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 Out of Character Chat (2017.08.12 through 2017.09.31) 
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Anything out of character or general conversation goes here. I will create a new one every quarter to make management and searching easier.

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Game Master Bennies 8


Sat Aug 12, 2017 9:00 pm
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Character sheets cleaned up and removed unneeded post from character reviews.

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Game Master Bennies 8


Mon Aug 14, 2017 7:34 am
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I want a Pistol for McVey's Signature weapon. As for what it does?

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Baron McVey
Character Name: Baron McVey
Parry:9, Toughness: 6(14)
Bennies 4/4
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)


Tue Aug 15, 2017 8:41 am
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Baron McVey wrote:
I want a Pistol for McVey's Signature weapon. As for what it does?

How about as you are not a powered character and cannot use TW items.
We make it a very high quality pistol with excellent furniture, some nice accessories and a bag with some exchangeable accessories such as alternate barrel and a couple of scopes.

Do you want physical rounds or energy clips, also do you want revolver style or magazine style?

For actually making the firearm mechanically, another option would be it could be an ancient weapon that has been "enchanted" by the psychic imprint of hundreds of years of being used in war and killing.


The enchanted items rules allows 2 major and 2 minor, but they have the benefit of it can be used by your character.

So let me know once you have an idea in mind.

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Game Master Bennies 8


Tue Aug 15, 2017 8:58 am
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How will mundane (i.e., non-magical) upgrades be handled in-game? I know every GM has his or her own preferences on this, so I thought it worth asking before we get going. For instance, if my character wanted to improve his non-TW rifle (say, by replacing the barrel with one of a higher quality, or something of the like) to get a bonus to his Shooting, how would that work? I know that a lot of potential upgrades are covered by the Hero's Journey tables, and that you can always take the Rich Edge to get a couple of rolls on those tables. If I wanted to boost his gear without spending an Advance, how would we do that mechanically? Would you just set prices for the upgrades and we could buy them just like we would buy anything else (assuming they are available in whatever part of the country the team happens to be in, of course)?

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OOC Comments
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 2
Powers: Push (smite*) costs +1 ISP for +1 AP, ‘Kinesis (telekinesis), Energy Resistance (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*)
Current Ongoing Powers: None
ISP: 30/30
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Equipment of Note: Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Card: Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Full Character Sheet: http://savagerifts.com/viewtopic.php?f=81&t=1006&p=16620#p16620


Tue Aug 15, 2017 9:04 am
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Hardin wrote:
How will mundane (i.e., non-magical) upgrades be handled in-game? I know every GM has his or her own preferences on this, so I thought it worth asking before we get going. For instance, if my character wanted to improve his non-TW rifle (say, by replacing the barrel with one of a higher quality, or something of the like) to get a bonus to his Shooting, how would that work? I know that a lot of potential upgrades are covered by the Hero's Journey tables, and that you can always take the Rich Edge to get a couple of rolls on those tables. If I wanted to boost his gear without spending an Advance, how would we do that mechanically? Would you just set prices for the upgrades and we could buy them just like we would buy anything else (assuming they are available in whatever part of the country the team happens to be in, of course)?

Modifying a TW weapon by anyone other than a TW will destroy it. Quite simply there is some crazy magic going on that makes no sense what so ever.


I will have to run it my the other GM's first. But what I am thinking is for mundane or high quality modifications I can see those following a little common sense an adding the equivalent of up to two minor modifications. With the caveat that just like in real life the more tuned a weapon is the more sensitive it becomes to damage, jarring and the battle field, each modification would then be -1 to maintenance rolls and +1 to TD rolls to represent that mechanically.

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Game Master Bennies 8


Tue Aug 15, 2017 9:12 am
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Seems reasonable. Thanks!

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OOC Comments
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 2
Powers: Push (smite*) costs +1 ISP for +1 AP, ‘Kinesis (telekinesis), Energy Resistance (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*)
Current Ongoing Powers: None
ISP: 30/30
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Equipment of Note: Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Card: Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Full Character Sheet: http://savagerifts.com/viewtopic.php?f=81&t=1006&p=16620#p16620


Tue Aug 15, 2017 9:34 am
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RFT wrote:
Baron McVey wrote:
I want a Pistol for McVey's Signature weapon. As for what it does?

How about as you are not a powered character and cannot use TW items.
We make it a very high quality pistol with excellent furniture, some nice accessories and a bag with some exchangeable accessories such as alternate barrel and a couple of scopes.

Do you want physical rounds or energy clips, also do you want revolver style or magazine style?

For actually making the firearm mechanically, another option would be it could be an ancient weapon that has been "enchanted" by the psychic imprint of hundreds of years of being used in war and killing.


The enchanted items rules allows 2 major and 2 minor, but they have the benefit of it can be used by your character.

So let me know once you have an idea in mind.


Let's go purely mechanical. Physical rounds in a magazine style.

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Baron McVey
Character Name: Baron McVey
Parry:9, Toughness: 6(14)
Bennies 4/4
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)


Tue Aug 15, 2017 10:00 am
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I had left the identity of the Cyberknight in my background up to you RFT. So who are they and do they have any relationship with the CKs in our band?

I need to figure this out for the interlude I think.

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[OOC=Borg]
Character Name: Billy BORG


Thu Aug 17, 2017 11:39 am
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If he is willing to work with you I think it would be really cool if you and Sir William came up with a name for his Mentor.

If the two of you could thread your interludes together in a way that shows each of your own perspective to the events I will award an additional bennie for the awesomeness of it.

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Game Master Bennies 8


Thu Aug 17, 2017 12:56 pm
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I am game for that! That is ,if Sir Willy is okay with having the 500 kg equivalent of annoying little cousin? He can just come up with his mentor and give me details.

I did figure out how to do my opening dramatic interlude without much detail of the Mentor CK.
That way I am not writing history for any character other than my own.

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Character Name: Billy BORG


Thu Aug 17, 2017 3:03 pm
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LC is ready for Review. I'll rewrite his background at some point, but I kinda want to be done for now :D


Fri Aug 18, 2017 11:34 am
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High Command wrote:
LC is ready for Review. I'll rewrite his background at some point, but I kinda want to be done for now :D


Looks good to me.

Once the Techno Wizard is complete, we can finish getting set up.


Does anyone else have any questions that have been missed or left unaddressed?

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Game Master Bennies 8


Fri Aug 18, 2017 11:48 am
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Just want to confirm that I have my character build correct for Telekinetic Pistolero, given the following: http://savagerifts.com/viewtopic.php?f=57&t=1012

Does this mean that I need Two-Fisted to make it work? Or that I don't need the Edge at all, but should take Two-Fisted instead (and Two-Fisted will work with the telekinesis power because I'm a Psi-Slinger)? I'm happy to do either (frankly, the latter sounds even cooler than my proposal), but just want to make sure I'm doing it right.

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OOC Comments
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 2
Powers: Push (smite*) costs +1 ISP for +1 AP, ‘Kinesis (telekinesis), Energy Resistance (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*)
Current Ongoing Powers: None
ISP: 30/30
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Equipment of Note: Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Card: Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Full Character Sheet: http://savagerifts.com/viewtopic.php?f=81&t=1006&p=16620#p16620


Fri Aug 18, 2017 1:51 pm
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Yeah, looks like Two Fisted is all you need. I need to update the package and edge in House Rules


Fri Aug 18, 2017 9:10 pm
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Cool! I'll adjust my character sheet accordingly.

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OOC Comments
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 2
Powers: Push (smite*) costs +1 ISP for +1 AP, ‘Kinesis (telekinesis), Energy Resistance (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*)
Current Ongoing Powers: None
ISP: 30/30
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Equipment of Note: Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Card: Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Full Character Sheet: http://savagerifts.com/viewtopic.php?f=81&t=1006&p=16620#p16620


Sat Aug 19, 2017 1:24 am
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For clarification, if I had a pistol in each hand and another gun held by telekinesis, and if I had the Ambidextrous Edge, Two-Fisted would allow me to fire all three without a multi-action penalty, correct?

Edit: I posted the above in the middle of the night while I was up with a grumpy toddler, so I plead half-awake. I'm not sure why I throught this made so much sense when I posted it, but now that I'm a rational, thinking human being, I assume Two-Fisted will just take care of 2 points of multi-action penalty (not 4, which would have been the scenario above).

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OOC Comments
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 2
Powers: Push (smite*) costs +1 ISP for +1 AP, ‘Kinesis (telekinesis), Energy Resistance (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*)
Current Ongoing Powers: None
ISP: 30/30
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Equipment of Note: Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Card: Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Full Character Sheet: http://savagerifts.com/viewtopic.php?f=81&t=1006&p=16620#p16620


Sat Aug 19, 2017 1:56 am
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Joined: Sun Jun 12, 2016 6:10 am
Posts: 630
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your correction is correct


Sat Aug 19, 2017 9:22 am
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