Ship Name & Stats

GM: Ndreare
The roughest, toughest, mercenaries in the Three Galaxies.
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Ship Name

Poll ended at Tue Oct 23, 2018 10:36 pm

1.) Thunder Duck
1
10%
2.) Gurps
0
No votes
3.) Tarn’s Torpedo
0
No votes
4) Nimble Helix
1
10%
5) Secretion Disk
0
No votes
6) Restricted Job
0
No votes
7) Singular Storm
0
No votes
8) Jaunty Nimbus
3
30%
9) Stardiver
0
No votes
10) Max Solenya
0
No votes
11) Remorseless
5
50%
 
Total votes: 10

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Malcom Young
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Ship Name & Stats

Post by Malcom Young »

Can we get some ship name ideas?

I went to a name generator and found a few that look fun

the Buccaneer, the Remorseless, the Starhammer, the Helldiver

Max suggested the Solenya.

Post your favorites here, a short list or just one or two and then lets see about getting a poll up to choose the favorite.
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Bennies: 1/1
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Re: Ship Name

Post by Venatus Vinco »

Phase World has the Three Galaxies: Corkscrew, Anvil, and Thudercloud.

Maybe some plays on those
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Re: Ship Name

Post by Venatus Vinco »

Are we using a stock ship from the SFC?

The Light Freighter perhaps?

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Re: Ship Name

Post by Venatus Vinco »

Based on Hangouts Conversations

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Re: Ship Name

Post by Ndreare »

I literally copied and pasted the Light Freighter from page 49, Made it size 10 and added +2 armor and +2 mod slots.
  • 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: Ship Name

Post by Pender Lumkiss »

Nice Ship: Pale Forge, some say it brings a glimmer of hope if you catch its silver twinkling in the night sky. For others an occipital pavlovian reaction in the back of their throat occurs as they realize their doom is at hand.

Run Down Ship: Deevil’s Gambit, Most say they have seen better, and no one says they have seen worse. Few though, know it is a gamble worth taking when the pile of bolts flies high over head.
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Re: Ship Name

Post by Venatus Vinco »

RFT wrote: Sun Oct 07, 2018 7:38 pm Use the medium and change Size to 10, 25 available mods to 27, and 25(6) toughness to 27(6).
Yes, check the worksheet posted above. I did all that (size 10, 27 Mods). Then I built the ship using the picture you gave us and the mods slots avaialable.

TLDR: We have two hangars/garages instead of atmospheric capabilities.

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Re: Ship Name

Post by Mox »

I really like "Nimbus".

Based on the liveliness of Hangouts discussion, I anticipate much hijinks with the many personalities (and skillsets) in this crew. So I'd like to throw another name into the candidate pool (with swashbuckling undertones that is in direct opposition to our rivals' serious name "The Pursuit"):

The Jaunty Nimbus
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Re: Ship Name

Post by Death Otter »

Okay, here is my proposal for the ship. Let us only have one hangar. We use those mod slots for: 1 missile launcher (the deck plans actually show three weapon systems), upgrade sensors to Galactic, a Speed upgrade, and a targeting system.

EDIT - Just saw that missiles require mod slots for ammo as well as launch mechanism. We could replace the speed upgrade, or the sensor upgrade, with missiles.

Then the forward bay is a cargo bay...which oddly enough, there's no way to designate in the ship design rules.

These ship design rules leave something to be desired, in my view, hehe. :) But then, I cut my teeth on GURPS vehicles, where you painstakingly designate every cubic foot of volume and need a calculator to work everything out...
Last edited by Death Otter on Mon Oct 08, 2018 7:24 am, edited 1 time in total.
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Re: Ship Name

Post by Death Otter »

For my next trick...our transport craft, the Shrike! (maybe)

A small starship, so it can navigate within systems and only requires a single pilot. Armed and defended, so it can serve as a strike craft when and if needed. It should be able to serve roles the main ship can't.

Small Starship: Size 6, Acc/TS 50/700, Climb 3, Toughness 20 (5), Crew 1+10, Cost: $4.94M, Remaining Mods 0

Notes: Dual Linked Heavy Lasers (3) 2M, AMCM (1) 30k, AI 60k, Atmospheric (3) 300k, Passenger Pod (1) 50k, Planetary Sensors (1) 50k, Shields (3) 150k, Deflectors (2) 60k, Stealth (6) 300k,

Hm. Not 100% sure of this. Armament is powerful and it's a bitch to hit, but once the shields are down it seems vulnerable.

I do like having Stealth, but it eats up a lot of mods. What do you guys think?
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Re: Ship Name

Post by MJH »

The Apparent Horizon (Event Horizon would be cool but already taken)

The Accretion Disk

Those are for ships names after gravitational phenomenon in space

Others

The Erin Tarn

The Promiscuous

The Nimbus' Eye
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Re: Ship Name

Post by Death Otter »

Singularity Skipper?

Eye of the Storm
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Re: Ship Name

Post by Pender Lumkiss »

Pretty Sure it is Thunder Duck.
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Re: Ship Name

Post by Ndreare »

let's create a poll. each player pick one top name to included.
Then each player is allowed two votes. The result is the winner.

PS: VV any chance we can get public voting back?
  • 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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Malcom Young
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Re: Ship Name

Post by Malcom Young »

I would have picked the Remorseless if it was there. If it gets added I’ll change stardiver to the remorseless. If it’s not added, that’s fine too.

I picked one of mine + one of another’s that I liked most.
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Bennies: 1/1
Edit Signature
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Ndreare
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Re: Ship Name

Post by Ndreare »

Thank you to Whoever created the poll.

PS: I think Remorseless is the coolest name of all of the names pitched.
  • 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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Mox
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Re: Ship Name

Post by Mox »

I was also a bit surprised Remorseless wasn't in the poll (because it was the first bold-suggested one).
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Re: Ship Name

Post by Ndreare »

Someone needs to fix that Poll and add remorseless so people can revote and make it the winner.


EDIT: I added the name as an option
  • 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
Malcom Young
Posts: 36
Joined: Sat Sep 29, 2018 12:26 pm

Re: Ship Name

Post by Malcom Young »

Don’t remember what account I was on when I first voted, I’m 99 percent sure it was malcom. If I’m doubled up on Koshnek ignore that vote and count Malcom’s vote
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Bennies: 1/1
Edit Signature
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Power Dump
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Re: Ship Name

Post by Power Dump »

Not going to Vote. But if I did it would be Thunder Duck.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
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Re: Ship Name

Post by Ndreare »

I am renaming this Group "Phase World The Remorseless" this will distinguish us from our competitors who may be flying on other ships in the 3 Galaxies!

This is the final ship then...
We will assume you have a small (size 4 or 6) landing shuttle on board that will hold 10 people.
Venatus Vinco wrote: Sun Oct 07, 2018 5:45 pm Based on Hangouts Conversations

Image
  • 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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