Roll20 SR 2.0 Play-test Thursday Night

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Ndreare
Savage Siri
Posts: 3748
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Roll20 SR 2.0 Play-test Thursday Night

Post by Ndreare »

I will be running and we will be playing in roll20, using Discord for communication.

Planned time Thursday the 19th of September 2019
6:00 PM Pacific
7:00 PM Mountain
8:00 PM Central
9:00 PM Eastern


MARS characters only
Raise character to Veteran 8 advances

We are deliberately testing vehicles and robots. So all characters should have a Vehicle, Robot or Power Armor.

Starting gear can be sold for 50%.

Start with 100K in additional book listed gear.

If you have a vehicle as an Operator or Psi-operator+Rich please take up to your vehicle limit in weapon mods.

This will not be a RPG session, this will be a Combat using the Chase/Vehicle combat rules and a Combat using the Tactical Rules. Both against overwhelming enemies

Temporary Hangout to talk about stuff: https://hangouts.google.com/group/YiaR1KEQFYCNg4EN8

This post will be deleted after the game starts.

I would like at least four and up to six players, I know this is short notice, so I am going to spam it everywhere.


Please confirm if you can make it bellow.


PS: We are testing the vehicle rules, not trying to break the system so no puppet or slumber type builds.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3748
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Roll20 SR 2.0 Play-test Thursday Night

Post by Ndreare »

Confirmed Attendees
  1. @Venatus Vinco
  2. @Koshnek
  3. @High Command
  4. @Tribe of One
  5. @Pender Lumkiss

Potential - Seats are Not Reserved Until Commitments are Made
@Radecliffe
@Alecto

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Character ideas

Post by Tribe of One »

Playtest Robot Jock
Wulfgang Peck, the "Wulf-Spider"
Half-folk MARS Robot Vehicle Ace
F&G [dice:36orinip]58270:0[/dice:36orinip]
F&G [dice:36orinip]58270:1[/dice:36orinip] = 2-for-1 these for two HJ rolls

Cybernetics
HJ [dice:36orinip]58270:2[/dice:36orinip] = Vehicle Interface
HJ [dice:36orinip]58270:3[/dice:36orinip] = Extra Set of Arms

Education
HJ [dice:36orinip]58270:4[/dice:36orinip] = Hacking d6, +1 vs electronic security
HJ [dice:36orinip]58270:5[/dice:36orinip] = +3 SP for Smarts-based skills

RACE
Half-folk:
Luck: +1 Benny
Obese + Reduced Pace: -2 Pace, 1d4 Running

Agility: d8 (d12), Smarts: 1d8, Spirit: d8, Strength: d4, Vigor: d8

Bennies: 6/6

Hindrances: Big Mouth (m), Impulsive (M), Obese (m)

Skills: 15 +3 Smarts-based
Athletics d4
Common Knowledge d6+2
Electronics d8+2
Fighting d10+2
Hacking d6+2
Notice d8
Persuasion d4
Piloting d12+2
Repair d6+2
Shooting d12
Stealth d4


EDGES
Bonus: Ace
Bonus: Robot Vehicle Jock
Hindrance: +1d Agility
Hindrance: +1d Smarts
Novice 1: Elan
Novice 2: Luck
Novice 3: Great Luck
Seasoned 1: Combat Ace
Seasoned 2: Level-Headed
Seasoned 3: Rock and Roll!
Seasoned 4: Rapid Fire
Veteran 1: Improved Rapid Fire

Cybernetics (Strain 8):
Core Electronics Package (+2 to a bunch of skills)
Vehicle Interface Package (+2 to Piloting, Electronics)
Cyber-Wired Reflexes (2)
Hand-to-Hand Reaction Wiring (+2 Fighting, +1 Parry)
Extra Set of Arms (-2 MAP)


GEAR
Ulti-Max
Giant vibrosword
Standard Gear and tool kit
+100k (Spent on Core Electronics Package, 2 levels of Cyber-Wired Reflexes, Hand-to-Hand Reaction Wiring and Giant Vibro-Sword = 94k)
GM Bennies: 8/8

User avatar
Ndreare
Savage Siri
Posts: 3748
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Roll20 SR 2.0 Play-test Thursday Night

Post by Ndreare »

@Tribe of One,
So does this mean you are in for tonight?

Cool. Get one of the people in the hangout to promote you to GM so you can set up a character and taken in there. Or maybe ask one of them to if it helps.

As a note if someone can make it for only one of the two parts that works.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Roll20 SR 2.0 Play-test Thursday Night

Post by Tribe of One »

I won't be able to make the game but put this up in case Sgt wanted to use it.
GM Bennies: 8/8

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Sgt 86Delta
Game Master
Posts: 816
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 SR 2.0 Play-test Thursday Night

Post by Sgt 86Delta »

Tribe of One wrote:
Thu Sep 19, 2019 4:07 pm
I won't be able to make the game but put this up in case Sgt wanted to use it.
appreciate it
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

User avatar
Sgt 86Delta
Game Master
Posts: 816
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 SR 2.0 Play-test Thursday Night

Post by Sgt 86Delta »

Does Rate of Fire incur Multi Action Penalty?
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

User avatar
Sgt 86Delta
Game Master
Posts: 816
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 SR 2.0 Play-test Thursday Night

Post by Sgt 86Delta »

Titan shooting out from a Gang Up (2 Gargoyles) with Ranged (Missiles)?
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

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