Savage Rifts - Ex Machina

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Stoic
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Savage Rifts - Ex Machina

Post by Stoic »

I will be running the Ex Machina PPC from Empires of Humanity. Priority will be given to new players. Anticipated start date is July 1st at the latest but we will start once we have filled the game. Maximum of 6 players.
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Snake Eyes
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Re: Savage Rifts - Ex Machina

Post by Snake Eyes »

In a shocking development nobody saw coming, I am interested in taking a character slot for this game once all new players have claimed theirs. I will also defer to seasoned players who have fewer active characters running. But after all that, I'd like a slot.
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Corwin
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Re: Savage Rifts - Ex Machina

Post by Corwin »

Ex Machina is the name of my heavy metal cover band!

I'd like a slot. (Shiro on Discord)
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John Carter
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Re: Savage Rifts - Ex Machina

Post by John Carter »

If there is any room after all the new players and others who are waiting have joined, I’d like to be in this game.
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Re: Savage Rifts - Ex Machina

Post by Murp »

Throw me in if you have trouble filling slots! I'm in a metric ass-ton of games though so definitely prioritize newbies and other gameless people before me.
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Alia Moonrose
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Re: Savage Rifts - Ex Machina

Post by Alia Moonrose »

I am up for it, have a fair amount of experience, but no games within the last year ouch.
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Trent Angel
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Re: Savage Rifts - Ex Machina

Post by Trent Angel »

I've read the Ex Machina PPC because I'm running it for my in person group. If that's not a problem, and you don't have any other new people to join, I'll take a spot.
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Ndreare
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Re: Savage Rifts - Ex Machina

Post by Ndreare »

Jumping in here. I will poke around and see what we have.
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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