Q2-19 GM Poll

They are lead by Osanna "Joker" Wilde, a real wild card.
GM: Freemage
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How'd I do?

5
6
100%
4
0
No votes
3
0
No votes
2
0
No votes
1
0
No votes
0
0
No votes
 
Total votes: 6

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Freemage
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Posts: 1738
Joined: Thu May 11, 2017 7:09 am

Q2-19 GM Poll

Post by Freemage » Tue Jul 02, 2019 8:07 pm

GM Poll Second Quarter 2019
It is that time of the Quarter again, you get to rate your GM and say how many EP he gets. This has been a slow quarter across the forums, but hopefully you still had fun and enjoyed your character.


Freemage, Game Master (GM)

How to “rate” the GM, their Duties:
• Post Rate (minimum 1 per week/10 per quarter)
• Notify Players via PMs or Hangouts of new posts.
• Be available to Players to answer questions

☞ 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.

GM Rating Reward Table
Earn 5 EP
Earn 4 EP
Earn 3 EP
Earn 2 EP
Earn 1 EP
Fired 0 EP

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Sara Turner
Posts: 100
Joined: Sat Oct 20, 2018 2:46 am

Re: Q2-19 GM Poll

Post by Sara Turner » Wed Jul 03, 2019 2:16 am

There isn't a poll attached.

I vote 5 to stay alive :) Good job!
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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Herra
Bronze Patron
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Posts: 225
Joined: Fri May 12, 2017 7:13 pm

Re: Q2-19 GM Poll

Post by Herra » Wed Jul 03, 2019 2:58 am

No poll attached, also it says we are voting for RFT.

RFT is doing a terrible job GMing this game.

Freemage is worthy of a 5 however.

Herra
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature

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Sara Turner
Posts: 100
Joined: Sat Oct 20, 2018 2:46 am

Re: Q2-19 GM Poll

Post by Sara Turner » Wed Jul 03, 2019 11:16 pm

Voted!
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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Growler
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Posts: 161
Joined: Fri Aug 18, 2017 7:42 am

Re: Q2-19 GM Poll

Post by Growler » Thu Jul 04, 2019 1:13 pm

Voted
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40

Active Powers:
None

Conviction: 1
Bennies: 3/3
Base Amount

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Ndreare
Savage Siri
Posts: 3407
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: Q2-19 GM Poll

Post by Ndreare » Fri Jul 05, 2019 11:37 am

voted
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 2 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
Debrek 2 (Ex DA+Pres Sense, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset

Initiative Copy and Paste

Code: Select all

[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[/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]

Dynamic Backlash Table
  • 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."
Rob Towell

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Venatus Vinco
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Bronze Patron
Posts: 2228
Joined: Sat Jun 11, 2016 3:30 pm

Re: Q2-19 GM Poll

Post by Venatus Vinco » Thu Jul 11, 2019 7:26 am

voted
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Sgt 86Delta
Game Master
Posts: 811
Joined: Sun Oct 15, 2017 4:47 pm

Re: Q2-19 GM Poll

Post by Sgt 86Delta » Sat Jul 13, 2019 3:58 pm

Glad for the opportunity to explore with a new character.

Even when its mellow here its still exciting.
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
[*]

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