Cain, but it had to be a woman so as not to be too much like either of the two guys. There are a surprising number of woman doing cos play as NIck Fury. Well, surprising to me anyway.


Looking at both Herra and Spider, there is so much overlap it's crazy: Artemeisia has tatts (only two, but still!), has some similar basic abilities as Herra, and the whole Atlantis thing. This is going to be good!
Artemeisia Harpe Discipula
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Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury

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Re: OOC Discussion

Post by RFT » Tue May 16, 2017 2:30 pm

That is pretty cool 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
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Re: OOC Discussion

Post by High Command » Wed May 17, 2017 12:25 am

Scyleia is pruned and moved

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Re: OOC Discussion

Post by Freemage » Wed May 17, 2017 5:23 am

Okay, so Scyleia has joined us (thanks, High Command!), and it looks like we'll probably be getting a Burster in short order. Shaping up into a fairly potent group here.
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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Re: OOC Discussion

Post by Herra » Wed May 17, 2017 6:04 am

Fun!

Welcome Scyleia.

As an admin note you should probably change your username to your character name.

You can do that in you account details: http://savagerifts.com/ucp.php?i=profil ... eg_details

Herra
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Herra, Psychic Warrior
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1/3 Bennies
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Re: OOC Discussion

Post by Scyleia » Wed May 17, 2017 7:09 am

Herra wrote:Fun!

Welcome Scyleia.

As an admin note you should probably change your username to your character name.

You can do that in you account details: http://savagerifts.com/ucp.php?i=profil ... eg_details

Herra

Thank you Herra! Glad to be here and part of the group :) I'll get my name changed presently too.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
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Re: OOC Discussion

Post by RFT » Wed May 17, 2017 8:09 am

Scyleia wrote:
Herra wrote:Fun!

Welcome Scyleia.

As an admin note you should probably change your username to your character name.

You can do that in you account details: http://savagerifts.com/ucp.php?i=profil ... eg_details

Herra

Thank you Herra! Glad to be here and part of the group :) I'll get my name changed presently too.
Also (not a requirement I am aware of) but consider putting a link to your character or your character's quick stats in your signature. It makes it a lot easier for the GM to reference. Here is an example of the code I use for mine. While not the best, having it disappear when not needed is convenient.

Code: Select all

[ooc=Character Summary][size=175][b][url=http://savagerifts.com/viewtopic.php?f=58&t=549]Leben [i]a Mystic Warrior[/i][/url][/b][/size]
[b]Active effects:[/b] None
[b]Parry[/b]: 4
[b]Toughness[/b]: 10 (5)
[b]Notable Edges[/b]: Danger Sense, Alertness
[b]Skills[/b]: Fighting d4, Mysticism d12, Notice d12+2, Psionics d6, Stealth d4, and Survival d4
[b]Spells[/b]: To many to list casually
[url=http://www.savagerifts.com/ucp.php?i=profile&mode=signature][b]Wounds[/b]: 0/4 | [b]Fatigue[/b]: 0/2 | [b]Action Cards[/b]: 0; [b]ISP[/b]: 10/10 | [b]PPE[/b]: 15/15 | [b]Bennies[/b]: 3[/url]

[b]Currently playing in: 7th Set: Joker's Jokers[/b]
[url=http://savagerifts.com/viewforum.php?f=58]Actual Play[/url] | [url=http://savagerifts.com/viewforum.php?f=60]General Forums[/url][/ooc]
Shaping Worlds Together
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Nash bennies 3
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12 bennies 3
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13 bennies 3
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Jane Toppan bennies 1
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Re: OOC Discussion

Post by RFT » Wed May 17, 2017 8:13 am

lol, reaing what I posted made me realize I need to fix it as the actual play and general forums are crossed.
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

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Re: OOC Discussion

Post by Freemage » Tue May 23, 2017 9:05 am

Just a heads-up, folks:

As the Atlantean/Tattoo rules are getting some serious revisions, and as Leben's player has requested to swap him out for another character instead, I'm going to be pushing back our start-date to July 1st, which is the start of the next Quarter, anyway. I hope folks don't mind, but I figure Spider may need a major re-work once the rules tweaks are done, and we might need to tweak Artemeisia, too.
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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Re: OOC Discussion

Post by Freemage » Tue May 23, 2017 10:48 am

I saw a bit of that, actually. So yeah, 7/1/17 for First!, the first mission for the Seventh.

I swear, that was not intentional.
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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Re: OOC Discussion

Post by RFT » Tue May 30, 2017 5:16 pm

I believe Echo is ready for joining.
Can I pay a fresh past here, the other one has a lot of clutter in it.
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
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Re: OOC Discussion

Post by Artemeisia » Tue May 30, 2017 6:34 pm

Just FYI for the Pub friends, I'm not quite sure of Artemeisia's personality yet, so I'm a bit uneven as I cast about for the right thing.
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury

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Re: OOC Discussion

Post by Freemage » Tue May 30, 2017 11:09 pm

Leben wrote:I believe Echo is ready for joining.
Can I pay a fresh past here, the other one has a lot of clutter in it.
I will take care of clean up when I move echo over
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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Re: OOC Discussion

Post by RFT » Wed May 31, 2017 4:38 am

Great thank you
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    +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

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Re: OOC Discussion

Post by RFT » Wed May 31, 2017 3:15 pm

Also can you please add profile "Echo" to this group?


PS: Would be super extra great if you made Leben and Kidemónas read only at the same time and then I could not accidentally post as Kidemónas (which I have seen others do on accident).
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
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Nightbane Game Master Bennies 6
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Re: OOC Discussion

Post by Freemage » Thu Jun 01, 2017 7:28 am

Kidemónas wrote:Also can you please add profile "Echo" to this group?


PS: Would be super extra great if you made Leben and Kidemónas read only at the same time and then I could not accidentally post as Kidemónas (which I have seen others do on accident).
Will do this Sunday. Got a lot of bookkeeping to work on then.
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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SnackHappy
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Re: OOC Discussion

Post by SnackHappy » Sun Jun 04, 2017 7:51 pm

Thanks for letting me be part of the group. I am pretty new to play by post so any pointers or assistance is much appreciated. Please let me know any ways I can improve. Thanks. Looking forward to adventuring with you guys.
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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Freemage
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Re: OOC Discussion

Post by Freemage » Sun Jun 04, 2017 8:09 pm

Welcome aboard, SnackHappy, and Echo is now officially in the group as well.

As stated, we'll be starting up fully on July 1st. We're at 6 out of a maximum of 8 players.
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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Re: OOC Discussion

Post by RFT » Sun Jun 04, 2017 8:30 pm

Awesome,
Welcome Snackhappy. As a player my only advice would be take some time to read other people stuff also. I check in on the Out of Character and house Rules stuff routinely.
Shaping Worlds Together
The 99's Game Master Bennies 10
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Nash bennies 3
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12 bennies 3
  • None Spent
13 bennies 3
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Re: OOC Discussion

Post by Zakkael » Mon Jun 12, 2017 11:02 am

Zakkael is primed and ready to go! Can we fast forward to July 1?
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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Re: OOC Discussion

Post by RFT » Mon Jun 12, 2017 11:09 am

What, no way. With 2 week left I can still make 30 revisions to my character as I bounce back and forth in my head from focusing on Shape Change, versus diversity.

If we fast forward I would miss that opportunity.


Although, my fried pointed out to me that the core concept of the character was supposed to be Regeneration & Shape Changer, and somehow I ended up not focusing on Shape Change. but he is a heretic so who knows.
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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Re: OOC Discussion

Post by Roath » Mon Jun 12, 2017 11:31 pm

Roach waves his hands about in slow circles and smiles a charismatic smile. You forget Spider was going to be in the 7th. Roath wishes to join you. ;)

Roath has no past history with any of you, like Spider did, but he has been around. The old man has been to Atlantis. Hails from another dimension.

Look forward to the 1st of July, until then, Roath will be Rping in the Pub.
OOC Comments
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --
Quick Stats
Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.


Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate


Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)


Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)


Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


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Freemage
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Re: OOC Discussion

Post by Freemage » Tue Jun 13, 2017 5:20 am

Waiting to hear from Hassan's player; if we fill up slots, I might actually be willing to start early.
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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Re: OOC Discussion

Post by Zakkael » Tue Jun 13, 2017 9:05 pm

I'll also start blundering around in the bar to get a feel for my RP. Let's hope my desire to encourage repentance doesn't start a bar fight with all the sinners.
:D
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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Zakkael
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Re: OOC Discussion

Post by Zakkael » Fri Jun 16, 2017 9:04 pm

I know I've seen this a few times before, but two questions about my signature.
1: how do I get my signature's link to my character sheet to just read my name? Keeps the flow if it says "Zakkael" instead of "viewtopic.gobbledygook=777".

2: Is there a good way to obscure the rest of my information in the signature under something similar to the
OOC Comments
bb tags?

For example, take a look at Fell's sig.
http://www.savagerifts.com/viewtopic.ph ... 697#p11697
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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Zakkael
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Re: OOC Discussion

Post by Zakkael » Fri Jun 16, 2017 9:06 pm

Also, any word from Hassun? Looks like he's stalled out a bit.
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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Zakkael
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Re: OOC Discussion

Post by Zakkael » Fri Jun 16, 2017 9:27 pm

Nevermind. Totally found both answers. Disregard.
But for anyone curious, you can not be an idiot like me, and hold your mouse cursor over the URL button at the top of your typed message, and it shows you what to do to tag your URL as whatever you want.
You can also look here and read how to change your
OOC Comments
tag to read what you want.
Now I'm just showing off.
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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Freemage
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Re: OOC Discussion

Post by Freemage » Fri Jun 16, 2017 10:14 pm

Hassun's working on his background. I told him not to sweat it, so long as we're ready to roll by the 1st.
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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Re: OOC Discussion

Post by Herra » Mon Jun 26, 2017 7:14 am

Hey boss,

I'm liking the psi-warrior edges that are in the house rules. If they get approved may I edit my sheet slightly to begin this journey?

At this point the only thing that would change it one edge, probably sixth sense (boo!). Or I could use my novice 1 advance and knock psionics back to a d8.

Thoughts?

Herra
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Re: OOC Discussion

Post by Freemage » Mon Jun 26, 2017 10:36 am

I'm good with it. Hell, I gave Echo approval for (yet another) revamp, so it'd be unfair to say you couldn't do it. And I am already planning to vote approve for the Edges.
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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Re: OOC Discussion

Post by RFT » Mon Jun 26, 2017 10:45 am

To be fair I only edited her like 8 or 9 times a day at Max.

The problem was I pitched the original idea of a Shaper and kept drifting to mega-powered shape changer because of my inner power gamer.
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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Re: OOC Discussion

Post by RFT » Mon Jun 26, 2017 10:45 am

PS: I believe she is really done now.
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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Re: OOC Discussion

Post by Scyleia » Fri Jun 30, 2017 1:23 pm

I'm getting excited! What's the plan for the start date?
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
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Freemage
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Re: OOC Discussion

Post by Freemage » Fri Jun 30, 2017 2:13 pm

Hassun's just getting some final details, and has promised to have it finished up tonight. I'll get him moved over, and hopefully be awake enough to get the first post up then (otherwise, it'll be tomorrow morning). Just to give folks a heads-up, you'll be getting themes for an Interlude as the opening, and that'll give you an opportunity for a bonus Adventure card (we'll be doing the draws for those after everyone has done their Interludes).
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: OOC Discussion

Post by Zakkael » Fri Jun 30, 2017 5:45 pm

I'm actually beyond excited for this to start! I've been jonesing for weeks now!
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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Re: OOC Discussion

Post by Freemage » Sat Jul 01, 2017 5:38 am

Okay, Hassun has been moved over to our little group, so I should have the opening post up shortly.
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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Re: OOC Discussion

Post by RFT » Tue Jul 04, 2017 9:52 pm

@Zakkael,

Just curious are Zakkael's Bible quotes in character as scripture, so the characters could have subtle conversations by referencing versus for context. Or are they more generic Proverbs for RP and responses of Bible versus would be inappropriate, breaking the genre?
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

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Nightbane Game Master Bennies 6
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Re: OOC Discussion

Post by Zakkael » Tue Jul 04, 2017 10:20 pm

Echo wrote:@Zakkael,

Just curious are Zakkael's Bible quotes in character as scripture, so the characters could have subtle conversations by referencing versus for context. Or are they more generic Proverbs for RP and responses of Bible versus would be inappropriate, breaking the genre?
Bible verses won't break the genre for me. I don't envision him as a Bible thumper, necessarily, but his delusion (is it really a delusion?) is an encounter with a biblical Heaven and the preparations of warring angels to counter the demonic forces running around on Rifts earth. His knowledge of the Bible would be commensurate with that.
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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Freemage
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Re: OOC Discussion

Post by Freemage » Wed Jul 05, 2017 7:25 am

Loving the Interludes so far, folks, lots of good stuff there. We just need Snack Happy and Hossun, and then we'll be ready for card draws and getting this party into high gear.
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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Re: OOC Discussion

Post by Freemage » Fri Jul 07, 2017 12:16 pm

I've given SnackHappy a poke; hopefully we'll get his interlude before Sunday, and things can proceed from there. Thanks for all the fantastic reads so far!
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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Re: OOC Discussion

Post by SnackHappy » Sat Jul 08, 2017 4:50 pm

Got back from a pretty exhausting vacation last night. Read everybody else's stories and got mine posted. Please let me know if you guys have any tips or suggestions to improve my writing as this is my first play by post.
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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Freemage
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Re: OOC Discussion

Post by Freemage » Sat Jul 08, 2017 4:56 pm

That opening was quite nice; no worries so far.
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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Re: OOC Discussion

Post by RFT » Sat Jul 08, 2017 5:53 pm

I keep having to edit my post. In my mind I think of Echo as a her. But to Echo there is no real practical difference between male female so I end up having to edit all my shes to its.

Hopefully, I can get it nailed down in a week or two.
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  • +8 Players
    +2 Sidekicks
Nash bennies 3
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12 bennies 3
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13 bennies 3
  • None Spent

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Re: OOC Discussion

Post by Freemage » Sat Jul 08, 2017 6:24 pm

Echo might be in the habit of using the feminine pronoun, simply as a means of 'fitting in'.
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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Re: OOC Discussion

Post by RFT » Sat Jul 08, 2017 7:01 pm

Freemage wrote:Echo might be in the habit of using the feminine pronoun, simply as a means of 'fitting in'.
Probably true, or using the pronoun for whatever form Echo is in. So while masculine using him, he and while a feminine using she her.

I think I will adopt that approach as it is more natural.
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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Zakkael
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Re: OOC Discussion

Post by Zakkael » Sat Jul 08, 2017 9:36 pm

Kidemónas wrote:
Freemage wrote:Echo might be in the habit of using the feminine pronoun, simply as a means of 'fitting in'.
Probably true, or using the pronoun for whatever form Echo is in. So while masculine using him, he and while a feminine using she her.

I think I will adopt that approach as it is more natural.
I second this.
I guess I kind of assumed this, but I probably should have confirmed that Zakkael's mystic awareness, being able to sense powerful supernatural beings anywhere within line of sight, would apply to Echo's true nature, yes? Hence his fascination and amazement at Echo's existence. I hope my earlier RP didn't tear the lid off prematurely.
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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Re: OOC Discussion

Post by RFT » Sat Jul 08, 2017 10:25 pm

No not running anything. I do not think she would consider it a secret from her team. After all right now she is a solid soldier.

Plus I am sure the Legion would have told her commander and he would have told the team leader.
who would decide who needed to know.
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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Re: OOC Discussion

Post by Freemage » Sun Jul 09, 2017 9:11 am

Kidemónas wrote:No not running anything. I do not think she would consider it a secret from her team. After all right now she is a solid soldier.

Plus I am sure the Legion would have told her commander and he would have told the team leader.
who would decide who needed to know.
Ossana definitely knows about Echo's nature, and it's a safe bet that Montcrief knows because he handles all the paperwork. She has not yet informed anyone in the group about it, yet; dealing with 'oddballs' is simply part of the field commander's job, as far as Ossana is concerned, so Artemeisia is just going to have to muddle along as best she can.
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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Artemeisia
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Re: OOC Discussion

Post by Artemeisia » Sun Jul 09, 2017 2:37 pm

Artemeisia is a reasonable choice for the person in charge. I am, however, the worst person for playing someone in charge! I will make extensive use of Knowledge: Battle in the hopes that Artemeisia may be saved from making a blunder under my direction. :D
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Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

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Re: OOC Discussion

Post by Roath » Sun Jul 09, 2017 3:47 pm

I thought you'd be excited, RP Cory, GM two games and run the 7th. Damn dude. You're gunna be busy ;)

Hehe, Artemeisia makes since as Commander. More so than Fell ever made. Your last IC post proves that, well done. Roath is following orders...............................................................for now.
OOC Comments
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --
Quick Stats
Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.


Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate


Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)


Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)


Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


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Freemage
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Re: OOC Discussion

Post by Freemage » Sun Jul 09, 2017 10:23 pm

Artemeisia wrote:Artemeisia is a reasonable choice for the person in charge. I am, however, the worst person for playing someone in charge! I will make extensive use of Knowledge: Battle in the hopes that Artemeisia may be saved from making a blunder under my direction. :D
It was the combination of being Seasoned and having Knowledge:Battle that got her the job, actually. And don't forget--she can always delegate specific areas of expertise to her teammates; just that when she does, she's still responsible for taking the credit/blame for the outcome.
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: OOC Discussion

Post by Zakkael » Tue Jul 11, 2017 11:02 am

Hey Roath, who do you have to kill to get a hold of a flaming sword like that? Pretty sure there was one of those left at the garden of Eden, but that was before Zakkael's time.
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
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Re: OOC Discussion

Post by Freemage » Wed Jul 12, 2017 7:18 am

SnackHappy wrote:Is it cool like the modification discussed earlier for single pilot that Sasha has some sort of bio metric style locks?
Yes, but they're fairly basic ones--it's a straightforward Lockpicking roll to work out a bypass.

That said, the modifications that make Sasha easy for a Grackletooth to pilot solo (using his tail) mean that ONLY a Grackletooth can pilot it without the small crew penalty. There's simply no room now for an actual second crewman. So even if a non-Grackletooth stole it, they'd be operating it at a -2 for being at half-crew. This lowers the market value outside the GT community considerably.
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Re: OOC Discussion

Post by Zakkael » Wed Jul 12, 2017 8:28 am

SnackHappy just gave me an idea.
Gunwolf on exalted quickness.
Game over.
:twisted: :twisted:
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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
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Re: OOC Discussion

Post by RFT » Wed Jul 12, 2017 8:45 am

Zakkael wrote:SnackHappy just gave me an idea.
Gunwolf on exalted quickness.
Game over.
:twisted: :twisted:
While that would be awesome unfortunately you cannot cast Quickness on Robots, only on personal and power armor.

As a note my brother wanted to use Double Tap with his Glitterboy in a con game with Sean Patrick Fannon, he kind of laughed in his over the top way and said "NO, you cannot double tap with a BOOM GUN". So I was all cool with that as the Line Walker I decided to put that to the test and cast Quickness on the Glitterboy. He was suddenly able to shoot twice with the boom gun!
SPF just started laughing as he got on Facebook and posted what was going on in a video log, all the while my brother is in the background rolling damage for the FIRST HIT and the dice ace in the end he up doing something like 100 damage AP 25! Then he wants to roll for his second shot. But SPF reminded us each turn is resolved one at a time, the not so big bad Neuron beast spends 7 bennies and still dies. (I had already Lowered His Vigor and Smarts to d4, so his spells were collapsed from a previous assault by the Cyber-knight.)

SPF let all of us do awesome stuff, I was using my line walker as a living buff bot, the Juicer was taking out brodkil like they were tin cans on a fence in a gallery and the Crazy was dancing around like it was a summer ball.
Sadly
We found out later that it was not rules legal per Clint as quickness does not allow you to exceed the rate of fire limitations of weapons.
But the first shot still would have happened, and it was really awesome at the time.
Last edited by Kidemonas on Wed Jul 12, 2017 8:49 am, edited 1 time in total.
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Re: OOC Discussion

Post by SnackHappy » Wed Jul 12, 2017 8:48 am

Freemage wrote:
SnackHappy wrote:Is it cool like the modification discussed earlier for single pilot that Sasha has some sort of bio metric style locks?
Yes, but they're fairly basic ones--it's a straightforward Lockpicking roll to work out a bypass.

That said, the modifications that make Sasha easy for a Grackletooth to pilot solo (using his tail) mean that ONLY a Grackletooth can pilot it without the small crew penalty. There's simply no room now for an actual second crewman. So even if a non-Grackletooth stole it, they'd be operating it at a -2 for being at half-crew. This lowers the market value outside the GT community considerably.
That's fine I liked the idea a lot when we brought it up in character creation. I suppose most others hoping into the Gunwolf would be like WTF how do they pilot this.
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

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Re: OOC Discussion

Post by Lars » Wed Jul 12, 2017 9:04 am

Zakkael wrote:Hey Roath, who do you have to kill to get a hold of a flaming sword like that? Pretty sure there was one of those left at the garden of Eden, but that was before Zakkael's time.
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Re: OOC Discussion

Post by RFT » Wed Jul 12, 2017 9:09 am

The inner power gamer always wants to go Battle Furry Blade!

But the voice of flavor and style in me choose a simple bracers of deflection option.
I am going to full on tank for my Hatchling as it seems everyone always goes master of magic and I want a different flavor.

If only Lightning was an option as opposed to fire, that would have been even better.
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Re: OOC Discussion

Post by Zakkael » Wed Jul 12, 2017 9:14 am

Kidemónas wrote:While that would be awesome unfortunately you cannot cast Quickness on Robots, only on personal and power armor.

As a note my brother wanted to use Double Tap with his Glitterboy in a con game with Sean Patrick Fannon, he kind of laughed in his over the top way and said "NO, you cannot double tap with a BOOM GUN". So I was all cool with that as the Line Walker I decided to put that to the test and cast Quickness on the Glitterboy. He was suddenly able to shoot twice with the boom gun!
SPF just started laughing as he got on Facebook and posted what was going on in a video log, all the while my brother is in the background rolling damage for the FIRST HIT and the dice ace in the end he up doing something like 100 damage AP 25! Then he wants to roll for his second shot. But SPF reminded us each turn is resolved one at a time, the not so big bad Neuron beast spends 7 bennies and still dies. (I had already Lowered His Vigor and Smarts to d4, so his spells were collapsed from a previous assault by the Cyber-knight.)

SPF let all of us do awesome stuff, I was using my line walker as a living buff bot, the Juicer was taking out brodkil like they were tin cans on a fence in a gallery and the Crazy was dancing around like it was a summer ball.
Sadly
We found out later that it was not rules legal per Clint as quickness does not allow you to exceed the rate of fire limitations of weapons.
But the first shot still would have happened, and it was really awesome at the time.
Party pooper!
The gunwolf has a whole variety of weapons, though, including close combat weapons. Quickness on SnackHappy would still let him use other weapons not fired in the first turn, and/or close combat attacks with the gunwolf, right?
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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
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  • Power: Deflection (Wind trapping)
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Re: OOC Discussion

Post by Zakkael » Wed Jul 12, 2017 9:15 am

Lars wrote:Kill your wallet. Be a Patron. See here.

Signature Item.

You create your own item. I tried to do something "simple" and not too over the top. You can see other examples here.

Short story: Support Savage Rifts and get a few perks.
Actually already did, which is why Zakkael is here. Pledged so I could get another character slot. Just discovered the patron weapon last night, as Freemage can attest. Now I'm blowing him up for patron item building. Poor dude.
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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)
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Re: OOC Discussion

Post by Zakkael » Wed Jul 12, 2017 9:16 am

Kidemónas wrote:The inner power gamer always wants to go Battle Furry Blade!

But the voice of flavor and style in me choose a simple bracers of deflection option.
I am going to full on tank for my Hatchling as it seems everyone always goes master of magic and I want a different flavor.

If only Lightning was an option as opposed to fire, that would have been even better.
Lightning, you say? Oh, Freemage!
:lol:
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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)
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Re: OOC Discussion

Post by RFT » Wed Jul 12, 2017 9:26 am

Zakkael wrote:
Kidemónas wrote:While that would be awesome unfortunately you cannot cast Quickness on Robots, only on personal and power armor.

As a note my brother wanted to use Double Tap with his Glitterboy in a con game with Sean Patrick Fannon, he kind of laughed in his over the top way and said "NO, you cannot double tap with a BOOM GUN". So I was all cool with that as the Line Walker I decided to put that to the test and cast Quickness on the Glitterboy. He was suddenly able to shoot twice with the boom gun!
SPF just started laughing as he got on Facebook and posted what was going on in a video log, all the while my brother is in the background rolling damage for the FIRST HIT and the dice ace in the end he up doing something like 100 damage AP 25! Then he wants to roll for his second shot. But SPF reminded us each turn is resolved one at a time, the not so big bad Neuron beast spends 7 bennies and still dies. (I had already Lowered His Vigor and Smarts to d4, so his spells were collapsed from a previous assault by the Cyber-knight.)

SPF let all of us do awesome stuff, I was using my line walker as a living buff bot, the Juicer was taking out brodkil like they were tin cans on a fence in a gallery and the Crazy was dancing around like it was a summer ball.
Sadly
We found out later that it was not rules legal per Clint as quickness does not allow you to exceed the rate of fire limitations of weapons.
But the first shot still would have happened, and it was really awesome at the time.
Party pooper!
The gunwolf has a whole variety of weapons, though, including close combat weapons. Quickness on SnackHappy would still let him use other weapons not fired in the first turn, and/or close combat attacks with the gunwolf, right?
Yes indeed, it would let him make for actions!

Melee attack
Weapon attack!
Different Weapon Attack!!
Different Weapon Attack!!!

His edges already let him make the piloting roll without penalty.
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Re: OOC Discussion

Post by Freemage » Wed Jul 12, 2017 10:23 am

Lightning as a Trapping is totally legit, actually, yes. You'd pick one of the Electrical Trapping effects. It's got some good ones--Spasms and Armor Piercing are cool, and Conduction is typically fine against most folks in body armor.

On a Vibro-Sword, Conduction would make it a Str + d8 weapon, except against folks with lots of metal, or standing in water--then it's Str + 2d8.

Armor Piercing raises the activation cost of the weapon by 1, but gives it an additional AP 2.

On a Raise on your Fighting roll, a Spasms-blade would force the target to make a Vigor check or be at -2 Parry until their next action.
GM Bennies (7th SET, Joker's Jokers): 5/8
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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
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Re: OOC Discussion

Post by RFT » Wed Jul 12, 2017 10:49 am

Freemage wrote:Lightning as a Trapping is totally legit, actually, yes. You'd pick one of the Electrical Trapping effects. It's got some good ones--Spasms and Armor Piercing are cool, and Conduction is typically fine against most folks in body armor.

On a Vibro-Sword, Conduction would make it a Str + d8 weapon, except against folks with lots of metal, or standing in water--then it's Str + 2d8.

Armor Piercing raises the activation cost of the weapon by 1, but gives it an additional AP 2.

On a Raise on your Fighting roll, a Spasms-blade would force the target to make a Vigor check or be at -2 Parry until their next action.
Oh, I was referring to Kidemònas being a Brass Dragon with Lightning instead of the SW default of every hatchling is a Flame Wing.
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Re: OOC Discussion

Post by Zakkael » Wed Jul 12, 2017 5:17 pm

Kidemónas wrote:Oh, I was referring to Kidemònas being a Brass Dragon with Lightning instead of the SW default of every hatchling is a Flame Wing.
Saw awhile back on the facebook boards, someone put together a conversion for several breeds of dragons with the FW as the basis. I'm not the type to steal somebody else's work and pass it off as my own, but I'm surprised no conversions have been proposed here. Swapping elements seems like it would be one of the easier tasks to do.
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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
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  • Power: Deflection (Wind trapping)
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Re: OOC Discussion

Post by Freemage » Thu Jul 13, 2017 9:04 am

Just to be clear: You guys have as long as you want to discuss strategy before arriving at Little Pocahontas. Just give me a general heads-up when you're ready to arrive. It will be shortly after dusk, unless someone developed the ability to use Ley Line gates or similar long-range teleportation in the interim.
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GMC Bennies:
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  • Wrath 0/1 Burn: 2 Wounds: Incap
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  • Pride: Dead
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Re: OOC Discussion

Post by Venatus Vinco » Thu Jul 13, 2017 11:20 am

Okay,

I think we like the stealth option. Infiltrate and sabotage.

We'll probably need to scout it out first. I thought I saw we would go in under the guise of traders...do we have anything to trade?

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Re: OOC Discussion

Post by Zakkael » Thu Jul 13, 2017 11:58 am

We can trade SnackHappy's munchie stash. You know he's holding out.
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)
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Freemage
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Re: OOC Discussion

Post by Freemage » Thu Jul 13, 2017 12:59 pm

That assumes Herra hasn't stolen it for her own stash.... :lol:

More seriously, you guys pretty much have the MREs (which, BTW, have a Coalition stamp on them). You could sell the small arms, but that MIGHT possibly have consequences later on.....
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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Re: OOC Discussion

Post by Herra » Thu Jul 13, 2017 1:28 pm

We don't actually need to sell anything, just look like we have stuff to sell.

I forgot we had supplies for defence of the village later. They should be enough of a smoke screen.

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Herra, Psychic Warrior
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Re: OOC Discussion

Post by RFT » Thu Jul 13, 2017 1:48 pm

I cannot believe I just caught on that VV is Herra. This whole time I thought that Herra was just some guys named John.
:lol:
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Venatus Vinco
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Re: OOC Discussion

Post by Venatus Vinco » Thu Jul 13, 2017 3:13 pm

Well,

I am some guy named John. So, not wrong.

VV

PS Changed poster above, as I usually try to do
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Re: OOC Discussion

Post by RFT » Thu Jul 13, 2017 3:27 pm

Well hello some guy John, I am some guy Rob.

:D
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Re: OOC Discussion

Post by Zakkael » Thu Jul 13, 2017 4:03 pm

We've actually got a couple GMs in here. VV is Herra, and Lars is Roath.
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)
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Re: OOC Discussion

Post by RFT » Thu Jul 13, 2017 4:07 pm

I do not think I have interacted with Lars before.

But I have interacted a lot with VV.
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Re: OOC Discussion

Post by Zakkael » Thu Jul 13, 2017 4:11 pm

Lars is responsible for a ton of the open-RP areas, outskirts, spider's pub, etc. Dude puts in 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)
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Re: OOC Discussion

Post by Freemage » Thu Jul 13, 2017 6:48 pm

Actually, Herra did okay with the Big Boy. You forgot the +1 Handling mod. Call it a rough start, but she ultimately gets it moving.
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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Re: OOC Discussion

Post by RFT » Fri Jul 14, 2017 9:55 am

Going to watch a movie but I will have a post up today. Echo will turn into an owl and Scout ahead.
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Re: OOC Discussion

Post by Zakkael » Fri Jul 14, 2017 9:48 pm

Between the four of us so far, an invisible ant isn't likely to twitch an antenna without our knowing. +9 to notice? That's ridiculous.
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)
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Re: OOC Discussion

Post by RFT » Fri Jul 14, 2017 10:17 pm

She is paper in combat.

But out of combat she is awesome. Like a Bard in D&D or something.

Her Persuasion and Streetwise are also always either a raise or a critical failure.

But in combat she will be paste
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Re: OOC Discussion

Post by RFT » Sat Jul 15, 2017 4:42 pm

@Scyleia
I would not lose sleep over watching the wrong thread.

I post on the wrong thread and as the wrong person all the time.

Nobody has banned me yet.

(But there have been discussions)
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