GM Poll Third Quarter 2017
99’s members please vote sometime in the last part of September.
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. Please, when you vote, post a response saying you voted. If you are up to it, I’m open to feedback BOTH on how I did as GM, and ALSO any feedback you have on the story as it develops .
GM Rating Reward Table
Earn 5 EP
Earn 4 EP
Earn 3 EP
Earn 2 EP
Earn 1 EP
Fired 0 EP
Pleas post once you have voted saying as much.
3rd Quarter GM Poll
Put old stuff here
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
3rd Quarter GM Poll
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: 3rd Quarter GM Poll
Voted! I’m really enjoying the game so far, and I appreciate how available you’ve been both by hangouts and PMs to answer questions. Thanks!
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
Jane Character Sheet
Signature
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
- All-Terrain: +2 to Riding checks
- Sensor Suite (+2 to Notice, power armor sensor package)
- Kick does Strength + d6 Mega Damage
- Size +2
- Brave/Fearless
- Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
- Extraction (Agility roll to break off from melee without giving a free attack)
- Nano-Repair System
Jane Character Sheet
Signature
- High Command
- The Savage Inquisition
- Posts: 1943
- Joined: Sun Jun 12, 2016 6:10 am
Re: 3rd Quarter GM Poll
Post by High Command »
Voted, and I have to say you've taken to the task like a champ.
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.
"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.
Re: 3rd Quarter GM Poll
Voted I'm having a great time. I have always enjoyed Rifts and I appreciate the time the you are putting in. Also a word of congrats to the other players, this group has been very entertaining so far and you all are also a part of that.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device
Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
Current Gadgets
None
Bennies 5/3
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device
Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
- Quickness:
- Dispel:
- Warrior's Gift:
- Speed: Missing
Current Gadgets
- Boost Trait: Trapping Damage Compensation http://savagerifts.com/sr/viewtopic.php?f=57&t=1421 PPE: 1/7
- Healing Nanite Wrist sprayer: PPE: 6/12
None
Bennies 5/3
- +2 Bennie Q3 report
- +1 Bennie Joker's wild http://savagerifts.com/sr/viewtopic.php ... 142#p21142
- +1 Bennie Interlude Scene 05
- -1 Bennie Extra Effort http://savagerifts.com/sr/viewtopic.php ... 233#p21233
- -1 Bennie Extra Effort http://savagerifts.com/sr/viewtopic.php ... 717#p22717
- BILLY BORG
- Posts: 58
- Joined: Fri Aug 11, 2017 9:43 am
Re: 3rd Quarter GM Poll
Post by BILLY BORG »
My vote is cast. I am new to play by post but everyone has been supportive as well a lot of fun to interact with. I am excited to see how all of the characters evolve.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
- +1 GM Reward
- Nomed Dercas
- Posts: 50
- Joined: Fri Aug 11, 2017 5:37 am
Re: 3rd Quarter GM Poll
Post by Nomed Dercas »
Excellent job Rob coordinating everything and keeping everyone on task for posting. Can't wait to see what the next quarter holds for the 99's.
Character Summary
Nomed Dercas
Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)
Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2
Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks
Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**
Primary Weapon
JA-11 Energy Rifle
Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)
Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2
Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks
Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**
Primary Weapon
JA-11 Energy Rifle
- Range 30/60/120
- Damage 3d6
- RoF: 1
- AP: 4
- Shots: 60
- Weight: 7
- Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
- Ion Beam
- Range: 12/24/48
- Damage: 1-3d6+1
- RoF: 1
- AP: 2
- Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
- Long E-Clips: 2
- Grenades(assorted)
- Silvered Vibro-Sword
- Wooden Stakes
- NG-S2 Survival Pack
- Infrared Distancing Binoculars
- Translator
- Internal Repair System
- NG-357 Magnum-Turbo Hovercycle
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: 3rd Quarter GM Poll
For those of you who voted. Thank you.
I am closing this thread and sinking it.
I am closing this thread and sinking it.
- 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! 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
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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