Out of Character Chatter

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Venatus Vinco
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Re: Out of Character Chatter

Post by Venatus Vinco »

Merlaggon wrote:Can Merlaggon help Cory with Detect Arcana and also protect her from the Ghosts by mantling his wings around her?
yes, with an appropriate multi-action penalty.

Or, just use your move to get between her and the bad guys.

VV
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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

New post is up.

VV
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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

New post is up:

http://savagerifts.com/sr/viewtopic.php ... 099#p19099

Feedback
This was my first attempt at a more investigative and less combat driven scenario. How did it go?

For example, I noticed a few times the storyline seemed to be lost/muddled, anything I can do to help that in the future?

VV
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Jackal
Daniel (Lars)
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Re: Out of Character Chatter

Post by Jackal »


VV,
  • I think the investigation went fine. I personally got a little lost, but I would have gotten lost in a combat. I have been slammed (double shifts for months) and I have felt like a zombie. That's over now. So I might be able to pay attention to the 4 Characters, GM in PbP and GM IRL a little more now. I let everything slip...except home life of course. 24 years with wife, I let everything else go before time with her. Besides she is my longest playing Rifts player. She's been playing a Temporal Wizard in my IRL game since 1993 when England book came out, gotta keep her happy :) I hope that now I can pay better attention to the games here on PbP.

    Fell has no investigation skills, he is a killing machine, so I had him take back seat a lot. To let other characters run with this investigation. I tried to participate but mostly Fell just nodded good job at people and tried to not nose bleed over everything.

    FYI

    I (and Fell) are trying to decide on Blaze of Glory or Detox.

    I have been working on a Psi Stalker MERC SOLDIER to play instead of Fell.

    Fell just needs a awesome way out, or to return to Castle Refuge and have someone ask him to detox. I can not see a reason In Character to detox, he has no family or reasons to live. Otherwise soon as he can he will Blaze. In other words, at about the end of this Quarter or the first few weeks of next Quarter (however it works out in character/story) ...

    Fell is on his way out of the 1st SET.

    OH BTW, VV, the Buffalo Spirit Fetish, is awesome - thanks.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Qoat
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Re: Out of Character Chatter

Post by Qoat »

VV, I am glad you recognized the struggle this quad. I also got a bit lost in the goals and objectives, but it's not entirelya GM thing. Some thoughts:
  1. The 1st are a bunch of cats. We as a team need more focus.
  2. I love the idea of micronians in Lail, but I would not be sad to see her go, we could do with less insanity. ..from all of us. I personally am not a big fan of inter-team conflict.
  3. Not every story can be about my character, but there was so little for Qoat to do that almost every post I had to come up with some sort of filler to make sure I had posted, let alone a reason to post more than once per GM post.
  4. I like Qoat, but he's a test character for me to learn the rules. He also can't be what I wanted since we learned that weird science characters don't have personal PPE, and powers like teleport don't have a range so can't be enhanced, which makes me sad and dissatisfied with the rules on powers. Mind you I don't want to change the rules to fit my whims, I want to work within them.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Hans Greuber
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Re: Out of Character Chatter

Post by Hans Greuber »

Qoat wrote:VV, I am glad you recognized the struggle this quad. I also got a bit lost in the goals and objectives, but it's not entirelya GM thing. Some thoughts:
  1. The 1st are a bunch of cats. We as a team need more focus.
  2. I love the idea of micronians in Lail, but I would not be sad to see her go, we could do with less insanity. ..from all of us. I personally am not a big fan of inter-team conflict.
  3. Not every story can be about my character, but there was so little for Qoat to do that almost every post I had to come up with some sort of filler to make sure I had posted, let alone a reason to post more than once per GM post.
  4. I like Qoat, but he's a test character for me to learn the rules. He also can't be what I wanted since we learned that weird science characters don't have personal PPE, and powers like teleport don't have a range so can't be enhanced, which makes me sad and dissatisfied with the rules on powers. Mind you I don't want to change the rules to fit my whims, I want to work within them.
Base AB: Weird Science abilities do work that way, but the AB just gives them 1 power. Each additional power takes an Advance, or a HJ result, and gives you another Device that has its own PPE store equal to what you have for your base amount. Unless you have an unusual race or IF (ARES Supernatural Origin or Dragon), you would not be able to use normal TW devices if you went this route
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Re: Out of Character Chatter

Post by Qoat »

Hans Greuber wrote:Base AB: Weird Science abilities do work that way, but the AB just gives them 1 power. Each additional power takes an Advance, or a HJ result, and gives you another Device that has its own PPE store equal to what you have for your base amount. Unless you have an unusual race or IF (ARES Supernatural Origin or Dragon), you would not be able to use normal TW devices if you went this route
That's my point, in retrospect, Qoat isn't built according to the intent of the psi-operator, which should be the regular AB Psionics with access to the gadgeteer and mr fixit edges, nor the classic AB Weird Science.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Lail Gabbersleaf
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Re: Out of Character Chatter

Post by Lail Gabbersleaf »

Yeah everyone sorry about Lail. If it was not fun for me, I can only imagine the lack of fun for you guys. I'll write her out asap.
Parry: 6-2 for loosing it, Toughness: 13(7)+2 for loosing it, ISP: 26/30 -2 to hit if aware of attack, Quick, Split the Seconds
Active powers: "None"
Skills: Notice 1d8+2, stealth 1d8
Loosing it: -2 parry, +2 toughness
Bennies
2/3
-1 for extra effort to shoot a zombie
+1 for Joker
-1 For helping cory find bags
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Re: Out of Character Chatter

Post by Capt. Murdok »

I for one am good with the team as is. Lail in particular is a challenge to interact with as a player, one that i'm enjoying. Don't think Timothy is just going to let you walk off into the sunset. He may hate your guts on the inside, you are still a member of this team, one that he will eventually inherit. (at least he thinks so) And as such, allowing a team member to just abandon their post is really bad for leadership to do.
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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

New post, in a new thread! Last chance to pad those post rates for this quarter!

http://savagerifts.com/sr/viewtopic.php?f=26&t=1275

VV
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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

We have a new request to join and fill out empty spot.

Anyone have a particular preference to these options?
Radecliffe wrote:Let's see I have:

Sparkmort Zipwidget, Gnome MARS Power Armor Soldier
Uses a retrapped Samson Power Armor suit, very lucky and good technical skills.

Hunar Giantkin, Half Giant MARS Mercenary
Fairly standard mercenary though with sort of a knight motif going on. The half giant is from that mythical creatures pdf.

Finn Quick, Human MARS Mercenary
I made Finn when the Gunslinger packages were being created and I liked how he turned out though I've tweaked a few times since.

All three just need a review though I do need to write a background for Sparky or Hunar. I probably would also need to tweak Finn's background depending on how he would join up.
VV
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Saul
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Re: Out of Character Chatter

Post by Saul »

Sparkmort Zip all the way.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Re: Out of Character Chatter

Post by Venatus Vinco »

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Pender Lumkiss
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Does Saul get the 7 xp fpr the quad and extra benny?
Field Team Six Bennies
3/6
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Re: Out of Character Chatter

Post by Venatus Vinco »

Pender Lumkiss wrote:Does Saul get the 7 xp fpr the quad and extra benny?
I guess so, we transferred all your other earned XP, why would we exclude this amount?

VV
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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

Exciting new post for you, spoiler alert: there's missiles involved!

http://savagerifts.com/sr/viewtopic.php ... 078#p22078

VV
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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Jackal »

I know you are in battle right now. Later, Fell's gear....

Sinder aught to get the Hovor Cycle since I broke his possibly. Do what you will with it all. His money is hidden and "gone" lol.
OOC Comments
Skill Port (Agility Skills) ---> Think Tim wanted.
Swimming d8
Throwing d10
Pilot d10
Driving d10
Lockpicking d10

Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
GREAT CHAINSAW SWORD --->>> Timothy's new Sword I think.
  • Damage: Str+2d10
  • Weight: 22 lbs
  • Cost: 18,500
  • Notes: AP 2, Parry −1+1= 0, 2 handed.
SILVER VIBRO KNIFE
  • Weight: 2 lbs
  • Damage: Str (d10) +d6
  • AP: 4
NG-E4 PLASMA EJECTOR
  • Range: 24/48/96
  • Damage: 3d10
  • RoF: 1
  • AP: —
  • Shots: 12 / Mags 5
  • Weight: 20 lbs
  • Cost: 30,000
  • Notes: Min Str d10, Mega Damage.
CP-30 CS PULSE PISTOL
  • Range: 12/24/48
  • Damage: 2d6+1 single shot / 3RB +2 damage & +2 Shooting.
  • RoF: 3
  • AP: 2
  • Shots: 30 (10 3RB) / Mags 4
  • Weight: 4 lbs
  • Cost: 26,000
  • Notes: 3RB.
NG-59 Ion Pistol
  • Range: 10/20/40
  • Damage: 1–3d6
  • RoF: 1
  • AP: —
  • Shots: 20
  • Weight: 4 lbs
  • Cost: 15,000
  • Notes: Semi-Auto. Integrated grenade launcher (12/24/48, Damage by grenade, 1 shot: AP G-loaded)
NG-LG6 Laser Rifle
  • Range: 25/50/100
  • Damage: 3d6+2
  • RoF: 1
  • AP: 2
  • Shots: 20
  • Weight: 19 lbs
  • Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
  • Cost: 20,000
  • Notes: Min Str d6, SA. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots / 6 left).
Grenades
Armor Piercing - Has 20
  • Range: 5/10/20
  • Damage: 3d8
  • RoF: 1
  • AP: 8
  • Shots: —
  • Weight: 0.25
  • Cost: 700
  • Notes: Mega Damage, SBT
Juicer Assassin Plate stored in Q-Mobile.
  • Weight: 14 lbs.
  • Armor Value: +6 Armor / +1 Toughness (Modified to +9 Armor from upgrade)
  • Upgrades: (High-Density plating grants a +3 to Armor)
  • Note: Painted Black and worn over black fatigues. This armor is non-environmental.
Northern Gun produced JBA35 Heavy EBA Juicer Assassin Plate Armor - worn, busted up bad = junk.

Falcon 300 Jet Pack
  • The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours (requiring 1d6 hours to cool down).
  • The stats for the flight system are Flight Pace 20, Climb 0.
  • 35 lb, 400,000 credits
NG-150 Streetrunner Hovercycle
  • Northern Gun’s main entry in the hovercycle market isn’t quite as fast as the Speedster, nor as tough, but it gets high marks for handling and maneuverability. Combining solar cells and a powerful electric engine, the NG-150 has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-150 Hovercycle: Size 2, Acc/TS 12/60,
  • Toughness 11 (4), Crew 1+1,
  • Mods 1: Mini-Missiles, Range 100/200/400 Each Missile does 5d6, RoF 1, AP 6, Shots before reload 12, cost 1 mod, and 36,000. Notes: SBT. Full reload $12,000 (1,000/missile). Has 12 loaded, and 12 extra.
  • Notes: Exposed Crew, Handling 3, Hover
GEAR
NG-S2 Survival Pack:
It contains just about everything needed for basic survival with a few small extra things crammed into it. (32 lbs)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-in nite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for shing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and int sparker (with six extra ints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal ares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • Hand cuffs, 12 sets zip ties
  • Wooden Cross on Silver Chain
  • empty large duffle bag
  • CS baseball cap
  • CS Flag
  • Gas Mask with air filter
IRMSSInternal Robot Medical Surgeon System: For those times when there’s no medic or doctor around, this system can be a lifesaver. It contains countless nano-robotic devices, programmed to seek out damage in a biological system and repair it. The device— the size of a handheld shopping scanner— is placed over the trauma area, or over the part of the body where internal injuries are suspected. Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2. Once in the system, the nanorobots provide a +2 to any following Healing checks for one day, after which they are flushed from the body. Fully charged, the IRMSS is good for four uses, after which it’s completely useless and must be replaced. Has one IRMSS kit.
I will miss Fell, but will return as Drake. :)
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

New GM post: http://savagerifts.com/sr/viewtopic.php ... 003#p25003

Time to pick the leader!

VV
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Re: Out of Character Chatter

Post by Sparky »

Rockets [dice]0[/dice]
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Sinder
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Re: Out of Character Chatter

Post by Sinder »

Sinder will take it, but his ride is just a bit of scratched paint. You can leave a wierd will. Last person to give me a ride, gets my ride.
Otherwise, the will has it.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Hondo »

Venatus Vinco wrote:Hello,

New GM post: http://savagerifts.com/sr/viewtopic.php ... 010#p26010

VV
"Wrestling the Rustlers" ... the humor was not lost. :D


Hey VV,

Would it be okay if Drake summons an Old Friend to help in the Investigation?

Spell: Old Friend >> Summons a old friend, in this case Buzz Drake, a police detective from the city of Detroit during the 21st century. Buzz can, for a while, give us a hand at tracking/investigating and help locate the Simvan?

Old Friend (Beast Friend)
Power Points: 10
Range: Touch
Duration: 30 minutes
Temporal wizards and warriors traverse the Megaverse and have lots of contacts and connections (lots of enemies too). This temporal power allows them to bring one old contact into the present for a short period of time. On a success, the ally appears but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal. Two or more raises means the wizard has pushed the right buttons and can count on serious help. The Connection will risk serious consequences to help out.

A failure on the spellcasting roll indicates the friend stills arrives but is unwilling to help and is upset at being stuck. On a critical failure, the ally was pulled from the wrong timeline and is an an enemy instead of a friend! If a contact dies while being brought forward there may be unintended consequences! The GM should feel free to wreak havoc with temporal paradoxes or adventures to fix what was broken.
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Re: Out of Character Chatter

Post by Venatus Vinco »

Sure!

Let's try it.

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Re: Out of Character Chatter

Post by Qoat »

I am not sure if there is an account status tracker, my search fu has been weak. In any event, I'll be doing the holiday thing from 12/22/17 to 12/29/17, please NPC Qoat as needed.
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Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
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Re: Out of Character Chatter

Post by Venatus Vinco »

Hey guys,

It's the end of the year, so I thought in addition to a poll I'd seek some qualitative feedback too. If you have a moment to answer these questions - it'll earn you a benny

http://savagerifts.com/sr/viewtopic.php ... 791#p26610

VV
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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

New GM post, probably last one of the quarter. Jam in those replies.

http://savagerifts.com/sr/viewtopic.php ... 013#p27013

Also, bennys from GM feedback will be awarded at the start of next quarter so you don't have to rush to use them (unless you want to).

VV
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Saul is playing his adventure card number 54, we have talent.
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Re: Out of Character Chatter

Post by Hondo »

As VV requests... our plan?

Pop in fight?

Pop in and draw some out to a ambush?

Saul and Drake could Burrow in, become out of Phase “ghosts” and lure them back to y’all?
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Drake wrote:As VV requests... our plan?

Pop in fight?

Pop in and draw some out to a ambush?

Saul and Drake could Burrow in, become out of Phase “ghosts” and lure them back to y’all?
A possibility. Q had a really good idea.
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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

A new GM post with updated map!

http://savagerifts.com/sr/viewtopic.php ... 658#p27658

What will our heroes do?

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Re: Out of Character Chatter

Post by Venatus Vinco »

New GM post!

The beast survived!
http://savagerifts.com/sr/viewtopic.php ... 962#p29962

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Re: Out of Character Chatter

Post by Hondo »

Phase Bolt only does 2d6, but I let you have the big punch this time
Question. Phase Bolt: Damage is unchanged but the bolt ignores armor. So damage is not same as Onslaught since I know Mega version of spells? That's where I got 6d6 from, Onslaught. You're saying it is same as Bolt damages? 2d6 or the 3d6 bolt.

Thanks.
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Re: Out of Character Chatter

Post by Venatus Vinco »

Drake wrote:
Phase Bolt only does 2d6, but I let you have the big punch this time
Question. Phase Bolt: Damage is unchanged but the bolt ignores armor. So damage is not same as Onslaught since I know Mega version of spells? That's where I got 6d6 from, Onslaught. You're saying it is same as Bolt damages? 2d6 or the 3d6 bolt.

Thanks.
Drake: Yes, same damage but ignores armor. So less bulk damage than Onslaught but still pretty devastating.

So on your Mastodon the target number of 58 (30) drops to 28 - a stretch for a 3d6 bolt but possible with aces. Really about the same or a little better chances than a 6d6 bolt. Another way to say it might be you have a 3d6 bolt with an AP of 30.

For the Howlers it goes from 22 (10) to 12 - easily manageable for a 3d6 bolt.

For an average character in body armor say 12 (6) it drops to 6 - making 3d6 potentially devastating.

At least that's how I imagined it for balance purposes. less bulk damage but more direct damage.

What also needs to be said is that this counts as Heavy (mega) damage against MDC opponents. That is keeping with the original Rifts flavour that let Phase weapons do damage appropriate to the type of target.

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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

Quick update while you deal with the new arrivals.

http://savagerifts.com/sr/viewtopic.php ... 766#p30766

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Re: Out of Character Chatter

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Re: Out of Character Chatter

Post by Qoat »

So, I am going to retire Qoat. Quick-Flex can't use PPE and he's really built as Weird Science. For my next character, I am thinking of a mash up between the Cybernetic Techno Warrior and the Robot Armor Pilot.

MARS Robot Armor Pilot:
  • d6 Piloting
    Robot Jock Edge
    1 Robot
    2 MARS rolls
    2 HJ rolls
    Giltterboy starting gear

MARS Cybernetic Techno Warrior:
  • Upgradable Edge
    6 strains worth of cybernetics
    Gear Cyborg, Crazy, or Juicer
    3 Mars Rolls
    3 HJ Rolls
Mashing the two together, I am coming up with this:

Cybernetic Robot Pilot
  • Robot Jock Edge
    6 strains worth of cybernetics
    Gear: Cyborg, Crazy, GlitterBoy or Juicer
    1 Robot (Titan TR-001)
    2 MARS rolls
    2 HJ rolls
If the MARS and Hero's Journey rolls don't go as desired, trade them as follows:

2 MARS rolls > Trade for MARS(5) Smart and Learned - Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
2 HJ rolls > Trade for Training (1) - After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.


Starting Stats:
  • Agility d4 > d6 > d8 (1 + 1 Wired Reflexes)
    Smarts d4 > d6 > d8 (1 + 1 Smart & Learned)
    Spirit d4 > d6 (1)
    Strength d4 > d6 (1)
    Vigor d4 > d6 (1)

Cybernetics
  • 1 Cyber-Wired Reflexes (1d Agility)
    1 Core Electronics Package (This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.)
    2 Subject Matter Export Ports > 4d Repair Chip > 4d Knowledge: Battle
    2 Wired Skill Ports > 4d Piloting Chip > 4d Shooting Chip
Starting Skill Points:
15 Skill points (+3 Smarts-linked Skills at d6, +5 skill points Fighting, Shooting, Throwing)
  • 1 Driving d4
    1 (2) Fighting d8
    1 Healing d4
    1 Intimidation d4
    0 (2) Knowledge: Battle d6 (d12+1 w/chip)
    1 Knowledge: Cybernetics d4
    0 (2) Knowledge: Electronics d6
    1 Knowledge: Engineering d4
    1 (2) Notice d8
    2 Persuasian d6
    3 Piloting d8 (d12+2 w/chip)
    1 Repair d4 (d12 w/chip)
    0 (3) Shooting d8 (d12+2 w/chip)
    1 Survival d4
    1 Streetwise d4
Major Hinderance: Overconfident
Minor Hinderance: Quirk
Minor Hinderance: Loyal


H1 Rock and Roll
H2 Level Headed

Qoat has 47 experience currently (includes the 20 for MARS and 5 for PBP)

N1 Elan
N2 Steady Hands
N3 Vigor d8
S1 Spirit d8
S2 Intimidation d6 / Persuasian d8
S3 Ace
S4 Quick
V1 Driving d6 / Repair d6
V2 Combat Ace
V3
V4

For the robot I am thinking about:

Titan TR-001 Combat Robot:
Size 8, Crew 1+2, Strength d12+6, Toughness 44 (22), Pace 10
Notes: M.D.C. Armor
Weapons:
  • Medium Rail Gun
  • 2×Medium Missile Launchers (shoulders)
  • 2×Mini-Missile Launchers (legs)
  • Medium Laser (turret)
Any feedback on what I've done incorrectly or how I could possibly make it better before I create the character for real? If VV is willing to let me savage it, I would love the robot to be a Triax Dragonwing!
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Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Re: Out of Character Chatter

Post by Pender Lumkiss »

I really could not aggree that 6 strain worth of cybernetics is equal to a d6 in piloting which is what you did, if you go from robot pilot to techno warrior. Most of the cybernetic choices are 1 strain some are 2, and few are 3. Even if you vauled favorably 6 strain at 3 edges the d6 piloting would only be a 1 edge equivlent or 2 strain.

Also I think steady hsnds might not be needed, elan has a d8 spirit requirment I think.
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Re: Out of Character Chatter

Post by Qoat »

Pender Lumkiss wrote:I really could not aggree that 6 strain worth of cybernetics is equal to a d6 in piloting which is what you did, if you go from robot pilot to techno warrior. Most of the cybernetic choices are 1 strain some are 2, and few are 3. Even if you vauled favorably 6 strain at 3 edges the d6 piloting would only be a 1 edge equivlent or 2 strain.

Also I think steady hsnds might not be needed, elan has a d8 spirit requirment I think.
Thanks for the feedback. I read the robot section on page, it says without Robot Armor Jock, the operator has a -2 penalty, but not that unstable platform is ignored. If I understand the penalties for firing a rail gun on the move it is:

-2 Unstable Platform
-2 Full Auto
-2 If size difference >=2

-6 to hit a man size object is rough!

In the deluxe players guide p58, there is this in the vehicle special notes:

Stabilizer: A stabilizer reduces the Unstable Platform penalty for whatever weapon it’s attached to (usually its main gun unless stated otherwise) to –1 (rather than the usual –2). An Improved Stabilizer negates the penalty entirely.

Which implies that the penalty does exist unless it has a 'stabilizer'. I searched the player handbook for the word 'stabilizer' and no results were found :( . I found various forum post where people say there is no penalty, but nothing yet where Clint says there is no penalty.

Edit: Found it on p84

Though treated as Vehicles, robot armors do not have Acceleration or Top Speed nor do they inflict Unstable Platform penalties on crew. Instead, they have a listed Pace and roll 2d6 for running (suffering a multiaction penalty). All armor is M.D.C. and blocks up to 6 AP from ballistic weapons (except rail guns).


----

So let's subtract the robot pilot to the personal concept, then subtract the difference from the Cybernetic Techno Warrior to see if this is a better mash up!

PCC
  • +5 skill points
    2 edges
    4 MARS rolls
    3 HJ rolls
Robot Pilot
  • d6 Piloting (1 edge)
    1 edge
    2 MARS rolls
    2 HJ rolls
    1 Robot
This would imply:

1 Robot = 5 skill points + 2 MARS rolls +1 HJ roll

Cybernetic Techno Warrior
  • 1 edge
    6 strain cybernetics
    3 MARS rolls
    3 HJ rolls
Subtracting the robot equivalent leaves us with:

1 edge: Robot Armor Jock
6 strain cybernetics
1 MARS roll
2 HJ rolls
-5 skill points

I'd ask to be able to pick my 1 MARS roll

Smart and Learned - Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.

2 HJ rolls > Trade for Training (1) - After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.


Starting Stats:
  • Agility d4 > d6 > d8 (1 + 1 Wired Reflexes)
    Smarts d4 > d6 > d8 (1 + 1 Smart & Learned)
    Spirit d4 > d6 (1)
    Strength d4 > d6 (1)
    Vigor d4 > d6 (1)

Cybernetics
  • 1 Cyber-Wired Reflexes (1d Agility)
    1 Core Electronics Package (This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.)
    2 Subject Matter Export Ports > 4d Repair Chip > 4d Knowledge: Battle
    2 Wired Skill Ports > 4d Piloting Chip > 4d Shooting Chip
Starting Skill Points:
10 Skill points (+3 Smarts-linked Skills at d6, +5 skill points Fighting, Shooting, Throwing)
  • 1 Driving d4
    1 (2) Fighting d8
    0 (2) Knowledge: Battle d6 (d12+1 w/chip)
    0 (2) Knowledge: Electronics d6
    1 Knowledge: Engineering d4
    0 (2) Notice d6
    1 Persuasion d4
    3 Piloting d8 (d12+2 w/chip)
    1 Repair d4 (d12 w/chip)
    0 (3) Shooting d8 (d12+2 w/chip)
    1 Streetwise d4
    1 Survival d4
Major Hinderance: Overconfident
Minor Hinderance: Quirk
Minor Hinderance: Loyal

MARS: Robot Armor Jock
H1 Rock and Roll
H2 Level Headed

Qoat has 47 experience currently (includes the 20 for MARS and 5 for PBP)

N1 Spirit d8
N2 Ace
N3 Elan
S1 Vigor d8
S2 Notice d8 / Persuasion d8
S3 Combat Ace
S4 Quick
V1 Driving d6 / Repair d6
V2 Upgradable
V3
V4

For the robot I am thinking about:

Titan TR-001 Combat Robot:
Size 8, Crew 1+2, Strength d12+6, Toughness 44 (22), Pace 10
Notes: M.D.C. Armor
Weapons:
  • Medium Rail Gun
  • 2×Medium Missile Launchers (shoulders)
  • 2×Mini-Missile Launchers (legs)
  • Medium Laser (turret)
Does this look better?
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Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Steady hands is not needed. Pg 84 in the legion makes that clear. Unless of course you plan on being air lifted by a dragon.
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Pender Lumkiss wrote:Steady hands is not needed. Pg 84 in the legion makes that clear. Unless of course you plan on being air lifted by a dragon.
The mashup is looking good.

I am going to just throw this out there, you are sacrificing a ton of F and G and HJ rolls just to start with a robot. Robots can be purchased, salvaged or given out as a reward for a job well done. What happens if you loose your robot or can't be in it for a quad?

I just wonder if the mashup is at all nessesary, could some kind of deal be struck with the gm to get you a robot via story or maybe on loan from some one with strings attached.

The reverse is true as well. The cybernetics can all be purchased or taken via the upgrade edge. Those F and g rolls and HJ rolls are pretty awesome in helping shape your character.

I think you did a fine job by the numbers mashing the two side by side, but I wonder if you are giving up too much.
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Re: Out of Character Chatter

Post by Qoat »

My first thought was a robot pilot sans robot - where the loss of his robot is part of his back story. The slowness of PBP makes getting a robot a pretty big gimme to get out of a GM. If everyone's okay with a guy who has to duck and hide for a quad or two, I can go that route to. :D
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Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Qoat wrote:My first thought was a robot pilot sans robot - where the loss of his robot is part of his back story. The slowness of PBP makes getting a robot a pretty big gimme to get out of a GM. If everyone's okay with a guy who has to duck and hide for a quad or two, I can go that route to. :D
I am running an adventure for the crossover where right now one of the players is a glitterboy pilot without his glitterboy. So far the character has been pretty useful. I would caution against a build where you feel the character has no usefulness outside of the robot armor because any good gm which vv is will find ways to get your character out of it.

I was wondering if the d4 survival and d4 streetwise were things you really needed or if reinvesting them into the character would help raising some skills so that you felt he could hold his own outside the robot?
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Re: Out of Character Chatter

Post by Venatus Vinco »

On the matter of a robot pilot with no robot:

I am technically ok with making such a *wink, wink, nudge, nudge* arrangement. However, keep in mind that this is really circumventing a limitation baked into the core game (robot pilots get less FG rolls in exchange for a big ass robot) and essentially eliminates the need for the MARS robot pilot package.

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Re: Out of Character Chatter

Post by Sparky »

He does raise persuasion in advances though it should be a d6 rather than a d8 there. That is also important as it is a Spirit skill and would need an entire advance to raise to a d8. Not sure how much use you are going to get out of driving though.

Keep in mind that HTH is the lower of fighting and piloting. Not sure if you were aware. Not that HTH should be a primary concern in this case.

A free robot does seem a big gimme even after a couple quads. You are already basically getting a free F&G roll since you are choosing which is normally a 2 for 1 option. One option that might be interesting is to find a wrecked one that needs to be rebuilt over time. Step one would be to get it moving (a walking pile of junk at this point with little to no combat effectiveness.) It would have to be kept out of harm's way until other systems were repaired. Anytime there is money and opportunity another system can be repaired (also FYI Sparky is a good mechanic that can offer support rolls.) Eventually you have a almost new robot in good working order.

This might be overly complicated in practice but it feels like a good narrative. Just a thought.
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Re: Out of Character Chatter

Post by Pender Lumkiss »

Sparky's option is pretty cool! If is not essential that you start with a fully functional robot this would be so cool.

I do see VVs point about circumventing the whole MARS RObo pilot thing.

Another option would be to go with MARS Robo, use your advances on rich, very rich to get 5 rolls on cybernetics and 25k tospend on cybernetics. You have enough xp to even take the upgrade edge 1 or 2 times to cherry pick essential ones.

These are merely comments and suggestions.
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Re: Out of Character Chatter

Post by Venatus Vinco »

Sparky wrote:One option that might be interesting is to find a wrecked one that needs to be rebuilt over time. Step one would be to get it moving (a walking pile of junk at this point with little to no combat effectiveness.) It would have to be kept out of harm's way until other systems were repaired. Anytime there is money and opportunity another system can be repaired (also FYI Sparky is a good mechanic that can offer support rolls.) Eventually you have a almost new robot in good working order.
We could do this by combining a Dramatic Task with our Interludes. Finding and fixing the hulk can be part of your interlude narratives and then we roll dice over 5 interludes per a Dramatic Task. Success in the end means a fully working robot. We usually do 2 interludes a quarter...I could throw in one or two more to reduce the wait time.

Or, start with a shiny new robot out of the gate using RaW.

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Re: Out of Character Chatter

Post by Qoat »

Thank you all for the great feed back. I think I am going to go the robot jock rich/very rich route to get what I need. Now to get to work!
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Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle
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Re: Out of Character Chatter

Post by Saul »

Saul mentioned having drinks with Sparky and Sinder if you want to answer his question of how you joined the legion and became a bounty hunter.
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range, -6 to be hit from greater deflection) Toughness 18(6) but currently 19(6) with a power activated
Status: Fatigued(-1 all traits)
Skills of note: fighting d12, psionics d10, notice d6
Active powers:
Greater Deflection -6 hit and +2 push
Greater Boost Psionics to d12+3 , +1 spirit and increase vigor to d10, becomes fatigued when it ends
Combat edges:
  • Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 32/40
  • IMPROVED SOUL Aura:+4 toughness, factored in
Saul Bennies
Bennies: 4/3
+1 post rate
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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

New GM post: http://savagerifts.com/sr/viewtopic.php ... 724#p31724

Also I edited many of your items so you can now add them to your character sheet. Each one also includes a GM note called "Demonic Trait" this is an additional benefit and complication that comes into play when you choose to use the item.

VV
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Re: Out of Character Chatter

Post by Sinder »

Where did you find the Demonic Trait Table?
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Re: Out of Character Chatter

Post by Venatus Vinco »

I made that table up :)

you'll find out what it means when you use the item.

VV
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Re: Out of Character Chatter

Post by Sinder »

Ah?!
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

New GM post and new player.

Don't forget to reset bennies for the new quarter. You're going to need them!

VV
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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Sinder »

Player Name:Sinder
IM Contact(s): Sinder.JKing1@Gmail.com

GM/AGM/Mod Account(s):NA
Player Account(s):Sinder
Inactive Account(s):NA

Currency Balance: 8
Spend on Sinder
(5 EP) Roll on Mystic Weapons and Enchanted Items Table.
New Balance 3

Roll the dice: [dice]0[/dice]
Ice Blast Shotgun!
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Re: Out of Character Chatter

Post by Venatus Vinco »

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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

New GM post: http://savagerifts.com/sr/viewtopic.php ... 202#p35202

High stakes drama!

VV
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Re: Out of Character Chatter

Post by Venatus Vinco »

Hello,

New GM post for you: http://savagerifts.com/sr/viewtopic.php ... 664#p35664

Have fun.

VV
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Re: Out of Character Chatter

Post by Icosa »

Bwaugh, sorry I've been so slow lately guys. RL work stuff dragging at me a bit. It's all my games. I have a lot of catching up to do.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Re: Out of Character Chatter

Post by Roderick Wolfram »

Was searching for stuff on cosmic energy in the Palladium material

Fluff from Fleets of the Three Galaxies, DB 13 p48:

Cosmic Energy Weapons: The Dominators are the only race in the entire universe known to have developed weapons that can fire directed cosmic energy. Even defining "cosmic energy" is difficult. Scientifically, it is a mixture of protons, alpha particles, and heavy atomic nuclei. It behaves like a laser, but has similar wave mechanics to a particle beam. It affects magical constructs, and shares many of the supernatural attributes of sunlight, even though it contains no photons. Cosmic energy has absolutely no radioactive signature or aftereffects. Cosmo-Knights can generate it by will alone, making many think it is somehow related to the phenomenon called zero-point energy. In short, no one knows what it is or where it comes from.

The description of the signature item:

Depleted Dominator Power Core
Depleted Dominator Power Core.png
Depleted Dominator Power Core.png (36.9 KiB) Viewed 38329 times
The Dominators are beings of legend. One of the first races. Bogeymen used across the Three Galaxies to make young Space Minotaurs, Catyrs, Ratanoids, Draconids, and other races eat their Verudian style vegatables.

Their technology is so advanced that it is virtually indistinguishable from magic. The Dominators have virtually vanished from the 3G, the few scraps of technology they left behind are priceless. Even their garbage has value.

A small (for a Dominator) power core, a cylinder the size of a bowling ball normally could power a robot vehicle or heavy energy weapon implacement. Depleted, it is of no value to the Dominators, but still contains a trickle of energy able to enhance more mundane technology.

Signature Item: Enchanted Object
2 Major, 2 Minor
  • Major: Smite - Trapping Cosmic Energy (d8 to activate)*
  • Major: Greater Smite
  • Minor: Able to connect to Vehicle/Power Armor/Robot weapon systems
  • Minor: Extra P.P.E.
* Since Greater Smite is just an extension of an existing power, it seems odd that granting the mega version would cost a major slot since it can't be used to enhance other magical items - it should be at most a minor slot. I would propose that since mega powers don't exist in low magic worlds, and with the limit on enchanted item slots, it automatically grants the mega version of the power.

I've come up with some hinderances to allow it to be connected to a vehicle:
  • Hinderance: Bulky - it's an awkward shape for a human sized being to carry and connect to a human sized weapon. Would need to be in a backpack or able to sit next to the weapon to avoid penalties to shoot/move.
  • Hinderance: Must be connected before used - A repair roll is needed to connect the power cell to an existing weapon/power system. The abilities of the device can't be used on another character's weapon for example, unless it was attached to it.
-----

I was originally shooting to obtain a retrapped version of the soul blast trapping with Holy tossed in the mix. But from Jon's feedback that's overkill, plus the soul blast trapping is written for direct damage powers, which smite is not.

What I want to achieve is a sort of "universal" trapping in that an empowered weapon will damage whatever it strikes. Other than a Cosmo-Knight, nothing else is immune to it. At the very least be able to reliably enchant the weapon so it is considered "magic". If we'd had to fight the Balrog out of the mine, Rod's weapons would have only done half damage.

Smite actually works really well for this since it makes the attack magical by nature. Greater Smite with it's option of changing the trapping on the fly goes further allowing it to be the weakness of what is being attacked (if known).

In the chat there was some discussion about transforming the weapon itself into an enchanted item. I am not sure that's what I want to do as that ties the item to the robot.

The idea behind the power cell is that it could be removed and attached to something else (though not easily - see hindrances above).
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
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Re: Out of Character Chatter

Post by Venatus Vinco »

Okay,

If I am reading this right this is a magic item that lets you cast smite

Major: Add a power - smite - activates with K/Electronics
Major: Power Mastery greater smite
Minor: Add a trapping Cosmic Energy
Minor: Add PPE

So, that gives is 15 PPE and greater smite when needed. Doesn't need a major or minor to link into a vehicle - I think - because you are adding it to one specific weapon at a time not the entire vehicle all at once. The bulky and repair roll limitations are good enough here in my opinion. Obviously, greater smite lets you choose your trapping normally but cosmic energy will help with lesser smite (and greater when you don't know something's weakness) and is already an approved trapping.

Cosmic Energy: The weapon is powered by the mystic forces of the cosmic forge that flow through all creatures. Such energy always cuts to the heart. On a shaken or wound, roll a d6 on a 6 the smite attack changes dealing damage as if it were the creature’s weakness should one be applicable, if no weakness it gets a plus 4 damage (when using greater smite any trapping this trapping can be used, or a trapping can be selected per usual instead).
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Re: Out of Character Chatter

Post by Roderick Wolfram »

VV, I think this is great. Will Rod be able to activate inside the DragonWing to affect it's weapons? If not, then, I'll come up with a different idea for a signature item. Thanks!
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
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Re: Out of Character Chatter

Post by Venatus Vinco »

Roderick Wolfram wrote:VV, I think this is great. Will Rod be able to activate inside the DragonWing to affect it's weapons? If not, then, I'll come up with a different idea for a signature item. Thanks!
I think it can activate from inside the robot since the mechanism to charge and fire them is also inside (still need k/electronics to activate).

This device could only be installed in one weapon at a time, not all weapon systems on the robot...I'd need to ask around for that to work, but if it did each weapon would require a separate activation.

VV
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Roderick Wolfram
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Re: Out of Character Chatter

Post by Roderick Wolfram »

Venatus Vinco wrote:
Roderick Wolfram wrote:VV, I think this is great. Will Rod be able to activate inside the DragonWing to affect it's weapons? If not, then, I'll come up with a different idea for a signature item. Thanks!
I think it can activate from inside the robot since the mechanism to charge and fire them is also inside (still need k/electronics to activate).

This device could only be installed in one weapon at a time, not all weapon systems on the robot...I'd need to ask around for that to work, but if it did each weapon would require a separate activation.

VV
Smite itself can be cast on up to 5 targets for a like number of points already. It'd be an expensive and short term result 5 x 2 P.P.E. for 3 rounds for base. With only 15 P.P.E. available, only 3 could be impacted with Greater Smite at once before there was insufficient P.P.E. Using it on 1 or 2 weapons at a time would be the most efficient use.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
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Venatus Vinco
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Re: Out of Character Chatter

Post by Venatus Vinco »

Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Out of Character Chatter

Post by Anarik Ebonlocke »

peeks in

"Hello?"

stumbles in as he is pushed from behind

"Come, man! Confidence!" the tall, broad-shouldered, raven-haired man with the chin beard and intense dark eyes responsible for the shove said. "However do you think you can run herd over a stable of characters without it?"

"Um, I have authorial control implants at the base of your brains that allow me to shock you into submission, Anarik."

"..."

"He has you there, luv!" laughed the gorgeous, buxom redheaded woman who was draped over Anarik. She straightened and stretched, giving a shimmer as her disguise fell away, revealing an equally beautiful redhead with more demonic features, sharp canines, curved horns, large bat wings, dressed in blood red leather bikini and thigh high, stiletto-heeled boots. She caressed the whip hanging at her shapely hip.

"Yes, well, it is always better to make a good first impression, Ilserayne," Anarik said.

"Ooo...we're using full names now? Have I been naughty? Do I get a spanking?"

Anarik glared at the succubus.

Ilse shrugged. "Maybe that mystic I heard about will be more fun. Or the dragon. Dragons must be wonderful!"

"Just take a seat and behave," the bespectacled, overweight man said.

Anarik looked around with disdain. "The place is a bit...barren."

The other man sighed and shook his head. He pulled out a tablet and started punching something into it. Large, overstuffed leather chairs and an ornate table appeared next to a crackling fireplace surrounded by high stacks of books. "Better?"

"Much." Anarik eyed the table and arched an eyebrow.

The author sighed and touched his pad again. Three glasses of Darkmoon Special Reserve appeared, and the trio sat down to wait.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Venatus Vinco
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Re: Out of Character Chatter

Post by Venatus Vinco »

I recommend keeping track of team leaders and helpers here.

VV
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Sinder
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Re: Out of Character Chatter

Post by Sinder »

https://docs.google.com/document/d/1oIT ... yiUXA/edit

Task 1: The Sacred Mountain
• Difficulty: -2 Penalty
• On Failure: Simple Failure
• Primary Skills:
Merl Sinder Anon Alecto Rod Zolo Anarik
Spellcasting,

Mysticism,

Psionics,

Arcane Skill

K/Arcana,
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Pursuit
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Re: Out of Character Chatter

Post by Pursuit »

Anon’s Proposed Upgrades to the Mountaineer

Okay, VV, Anon proposes to install two units on the Mountaineer: one, a box that would be mounted on the hood (it would stick up some, but not so far as to impede anyone’s visibility) with connections down to the engine and out to panels around the car. The other would be a special control panel on the dash, which would connect to the hood-mounted unit.

Upgrades would be as follows:
  • Minor: +1 driving
  • Minor: +1 shooting
  • Major: Armor power, works only on vehicle, extra PPE cost, force field projected from unit
  • Major: Speed power, works only on vehicle, like PPE-fueled nitrus
  • Major: +10 PPE
  • Major: mount a TW converted light ion cannon, using up the 2 remaining mods on the vehicle
Thoughts?
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Venatus Vinco
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Re: Out of Character Chatter

Post by Venatus Vinco »

As discussed in hangouts.

You can add the TW converted ion cannon as a separate mod.

The device works, just steampunk it up a little in the descriptive text.

VV
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Anarik Ebonlocke
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Re: Out of Character Chatter

Post by Anarik Ebonlocke »

How does this look for Anarik's Seasoned TW item?

Base Item: Triax T-10 Cyclops Armor
  • Minor: Reduce Str. Minimum to d4
  • Minor: +2 Armor
  • Major: Armor power
  • Major: Healing power
  • Major: Teleport power
  • Major: +10 PPE
Last edited by Anarik Ebonlocke on Tue Nov 27, 2018 2:01 am, edited 1 time in total.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Pursuit
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Posts: 1211
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Re: Out of Character Chatter

Post by Pursuit »

New plan: going all in on fully TW converting our APC, as follows:
  • Minor: +1 driving
  • Minor: +1 shooting
  • Major: Armor power, works only on vehicle, extra PPE cost, force field projected from disc units installed around vehicle
  • Major: Speed power, works only on vehicle, extra PPE cost, like PPE-fueled nitrus
  • Major: +10 PPE
  • Major: +10 PPE
Separately, add a TW converted light ion cannon, using up the 2 remaining mods on the vehicle.

I’ll make the description suitably cool. 8-)
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Sinder
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Re: Out of Character Chatter

Post by Sinder »

Guantlet of the Demon Slayer
Character must have Smite before using this blade.
Major: Psi Blade Edge
Major: Florentine Edge
Major: Warriors Gift Power
Major: Power Banish

Minor: +5 PP
Minor: +5 PP

Image
Last edited by Sinder on Sat Nov 24, 2018 8:23 pm, edited 4 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Sinder
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Re: Out of Character Chatter

Post by Sinder »

The Negotiator
Major: Telepathy Power
Major: Clairvoyance Power
Major: Linguist Edge
Major: Charismatic Edge

Minor: Persuasion Skill

Minor: +5 Power points
I think this would be more in line with Sinder and What his Parents use to do.

Image
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Out of Character Chatter

Post by Roderick Wolfram »

VV, if you could review (and approve!) my Patreon signature item, I would appreciate it: viewtopic.php?f=19&t=3114#p46341

Team looking at skills, I would recommend the following groups:

Sacred Mountain: Anarik d12 spellcasting, Sinder d10 psionics, Merlaggon d6 psionics

Technical Difficulties: Zolo d10+4 investigation and Rod d10+4 repair (the leader will most likely need to use extra effort)

Relic Hunters: Anon d8 repair and Alecto d10 computers

if Cory comes back, then add her to Relic Hunters d8 computers
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Zolo
Posts: 63
Joined: Fri Jul 20, 2018 8:00 pm

Re: Out of Character Chatter

Post by Zolo »

Roderick Wolfram wrote: Sat Nov 24, 2018 9:22 pm VV, if you could review (and approve!) my Patreon signature item, I would appreciate it: viewtopic.php?f=19&t=3114#p46341

Team looking at skills, I would recommend the following groups:

Sacred Mountain: Anarik d12 spellcasting, Sinder d10 psionics, Merlaggon d6 psionics

Technical Difficulties: Zolo d10+4 investigation and Rod d10+4 repair (the leader will most likely need to use extra effort)

Relic Hunters: Anon d8 repair and Alecto d10 computers

if Cory comes back, then add her to Relic Hunters d8 computers
Looks good to me. I think Zolo has many bennies so I will volunteer to take the leadership role.
Zolo Stat Block
Charisma: 4; Pace: 6; Parry: 4; Toughness: 11(3); Strain: 0
Edges of Note:
  • Improved Level Headed
    Danger Sense
    Elan
    Nerves of Steel
    Brave
    Rock and Roll
    Dirty Fighter
Proposed Sig item Mariarti’s Magnifying glass 7 pts
Sig Item: Super Tech Magnifying Glass!
Item Name: Moriarti’s Magnyfying Glass- grants a +2 to notice, has a x-ray mode (+2 notice and investigation), awareness mode (sees through obscurment), laser focus mode, and Decay burn mode (touch attack)
Camo Cloak
  • This is an LED cloak that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
CP-30 Laser Pulse Pistol
ranged 12/24/48, damage: 2d6+1 RoF:3 AP 4, shots: 30, weight 4, cost 26,000 Notes: 3RB, +1 shooting. Optional hip/backpack energy pack grants 72 shots
  • modified shooting and extra ap from HJ rolls.
Razor Armor
T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
[list]• +3 Armor and +3 Toughness
•Armor was modified by HJ rolls which have been included in stats.
• Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
•+2 ranged attacks
•+2 woodland stealth
• Environmental Protection
• No Strength Minimum. (8 lb)
Features:
• Built-in mini-computers for basic functions
• Communications system with a 10 mile range; 20 mile range with Razor deployed.
• Public-address loudspeakers
• Thermal vision mode for vision
• Integrated frequency absorption razor
• • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
• • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
• • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
• • • Both effects occur within a Medium Burst Template.
• • You gain +2 to Notice and Survival checks to navigate.
• • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
[/list]
Bennies
Bennies: 0/3
+1 Race
+1 FG
+1 post rate
-2 Kn battle
-1 fear
-2 casting powers 1st round of battle vs demons
-1 teleport out of pool
+1 joker
-1 for 1st round dramatic task.
+1 for beggin the gm
-1 for EF round 2 ritual.
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Venatus Vinco
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Re: Out of Character Chatter

Post by Venatus Vinco »

Yes,

I also approved Rod's signature item.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Sinder
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Posts: 285
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Location: San Antonio

Re: Out of Character Chatter

Post by Sinder »

Looks like A good selection on the three groups Zolo. The First one mention in each group is the Leader of that group? just double checking.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Out of Character Chatter

Post by Roderick Wolfram »

Sinder wrote: Mon Nov 26, 2018 6:15 pm Looks like A good selection on the three groups Zolo. The First one mention in each group is the Leader of that group? just double checking.
I hadn't put a group leader, but based on best skill:

Sacred Mountain: Anarik
Technical Difficulties: Zolo
Relic Hunters: Alecto

I am still not sure if we should put Zolo and Rod together. I just wanted to make sure that we could roll the 10 needed to succeed. I still haven't wrapped my head around how many successes or rounds in the challenge will occur.


..................

Recap from chat.

We have 6 swords and 3 l-20 rifles. swords are 90K each, rifles are 20K each. Anarik wanted a sword, so that's his share. Selling the rest is 510K. Split between the other 7 team members that's 72,857 credits to spend or keep. We have a day or two and Gallup has a Bandito Arms outlet. VV is handing waving the RAW time for some of us already and wants the same for purchases as long as we have the money to do it.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
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Venatus Vinco
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Posts: 2872
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Re: Out of Character Chatter

Post by Venatus Vinco »

Rounds: 3
Challenges: 3/4/5
Successes required per challenge: 2
Total successes required: 24

So that's

Round 1: 3 challenges (2 successes each=6)

Round 2: 4 challenges (2 successes each=8)

Round 1: 5 challenges (2 successes each=10)

You can fail a challenge and still succeed overall as long as you get 24 total successes.

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Out of Character Chatter

Post by Roderick Wolfram »

Spending Rod's loot:

3 Subject Matter Export Ports: 9K credits (Total Strain: 3)
6 3d Smarts-Link Skill Chips: 60K credits
Total: 69K credits
  • Microsoft Mark III Computer Chip
    Zeiss Mark III Notice Chip
    Titan Industries Mark III Repair Chip
    Golden Age Weaponsmith Mark III Engineering Chip
    Grylls Mark III Survival Chip
    Samsung Mark III Electronics Chip
Seasoned SuperTech Weapon - 4pts

Base Item: CP-50 "Dragonfire" Laser Rifle
Abilities:
4pts: Heavy Weapon (1) + Enhanced Damage(4) +Contingent: Laser(-1)

After modification by the Tomorrow Legion eggheads:

TL-51 "Solarflare" Laser Rifle with Integrated Grenade Launcher (Seasoned SuperTech)
  • Range: 30/60/120 (Laser), 20/40/80 (Grenade)
  • Damage: 3d10 MD AP 2 (Laser), 3d8 AP 8 SBT (Armor Piercing Grenades)
  • ROF: 3 (Laser), 1 (Grenade)
  • Shots: 60 (Laser), 12 (Grenade)
  • Weight: 10 lbs
  • Cost: 145,000
    Notes: Min Str d6, 3RB. Scope with night vision and laser targeting (offset two points of range and/or darkness penalties). -2 Repair Penalty
    Background: After traveling through various black market channels, a supply of CP-50 "Dragonfire" Laser Rifles made it into the hands of the Tomorrow Legion. Able to avail themselves of the technical geniuses of the various D-Bee legionaries, the energy efficiency of the laser has been enhanced over 2 orders of magnitude from the baseline weapon.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Out of Character Chatter

Post by Pender Lumkiss »

Roderick Wolfram wrote: Mon Nov 26, 2018 9:05 pm Spending Rod's loot:

3 Subject Matter Export Ports: 9K credits (Total Strain: 3)
6 3d Smarts-Link Skill Chips: 60K credits
Total: 69K credits
  • Microsoft Mark III Computer Chip
    Zeiss Mark III Notice Chip
    Titan Industries Mark III Repair Chip
    Golden Age Weaponsmith Mark III Engineering Chip
    Grylls Mark III Survival Chip
    Samsung Mark III Electronics Chip
Seasoned SuperTech Weapon - 4pts

Base Item: CP-50 "Dragonfire" Laser Rifle
Abilities:
4pts: Heavy Weapon (1) + Enhanced Damage(4) +Contingent: Laser(-1)

After modification by the Tomorrow Legion eggheads:

TL-51 "Solarflare" Laser Rifle with Integrated Grenade Launcher (Seasoned SuperTech)
  • Range: 30/60/120 (Laser), 20/40/80 (Grenade)
  • Damage: 3d10 MD AP 2 (Laser), 3d8 AP 8 SBT (Armor Piercing Grenades)
  • ROF: 3 (Laser), 1 (Grenade)
  • Shots: 60 (Laser), 12 (Grenade)
  • Weight: 10 lbs
  • Cost: 145,000
    Notes: Min Str d6, 3RB. Scope with night vision and laser targeting (offset two points of range and/or darkness penalties). -2 Repair Penalty
    Background: After traveling through various black market channels, a supply of CP-50 "Dragonfire" Laser Rifles made it into the hands of the Tomorrow Legion. Able to avail themselves of the technical geniuses of the various D-Bee legionaries, the energy efficiency of the laser has been enhanced over 2 orders of magnitude from the baseline weapon.
Can you explain the contingent laser part? You are basically taking the range attack of a laser rifle, upping the damage to d10s and then making MD. I am not 100% sure what power is contingent on another powers activation.
Field Team Six Bennies
3/6
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Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Out of Character Chatter

Post by Roderick Wolfram »

My thought is that it can’t raise the damage on the grenade. If that’s a give and not worth any points, then how about a version of power supply. The weapon normally has 60 shots, but the text on power supply suggests 20 shots. So how about for 3 shots it can fired an enhanced MD blast? Or I can look at the other limitations to squeeze out a point.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Out of Character Chatter

Post by Pender Lumkiss »

Roderick Wolfram wrote: Mon Nov 26, 2018 10:02 pm My thought is that it can’t raise the damage on the grenade. If that’s a give and not worth any points, then how about a version of power supply. The weapon normally has 60 shots, but the text on power supply suggests 20 shots. So how about for 3 shots it can fired an enhanced MD blast? Or I can look at the other limitations to squeeze out a point.
I think it is a give. The weapon has two different ranged attacks. Grenades seem to be dependant on the type of grenade and really would not make a ton of sense any way.

I think you are on the right path with a limitation for the MD. The JA-11 has a good example of a -1 limitation: laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty).
Field Team Six Bennies
3/6
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Out of Character Chatter

Post by Roderick Wolfram »

Pender Lumkiss wrote: Mon Nov 26, 2018 10:09 pm
Roderick Wolfram wrote: Mon Nov 26, 2018 10:02 pm My thought is that it can’t raise the damage on the grenade. If that’s a give and not worth any points, then how about a version of power supply. The weapon normally has 60 shots, but the text on power supply suggests 20 shots. So how about for 3 shots it can fired an enhanced MD blast? Or I can look at the other limitations to squeeze out a point.
I think it is a give. The weapon has two different ranged attacks. Grenades seem to be dependant on the type of grenade and really would not make a ton of sense any way.

I think you are on the right path with a limitation for the MD. The JA-11 has a good example of a -1 limitation: laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty).

Yep, but I don’t want snapfire or capacity reduced to six shots. I think I am going to have to think of something else. 😭😝
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Out of Character Chatter

Post by Anarik Ebonlocke »

Anarik Ebonlocke wrote: Thu Nov 22, 2018 1:36 am How does this look for Anarik's Seasoned TW item?

Base Item: Triax T-10 Cyclops Armor
  • Minor: Reduce Str. Minimum to d4
  • Minor: +2 Armor
  • Major: Armor power
  • Major: Healing power
  • Major: Teleport power
  • Major: +10 PPE
I'm not going to be able to do this. Even if I wasted another slot to halve the weight, Anarik is still going to be over his limit. He's at his limit of 20 right now without his pack, just with his pistol, dragon blade, and armor. I will have to think of something else. Maybe an amulet instead.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Out of Character Chatter

Post by Anarik Ebonlocke »

Wow. A seasoned enchanted item (2 minors) really sucks compared to a seasoned TW item (4 major, 2 minor).
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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