The heroes of Fort Hope - 5/8 Players
GM: KahlessNestor
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Post by KahlessNestor »

101st Trailblazers

Ashley Logan - 0 XP | 0.40 PPW | EP
Q'omo - 0 XP | 0.30 PPW | EP
Vik - 0 XP | 0.80 PPW | EP
Thomas - 0 XP | 0.60 PPW | EP
Ryder - 0 XP | 1.20 PPW | 1 EP
Barinthasheer - 0 XP | 0.80 PPW | EP
- 0 XP | 0.00 PPW | EP
- 0 XP | 0.00 PPW | EP

Group Post Rate (Weekly): 0.51
GM Post Rate (Weekly): 1.60
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Post by Thomas »

And I really thought I was going to get the big 20 this time...
Thomas (Rob T) status and conditions
Bennies 3
  • 3 Reset of Quarter

Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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Location: Skagit County, Washington


Post by Ndreare »

I do not want the information lost in the hangout.

For Q'omo you can search for *omo and the results will be 9 posts last quarter. This will allow you to better do it in the future.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]

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 (SWD only)[/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]

  • 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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Post by Freemage »

Ndreare wrote:
Wed Apr 01, 2020 7:11 am
I do not want the information lost in the hangout.

For Q'omo you can search for *omo and the results will be 9 posts last quarter. This will allow you to better do it in the future.
Also, for EP purposes, I believe you should also be counting Nazo's posts.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)

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