Welcome to our site. This is the place where you will find our "Getting Started" guides on how to do play-by-post, character creation, and our house rules. Have a look. if you have any questions feel free to PM our site administrator: Venatus Vinco or Join our community channel on Discord. Check Here for open games to join! Start building your Character by checking out Character Creation.
Many of us have a number of characters and onsite roles. This thread is a great way to keep track of everyone. Once you have an account you can copy the template below and fill it in as a reply to this thread - then edit as you become more involved.
Once you've posted send a link to your post in a private message to @Explorer Points who will reward you with 1 EP!
[b]Discord Nickname:[/b] John (Venatus Vinco)
[*][b]Player Account:[/b] (list as many as needed)[/list]
Didn't have a signature but wanted the 1 EP for using OOC tags!
Player Name: Patrick IM Contact(s): payoung95 or mikelamroni (at gmail)
GM/AGM/Mod Account(s): High Command
Player Account: L.C. (99s - inactive)
Player Account: Krysesia (Legends: Death Seekers - Active)
Black Swan (IZ: Chicago Woes - Active)
Tales of the 17th SOG "In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
Edges AB (Weird Science): +15 power points, 2 starting powers Gadgeteer: Spend 3 power points to create a device that replicates another power Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something. Artificer: Allows user to create Arcane Devices. McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.
Hindrances (Major) Curious: You don’t mind if I take this apart to see how it works do you? (Minor) Quirk Talks to his vehicle like it’s a person. (Minor) Habit: Likes to smoke cigars
Accounts GM/AGM/Mod Account(s): Ndreare (was RFT until oct 9, 2019)
Player Account: Kidemonas +Sig
Player Account: Roy +Sig
Player Account: Thomas +Sig
Player Account: Gill & Curatrix +Sig Player Account: Jimmy Black +Sig
Player Account: Que +Sig
Player Account: Roland +Sig (sig does not exist)
Player Account: Par +Sig
Player Account: Richards + Signature
Player Account: Forty Two (No signature item purchased per GM settings)
I think that is all the survivors.
Corpses and Sleepers
Inactive or dead
Player Account: Echo - Dead
Player Account: Humble - Inactive
Player Account: Leben - Retired
Player Account: Brandon Meyers - Inactive
Player Account: Marcus (Sentinel) - Retired
Player Account: Grandpa - Inactive
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
+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]
[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."
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)
Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Weight: 60 lbs
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)
The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge
NG-S2 Survival Pack
2 person tent, +20% water supplies
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
2 weeks rations
Last edited by Hans Greuber on Tue Jan 14, 2020 6:48 pm, edited 1 time in total.
Main Character: Merlaggon
PPE: 20 / 50
Band of Healing: 2 / 10
Band of Power: 2 / 10
Wings of Icharus: 10 / 10
Dreamtime: 0 / 5
Active Powers: None
Combat Edges: Level Headed
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets: None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor [list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
Commonly Used Weapons:
"Satisfaction" (TW P-40 Particle Beam Cannon)
Damage: 3d8+5 AP6 MD.
Sound (Deafness) Trapping
+2 to Shooting
"Dreamtime" (TW Revolver)
Damage: 2d6+2 AP4
Shots: 6/6, Can Fan the Hammer
+2 to Shooting
Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
Power - Slumber with Temporal Thought Trapping)
+1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift
Note: A total of 5 accounts and 1 Patron account have been purchased.
Note: A total of 3 Inactive Account slots have been purchased.
Note: A total of 3 Signature items and 1 Patron item have been purchased.