GM Poll 3rd Quarter 2019

Put old stuff here
Post Reply

Well how did I do

Poll ended at Tue Oct 08, 2019 8:01 am

5: Doing awesome!
5
100%
4: Overall well-done, but there was that one little thing....
0
No votes
3: You're okay, I guess, but you've got a way to go before being great
0
No votes
2: What the hell happened? Consider this a warning--shape up or ship out!
0
No votes
1: I'm only in this game for the EP, at this point.
0
No votes
 
Total votes: 5

User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

GM Poll 3rd Quarter 2019

Post by Ndreare »

GM Poll 3rd Quarter 2019

RFT, Game Master (GM)

How to “rate” the GM, their Duties:
• Post Rate
• Notify Players via Hangouts of new posts.
• Be available to Players

☞ Maintain a GM post rate at a minimum of one adventure post per week.
☞ Have the IM contact info of each player in their group.
☞ Notify all players in the group via IM or PM of new GM posts, and other important updates.
☞ Be available for IM chat at least one day a week.

Note: The above is used to “rate” the GM. I hope that I succeeded you all in the mission of being your GM. Additionally, I hope that I presented a fun game.
Thank you.

GM Rating Reward Table
Earn 5 EP
Earn 4 EP
Earn 3 EP
Earn 2 EP
Earn 1 EP
Fired 0 EP
  • 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
User avatar
Sgt 86Delta
Game Master
Posts: 822
Joined: Sun Oct 15, 2017 4:47 pm

Re: GM Poll 3rd Quarter 2019

Post by Sgt 86Delta »

I appreciate the nature of the campaign. Playing a pacifist upto this point has been interesting.

The rebuild will be a bit different for Fritz but will lean heavily (RP wise) on the fact that he is a pacifist scientist liberated from Lone Star.
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
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: GM Poll 3rd Quarter 2019

Post by High Command »

Voted - thanks for running.
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.
User avatar
Custos CarcerisXXVII
Posts: 31
Joined: Wed Sep 18, 2019 8:36 pm

Re: GM Poll 3rd Quarter 2019

Post by Custos CarcerisXXVII »

I’ll abstain being I wasn’t here for much of the Q. Looking forward to this Q!
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)/25(12) MDC
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 0/3; Fatigue: 0/2;
PPE: 22/25; Staff PPE: 10/10 Overdrive PPE: 20/20
Bennies: 2/3; Golden Bennies: 0/1
Custos' Color(#BF40FF)
Edit Signature
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: GM Poll 3rd Quarter 2019

Post by Pender Lumkiss »

Super fun
Field Team Six Bennies
3/6
Post Reply

Return to “Archive”