Supplies!

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Venatus Vinco
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Supplies!

Post by Venatus Vinco »

Current Supply Die: d12
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Re: Supplies!

Post by Venatus Vinco »

Vehicle
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Re: Supplies!

Post by Venatus Vinco »

Loot
  • Raw Gantrium, approximately 1 pound.
  • Unknown alien mineral, approximately 2 pounds. Dangerous Radiation being emitted, priceless
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Re: Supplies!

Post by Venatus Vinco »

Crew
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Re: Supplies!

Post by Venatus Vinco »

Wishlist
In addition to Rewards that increase your Wealth Die your hero may also receive "big ticket" items through game play, as rewards, or other means. Please reply to this post listing your top three big ticket items in order of preference. They could be very specific (like NG Samson) or more general (power armor).

Specific may be hard to accommodate as we head deeper west, but I don't want you to go without something iconic to your character.

Name
1.
2.
3.
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Pursuit
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Re: Supplies!

Post by Pursuit »

Mars
1. Super cool, 1-handed magical sword of some variety
2. Neat one-handed ranged weapon. Maybe a shock pistol or starfire pistol? Or a non-magical weapon, like a mini railgun or something. Or even a cache of unique grenades (TW or otherwise).
3. Enchanted or enhanced boots, maybe? Equivalent of the cybernetic leg enhancements, or the fleet footed edge, or just something cool of that nature. Maybe with teleport? This is more for flavor than mechanics, so I’m likely to be pleased as punch with whatever you come up with. (Edit: Mercury’s sandals, or even just the wings, maybe? Increased pace, maybe flight?)
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Icosa
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Re: Supplies!

Post by Icosa »

A little tricky, since I don't really associate any items as 'iconic' for Icosa at the moment, but I'll try.

1. Some kind of cool sensor or 'intel gathering' type deal. She already has loads of sensors though, so I'm not sure what it would be offhand. :)
2. A personal transport of some kind. Jetpack or hovercycle or other speedy way of getting herself around that doesn't depend on the group vehicle.
3. Something she can use to defend herself from creatures vulnerable only to magic. She has silvered melee weapons already, which covers most of that...
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
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)

Edges
Adaptable: Attractive
Upgradable
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)

Gear
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
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
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
Pace +2
Str 1d12+2
Full environment
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
Sleeping bag
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’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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William Rufus
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Re: Supplies!

Post by William Rufus »

WISH LIST


William Rufus

1) Shadow Cloak (TW): An arcane cloak that allows the wearer to gather shadows around herself either to use for hiding or to create fear and distraction among enemies. The cloak grants +2 to Stealth and the fear and invisibility powers. It costs 1 Power Point to charge for one hour. (1 lb, 300,000 credits)


2) Multi-Optics Helmet: This helmet— compatible with EBA systems (see page 88)—includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits). TW Enhancement Quick Edge, Speak Language Power


3) TRIAX DV-12 DYNA-BOT ( Empires of Humanity page 37)
Designed to hunt and kill monsters on missions deep into the infested European wilderness, the advanced DV-12 Dyna-Bot was created to be an expendable substitute for humans, much like the Skelebot. The CS has authorized a labor version to be imported, but it is physically identical to the combat model (combat program Black Market price 500,000 credits). It has a nuclear engine and functions tirelessly around-the-clock (500 lb., Rarity −4, 3.5 million credits).
Last edited by William Rufus on Mon Mar 02, 2020 8:00 pm, edited 1 time in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Ajax
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Re: Supplies!

Post by Ajax »

Ajax's wishlist
1. A lance or spear. Something that will maybe address some of the likely creature damage immunities common to the unexplored world (silver, cold iron, etc.). If Odin accidentally dropped Gungnir in western North America...so be it. Ajax will wield it with pride.
2. ROF ranged weapon. He doesn't have the strength for any of the big plasma rifles or railguns (yet) but something for widespread carnage and multiple targets per round will help with crowd control.
3. MD armor, like Juicer Titan Plate or a Gladius. If it were to somehow augment his already peerless speed, that would be completely excessive, overkill, and delightful.

2 and 3 are interchangeable. 1 would be pretty slick.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Tiny Tim
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Re: Supplies!

Post by Tiny Tim »

Tiny Tim's Wishlist
  • Oversized melee weapon. I am talking HUGE!!! Anime sword level HUGE!!! This is for Tiny Tim in his human form. Enchanted, TW, or Super Tech would all be fine.
  • TW Shadow Cloak (or some other stealth helping device) for his human form.
  • Any sort of gear that Tiny Tim can use and carry in his Dragon form without penalizing his Camouflage.
    • AN example could be claw covers that give him Fighting improvements and/or Combat Edges that improve his Claw damage.
Last edited by Tiny Tim on Thu Jul 01, 2021 12:10 am, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Tex Arcana
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Re: Supplies!

Post by Tex Arcana »

Tex's Wish List

He wants to find magic. Spells and cool magic items.

He'd of course love to find an actual Ring of the Elder; but otherwise he'll be happy with whatever he finds.
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Erebus Caine
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Re: Supplies!

Post by Erebus Caine »

Erebus wish list

1a. Caine has patron armor, and I think his primary weapon is already the best for sniping, so unless there is something better, he could use something else.
1b. Something to deal with creatures resistant to normal weapons. Silver ammo? Some supertech energy charger giving him smite? He would steer clear of magic.
2. Something like a ghillie cloak or something to increase his stealth vs. non-tech (he can already be invisible to tech).
3. Improved backup weapons, melee primary, probably, and that can deal with resistant enemies.
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Re: Supplies!

Post by Venatus Vinco »

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Icosa
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Re: Supplies!

Post by Icosa »

Updated wishlist for Icosa

1) Protection from supernatural effects. Having been put to sleep at a critical juncture has shown her that spells and psionics can affect her despite her not being flesh and blood. Investing in defensive measures seems wise. The CS psi dampening helmet is a good start, but has side effects and only works against psionics. She will be hunting for something that lacks those downsides.

2) A better weapon. The NG-LG6 is not BAD, but there are better weapons available. Additionally, some kind of sidearm, perhaps a particle beam pistol, would be nice.

3) Armor that has useful abilities. Human scale armor doesn't do much to help Icosa's toughness, but some armors have useful tools or modifiers built in. Upgrading to such a suit would be helpful.

4) Force field? I don't know if a Naruni forcefield would work on Icosa. If not that's fine, but if so...that'd be handy for her.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
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)

Edges
Adaptable: Attractive
Upgradable
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)

Gear
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
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
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
Pace +2
Str 1d12+2
Full environment
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
Sleeping bag
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’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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William Rufus
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Re: Supplies!

Post by William Rufus »

Updated Wish list
1) Celestial Helm (Warrior’s Gif)
2) Celestial Shield (Deflection, Arcane Protection)
3) GLITTERMOUNT pg 180 A&M
OOC Comments
The TW equivalent of the ubiquitous
Robot Horse, Glittermounts take their
name from their polished metallic form…
and the sparkling dust they leave behind
as they gallop. Glittermounts resemble
living beings more than vehicles in many
ways, possessing a surprisingly dutiful
magical “artificial intelligence” roughly
equivalent to a real horse. Glittermounts
are coveted by their riders, and those few
for sale cost 7 to 10 million credits.
The rider may use the Glittermount’s or
her own PPE to cause the Glittermount to
cast its powers.
Attributes: Agility d8, Smarts d6 (A),
Spirit d8, Strength d12+4, Vigor d12
Skills: Athletics d8, Fighting d8, Notice
d8, Stealth d8, Spellcasting d8
Pace: 12; Parry: 6; Toughness: 26 (12)
Hindrances: Loyal, Mute, Vow (Major—
Obey bonded rider)
Edges: Fleet-Footed
Powers: Blind, bolt, fly, light. PPE: 15
Special Abilities:
„ Construct: +2 Toughness; +2 to
recover from being Shaken; called
shots do no extra damage; doesn’t breathe, immune to disease, poison,
and radiation.
„ Slow Regeneration: Glittermounts
make a natural healing roll once per
day and can heal Injuries.
„ Kick: Str+d6 Mega Damage, counts
as a magical weapon.
„ Nightvision: Glittermounts ignore
Dim and Dark Illumination penalties.
„ Polished Silver Plating: +12 MDC
Armor.
„ Size 4 (Large): 800 pounds of chrome
equine. Gains a Wound level.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Venatus Vinco
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Re: Supplies!

Post by Venatus Vinco »

Supply Die

Consume
  • Roll supply die each real life week when not at a base camp.
  • Roll after any combat scenarios (instead of tracking Ammo)
  • Roll as required by GM
Replenish
  • Meet up with expedition base camp
  • Discovery
  • Trade
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