The Three Galaxies are a terrifying place, within the Galaxies there are a lot of very bad people who have done some very bad things. We need a team to help hunt down and capture some of those bad guys and bring them to justice.
Life in the stars is complicated and can sometimes go bigger than expected. The crew of the Remorseless eventually crew to such a point that the crew just had to split up.
That is why only 2 months ago when the opportunity to steal a new ship came up many of the crew members took the new ship and started their own crew. Now the Sovereign and the Remorseless are allies, rivals and old friends. But you know in this industry you have to be willing to separate business from pleasure. So do not be surprised if the two ships end up competing on the same jobs.
Rob will be running the Crew of the Remorseless
Mike will be running the Crew of the Sovereign
Rifts Phase World will use the site rules for Savage rifts with the following considerations.
A Little Railroady: Your characters will be mercenaries who make their living by hunting down some of the meanest and toughest beings. This could leave you chasing them well away from Phase World.
A Different Pace of Adventure: We will not use adventure cards.
The Best of The Best: Design your character as needed to ensure your team succeeds at the missions needed. No rolls will be required during character creation. You will be hunting some very big, very tough bad guys, and being hunted by some of the same, Be Prepared!
The Big Nerf: It can be tempting to make those characters with tons of awesome. However Arcane and/or Tech Bonuses simply do not stack in this game. (Example: Two castings of Boost/Lower trait will not stack. And Super Skill and Boost Trait will not stack)
Teamwork Matters: Your characters will be reviewed by your fellow players. We are a team, so let’s help each other out.
RFT’s Setting Rules: i will be using my standard table rules as shown below.
Additional Setting Rules
We will be using the Ships from Science Fiction Companion
Maintenance cost for vehicles will be 1% of value per month of operation. If you have a skilled engineer this cost will be reduced by 10% per success and raise, on a skill roll using the lower of his Knowledge (Engineering), Knowledge (Electronics) or Repair.
The players will be starting with a basic starship.
Arcane abilities can affect each other such as SPC2 negation versus Magic or Dispel versus SPC2 but suffer a -2 when the AB are different.
Rob’s Table Rule
PG-13
Much like Pinnacle Games I like to keep the games generally PG-13
Bennies - Spend Them as You Like
Like a more powerful version of Common Bond all wild cards may spend their bennies however they like for themselves or others.
Beyond the Pain
The legendary warriors and supernatural wonders in the world often have the ability to keep on fighting well beyond when they should have fallen.
When spending a benny for a Wild Card to soak one or more wounds or fatigue any success, even if not soaking all of the wounds will prevents the character from being incapacitated regardless of the final number of wounds or fatigue that should have been taken.
Command Edges
Command Edges work as normal within 5" and 10" respectively, but also gain the following.
If you have effective communication and observation, you can use Command Edges on Spirit/2 people.
If you have Command Presence this increases to Spirit in people.
Casual Power Use
As per the casual use of skills, as per page 23 of SWD, players may use minor non-combat uses of their existing powers. This can include floating things around with telekinesis, using bolt to light a candle, warming or cooling a drink, etc. There is no need to roll the arcane skill, nor expend any power points. GM approval is needed to use this setting rule. To use this setting rule, the character should have their arcane skill at least a d6. It has a range of Smarts.
Golden Bennies
Golden Bennies are something I learned about from Sean Patrick Fannon and latter when reading Shaintar. While not exactly the same as a Shaintar Golden Benny, I will have them in this game. Here is how they work.
A Golden Benny May
The golden Benny belongs to the player, not the character. So if you are in more than one of my games it goes with you.
Do anything a Benny can do with an additional +2 to the roll.
Allow you to reroll a Critical Failure.
Allow you to add +4 to any roll.
Allow you to soak all of the damage from a single attack.
Be Exchanged for a random adventure card
Be Exchanged for 2 regular bennies.
Allow some other narrative awesomeness you can talk the GM into.
Allow you to reroll a Critical Failure.
Wow Rob, that sounds so awesome. How can I get one?
You get a Golden Benny on Christmas, on your birthday, on your wedding day, loss of a loved one, or other unique days worth noting such as your mother in laws funeral.
The Catch: Well there is always a Catch, and with the Golden Benny the catch is you can only ever have 1. Special Exceptions may be made if events fall within a month of each other. For example if you are lucky enough to get married on Dec 23rd, have you mother in law die the day before christmas and your birthday is on Boxing Day I will not be a jerk, and will likely let you have two for up to 1 month. AND YOU HAVE TO TELL ME! I cannot give you a golden Benny if I do not know about the qualifying event.
Training Opportunities
A character that has been actively training a skill in game with an instructor who has at least d8 or better in the skill can learn that skill at d4 as if raising a skill below the linked attribute. To take advantage of this opportunity the character must include a minimum of 2 in character post each discussing intent or action.
2D6 EFFECT 2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).
4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).
9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
11 Fatigue: The character suffers Fatigue.
12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures! "Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
In progress - A Pleasurer Charmer and Infiltration
In progress - A Frost-Knight Warrior
2D6 EFFECT 2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).
4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).
9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
11 Fatigue: The character suffers Fatigue.
12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures! "Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Given that 1-8 (out of 13) characters are already committed to the first Phase World group, does that mean the second group will be 5 players strong? Or will there be a bit of shuffling to determine which players land in which group?
Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Mox wrote: ↑Mon Oct 22, 2018 12:33 pm
Given that 1-8 (out of 13) characters are already committed to the first Phase World group, does that mean the second group will be 5 players strong? Or will there be a bit of shuffling to determine which players land in which group?
That is interesting. I hope they do not change the crew of the Thunder Duck.
Mox wrote: ↑Mon Oct 22, 2018 12:33 pm
Given that 1-8 (out of 13) characters are already committed to the first Phase World group, does that mean the second group will be 5 players strong? Or will there be a bit of shuffling to determine which players land in which group?
One group may be a little smaller than the other. I was considering it, but Mike has not said anything so no effort will be made to artificially balance them as long as we have 4 players in the second ship.
With 4 games starting this Q we may have some skimp for a bit.
2D6 EFFECT 2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).
4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).
9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
11 Fatigue: The character suffers Fatigue.
12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures! "Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
I'm fine with recruiting fresh for The Sovereign. A lot of work has been done tying the members of the remorseless together background wise, and as far as I'm concerned that shouldn't be negated if possible. So far we have three people, RFT Heracles and tpo Rob Hunter. I hope to start mid November, so hopefully we can get a few more by then. Like someome said there's a bunch of new games starting this quarter so if there aren't a ton of people looking to join the Sovereign at first, I'm fine with that. A smaller group isn't necessarily a bad thing.
Stoic wrote: ↑Mon Oct 22, 2018 8:09 pm
I'm fine with recruiting fresh for The Sovereign. A lot of work has been done tying the members of the remorseless together background wise, and as far as I'm concerned that shouldn't be negated if possible. So far we have three people, RFT Heracles and tpo Rob Hunter. I hope to start mid November, so hopefully we can get a few more by then. Like someome said there's a bunch of new games starting this quarter so if there aren't a ton of people looking to join the Sovereign at first, I'm fine with that. A smaller group isn't necessarily a bad thing.
Any chance we could get an Open RP so we have a chance to earn an EP or two if needed?
PS: Que is done and has be edited based on feedback from Freemage.
2D6 EFFECT 2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).
4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).
9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
11 Fatigue: The character suffers Fatigue.
12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures! "Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
2D6 EFFECT 2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).
4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).
9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
11 Fatigue: The character suffers Fatigue.
12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures! "Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
The Sovereign has:
1: Dorian Falstaff, Altess TW
2: Ducky Boss, fallen Cosmo Knight
3: Sera, rogue pleasure bot face/pilot
4: Que, human superpowered teleporter
5: Vrothus, Gemini demon shifter/temporal wizard
6: ?new player currently looking over ideas?
7:
8:
Active Effects:
Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart Combat-Relevant Edges & Abilities:
List of Abilities: Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total. Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr