Mac’s

Not Will, the town.
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Ndreare
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Mac’s

Post by Ndreare »

About Mac
Asking around will let you learn...
Doyle MacKelly is a renowned Techno Wizards known not only in Wheaton, but in everyplace Techno-Wizards gather. His legendary knowledge is rumored to even include understanding of TW Cybernetics (with tolerance built in), Enchantments of a less sophisticated nature and potions one would expect from an Alchemist.
Rumor's in Stormspire say he was originally from a planet known as Palladium where he developed as an Alchemist before being pulled into Rifts Earth and discovering the perfection of Techno-Wizardry.

Mac has a soft spot for The 99, they have frequently chosen him first for selling goods and are friends with some promising people. All charisma rolls to sell to Mac by the 99 receive +2
Mac's.jpg
Mac's
Approaching Mac’s you can see even from a distance several labor robots sorting and categorizing the merchandise is what is an obvious tech lovers paradise. Heading into the entrance you see a variety of men and women of varying races working alongside robots working with customers.
Seeing you waiting in a line that looks to be only about half an hour today one of the robots comes over and addresses you.
“Sorry for the wait. Here at Mac’s we wish to provide the most excellent service possible. If you could tell me the parts you are looking for I can have your orders expedited and ready when you reach the counter.”
The sound of a small group of techno-wizards working in the back of the building on commissions can be heard talking in their strange mixed jargon as they work through better or more efficient was to handle problems.


TW Conversion Costs
Mac has a very standardized business with listed cost for conversion in several books that can be references.
  • A TW Conversion on small weapons will cost 10% of the cost of the Equipment +10 Hours of labor.
    A TW Conversion on Medium weapons will cost 10% of the cost of the Equipment +15 Hours of labor.
    A TW Conversion on Large/Heavy weapons will cost 10% of the cost of the Equipment +20 Hours of labor.
    A TW Conversion on Armor will cost 10% of the cost of the Equipment +25 Hours of labor.
And materials like we do contracts at my work. The following is what I was thinking for techno Wizards. I would like feedback this is based off of average billing schedule for various grades of engineer which is about what a TW his.

Actual Hourly and Material Costs:
  • All prices are bid with estimated construction time as if a 4 was rolled. His team works on a standardized system and many components are already assembled waiting for opportunities to be used.
  • Listed conversion cost +100/hour or 1,000/day for Novice/Graduates.
  • Listed conversion cost +150/hour or 1,500/day for Seasoned/Grade
  • Listed conversion cost +250/hour or 2,500/day for Veteran/Senior
  • Negotiated per project for Heroic or Legendary characters if they are interested in the work.
Mac and his crew can do any tinkering, alchemy, or TW stuff you need done.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Erin Sol
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Posts: 76
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Re: Mac’s

Post by Erin Sol »

Notice 4
Notice: [dice]0[/dice] -2 if storm fouled senses applies
Wild: [dice]1[/dice]
When Erin approaches she sees that Billy has already arrived with the swap salvage.

Maybe I did take too long at the hotel?

“Thanks for getting us a place in line Billy. We should be able to trade everything you brought for the few irreplaceable parts we need and maybe have enough left to get a little something for your bike.”
Labor Bot wrote: “Sorry for the wait. Here at Mac’s we wish to provide the most excellent service possible. If you could tell me the parts you are looking for I can have your orders expedited and ready when you reach the counter.”
“Thank you MAC 18C, I am Erin and my friend here is Billy. Billy has a few parts we want to trade in against these items.”

Erin gives a list to MAC 18C containing the items to trade and the parts required.
OOC Comments
The exact items are immaterial I just figure they will be a part of the 4 systems we can repair.
RFT wrote: The sound of a small group of techno-wizards working in the back of the building on commissions can be heard talking in their strange mixed jargon as they work through better or more efficient was to handle problems.

When the labor robot leaves Erin approaches the group talking at the back of the building.

“There may be easier way to do that may I take a look?”

Before anyone can really say no Erin sits at the workbench begins to make friends.
Dressing up
Image
Use Adventure Card
Dressed to Kil
l -Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
“That looks better. I have an associate coming by later with some valuable trade in prime condition. He’s not a techie but he’s good people treat him well for me.”
She blinded me with Science 7 or 11
Techno-Wizardry (for persuasion): [dice]2[/dice] +2 Attractive, +4 Dressed to Kill, -4 If they don’t like what’s under her goggles (Bad Reputation)
TW Wild: [dice]3[/dice]
Last edited by Erin Sol on Wed Nov 15, 2017 5:06 pm, edited 3 times in total.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Ndreare
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Re: Mac’s

Post by Ndreare »

Will Billy, Erin and Baron all three looking around Mac's trading scrap and salvage to get the parts needed, Erin begins to get along real well with the Techno-Wizard crew in back, including Doyle MacKelly himself one of the more renowned Techno Wizards of the area and owner of Mac's. Hearing your technical savvy combined with the fact that while at his age he cannot do more than look, he still enjoys the combinations of brains and beauty in a woman enough for you to secure his attention.
As the conversation turns more towards trade, however his demeanor takes a more serious tone and he starts listening with the aid of one of his many robots to correct any assumptions. "Oh, it's business we are about now then? Well lets hear yer pitch an i'll cut yer a fair deal. Then we can get back to visitin." The large old Techno-Wizard says in his heavy mid-western accent.
Baron McVey
Go ahead and make your persuasion roll with an additional +2 from the Assist Erin provided.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Mac’s

Post by Ndreare »

After the trading is done...
Mysterious Rolls, Nothing to see here, Notice 15, Stealth critical failure
Notice +4 from familiar smell
Notice [dice]0[/dice]
Notice Aced [dice]4[/dice]
Notice Wild Die [dice]1[/dice]

If successful
Stealth [dice]2[/dice]
Wild Stealth [dice]3[/dice]
Well crap, it happens and this is not a good time for it.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Baron McVey
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Posts: 50
Joined: Wed Aug 09, 2017 8:04 pm

Re: Mac’s

Post by Baron McVey »

Skill Checks
Notice: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Notice Total: 4
Persuasion: [dice]2[/dice]
Persuasion Wild Die: [dice]3[/dice]
Persuasion Total: 9 (Raise)
Baron walks up, his appearance neat and clean. "So you need me for something?" Baron asks Erin. Baron waits for her reply before nodding and making his way towards the people he needs to talk to. Once to the counter Baron lays on the charm and sells to his hearts content, making sure the deal is sweet all around. Once Baron is done with the sale, he looks to the others. "You guys still need me because I would like to hit the bar and drink till I forget about our mistake with the CS a few days ago."
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
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.)
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Mac’s

Post by Ndreare »

As the conversation turns from general chatter to business Mac’s demeanor changes. “I like ya, but I don’t mess when it comes to business. Lets see what we can do that will be fair to everyone. Those are dangerous machines to be found with, even this far from the dead boy’s territory.”

After a good half hour of back and forth negotiating you manage to obtain 160,000 credits for the SAMAS. However as he likes the nature of chatter he does offer that will will cut a good deal of trades for a fellow TW. You may instead take 200,000 in parts and materials. In addition he is willing to give a 10% discount on any materials and supply cost you have.
OOC Comments
Gain 10% Discount on Material costs at Mac's
Chose:
  • 160,000 Credits
    or
  • 200,000 in trade

As you finalize and are leaving you hear a very familiar voice haggling in the background. “Oh no!” followed by a crash and the sound of stuff falling. Looking over you see the Hobb sprawled on the ground where he apparently bounced off a robot trying to flee.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Erin Sol
Diamond Patron
Diamond Patron
Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: Mac’s

Post by Erin Sol »

RFT wrote:As the conversation turns from general chatter to business Mac’s demeanor changes. “I like ya, but I don’t mess when it comes to business. Lets see what we can do that will be fair to everyone. Those are dangerous machines to be found with, even this far from the dead boy’s territory.”

After a good half hour of back and forth negotiating you manage to obtain 160,000 credits for the SAMAS. However as he likes the nature of chatter he does offer that will will cut a good deal of trades for a fellow TW. You may instead take 200,000 in parts and materials. In addition he is willing to give a 10% discount on any materials and supply cost you have.
“We will take the 200,000 in trade. The extra supplies will help the 99 and the Legion more than the extra spending money. Thanks for the fair deal and the generous discount for us. When we get back to Refuge I will make sure that the Legion TWs know to visit when in the area.”
Baron wrote:"You guys still need me because I would like to hit the bar and drink till I forget about our mistake with the CS a few days ago."
“Billy and I can handle it from here. We’ll probably pick up a few more parts for tomorrow and visit some before getting back to the APC.”
RFT wrote: As you finalize and are leaving you hear a very familiar voice haggling in the background. “Oh no!” followed by a crash and the sound of stuff falling. Looking over you see the Hobb sprawled on the ground where he apparently bounced off a robot trying to flee.
Erin’s markings briefly flash bright pink and she moves to the Hobb with unnatural speed. She leans over his fallen body and extends her arm (with her dispel gizmo) to help him up.

Kinda loudly
“Gamin! Boy am I surprised to see you today. I didn’t think you would visit so soon. Do you still have that gear to deliver to us?”

As Erin helps Gamin up she whispers to him.
“You either still have or have just sold several easily identifiable items to my new friends. I think you should take this last chance to establish a proper trade relationship with the 99.”

Once standing she keeps an arm on her “friend.”

“Is your translator still performing well?”
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
User avatar
BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: Mac’s

Post by BILLY BORG »

Billy Borg is distracted for most of the negotiations. As he scans, isolates and identifies various components scattered about the yard.

Cross reference interesting tech with database
Notice
Notice [dice]0[/dice] +2 with Audio or Visual related perception, +4 w/core computing
Notice Wild Die [dice]1[/dice] +2 with Audio or Visual related perception, +4 w/core computing
TOTAL 9
Last edited by BILLY BORG on Sat Nov 25, 2017 1:05 pm, edited 3 times in total.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Mac’s

Post by Ndreare »

Agility Test
The robots proved enough of a distraction he is going to try and escape what ever torments you have planned for him.

If you would like you can make an Agility test versus a 11:
  • Fail he goes through the wall first
    11 is a draw I will deal initiative to see what happens
    12+ success you act before him
    15+ the robots not distracting you at all, you act before him with a +2 to rolls.
Gamin looks abashed about his current situation. "Oh, I am so glad you lived, I was truly worried that when you went after those Coalition men you would be dead for sure." Getting of from where he had sprawled he brushes himself off and starts to walk away from the other customers putting himself in a corner of the room surrounded by various cheep artifacts on display for sale. "No need to be so looming, well I am always willing to negotiate with paying customers. Was there anything you had in mind that you would be interested in?"
Looking at you guys with an innocent expression that makes it clear he does not believe you and he should be enemies he says. "What kind of things are you interested in, in particular?" Then he stops speaking and looks very worriedly over your shoulder you are thinking he is going for the oldest trick in the book until...
Before he can finish his speech and you can tell him you are not fooled two stealth drones materialize behind you and speak their weapons still powered down, but the threat is obvious. "Personal grievances are not to be settled at Mac's. Please leave the property before continuing."
Looking slightly relieved by the robots as you turn to see them the Hobb straitens himself and says. "Well come to think of it. Maybe we should step right out side, I do not think Mac would like me taking business from him."
The Suddenly he seems to fade as he starts sinking through the corner he backed himself into, trying to escape.
Nothing to see here
Agility [dice]0[/dice]
Agility Wild [dice]1[/dice] Aced [dice]4[/dice]
GM Benny for Extra Effort Just to make it interesting [dice]5[/dice]

Mysticism [dice]2[/dice]
Mysticism Wild [dice]3[/dice]
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Erin Sol
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Re: Mac’s

Post by Erin Sol »

Agility
Agility: [dice]0[/dice]
Agility Wild: [dice]1[/dice]
When Gamin slips through the wall Erin turns to address the two stealth drones.

“I didn’t mean to make a scene. He can be very excitable.”

Before she walks back to Billy she rights any items overturned by Gamin’s run for the corner.

He really should have stayed. Unless he stumbles into the cyber knights this was probably his best chance for a meeting. Let’s see if he sold any our gear here.

“Gamin is in town. He didn’t want to stick around to talk too Billy and I. If he sold our equipment here I will try to get it back cheap.”
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



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Re: Mac’s

Post by BILLY BORG »

Notice
Notice [dice]0[/dice] +2 with Audio or Visual related perception
Notice Wild Die [dice]1[/dice] +2 with Audio or Visual related perception
“Gamin is in town. He didn’t want to stick around to talk Billy and I. If he sold our equipment here I will try to get it back cheap.”
Billy shrugs cartoonishly as Erin Sol returns from her encounter with Gamlin. "Grablins gonna grab",says the borg in a absurdly matter of fact tone. "That was what they said at the Samsung home."

Not waiting for a response, Billy changes the subject." I have isolated a number of low cost structural components that I believe will be useful to us".Says the Borg in a tone that is recognizable as excitement. "We can add these as sub structures ,or pods, to the exterior of the APC. This will serve two functions. The first function will be expanded cargo capacity to service refugees. secondly it will break up the MK V's well known visual and radar profile. Since we have dropped the considerable weight of the Railgun Turret Assembly, after the reactor is repaired, these additions should not slow us down appreciably."

Billy turns away form the junkscape and looks directly at Erin Sole. "Do you think that is a good idea?" He asks, suddenly unsure of himself.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
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Re: Mac’s

Post by Hardin »

Looking for an edge before heading in to the ring, Hardin wanders over to Mac's. "Y'all got anything to fix up a broken environmental system on a suit of body armor?" he asks. "Mine don't work so great these days."

Seeing Erin and Billy there, he waves them over. This ain't my element, but they'll sure know what ah should be lookin' for.
Upgrades
Hardin is looking to fix up the FEP on his armor, which stopped working after his fight with the SF lieutenant he took the armor from. If he can swing it, he would also go in for TW conversion and a minor upgrade or two (+2 Armor, +1 Toughness)
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Re: Mac’s

Post by Erin Sol »

Erin strolls over to Hardin while examining a what could have been a heat sink in a former life. When she gets to Hardin she feels the seams and plates of his armor.

“You just missed our traveling salesman friend. He didn’t want to talk”
She smiles

“Here to get your suit sealed? I spoke with some great techs that should be able to do it as well as I could.”

Erin waves over a couple of the TWs she spoke with earlier. As they are approaching.

“If you want a conversion it will probably take most of a day but should be done in 2 days at the most. I know you have some fights later. I can do it for you but with the APC it may not be ready in time for your fight.”
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



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Re: Mac’s

Post by Ndreare »

Hardin wrote:Looking for an edge before heading in to the ring, Hardin wanders over to Mac's. "Y'all got anything to fix up a broken environmental system on a suit of body armor?" he asks. "Mine don't work so great these days."

Seeing Erin and Billy there, he waves them over. This ain't my element, but they'll sure know what ah should be lookin' for.
Upgrades
Hardin is looking to fix up the FEP on his armor, which stopped working after his fight with the SF lieutenant he took the armor from. If he can swing it, he would also go in for TW conversion and a minor upgrade or two (+2 Armor, +1 Toughness)
The team looks at your armor and after appraising it says they can do it for 5,000 credits and have it back to you in 3 days. Alternately you can simply bring it buy tomorrow before close and they will do it the next day.
OOC Comments
I will consider this a minor upgrade that does not consume an upgrade slot. It is the kind of thing that is standard technology and not a big deal to add.
Erin Sol wrote:Erin strolls over to Hardin while examining a what could have been a heat sink in a former life. When she gets to Hardin she feels the seams and plates of his armor.

“You just missed our traveling salesman friend. He didn’t want to talk”
She smiles

“Here to get your suit sealed? I spoke with some great techs that should be able to do it as well as I could.”

Erin waves over a couple of the TWs she spoke with earlier. As they are approaching.

“If you want a conversion it will probably take most of a day but should be done in 2 days at the most. I know you have some fights later. I can do it for you but with the APC it may not be ready in time for your fight.”
With Erin's added comments the tech's evaluate.
We quoted 5,000 for the FEP, but if you would like a full conversion or any other enhancements we can still give you the Saturday work slot, but the price will go up depending on your needs.
Details
So for Hardin, you can get the FEP for 5,000 and you can get a TW conversion for 4,400
To get both at the same time they will only charge 7,500

Each Minor upgrade requested can be performed for about 7,500 credits.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Hardin
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Re: Mac’s

Post by Hardin »

Looking at Mac’s wares, Hardin asks, ”Hey, y’all got complete suits of armor to sell, too, right? You got any of that one-eyed stuff from Triax? Them Germans know how to make armor, Ah’ll say that.”
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Re: Mac’s

Post by Hardin »

Erin Sol wrote:“You just missed our traveling salesman friend. He didn’t want to talk”
She smiles
Hardin glares, but not at Erin. ”That ruttin’ little see-through bastard! Figures he’d be in a place like this. Sellin’ our wares, you said? Find any of it?”
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Ndreare
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Re: Mac’s

Post by Ndreare »

Hardin wrote:Looking at Mac’s wares, Hardin asks, ”Hey, y’all got complete suits of armor to sell, too, right? You got any of that one-eyed stuff from Triax? Them Germans know how to make armor, Ah’ll say that.”
The robot replies in what sounds like an almost sentient voice. “We certainly do. Let me show you some of our options for complete suits.”

Escorting you to an area on one of the back walls of the armor section you can see a large collections of Triax armors.

4 Triax T-10 Enhanced - Marked from 25,000 to 49,000 and one at gull price full price for the new suit
1 Triax T-11 Enhanced - Marked for 110,000
3 Triax T-12 Field Medic - starting at 35,000 and going up to full price for a brand new suit sitting there.
2 Triax T-13 Field Mechanic - at 39,000 and 52,000 respectively
8 Trix T-43 Explorer - starting at 20,000 and going up to full price for the three new suits they have

The used section has a large collection of used equipment available averaging 50% of the retail price of new equipment.
Most of the used suits are fully functional with little quirks suchs as.

Game Mechanically it would be represented by something like -2 to repair rolls and minor quirks that manifest when a club is drawn in combat such as -1 to a key feature (armor, shooting or something) for 1d6 turns. The severity of the quirk is based on how much of a discount you are going for.

Note: All New Suits will be allowed the Discount Erin and Baron earned. Used suits allowed half the discount.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Mac’s

Post by Kaja Earthblooded »

Notice 5
Notice [dice]0[/dice],[dice]1[/dice]
L.C. makes his way into the yard and looks for his people. He's eventually led back to join Hardin and Erin. "Hey guys. How's it going?" He spies the Triax armor and gives a low whistle. "Hello beautiful. You guys have a hell of a selection here. You take trades?"
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
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Re: Mac’s

Post by Hardin »

Making Deals
Hardin's trades here are all contingent on an even split. If we change up the split, he'll change his shopping.
Items/services bought
  • Triax T-10 Armor (54,000 new, counting 10% discount)
  • TW conversion for Judgment Day rifle (approximately 4,000 in parts, which is 10% of list on a Wilk's 457, plus whatever Mac's markup is)
Trading
  • Current armor (valued at 20% of Huntsman, or 4,600)
  • 2 long e-clips (valued at 8,000 credits each per TLPG, though one is partially drained. How much store credit will Mac give for them?)
  • Hardin's share of team credits (43,750)
  • Up to 335 additional credits left from character creation
Rob, if you'll fill in the blanks for me on what Mac will charge for the TW conversion of his rifle and how much they'll give him for the long e-clips, I will wrap this one up if I have enough credits
"Well, alright. Let's talk trade," Hardin says while eyeing one of the new T-10 suits.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Ndreare
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Re: Mac’s

Post by Ndreare »

L.C. wrote:
Notice 5
Notice [dice]25346:0[/dice],[dice]25346:1[/dice]
L.C. makes his way into the yard and looks for his people. He's eventually led back to join Hardin and Erin. "Hey guys. How's it going?" He spies the Triax armor and gives a low whistle. "Hello beautiful. You guys have a hell of a selection here. You take trades?"
They are fully willing to trade and deal with you.
Hardin wrote:
Making Deals
Hardin's trades here are all contingent on an even split. If we change up the split, he'll change his shopping.
Items/services bought
  • Triax T-10 Armor (54,000 new, counting 10% discount)
  • TW conversion for Judgment Day rifle (approximately 4,000 in parts, which is 10% of list on a Wilk's 457, plus whatever Mac's markup is)
Trading
  • Current armor (valued at 20% of Huntsman, or 4,600)
  • 2 long e-clips (valued at 8,000 credits each per TLPG, though one is partially drained. How much store credit will Mac give for them?)
  • Hardin's share of team credits (43,750)
  • Up to 335 additional credits left from character creation
Rob, if you'll fill in the blanks for me on what Mac will charge for the TW conversion of his rifle and how much they'll give him for the long e-clips, I will wrap this one up if I have enough credits
"Well, alright. Let's talk trade," Hardin says while eyeing one of the new T-10 suits.
The robot will purchase the Long e-clips for 2,000 each.
TW Conversion Costs
Mac has a very standardized business with listed cost for conversion in several books that can be references.
  • A TW Conversion on small weapons will cost 10% of the cost of the Equipment +10 Hours of labor.
    A TW Conversion on Medium weapons will cost 10% of the cost of the Equipment +15 Hours of labor.
    A TW Conversion on Large/Heavy weapons will cost 10% of the cost of the Equipment +20 Hours of labor.
    A TW Conversion on Armor will cost 10% of the cost of the Equipment +25 Hours of labor.
For the TX10 Armor that will be 8,500 Credits Invoiced as
  1. 6,000 parts (This will be the various metals and crystals required to convert the device)
  2. 2,500 Labor (This will be a graduate working on it, so only expect basic services)
Funds Summary
Current Exchange
  • Huntsman Sold for 4,600
  • 2 long e-clips Sold for 4,000
  • Credit on hand 44,085
  • Sub-Total: 52,685
  • Cost of New Armor 54,000

One of the humans comes over and starts chatting with you guys. Finally he says "I will tell you what, Mac already said he liked your friend and to swing a 10% discount for you guys this week. But I can do this also. If you and your friends can buy two suits of armor (of 30,000 or more each) I will knock off an extra 5%. That will be a 15% discount, but the offer is only good this trip."

OOC = If you can get another player to go in and buy armor, before Saturday Morning in real life you will get 15% off. After that he will take it off the 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: Mac’s

Post by BILLY BORG »

As LC and Hardin are inspecting their potential purchases, Billy Borgs profile emerges from a surprisingly narrow isle.

"Hey Guys", He says, holding up something that looks like a rusty cuttlefish,"Is the tarnish on this implant dirt or is it blood?"
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Mac’s

Post by Ndreare »

BILLY BORG wrote:As LC and Hardin are inspecting their potential purchases, Billy Borgs profile emerges from a surprisingly narrow isle.

"Hey Guys", He says, holding up something that looks like a rusty cuttlefish,"Is the tarnish on this implant dirt or is it blood?"
A robot comes over to help examine the component in your hand. "I can assure you sir the apparent tarnish is only bio matter and does not significantly compromise the function of the implant."

Hardin wrote: OK, Rob. How much could I get for Jane's gun?
When shown the PBC the sales associate has to take it in back for a while to get some others to examine it and rest it out. When he returns he returns the weapon fully loaded and says. "It appears in excellent shape, and who ever did the repairs after it was damaged did an excellent job. We are prepared to offer 18,000 for the CTT-P40."
Hardin wrote:And how much could I get for the Xiticix hooked sword?
"While we appreciate you thinking of us. We are not interested in any Xiticix weaponry you may find. The pheromones are a significant threat to any who attempt to use them in the field and we interested in return customers. I would advise you and your friends to destroy any others you 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
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Posts: 324
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Re: Mac’s

Post by Hardin »

RFT wrote:
L.C. wrote:
Notice 5
Notice [dice]25346:0[/dice],[dice]25346:1[/dice]
L.C. makes his way into the yard and looks for his people. He's eventually led back to join Hardin and Erin. "Hey guys. How's it going?" He spies the Triax armor and gives a low whistle. "Hello beautiful. You guys have a hell of a selection here. You take trades?"
They are fully willing to trade and deal with you.
Hardin wrote:
Making Deals
Hardin's trades here are all contingent on an even split. If we change up the split, he'll change his shopping.
Items/services bought
  • Triax T-10 Armor (54,000 new, counting 10% discount)
  • TW conversion for Judgment Day rifle (approximately 4,000 in parts, which is 10% of list on a Wilk's 457, plus whatever Mac's markup is)
Trading
  • Current armor (valued at 20% of Huntsman, or 4,600)
  • 2 long e-clips (valued at 8,000 credits each per TLPG, though one is partially drained. How much store credit will Mac give for them?)
  • Hardin's share of team credits (43,750)
  • Up to 335 additional credits left from character creation
Rob, if you'll fill in the blanks for me on what Mac will charge for the TW conversion of his rifle and how much they'll give him for the long e-clips, I will wrap this one up if I have enough credits
"Well, alright. Let's talk trade," Hardin says while eyeing one of the new T-10 suits.
The robot will purchase the Long e-clips for 2,000 each.
TW Conversion Costs
Mac has a very standardized business with listed cost for conversion in several books that can be references.
  • A TW Conversion on small weapons will cost 10% of the cost of the Equipment +10 Hours of labor.
    A TW Conversion on Medium weapons will cost 10% of the cost of the Equipment +15 Hours of labor.
    A TW Conversion on Large/Heavy weapons will cost 10% of the cost of the Equipment +20 Hours of labor.
    A TW Conversion on Armor will cost 10% of the cost of the Equipment +25 Hours of labor.
For the TX10 Armor that will be 8,500 Credits Invoiced as
  1. 6,000 parts (This will be the various metals and crystals required to convert the device)
  2. 2,500 Labor (This will be a graduate working on it, so only expect basic services)
Funds Summary
Current Exchange
  • Huntsman Sold for 4,600
  • 2 long e-clips Sold for 4,000
  • Credit on hand 44,085
  • Sub-Total: 52,685
  • Cost of New Armor 54,000

One of the humans comes over and starts chatting with you guys. Finally he says "I will tell you what, Mac already said he liked your friend and to swing a 10% discount for you guys this week. But I can do this also. If you and your friends can buy two suits of armor (of 30,000 or more each) I will knock off an extra 5%. That will be a 15% discount, but the offer is only good this trip."

OOC = If you can get another player to go in and buy armor, before Saturday Morning in real life you will get 15% off. After that he will take it off the table.
”Well, yee-haw, friend. Tell ya what, Ah’ll give you my current kit” he gestures at his armor, ”my gas mask, slightly used, and my TK revolver, along with a pile o credits for wunna them shiny new T-10 one-eyes. What do ya think?”

The salesman stifles a chuckle at Hardin’s attempt to make a deal, and it is painfully obvious to anyone watching that that the man is humoring him. Still, he smiles and nods, saying ”Provided one of your companions here takes me up on my offer, that should work just fine.”
Hardins Purchase
Hardin pays out 44,085 in credits and Mac’s store credit. He gets the remaining 6,915 in credit for his armor, mask and TK revolver trade in.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Hardin
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Re: Mac’s

Post by Hardin »

BILLY BORG wrote:As LC and Hardin are inspecting their potential purchases, Billy Borgs profile emerges from a surprisingly narrow isle.

"Hey Guys", He says, holding up something that looks like a rusty cuttlefish,"Is the tarnish on this implant dirt or is it blood?"
Hardin glances at the implant. ”Huh. Yeah, “bio-matter,” like he said. That there’s blood, amigo. No problem, though; it’ll wash right off.”
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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BILLY BORG
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Joined: Fri Aug 11, 2017 9:43 am

Re: Mac’s

Post by BILLY BORG »

Billy Borg Buys
OOC Comments
Signal Booster

Subject matter expert port
Chip,Notice +3D
Chip, Repair+2D
Chip, Computer +2d

Wired Skill port
Chip,Drive +2d
Chip, pilot +2d

All listed cybernetics are on page 102
45,000 total
-15% =39,950
Last edited by BILLY BORG on Sat Dec 09, 2017 11:39 am, edited 2 times in total.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Mac’s

Post by Ndreare »

BILLY BORG wrote:Billy Borg Buys
OOC Comments
Signal Booster

Subject matter expert port
Chip,Notice +3D
Chip, Repair+2D
Chip, Computer +2d

Wired Skill port
Chip,Drive +2d
Chip, pilot +2d

All listed cybernetics are on page 102
These may be purchased with the 15% discount. Thank you for posting promptly.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Kaja Earthblooded
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Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: Mac’s

Post by Kaja Earthblooded »

Notice 8
Notice [dice]0[/dice], [dice]1[/dice]+[dice]2[/dice]
Purchase and Payment
49000 Used T-10 Armor
15000 New NG-59 (TLPG p. 95)
2x700 AP Grenades (TLPG p. 93)
65400*.85
55590
-43,750 (trade in credit)
-4000 2 E-Clips @ 2000 each
-5600 (armor Trade in; list price 28,000)
-1300 (trade in on NG-33; list price 6500; TLPG p. 94)
-940 Cash - leaves me: 2,875 credits

Triax T-10 Cyclops
Image
  • Armor Value: +6 Armor and +2 Toughness
  • Targeting Optics: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
  • Vibro-Blade Vambraces (attached to the forearms)
    • Damage: Str+d8
      Weight: 8 lbs
      Notes: AP 4, Parry +1. Requires Agility d8, worn as a pair.
  • Environmental Protection: Full
  • Built-in mini-computers for basic functions
  • Communications system with a 10 mile range
  • Public-address loudspeakers
  • Laser distancer
  • Nightvision mode for vision
  • Strength Minimum: d6; Weight: 25 lbs


NG-59 Ion Pistol
Image
  • Range: 10/20/40
  • Damage: 1–3d6, AP —
  • RoF: 1
  • Shots: 20
  • Weight: 4 lbs
  • Notes: Semi-Auto. Integrated grenade launcher (12/24/48, Damage by grenade, 1 shot)
    • Armor Piercing Grenade - 3d8, MD, AP 8
"Well since he got the brand spanking new one, how about that one you have listed as like new? And do you happen to have one of the over and under NG-59s? I've got a NG-33 I'd really rather part with. It's a good basic weapon, but I'd rather have that Ion kick at short range. I've got a suit of NG-A8 I can part with too. And can you paint it for me? One of those baked on jobs that won't flake off the first time I scuff it? I'd like it in Tomorrow Legion Blue, with white and grey trim." He indicates willingness to pick it up later today or get it first thing tomorrow. He'll get Billy or Erin to switch over the vambraces and targeting monocle later that same day.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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BILLY BORG
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Re: Mac’s

Post by BILLY BORG »

BILLY BORG SURGERY

Billy is near giddy about receiving new cybernetics.
The "surgery" is fairly minor as his frame is built with expansion ports for just these types of upgrades.
The installation is performed by Klick and Klank, Twin brother mechanics with a cheerful demeanor and a shared passion for dad jokes.

The entire operation is filled with puns, laughter and potential professional negligence.
Most folks would be fairly unnerved by this but Billy Borg is not most people. He laughs at the jokes that he understands and asks the mechanics to explain the one he does not.

Still high on the experience of exploring new neural pathways, Billy spends the remainder of his credits on detailing and a custom paint job.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Re: Mac’s

Post by Hardin »

Purchases
Big Bore 6 Revolver: 6,500 credits
Box of 50 shells: 4,000
Conversion of Judgment Day rifle: 4,000 (10% of item cost) +1,500 (15 hours of graduate time)
Hardin makes a few more purchases, tipping his hat to the staff. "A pleasure," he says.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
Leethe
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Re: Mac’s

Post by Leethe »

Notice 7
Notice[dice]0[/dice]
Wild[dice]1[/dice]
ace[dice]2[/dice]

Fighting[dice]3[/dice]
Wild[dice]4[/dice]
ace wild[dice]5[/dice]
ace ace wild[dice]6[/dice]
ace ace ace wild[dice]7[/dice]
ace ace ace ace wild[dice]8[/dice]
ace ace ace ace ace wild[dice]9[/dice]

Leethe arrives in the area of Mac's and looks about with amazement at all the Robot workers. One of such approached her.

"Here at Mac’s we wish to provide the most excellent service possible. If you could tell me the parts you are looking for I can have your orders expedited and ready when you reach the counter.”

Looking the robot over, "Ah yes, um, I am looking for a glaive. a vibro glaive if you have it."

The robot shows a sign of acknowledging the request somehow. "Alright. We will gather a selection of vibro weaponry for your browsing to be available for you when you reach the purchase area."

Leethe departs from the robot at the entrance and takes her time looking at all the neat... junk? on her way to the purchase area. Upon her arrival at the purchase area, she literally runs as she sees the Glaives. Filled with glee and excitement, she examines each one until she finds the one that looks and feels exactly right. She picks it up asking, "May I?" implying she wants to try it out.

Fighting 32, 7 raises
Leethe takes the glaive and starts going through fighting form with the weapon to test it how it feels. Her skill with the weapon makes it look like she is so familiar with the weapon that she much have spent countless amounts of time training to use it. Her form is perfect as if she was a goddess of glaives.

After spending the time practicing form with the weapon, she looks overly joyed as if reconnected with a long lost friend. "This one is prefect. How much for it? I am with the 099th by the way."
vibro glaive
Rob said to base it on the Vibro-Sword, Giant sized but make it have reach 1 and require 2 hands.
Vibro-Glaive
DMG:Str+d12+1
Weight: 20
Cost: 18,000 credits
Note: AP 4, Mega Damage, Reach 1, requires 2 hands

cost with 15% discount. 15,300 credits
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
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Re: Mac’s

Post by Hardin »

Leethe wrote:
Notice 7
Notice[dice]25534:0[/dice]
Wild[dice]25534:1[/dice]
ace[dice]25534:2[/dice]

Fighting[dice]25534:3[/dice]
Wild[dice]25534:4[/dice]
ace wild[dice]25534:5[/dice]
ace ace wild[dice]25534:6[/dice]
ace ace ace wild[dice]25534:7[/dice]
ace ace ace ace wild[dice]25534:8[/dice]
ace ace ace ace ace wild[dice]25534:9[/dice]

Leethe arrives in the area of Mac's and looks about with amazement at all the Robot workers. One of such approached her.

"Here at Mac’s we wish to provide the most excellent service possible. If you could tell me the parts you are looking for I can have your orders expedited and ready when you reach the counter.”

Looking the robot over, "Ah yes, um, I am looking for a glaive. a vibro glaive if you have it."

The robot shows a sign of acknowledging the request somehow. "Alright. We will gather a selection of vibro weaponry for your browsing to be available for you when you reach the purchase area."

Leethe departs from the robot at the entrance and takes her time looking at all the neat... junk? on her way to the purchase area. Upon her arrival at the purchase area, she literally runs as she sees the Glaives. Filled with glee and excitement, she examines each one until she finds the one that looks and feels exactly right. She picks it up asking, "May I?" implying she wants to try it out.

Fighting 32, 7 raises
Leethe takes the glaive and starts going through fighting form with the weapon to test it how it feels. Her skill with the weapon makes it look like she is so familiar with the weapon that she much have spent countless amounts of time training to use it. Her form is perfect as if she was a goddess of glaives.

After spending the time practicing form with the weapon, she looks overly joyed as if reconnected with a long lost friend. "This one is prefect. How much for it? I am with the 099th by the way."
vibro glaive
Rob said to base it on the Vibro-Sword, Giant sized but make it have reach 1 and require 2 hands.
Vibro-Glaive
DMG:Str+d12+1
Weight: 20
Cost: 18,000 credits
Note: AP 4, Mega Damage, Reach 1, requires 2 hands

cost with 15% discount. 15,300 credits
Hardin watches appreciatively as Leethe moves through a kata with the glaive, entranced as she expertly handles what, to him, always seemed like an awkward weapon. As she finishes, the Queen appears off to his left and a little ahead of him so he's standing behind her right hand, where a trusted retainer might be. She stands and gives a round of regal applause, like a monarch attending a contest at arms. Well, she's certainly impressed, he thinks.

When he hears Leethe identify herself as a member of the team, he starts, looking around for L.C. "Hey, Sargento! We lose somebody?"
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Kaja Earthblooded
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Re: Mac’s

Post by Kaja Earthblooded »

Notice 5
Notice [dice]0[/dice], [dice]1[/dice]
"We had a few folks rotate back for other assignments, but we got a new pilot who is also damn good with a glaive, and Brison got assigned to us as well. Full briefing later at the APC." When he gets a message to meet Billy back at the APC. "Gotta go see Billy about something."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Location: Skagit County, Washington
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Re: Mac’s

Post by Ndreare »

Visit 02, Return to Wheaton
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Hardin
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Re: Mac’s

Post by Hardin »

Notice
Notice [dice]0[/dice]
Wild [dice]1[/dice]
After finishing up his duties with L.C., Hardin strolls back to Mac's place with a feeling of nostalgia. A lot has changed for the 99s since last time, and he's glad to see that Mac's looks pretty much the same. Logically, of course, not much should have changed at Mac’s in the relatively short time they were gone, but logic tended to take a back seat of late.

Seeing Mac, Hardin gives a wave and a grin. It isn't a winning smile; Hardin doesn't have one of those. But it is genuine enough, and Mac seems the sort who could tell.

"Mac, have ah got a shopping list fer you."
Selling Swag
Hardin is here to sell the gear recovered from the Crazy 8s and the Mark V. We need a price for LC's requested mods to the Bandito APC of a roof airlock and rails for Power Armor, as well as cosmetic changes to identify the vehicle as Legion and make it look all pretty. Per Rob in the hangout, the Mark V would sell for 1,000,000 before any adjustments for successful negotiating, which averages out to be about 142,000 credits per player character. That could go up if Leethe knocks her rolls out of the park.


Hardin continues, "Now, you know ah ain't much for negotiatin’, but you may remember mah friend Leethe here from before. She's the one who swung that glaive around so pretty last time we were here, and she'll handle all the hagglin', keepin in mind that a bunch of us will be makin our way over to pick up some new merch. In the meanwhile, I'd like to talk to you or one of your boys about product."

Hardin steps aside with either Mac (if he designates one of his employees to do the negotiating) or with one of his subordinates (more likely) to go over Hardin’s personal shopping list.
Hardin’s Wish List
Hardin will ask for prices and timing on all of the following:
  • Installing the bolt power on his Judgment Day rifle with a thunder (sound: deafen) trapping and tying it to Shooting (100,000 credits per book list)
  • Installing a lightning trapping (Electricity: AP) on his Judgment Day rifle (5,000 credit book list)
  • Installing the following Tinkerer upgrades to his armor: +2 armor (Minor) (5,000 listed), +1 embedded Toughness (Minor) (5,000 listed), Steady Hands Edge (Major) (20,000 listed), +1 die type to Strength (Major) (10,000 listed), +1 die type to Vigor (Major) (10,000 listed)
  • Combining his Shadow Cloak and duster (per Rob, cost of 12,000 credits)
  • Adding +2 die types to Stealth to the Shadow Cloak (2 Majors) (20,000 book list for both)
  • Replacing the scope on his Judgment Day rifle from the el cheapo one to the better one (that negates 2 points of penalties) (3,000, per SFC price x100)
How much of the above he actually buys will vary in large part based on how much Mac gives the group for the sale of the Mark V and how much the custom mods LC wants will cost.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Miles RAD Radoslav
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Re: Mac’s

Post by Miles RAD Radoslav »

Sir William keys his radio. "Corporal Hardin - I wonder if you might inquire at Mac's about a hoverbike. I have some skill with these vehicles and adding another scout to the group might be useful."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Hardin
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Re: Mac’s

Post by Hardin »

Sir William Mahan wrote:Sir William keys his radio. "Corporal Hardin - I wonder if you might inquire at Mac's about a hoverbike. I have some skill with these vehicles and adding another scout to the group might be useful."
Hardin looks up from his chat about his shopping list when he hears Sir William's message and replies "Done and done, Sir William. I will ask," before conveying the cyber-knight's request. "What kinda hover bikes y'all got?"
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
Leethe
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Re: Mac’s

Post by Leethe »

Notice 10
Notice [dice]0[/dice]
Wild [dice]1[/dice]
ace [dice]2[/dice]
Leethe comes in with Hardin, looking about the place for what they have to offer today. "Hi." she says after Hardin introduces her and she waits to find out who she gets to deal with for what the group wants.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: Mac’s

Post by Ndreare »

Seeing the members of the 99 being escorted around Mac heads over to the gathered group.

Then looking around the group he asks. "So what brings you two hear? Where is that promising young genius you had with you earlier?"

Mac is willing to work with you directly, and listen to your commissions. But he seems disappointed Erin is not with you and was hoping to get another try at recruiting her.
OOC Comments
I will need your persuasion roll and stuff so we can start negotiating prices.

Mac's prices are fair, but he drives a pretty hard bargain for trade in value.
RFT wrote:
About Mac
Asking around will let you learn...
Doyle MacKelly is a renowned Techno Wizards known not only in Wheaton, but in everyplace Techno-Wizards gather. His legendary knowledge is rumored to even include understanding of TW Cybernetics (with tolerance built in), Enchantments of a less sophisticated nature and potions one would expect from an Alchemist.
Rumor's in Stormspire say he was originally from a planet known as Palladium where he developed as an Alchemist before being pulled into Rifts Earth and discovering the perfection of Techno-Wizardry.
TW Conversion Costs
Mac has a very standardized business with listed cost for conversion in several books that can be references.
  • A TW Conversion on small weapons will cost 10% of the cost of the Equipment +10 Hours of labor.
    A TW Conversion on Medium weapons will cost 10% of the cost of the Equipment +15 Hours of labor.
    A TW Conversion on Large/Heavy weapons will cost 10% of the cost of the Equipment +20 Hours of labor.
    A TW Conversion on Armor will cost 10% of the cost of the Equipment +25 Hours of labor.
And materials like we do contracts at my work. The following is what I was thinking for techno Wizards. I would like feedback this is based off of average billing schedule for various grades of engineer which is about what a TW his.

Actual Hourly and Material Costs:
  • All prices are bid with estimated construction time as if a 4 was rolled. His team works on a standardized system and many components are already assembled waiting for opportunities to be used.
  • Listed conversion cost +100/hour or 1,000/day for Novice/Graduates.
  • Listed conversion cost +150/hour or 1,500/day for Seasoned/Grade
  • Listed conversion cost +250/hour or 2,500/day for Veteran/Senior
  • Negotiated per project for Heroic or Legendary characters if they are interested in the work.
Mac and his crew can do any tinkering, alchemy, or TW stuff you need done.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Mac’s

Post by Hardin »

(Rolls carried)
RFT wrote:Seeing the members of the 99 being escorted around Mac heads over to the gathered group.

Then looking around the group he asks. "So what brings you two hear? Where is that promising young genius you had with you earlier?"

Mac is willing to work with you directly, and listen to your commissions. But he seems disappointed Erin is not with you and was hoping to get another try at recruiting her.
OOC Comments
I will need your persuasion roll and stuff so we can start negotiating prices.

Mac's prices are fair, but he drives a pretty hard bargain for trade in value.
RFT wrote:
About Mac
Asking around will let you learn...
Doyle MacKelly is a renowned Techno Wizards known not only in Wheaton, but in everyplace Techno-Wizards gather. His legendary knowledge is rumored to even include understanding of TW Cybernetics (with tolerance built in), Enchantments of a less sophisticated nature and potions one would expect from an Alchemist.
Rumor's in Stormspire say he was originally from a planet known as Palladium where he developed as an Alchemist before being pulled into Rifts Earth and discovering the perfection of Techno-Wizardry.
TW Conversion Costs
Mac has a very standardized business with listed cost for conversion in several books that can be references.
  • A TW Conversion on small weapons will cost 10% of the cost of the Equipment +10 Hours of labor.
    A TW Conversion on Medium weapons will cost 10% of the cost of the Equipment +15 Hours of labor.
    A TW Conversion on Large/Heavy weapons will cost 10% of the cost of the Equipment +20 Hours of labor.
    A TW Conversion on Armor will cost 10% of the cost of the Equipment +25 Hours of labor.


and materials like we do contracts at my work. The following is what I was thinking for techno Wizards. I would like feedback this is based off of average billing schedule for various grades of engineer which is about what a TW his.

Actual Hourly and Material Costs:
  • Listed conversion cost +100/hour or 1,000/day for Novice/Graduates.
  • Listed conversion cost +150/hour or 1,500/day for Seasoned/Grade
  • Listed conversion cost +250/hour or 2,500/day for Veteran/Senior
  • Negotiated per project for Heroic or Legendary characters if they are interested in the work.
Mac and his crew can do any tinkering, alchemy, or TW stuff you need done.
"Erin got recalled to the castle, unfortunately. We had a nasty run-in with a summoner and some gargoyles 'n she got herself hurt pretty bad. Ah understand she's recoverin', though."

As Hardin chats, he overhears someone mention Techno-Wizard cybernetics. "Now, how's that work? Thought only normal folks could use that sorta thing."
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Mac’s

Post by Ndreare »

Looking at Hardin Mac smiles. "One of my favorite developments. We have engineered into some of our cybernetics a bio aura that replicates the users. This allows us to install techno wizard cybernetics that as long as you keep them charged can interact maintain a stable biomemeticaura allowing them to hyperassociate with you body in a way that will not disrupt your arcane talents while active."
OOC Comments
These are TW cybernetics built with the following enhancments
Cyber Tolerance or Improved if a second device is installed (Major)
10 PPE (Major)

Other features can be requested.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
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Re: Mac’s

Post by Leethe »

Persuasion Golden Benny
persuasion [dice]0[/dice]
wild [dice]1[/dice]
benny for reroll
persuasion [dice]2[/dice]
wild [dice]3[/dice]
cancel benny
use golden Benny for Max payout.
Leethe nods her head to Mac in acknowledgement. "My name is Leethe or at least that is what I am going by. I am a bit of a builder of things myself. I seem to have a talent for it." She looks around the place. "Anyways, we came across a second APC, and we want to sell one of them to you and get the other one fixed up to our needs."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: Mac’s

Post by Hardin »

Smiling at Leethe, Hardin thinks impressive; she talked him up just like that!

To Mac and the employees, he goes through a long list of items and upgrades he'd like to have done. While there, he notices a stylish duster that is just his size and a fancy looking shotgun that would look great while shooting 13 in the face. "Ah'll take these two, too."
Hardin's Updated Shopping List, 419,100 Credits of Work
TW Fiery Vambraces: total cost (including commission) 96,300
  • Cost for base item (vibro-vambraces) (11,000)
  • TW conversion (1,100 +1,000 = 2,100)
  • Minor: Fire AP trapping (they look like normal bracers until activated, and then two blades of fire extend from each) (5,000 + 400 = 5,400)
  • Minor: +1 Parry (5,000 + 400 = 5,400)
  • Major: Fighting +1 die type (10,000 + 600 = 10,600)
  • Major: Fighting +1 die type (10,000 + 600 = 10,600)
  • Major: Strength +1 die type (10,000 + 600 = 10,600)
  • Major: Counterattack (Seasoned Edge) (40,000 + 600 = 40,6000)

Shadow Cloak/Duster: total cost (including commission) 33,200
  • Cost to combine, per Rob (12,000, no additional commission)
  • Major: +1 to Stealth die to Shadow Cloak (10,000 + 600 = 10,600)
  • Major: +1 to Stealth die to Shadow Cloak (10,000 + 600 = 10,600)

Tinkerer Upgrades to Armor: total cost (including commission) 73,000
  • Minor: +2 Armor (5,000 + 600 = 5,600)
  • Minor: halve armor's weight (5,000 + 600 = 5,600)
  • Major: Jack of All Trades (upgrades to built in mini-computers expand breadth and depth of knowledge available) (20,000 + 600 = 20,600)
  • Major: Increase Strength one die type (10,000 + 600 = 10,600)
  • Major: Increase Vigor one die type (10,000 + 600 = 10,600)

TW Storm Rifle (Upgrades to TW Judgment Day Rifle): total cost (including commission) 236,600
  • Minor: Lightning trapping (Electricity: AP) (5,000 + 400 = 5,400)
  • Minor: Shooting +1 (5,000 + 400 = 5,400)
  • Major: bolt, Thunder trapping (Sound: Deafen) (Novice power), activated by Shooting (100,000 + 600 = 100,600)
  • Major: Giant Killer (Veteran Edge) (80,000 + 1,000 = 81,000)
  • Major: 10 Power Points (20,000 + 600 = 20,600)
  • Major: 10 Power Points (20,000 + 600 = 20,600)
  • Misc.: replace el cheapo scope (negates 1 point of penalties) for a regular scope (negates 2 points) (3,000, per SFC price x 100)

Total of all work (including commissions): 419,100 credits
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Re: Mac’s

Post by Ndreare »

Sir William Mahan wrote:Sir William keys his radio. "Corporal Hardin - I wonder if you might inquire at Mac's about a hoverbike. I have some skill with these vehicles and adding another scout to the group might be useful."
OOC Comments
Generally yes.  Although feel free to make up new brands names or pick stuff from science fiction companion art x10 cost.
However no force field tech unless it is Atlantean or Naruni which requires me to make a roll for availability on a d10.
Atlantean 9 or 10
Naruni 10 only.
The service droid says. "Why yes, we currently have 17 hoverbikes in stock. Do you have aparticular feature you are interested in?" As it begins learning you over.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Mac’s

Post by Miles RAD Radoslav »

On Hardin's query, Sir William radios back "I trained on a Speedster with a rail gun and missile launcher, so that would be my first choice. The electric engine model should suffice for my purposes."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Re: Mac’s

Post by Kaja Earthblooded »

Notice 4
Notice [dice]0[/dice], [dice]1[/dice]
Later on L.C. comes into Mac's at the tail end of the haggling. He also overhears the bit about TW implants. He'd heard of it - a bit. Some of the guys on one of his squads claim he had psi-tech implants, which was the CS version of TW, but relied more on science and less on magic. If one of Mac's guys could manage that, maybe they could replicate the enhancers they used to add standard to his gear that let him use his psionic abilities in his power armor. "Mac, question for you. You mentioned those special implants. Can you do that on a bigger scale?" He discusses the vague hopes of what he wants to do with Mac.
Mac'd out version of the PA-06A
160,000 - Base TW Conversion
30,000 - 10 stored PPE only usable to charge the device. (Recovers at a rate of 1 per 15 minutes at a Ley Line.) +4d6 days
60,000 - Add Arcane Mech Specialist +7d6 days
100,000 - Add Arcane Mech Commando +11d6 days
5,000 - +1 to Shooting (from an active targeting enchantment) +2d6 hours
5,000 - +1 to Psionics (from psionic focusing circuitry in helmet) +2d6 hours

26d6 days
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
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Re: Mac’s

Post by Ndreare »

Hardin wrote:Smiling at Leethe, Hardin thinks impressive; she talked him up just like that!

To Mac and the employees, he goes through a long list of items and upgrades he'd like to have done. While there, he notices a stylish duster that is just his size and a fancy looking shotgun that would look great while shooting 13 in the face. "Ah'll take these two, too."
Hardin's Updated Shopping List, 419,100 Credits of Work
TW Fiery Vambraces: total cost (including commission) 96,300
  • Cost for base item (vibro-vambraces) (11,000)
  • TW conversion (1,100 +1,000 = 2,100)
  • Minor: Fire AP trapping (they look like normal bracers until activated, and then two blades of fire extend from each) (5,000 + 400 = 5,400)
  • Minor: +1 Parry (5,000 + 400 = 5,400)
  • Major: Fighting +1 die type (10,000 + 600 = 10,600)
  • Major: Fighting +1 die type (10,000 + 600 = 10,600)
  • Major: Strength +1 die type (10,000 + 600 = 10,600)
  • Major: Counterattack (Seasoned Edge) (40,000 + 600 = 40,6000)

Shadow Cloak/Duster: total cost (including commission) 33,200
  • Cost to combine, per Rob (12,000, no additional commission)
  • Major: +1 to Stealth die to Shadow Cloak (10,000 + 600 = 10,600)
  • Major: +1 to Stealth die to Shadow Cloak (10,000 + 600 = 10,600)

Tinkerer Upgrades to Armor: total cost (including commission) 73,000
  • Minor: +2 Armor (5,000 + 600 = 5,600)
  • Minor: halve armor's weight (5,000 + 600 = 5,600)
  • Major: Jack of All Trades (upgrades to built in mini-computers expand breadth and depth of knowledge available) (20,000 + 600 = 20,600)
  • Major: Increase Strength one die type (10,000 + 600 = 10,600)
  • Major: Increase Vigor one die type (10,000 + 600 = 10,600)

TW Storm Rifle (Upgrades to TW Judgment Day Rifle): total cost (including commission) 236,600
  • Minor: Lightning trapping (Electricity: AP) (5,000 + 400 = 5,400)
  • Minor: Shooting +1 (5,000 + 400 = 5,400)
  • Major: bolt, Thunder trapping (Sound: Deafen) (Novice power), activated by Shooting (100,000 + 600 = 100,600)
  • Major: Giant Killer (Veteran Edge) (80,000 + 1,000 = 81,000)
  • Major: 10 Power Points (20,000 + 600 = 20,600)
  • Major: 10 Power Points (20,000 + 600 = 20,600)
  • Misc.: replace el cheapo scope (negates 1 point of penalties) for a regular scope (negates 2 points) (3,000, per SFC price x 100)

Total of all work (including commissions): 419,100 credits
L.C. wrote:
Notice 4
Notice [dice]0[/dice], [dice]1[/dice]
Later on L.C. comes into Mac's at the tail end of the haggling. He also overhears the bit about TW implants. He'd heard of it - a bit. Some of the guys on one of his squads claim he had psi-tech implants, which was the CS version of TW, but relied more on science and less on magic. If one of Mac's guys could manage that, maybe they could replicate the enhancers they used to add standard to his gear that let him use his psionic abilities in his power armor. "Mac, question for you. You mentioned those special implants. Can you do that on a bigger scale?" He discusses the vague hopes of what he wants to do with Mac.
Mac'd out version of the PA-06A
160,000 - Base TW Conversion
30,000 - 10 stored PPE only usable to charge the device. (Recovers at a rate of 1 per 15 minutes at a Ley Line.) +4d6 days
60,000 - Add Arcane Mech Specialist +7d6 days
100,000 - Add Arcane Mech Commando +11d6 days
5,000 - +1 to Shooting (from an active targeting enchantment) +2d6 hours
5,000 - +1 to Psionics (from psionic focusing circuitry in helmet) +2d6 hours

26d6 days
Listening to Hardin's request Mac nods a few times as if it all seems pretty simple and he can arrange for it. He starts writing down your needs on paper and opens up a computer program with some sort of scheduling software on it. However without the ability to read or the administrative skills to understand scheduling software none- of it makes sense to Hardin. When it is all said and done Mac looks up and says he can have it done for the agreed prices. "Go ahead on drop your toys off and I can have them delivered with 2-1/2 weeks."

Listening to Hardin as he expresses his dream machine Mac listen's patiently nodding as the enthusiasm. "I got a couple senior engineers always looking for special projects. This might do. But that last bit there would need some special oversight and take me away from my work."
Then thinking a little bit more on it he says. "But you know, I like a challenge, I'll do it for ya. Give me 3 or 4 weeks and i will close it out for 675,000 credits. If I longer en 21 days I'll make it 625,000."


Mac'd out version of the PA-06A
160,000 - Base TW Conversion
30,000 - 10 stored PPE only usable to charge the device. (Recovers at a rate of 1 per 15 minutes at a Ley Line.) +4d6 days
60,000 - Add Arcane Mech Specialist +7d6 days
5,000 - +1 to Shooting (from an active targeting enchantment) +2d6 hours
5,000 - +1 to Psionics (from psionic focusing circuitry in helmet) +2d6 hours

19d6 = 76 days for senior engineer = 76*8*250= 152,000 Labor
Sub Total 412,000

Special Interest:
100,000 - Add Arcane Mech Commando +11d6 days
11d6 days for Mac's time = 44*8*500= 176,000 labor
Sub total 276,000

Grand total: $688,000
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Mac’s

Post by Ndreare »

"Heck, with both of you want so much work done and i already like your mission, I can schedule them together and give you 4 or 5% off my already fair quotes. Mostly because how much i like you guys. lets see, that would be 399 for Hardin's work and 641 or 599 respectively for yours." Starting to look around and giving some orders to some of the drones working the inventory Mac says. "You know I have some real ideas of how to make that suit special if you could come up with an extra 120,000 i would not even charge you for labor. I will let you guys think on it a bit, one of my best contacts just walked in." Mac walks away so you guys have time to think about the offer and goes over towards a small familiar looking hob-goblin who walked into the room, patting him on the shoulder he starts walking with him towards the back office. As they walk away you can hear them talking about supplies and opportunities.
Some clarity
He is offering to wave the additional labor of LC's SAMAS for some special ideas he has that can perk it up.a bit.
But L.C. would have to come up with the extra 120K.

everyone else who buys on this trip will save 4% to 5% on purchases no matter what (unless someone pisses him off).
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Mac’s

Post by Hardin »

"Mac, hang on a second," Hardin says, waving him down. He walks over and draws his BB6 revolver, looking pointedly at the hobgoblin, before flipping the big weapon around in his hand and holding it out to Mac handle first.

"See what your Tinkerer boys can do with this, would ya? It's mah favorite, and ah trust your judgment to make it a bit more special. Just try ta keep it in the ballpark of a hundred thousand or so, if ya can. If ya can't, well, maybe we can take somethin off one o' the other whatsits to make up for it."
If Hardin Recognizes the Hobgoblin
This next part is only if Hardin recognizes him as the same goblin from the cave.

Turning back to the goblin. "An as fer you. Ah understand ya didn't know us from Adam the first time you met us, an ya saw an opportunity an took it. Ah'm frankly impressed ya managed ta pull it off so easily. But in mah line a work, a man's life is as good as his gear, an ah won't have it stolen again. Now, fortunately fer all of us, Mac here has saved us more credits than the value of what went missing the first time we met you, and fer his sake, ah think we can call us all even. Ah wouldn't want ta deprive Mac of a good business contact, an ah'm sure you wouldn't want to affect his bottom line by nicking things from his customers. So let's all of us stay even, shall we? Ah'd prefer to be civil, but ah'm real good at the other way a handlin' things, too, so let’s consider this a warning shot and we can all part on good terms, hey?"

With that, Hardin tips his hat to Mac and heads back to the group.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Re: Mac’s

Post by Miles RAD Radoslav »

Sir William keys the radio again. "If they have a Speedster with cycle with the Light Laser and a Missile Launcher, I'll take that. Please check if they have a JA-11 as well; it seems I end up shooting rather more often than I would prefer, and the JA-11 is a more versatile tool for the purpose."
Shopping List
I'll go with the electric-engine Speedster with mini-missile launcher ($278,000) and light laser, plus two reloads ($11,500 each for $23,000 total). Since that leaves me with $199,000 left over, I'll pick up a JA-11 Laser Rifle for another $38,500. I'll spend $10,000 getting the refugees outfitted. (All numbers include discount.)
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Ndreare
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Re: Mac’s

Post by Ndreare »

Sir William Mahan wrote:Sir William keys the radio again. "If they have a Speedster with cycle with the Light Laser and a Missile Launcher, I'll take that. Please check if they have a JA-11 as well; it seems I end up shooting rather more often than I would prefer, and the JA-11 is a more versatile tool for the purpose."
Shopping List
I'll go with the electric-engine Speedster with mini-missile launcher ($278,000) and light laser, plus two reloads ($11,500 each for $23,000 total). Since that leaves me with $199,000 left over, I'll pick up a JA-11 Laser Rifle for another $38,500. I'll spend $10,000 getting the refugees outfitted. (All numbers include discount.)
Perfect, go ahead and update your character sheet Gear section.
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
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Re: Mac’s

Post by Hardin »

Hardin shakes hands with the craftsman Mac indicates will work on his pistol with a grin. "Well met, friend. I'm lookin' for a little better balance, and some stability for quicker shootin' and loadin'."
Hardin's BB6 Upgrades, 122,080
The upgrades, if allowed, will be:
  • Minor: +1 Shooting (5,000 +600 commission)
  • Major: Hip-Shooting (Deadlands Reloaded p.32) (20,000 + 600 commission)
  • Major: Improved Hip Shooting (Deadlands Reloaded p.32) (80,000 + 2,000 commission)
  • Major: Speed Load (Deadlands Reloaded p.32) (20,000 + 600 commission)
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
Leethe
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Re: Mac’s

Post by Leethe »

Leethe questions, "I should probably get my gear upgraded but I am unsure of what can be done. I mainly have this Vibro Glaive that I got last time I was here. I don't know what can be done to enhance it."
Notes
some ideas I do have and have thought about in the past
  • Warrior's Gift?
  • Damage Bonus?
  • Str die enhancement?
Vibro Glaive convertions
Original Cost: 18,000
Conversion Cost: 1800
Base time: 12 hours
  • Minor: +1 Damage | +5,000 credits | 8 hours
  • Minor: +1 Damage | +5,000 credits | 8 hours
  • Minor: +5 stored PPE | +5,000 credits | 8 hours
  • Major: embedded power: Warrior's Gift | +40,000 credits | 20 days
  • Major: +1 Strength die type | +10,000 credits | 8 Days
    Total: 66,800 credits without cost of glaive, 29 days, 12 hours.
Last edited by Leethe on Fri Jun 22, 2018 9:49 am, edited 1 time in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: Mac’s

Post by Ndreare »

Hardin wrote:Hardin shakes hands with the craftsman Mac indicates will work on his pistol with a grin. "Well met, friend. I'm lookin' for a little better balance, and some stability for quicker shootin' and loadin'."
Hardin's BB6 Upgrades, 122,080
The upgrades, if allowed, will be:
  • Minor: +1 Shooting (5,000 +600 commission)
  • Major: Hip-Shooting (Deadlands Reloaded p.32) (20,000 + 600 commission)
  • Major: Improved Hip Shooting (Deadlands Reloaded p.32) (80,000 + 2,000 commission)
  • Major: Speed Load (Deadlands Reloaded p.32) (20,000 + 600 commission)
Mac accepts the work, and adds 2 days to the time for delivery.
OOC Comments
I think this will mean Hardin has no weapons on him for the duration. I believe he may want to barrow a weapon from someone else?
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Mac’s

Post by Ndreare »

Leethe wrote:Leethe questions, "I should probably get my gear upgraded but I am unsure of what can be done. I mainly have this Vibro Glaive that I got last time I was here. I don't know what can be done to enhance it."
Notes
some ideas I do have and have thought about in the past
  • Warrior's Gift?
  • Damage Bonus?
  • Str die enhancement?
Looking at the weapon Mac examines it and asks you. "You do not seem to be the type who likes close combat. I can put what you want on this weapon, I may even have on in inventory with the changes you want. But are you sure this is what you need?
I am not a fan of selling people things they are unsure of. Then tend to want to return them or complain to other potential customers."

Questions
You will need to include the base cost and time of what you want, the following are some Q's we need answered for that.
  • Warrior's Gift (Casts at what level?)
  • Damage Bonus (sure, some armor piercing can be layered up real cheep)
  • Str die enhancement (easy peasy)
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
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Re: Mac’s

Post by Kaja Earthblooded »

(rolls held)

After some wheeling and dealing with Brison, Hardin, Foxx and Vincent, L.C. comes back with the extra cash and gear. He hands it all over to Mac, as well as his SAMAS. "Begin with you're ready sir. I am at your mercy, it would seem." He smiles. Of course the idea of trusting a techno-wizard with something as iconic as the SAMAS is a thing he has to think twice about, but doing so is to his advantage. Best to embrace the life he has claimed. This was the kind of thing most CS soldiers, let alone citizens simply could not get behind: Magic can help man and all peaceful humanoids, not just be a vehicle to suffering and corruption. But living it, it's hard to turn back and ignore all the good that can happen. Besides, if the First Apocalypse Calvary goons had proved anything, it is that technology can be just as easily abused.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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Re: Mac’s

Post by Hardin »

"Hey, Mac. You wouldn't happen to have a loaner suit of body armor I could borrow or rent while you work on mine, would ya? I feel a little naked without something keeping me from bein shot."
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
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Jane Character Sheet
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Re: Mac’s

Post by Foxx »

While the others are there haggling and installing the mods to the APC, the dark elf puts in an appearance. "Seems like you are doing well for yourselves.". She looks for Mac or one of his droids in order to do business with them. She has a few ideal purchases she needs to make considering the opposition they have faced and probably will be facing again.
Shopping List
Holocaust Gauntlet
Armored gauntlet (left handed)
Major: Blast spell. Cost: 38,000
Major: Damage Field spell. Cost: 38,000
Major: PP +10. Cost: 28,500
Minor: Trapping: Electric EMP - causes technological items to fail within blast radius. Cost: 4750
Total: 109,250

Magical Talisman
Major: Boost/Lower Trait spell. Cost 19,000

Foxx's Ley Line Walker Medium Armor
Modification:
Major: Fly Spell. Cost: 76,000
Major: +1 die to Fighting. Cost: 19,000
Total: 95,000

Iceblast shotgun
Cost: 18,050
Last edited by Foxx on Sun Jun 24, 2018 9:59 am, edited 1 time in total.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Re: Mac’s

Post by Ndreare »

Hardin wrote:"Hey, Mac. You wouldn't happen to have a loaner suit of body armor I could borrow or rent while you work on mine, would ya? I feel a little naked without something keeping me from bein shot."
"I think I have enough of your toys I can make a loan without collateral. Bring it back in good shape and there is no charge. Damage it and you buy it."
OOC Comments
Ley Line Walker Light Armor (TW): This particular suit is designed to look like western style street clothes, and button up flannel shirt.
Provide 3 Armor; though they are not fully covering, they come with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP). (4 lb, 8,500 credits)
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Mac’s

Post by Hardin »

RFT wrote:
Hardin wrote:"Hey, Mac. You wouldn't happen to have a loaner suit of body armor I could borrow or rent while you work on mine, would ya? I feel a little naked without something keeping me from bein shot."
"I think I have enough of your toys I can make a loan without collateral. Bring it back in good shape and there is no charge. Damage it and you buy it."
OOC Comments
Ley Line Walker Light Armor (TW): This particular suit is designed to look like western style street clothes, and button up flannel shirt.
Provide 3 Armor; though they are not fully covering, they come with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP). (4 lb, 8,500 credits)
Hardin grins. "Mac, yer a saint among men, ya know that? Ah'll be seein' ya soon." With that, Hardin dons the light armor, hefts his new shotgun, and secures his now much lighter pistol belt before heading out. "Now, where did them new folks get off to?"
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Kaja Earthblooded
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Re: Mac’s

Post by Kaja Earthblooded »

Notice 5 and Persuasion 7
Notice [dice:3pg0q6dr]42364:0[/dice:3pg0q6dr], [dice:3pg0q6dr]42364:1[/dice:3pg0q6dr]=5

Persuasion: [dice:3pg0q6dr]42364:2[/dice:3pg0q6dr], [dice:3pg0q6dr]42364:3[/dice:3pg0q6dr]-4+4+[dice:3pg0q6dr]42364:4[/dice:3pg0q6dr] (EE) +2=7
+1 Benny from EP - 1 Benny for EE; +4 from EP to counteract Charisma and Untrained.
L.C. comes in looking for Mac. "It's important, I need to see him! Lives are at stake!" is all he tells folks. When (if) Mac appears, L.C. asks to speak to him privately. He runs down the facts about the orphanage, telling him about the demons feeding on the children there. "Look, I'm not asking for folks to help with fighting, but I need someplace to send those kids as we get them out. I think Julian will help me find a place to put them afterwards, but I need help in the immediate term. We're unsure of who is involved, but I know you aren't. You're too good a man. Please can you help us? And if you have any hotheads willing to tussle, we'll take the help as long as they are up to the task. But mostly I need help getting kids to safety."

Once he has his answer, L.C. is off to join his men, pausing only to put on his armor and sidearm.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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Re: Mac’s

Post by Ndreare »

Listening to the story Mac's face starts to grow pale, then red with anger. "Of course you can bring the kids here, but let me get you some stuff that will help first." He immediately starts giving orders to his robots collecting stuff from around the warehouse and yard.

When it is all said and done he has a collection of items with him and starts explaining what each will do.
Amulet of Awareness x9 - The wearer can see in total darkness and the Invisible (no roll). In addition the wearer can roll to see Truly Invisible targets at Spirit -2. (Cannot be used with other amulets, enough for each member to have one)
Disruption Grenades x18 - When thrown these grenades release a powerful field of disruptive magic in a Small Blast Template. This is treated as Greater Dispel w/o the -2 for alternate Arcane Types. (Uses Throwing or Arcane Skill, there are two for each of the 99)
Mind Trap Pistols x2 - The target of this modified Wilks 227 pulse laser pistol pistol suffers the effects of Greater Slumber. Can be fired 6 times before needing to reload. All other stats as per TLPG page 94.

When he is done explaining Mac also says. "These men will come with you. I am well past my prime, but no man can sit on the sidelines for something like this." When he is done three Techno-Wizards apprentices step forwards armed and dressed for battle.
(Use stats from Savage Foes of North America, add +4 Toughness from advanced gear)


@L.C. Please Give me a Streetwise roll
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Kaja Earthblooded
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Re: Mac’s

Post by Kaja Earthblooded »

L.C. can't help but look overwhelmed for a moment at the outpouring. 'This is how good men react.' Of course this is thought with the full knowledge of what pragmatic men do. "Thanks Mac. We'll keep them safe as best we can too." He turns to the Technowizards. "Gentlemen, thank you for coming. I expect you're going to see some action, but I meant what I said. I need you concentrating on removing the children and seeing if we can capture the Johns and management of this place. My team and I will engage the demons and armed guards. That doesn't mean you'll have it easy, just that you're not tasked with the hard part." He holds up the sleep pistols and hands both of them to them to distribute. "Put everything and everyone inside that building to sleep, especially the kids. Alright, let's go!" Finally changed, and with the bag of goodies from Mac's, L.C. and the Technowizards head out.
Streetwise 5
Streetwise [dice:10v93gc0]42376:0[/dice:10v93gc0], [dice:10v93gc0]42376:1[/dice:10v93gc0]+[dice:10v93gc0]42376:2[/dice:10v93gc0]-2=5
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
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Re: Mac’s

Post by Leethe »

Leethe takes the amulet as LC hands them out to everyone before the attack on the Orphanage. "Thanks," She takes a look at it and then at the other device she just made. "I hope this works. It will work and we'll save the kids."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: Mac’s

Post by Vincent Gray »

Gizmo's for Mac's Techno-Wizards


Technowizard Gizmos:

A silver cross with wiring and gems hooked into it. When pointed in the direction of an otherworldly entity, it can banish them back to their home dimension.

Banish
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Holy items, arcane symbols, handful of salt.
Whether ghosts, elementals, or demons, banish removes
them all. This power can affect any creature that is not native
to the current plane of existence (GM’s determination).
This spell is an opposed roll of the caster’s arcane skill
versus the target’s Spirit. On a success, the target is Shaken.
On a raise, it is sent to its proper plane of existence.
If the target is a Wild Card, each casting of banish causes
a wound instead. If the target already has three wounds, it is
then banished to its native plane—but it is not slain.

Web Gun. This repurposed flare gun fires a magic net (uses shooting ability).

Entangle
Rank: Novice
Power Points: 2–4
Range: Smarts
Duration: Special
Trappings: Glue bomb, vines, handcuffs, spider webs.
This power allows the character to restrain a target with
snaking vines, lengths of hair, spider webs, or some other
vine-like trapping.
The arcane skill roll is opposed by the target’s Agility.
Success indicates partial restraint so that the target suffers
a –2 penalty to Pace and skills linked to Agility and Strength.
A raise restrains the target fully. He cannot move or use any
skills linked to Agility or Strength.
Each following round, an entangled target may make a
Strength or Agility roll to break free. Other characters may also
attempt to free the ensnared person by making a Strength
roll at –2.
For 2 Power Points entangle targets a single opponent.
For 4 points it affects everyone in a Medium Burst Template.

Stimulation patch. Slapping this patch on to your body allows you to boost any trait you desire.

Boost/Lower Trait
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/round)
Trappings: Physical change, glowing aura, potions.
This power allows a character to increase any of a target’s
Traits by one die type for a standard success, or by two with a
raise. The affected Trait can exceed d12. Each step over d12
adds +1 to his Trait total. For example, a raise on someone
who already has a d12 in the affected Trait grants him d12+2
for the duration of the power.
The power can also be used to lower an opponent’s Trait.
This is an opposed roll against the victim’s Spirit. Success
lowers any Trait of the caster’s choice one step, a raise lowers
it two steps. A Trait cannot be lowered below a d4. Multiple
castings stack, though the caster must keep track of when
each casting expires as usual.
► Additional Targets: The power may affect an additional
target for every additional Power Point spent, up to a maximum
of five targets. All targets share the same effect and Trait
affected.

Power Glove. A glove with wires embedded into the material can be used to make a telekinetic blast to push enemies out of the way.

Pummel
Rank: Seasoned
Power Points: 2
Range: Cone Template
Duration: Instant
Trappings: Rippling earth, buffeting winds, rushing waters.
Pummel allows a character to knock down multiple foes.
The caster makes an arcane skill roll and then places a
Cone Template in front of him. Any friend or foe touched by
the template must make a Strength roll (at –2 if the caster
gets a raise). Any target that fails is knocked back 2d6” and
becomes prone. If the target strikes an inanimate object, he
is Shaken as well. Targets with cover may subtract the cover
modifier from the total distance moved (to a minimum of 0),
and flying targets suffer an additional –2 to their Strength roll.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) 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.
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Ndreare
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Re: Mac’s

Post by Ndreare »

RETURNED FROM HELL


The trip to Mac's is long because of the many people who see the heroes and flock to them to thank them. Others wanting to take their holo's with the team. Overall the normally 45 minute walk takes closer to twice that long.

The 99 receive several offers for local restaurants to come buy for free food, or from local tailors to come buy for some clothes. Your faces are so well circulated everyone knows you and every tablet has not only some of the recovered vids from the rescue as you brought the orphans out of the orphanage before it imploded sucked into hell. It is clear none of you will have to buy your own drink again for a long time.

When you arrive at Mac's the robots seem to lack the excitement, but when you check in with them, Mac himself comes out welcoming you all. "Yea be alive! Come back here, we have yer stuff come one, come on..." His words trail off as he looks over your group. "I'm sorry, you lost the changling and the shifter?" Giving a sober nod he mentions Hardin with respect.

After a few moments he helps get everyone fitted with their gear personally. Each of you have put in orders and purchases finds the materials ready ahead of time. "Did not think we would be parting with these. Was going to volunteer them for the memorial."
  • 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!

,
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
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: Mac’s

Post by Sal »

Sal’s beedy little eyes darted to and fro amongst the splendid items. It was pretty nice to be in the company of folks so well liked and regarded. After being on the run with @Fritz it was a welcomed change of pace. Sal’s nose twitched as he found what he was looking for... A big plate of cheddar! He politely moved some of the gear off it and snuck the plate into his paws. It was a bit weird that robots were such good cheese mongers but it was what it was and Sal did not complain.

With a mouth full of cheese he managed a wordy inquiry about the groupa new gear, ” Perchance is any of that going to require regular maintenance done by a techno wizard? Yes or no, I am more than willing to do my part in ensuring it’s function as time wears on it.” He smiled stuffing his face with some more cheese. He was only to glad to help.
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: Mac’s

Post by Leethe »

"Hardin scarified himself so we could survive and get the children out. We saw his spirit with us in hell but we don't know what has become of him. Hopefully he is in a better place now."

Leethe takes her Glaive and gives it a few test swings.
Practice Swing 6
fighting [dice:36tmjfhf]54325:0[/dice:36tmjfhf]
wild [dice:36tmjfhf]54325:1[/dice:36tmjfhf]
TW Vibro-Glaive
  • Range: Melee with Reach 1
  • Damage: STR+d12+1 AP 4, MD
  • Activated Damage: (STR +1die type)+d12+3, AP 4 MD
  • PPE: 5
  • Activated Cost: 1
  • Activated Duration: 3
  • Embedded Power: Warrior's Gift
    • Range: Wielder
    • Cost: 4
    • Duration: 3
    • Skill: Arcane or Spirit
    • Effect: User gains 1 combat edge. The user must be one rank higher then the edge. Other requirements of the edge are ignored.
  • Notes: Reach 1, Requires 2 Hands, (full Cost: ‭84,800‬ credits)
  • Weight: 20
Leethe seems a little sad, with the sword strapped to her back already. "I'm not sure which is the better weapon now." She looks over at L.C. I guess I should ask the hard question now. Damn this sucks. "What happens to everyone elses... things?"
Last edited by Leethe on Thu Jun 06, 2019 10:28 am, edited 4 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: Mac’s

Post by Fritz »

Fritz is impressed with Mac's equipment and surplus. He rumages through a few bins of this and that until he notices a shelf, that is out of the way. Not necassirly heavy laden with dust but it has that sort of feel like "if you don't say anything, then it will go away". Fritz's curiosity is piqued.

The contents of the shelf are few but in good condition. The cyborg doctor is always looking for new information. Documentaries on species. Lab results of demon disection. Medical journals. Engineering books. Even communication periodicals. These items on the top shelf look to be something of that nature.

Looking around for @RFT Mac, he sees him coming from the rear where the team's gear had been held, "Excuse me sir, what is this printed material? Is it by chance available for loan or sale?"
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
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