Out of Character Communications

They're silent but deadly...
GM: Pender Lumkiss
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Pender Lumkiss
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Re: Out of Character Communications

Post by Pender Lumkiss »

2 days of straight driving to get here, about 500 miles from the Tomorrow Legion.
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Re: Out of Character Communications

Post by Bane »

Ah, it seemed like it was only a day.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Re: Out of Character Communications

Post by Pender Lumkiss »

Gotcha, sorry about that. I think I only mentioned how long it took once.
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Re: Out of Character Communications

Post by Pender Lumkiss »

Just waiting for Max, Kesslan, and Markus to post in the inn.
http://www.savagerifts.com/viewtopic.ph ... =418#p6867
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Re: Out of Character Communications

Post by Pender Lumkiss »

Markus, the insult is prepped and ready to go. Just waiting on Maximilian.
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Re: Out of Character Communications

Post by Maximilian »

Sorry about the delay. Busy work week and a full day of table SR yesterday. I'm back in the saddle now.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Out of Character Communications

Post by Pender Lumkiss »

Maximilian wrote:Sorry about the delay. Busy work week and a full day of table SR yesterday. I'm back in the saddle now.
No worries. How was the game yesterday?
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Re: Out of Character Communications

Post by Pender Lumkiss »

Libertas, clearly Mr Marvin is trying to fatten you up.
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Re: Out of Character Communications

Post by Libertas Magicum »

Pender Lumkiss wrote:Libertas, clearly Mr Marvin is trying to fatten you up.

:lol: Libertas' brain already went there, yup. Still, the fact that it was someone else who brought the burgers from the kitchen makes him feel reasonably certain they haven't been dosed with sleeping drugs, at least.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Re: Out of Character Communications

Post by Pender Lumkiss »

My reading of the preci tasty racial drawback is that psi-stalkers do not immediately know they are dealing with a presci.
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Re: Out of Character Communications

Post by Maximilian »

Pender Lumkiss wrote:No worries. How was the game yesterday?
Pretty good, considering. Added a prospective player to the party, but she has no experience with tabletop RPGs, Savage Worlds, or Rifts. Mostly just combat to give her a feel for the game, and I hadn't prepared a proper adventure due to the aforementioned work schedule. Still, I found out that full conversion borgs are really hard to damage. I did nearly kill my niece's elf crazy, though. That was a nasty hit.
Murder wraiths are no joke.
Don't get any ideas.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Out of Character Communications

Post by Libertas Magicum »

Pender Lumkiss wrote:My reading of the preci tasty racial drawback is that psi-stalkers do not immediately know they are dealing with a presci.
That is correct. Still, he's not really able to conceal his own hostility. So Mr. Marvin is likely to assume (initially) that it's some sort of personal bigotry Libertas has going. Since he knows he's a good guy, that gets his own back up, and we're almost immediately to both of them having -4 Cha with each other, even if Marvin isn't sure why.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jude Maverick
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Re: Out of Character Communications

Post by Jude Maverick »

Markus Berger wrote:
Jude Maverick wrote:
Pender Lumkiss wrote:He is seasoned so gets two rolls. I think he only made one. Still can only play one per quarter, but has a larger hand.
Oh, only one per quarter? Bummer! Guess I have a card I don't need, then.
We are allowed to trade, so if anyone wants my other one, feel free.
Jude, Markus got the same Hidden Stash card too. Maybe you can reroll?
What do you say dear DM?
Yes, I rerolled. New card is in my sig, available for trade.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Out of Character Communications

Post by Libertas Magicum »

Pender, quick question: Would it be acceptable for me to pre-roll the repair times for the various things Libertas needs/wants to fix?

By my count:
  • Mountaineer: Glitch (1d6x5 mins, -1 to Repair roll, no cost)
  • Glitterboy Body: Glitch (1d6x5 mins, -1 to Repair, no cost)
  • Boom Gun: Severe Failure (1d6 days, -4 to Repair, Cost Indeterminate*)
I'm suspecting the Mountaineer and the main GB suit are going to be no issue--it's an hour at most for both of them. For the gun, though... that might not be doable in the time-frame we have available to us right now, unless I get a very lucky low roll.

*Restoring a full Glitterboy suit in Severe Failure would cost 500K credits. Restoring just the Boom Gun itself is obviously less of a cost; I'd say maybe 50K Credits, and then it's up to you to decide if they have enough parts for that.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Re: Out of Character Communications

Post by Maximilian »

If needed, I have a little bit of repair skill. Extra hands might make the time go faster.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Pender Lumkiss
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Re: Out of Character Communications

Post by Pender Lumkiss »

Libertas Magicum wrote:Pender, quick question: Would it be acceptable for me to pre-roll the repair times for the various things Libertas needs/wants to fix?

By my count:
  • Mountaineer: Glitch (1d6x5 mins, -1 to Repair roll, no cost)
  • Glitterboy Body: Glitch (1d6x5 mins, -1 to Repair, no cost)
  • Boom Gun: Severe Failure (1d6 days, -4 to Repair, Cost Indeterminate*)
I'm suspecting the Mountaineer and the main GB suit are going to be no issue--it's an hour at most for both of them. For the gun, though... that might not be doable in the time-frame we have available to us right now, unless I get a very lucky low roll.

*Restoring a full Glitterboy suit in Severe Failure would cost 500K credits. Restoring just the Boom Gun itself is obviously less of a cost; I'd say maybe 50K Credits, and then it's up to you to decide if they have enough parts for that.
The town has the parts to fix the boom gun. You can go ahead and make the rolls in the garage town posting. They have a functioning garage, no negatives for not having the right type of tools. You also get a +1 to your rolls if you let Grease the CS mechanic help you. I have some narrative that I will add in once Kesslan posts for the Inn as it seems like most folks are retiring for the evening. So this like it will put Libertas at the Garage for his " Morning" action. More to come about daily actions in an announcement post.
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Re: Out of Character Communications

Post by Markus Berger »

Markus can help with the fixing too. He would be interested in learning about Boom Guns.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Pender Lumkiss
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Re: Out of Character Communications

Post by Pender Lumkiss »

I believe there is an edge called Mr. Fixit that can cut down on time, and I think the grease monkey PA also has the same effect.
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Re: Out of Character Communications

Post by Libertas Magicum »

Pender Lumkiss wrote:I believe there is an edge called Mr. Fixit that can cut down on time, and I think the grease monkey PA also has the same effect.

Yeah, Mr. Fix-it does cut the time in half, though I'm assuming that the lead person would need to have the Edge. Sadly, Libertas does not, yet (it's in his plan, but not probably not until Seasoned at least).
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Pender Lumkiss
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Re: Out of Character Communications

Post by Pender Lumkiss »

-I think that is a fair assumption in regards to Mr fixit.

-I think we are just waiting on Kesslan to post, and then we will move into the morning and the town will "open up".

-In regards to the town opening up here was what I was thinking.
1) there will be essentially three scenes times: Morning, Noon, Afternoon
2) Players get to act at least once in each scene time at a location of their choice. They may act in another location during the scene time, but they effectivly take a -2 to any rolls at the new location, they can even act in a third during the scene time but take a -4 to any rolls at the location and so forth. Essentially a variation on MAP. This sort of represents that they are hurrying as they move from location to location during a scene time.
-example: Morning arrives, Pender starts at the Library, looks arround and then exits, and moves to the garage to assist with the repairs. Pender rolls repair at a -2. Then he exits, and heads to the streets looking for rumors, his streetwise or pursuation roll is at a -4. Then noon arrives, he visits a house that has one of the magical babies and uses exalted arcana on it. Since the scene time has shifted he is at no negative modifiers. Libertas calls him back to the library over the radio, Pender exits the house and heads to the library, any rolls made at the library scene are at a -2.
3) Players must post they are exiting a location to be able to move into a new location.
4)GM will notify players of the scene time change, i.e. From going to morning to noon via an O.C.C. Post, and pm.
5) All players and invited NPCs exist for free in the in character round table discussion.
6) I'll also put in a OCC discussion so if you guys want to talk about where you are going before you make your decision.
7) Don't forget your radios are great for communication purposes, as things maybe discovered that you want the whole group to meet up to investigate at a latter scene time.

Let me know what you guys think
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Libertas Magicum
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Re: Out of Character Communications

Post by Libertas Magicum »

That all seems good. I do have a question about the repair job--if we do stay in town all day (and therefore Libertas does the Boom Gun repair) would the other repairs (only about half an hour total) cause a MAP as well, or would that only happen if Lib tries to go someplace else, too? (I assume that if he does get a MAP by going to multiple locations, it would apply to all three Repair rolls, of course.)
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Pender Lumkiss
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Re: Out of Character Communications

Post by Pender Lumkiss »

Libertas Magicum wrote:That all seems good. I do have a question about the repair job--if we do stay in town all day (and therefore Libertas does the Boom Gun repair) would the other repairs (only about half an hour total) cause a MAP as well, or would that only happen if Lib tries to go someplace else, too? (I assume that if he does get a MAP by going to multiple locations, it would apply to all three Repair rolls, of course.)
Naw you are a technowizard, you go to the garage once, like during the morning, make all the repair rolls no negatives. If you leave and go somewhere else during the scene time you get the -2 at the new location, not your initial. Its just a variation of map. Grease will be there all day so it would be assumed you check in here and there on the boom gun. I am not going to make you stay at the garage.
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Re: Out of Character Communications

Post by Lucretia »

sounds good to me.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Libertas Magicum
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Re: Out of Character Communications

Post by Libertas Magicum »

Pender Lumkiss wrote:
Libertas Magicum wrote:That all seems good. I do have a question about the repair job--if we do stay in town all day (and therefore Libertas does the Boom Gun repair) would the other repairs (only about half an hour total) cause a MAP as well, or would that only happen if Lib tries to go someplace else, too? (I assume that if he does get a MAP by going to multiple locations, it would apply to all three Repair rolls, of course.)
Naw you are a technowizard, you go to the garage once, like during the morning, make all the repair rolls no negatives. If you leave and go somewhere else during the scene time you get the -2 at the new location, not your initial. Its just a variation of map. Grease will be there all day so it would be assumed you check in here and there on the boom gun. I am not going to make you stay at the garage.
Awesome!
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Bane
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Re: Out of Character Communications

Post by Bane »

For those of you who don't know, you can set a URL link in your signature to take you to edit your signature. I'm using it for my Bennies after another player from the CS group I'm in on this site stumbled across it. Anyone else who clicks on it will be take to their own Signature Edit screen for their profile.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Jude Maverick
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Re: Out of Character Communications

Post by Jude Maverick »

What's the coding for that? And use small words for us non-code monkeys. (I hate coding...)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Lucretia
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Re: Out of Character Communications

Post by Lucretia »

Jude Maverick wrote:What's the coding for that? And use small words for us non-code monkeys. (I hate coding...)

Code: Select all

[url=http://savagerifts.com/ucp.php?i=profile&mode=signature]Put the text you want to see here[/url]
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Libertas Magicum
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Re: Out of Character Communications

Post by Libertas Magicum »

Jude Maverick wrote:What's the coding for that? And use small words for us non-code monkeys. (I hate coding...)
The easiest way to do it, for me:

1: Go to your signature page.
2: Copy the URL (Ctrl-C).
3: Highlight whatever bit you want to turn into a link.
4: Click the URL button above the text box.
4: In the first URL tag, add (without the quotes) "=http://www.savagerifts.com/ucp.php?i=pr ... =signature". You should just be able to type the "=" sign and then hit Ctrl-V to paste the URL in.
5: Click Submit.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Re: Out of Character Communications

Post by Jude Maverick »

Thanks!
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Bane
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Re: Out of Character Communications

Post by Bane »

Hey Kesslan, do you have a Dog Boy character on EU as well? I was just looking at the comprehensive skill list on EU and noticed this:

http://www.explorersunlimited.com/eu/vi ... 14#p293514
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Kesslan
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Re: Out of Character Communications

Post by Kesslan »

He's not a dogboy, he's a Pantheran (Aliens Unlimited).

But yes, that's my character on EU from back when I first got into PBP way back when. I've actually got quite a few characters on EU right now. Kesslan (Pantheran Paratrooper/Enforcer), Sarik (Pantheran Magebane), Mouser (Neural AI), Oradro (Seljuk, previously an 8th level phase mystic now a 1st level Cosmo Knight), Karl (CS Special Forces) and King (Combat Cyborg). Here I have Kesslan (Dogboy) and Hunter (CS Dogboy). I'm also formerly Ryu Goryo (AGM for the Templar) and Captain Cook (Formerly GM of Australia, now GM for the Templar).
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Bane
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Re: Out of Character Communications

Post by Bane »

Kesslan wrote:He's not a dogboy, he's a Pantheran (Aliens Unlimited).

But yes, that's my character on EU from back when I first got into PBP way back when. I've actually got quite a few characters on EU right now. Kesslan (Pantheran Paratrooper/Enforcer), Sarik (Pantheran Magebane), Mouser (Neural AI), Oradro (Seljuk, previously an 8th level phase mystic now a 1st level Cosmo Knight), Karl (CS Special Forces) and King (Combat Cyborg). Here I have Kesslan (Dogboy) and Hunter (CS Dogboy). I'm also formerly Ryu Goryo (AGM for the Templar) and Captain Cook (Formerly GM of Australia, now GM for the Templar).
Well then hi Hunter, this is Logan! Lol. The only EU character I have is a Elven TW in AAPS named Selenidaria.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Pender Lumkiss
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Re: Out of Character Communications

Post by Pender Lumkiss »

Cantrell and Libertas go ahead and make the rolls to put the scope on the Rifle. I assume Cantrell is the lead, so just add +1 for every raise Libertas gets. I would imagine Libertas has some tools handy, especially after he returns from the TW hidden lab underneath the library.
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Cantrell
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Re: Out of Character Communications

Post by Cantrell »

Repair [dice]0[/dice]
Wild Die [dice]1[/dice]
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Re: Out of Character Communications

Post by Pender Lumkiss »

Cantrell wrote:Repair [dice]13660:0[/dice]
Wild Die [dice]13660:1[/dice]
Sounds like you got it on your own,

Just waiting for Kesslan to post in the Final Showdown. Wouldn't it be weird if Thistle and Elrond Hub Transform into Missive the witching and Soldad :D I couldn't help but notice Max did not make a notice roll..
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Re: Out of Character Communications

Post by Freemage »

Just to see how it goes....
Repair
[dice]0[/dice]
Wild repair [dice]1[/dice]

That is a total of four for the new suit and 1 for repairing combat non magic gear.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Out of Character Communications

Post by Pender Lumkiss »

Freemage wrote:Just to see how it goes....
Repair
[dice]13737:0[/dice]
Wild repair [dice]13737:1[/dice]

That is a total of four for the new suit and 1 for repairing combat non magic gear.
Just barely made it.
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Re: Out of Character Communications

Post by Pender Lumkiss »

Looks like everyone posted. I'll put up another inn post in a day or 2.
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Kesslan
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Re: Out of Character Communications

Post by Kesslan »

Just a heads up folks but I'm going to be out of town for a week visiting family starting tomorrow so I won't be able to get posts in during that time.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Bane
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Re: Out of Character Communications

Post by Bane »

I need some opinion from the group. Increase two skills or take Elan?
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Libertas Magicum
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Re: Out of Character Communications

Post by Libertas Magicum »

Given that your spellcasting is still below your Attribute, I say Skill-bump first. Anything that reduces the odds of a backlash is something you want to give serious weight to. The other Skill would be whatever you want to be better at. Raising your Parry by one (by boosting Fighting to a d6) wouldn't be your worst option, of course.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Re: Out of Character Communications

Post by Libertas Magicum »

And Libertas finally got around to handing out the gadgets he's been so proud of--they had to be rebuilt because of the end-of-session trigger. :lol:
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Lucretia
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Re: Out of Character Communications

Post by Lucretia »

Bane wrote:I need some opinion from the group. Increase two skills or take Elan?
Libertas Magicum wrote:Given that your spellcasting is still below your Attribute, I say Skill-bump first. Anything that reduces the odds of a backlash is something you want to give serious weight to. The other Skill would be whatever you want to be better at. Raising your Parry by one (by boosting Fighting to a d6) wouldn't be your worst option, of course.
In general agree - while Elan is very useful, you cast spells far more often than you use bennies. Further, while d8 to d10 is not that big of a difference for backlash (-2.5 percentage points) or basic success (+3.75 percentage points), it makes a big difference for getting a raise (+15.07 percentage points). Getting that first raise is significant for most skills, but especially so for casting skills, especially with your Wizard edge.

On the flip side, Elan is better for clutch situations - +2 is a major benefit in this system, and bennies are mostly used only when success really matters. Really, it comes down to whether you prefer consistent good results (increase skills) or even better results in the most desperate situations (Elan)
stats
Odds of Casting Backlash
d8: 12.5%
d10: 10%
d8 Elan: 1.79% (crit fail or rolling 1 on the skill die after bennie reroll)
d10 Bennie: 1.15% (crit fail or rolling 1 on the skill die after bennie reroll)

Odds of getting at least a basic success
d8: 81.25%
d10: 85%
d8 Elan: 97.92%
d10 Bennie: 96.97%

Odds of getting at least one raise:
d8: 24.65%
d10: 39.72%
d8 Elan: 87.72
d10 Bennie: 75.39%

Notes:
1) Aces were capped at 3 per die, as additional aces have negligible statistical effect.
2) All stats include a d6 wild die (including aces)
3) All Elan & Bennie stats assume Extra Effort.
EDIT: Adjusted "D8 Elan" and "D10 Bennie" stats to account for crit fails. Backlash numbers already factored them in.
Last edited by Lucretia on Fri Jul 07, 2017 3:02 pm, edited 1 time in total.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Re: Out of Character Communications

Post by Libertas Magicum »

:geek: The percentages should be tweaked ever so slightly for Elan, since a Critical Failure cannot be Bennied, so there's at least one time (2.08% of the time with a d8 Trait die) when Elan can't get you the 100% guarantee of a basic success.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Lucretia
Posts: 347
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Re: Out of Character Communications

Post by Lucretia »

Libertas Magicum wrote::geek: The percentages should be tweaked ever so slightly for Elan, since a Critical Failure cannot be Bennied, so there's at least one time (2.08% of the time with a d8 Trait die) when Elan can't get you the 100% guarantee of a basic success.
True, though you would also need to do the same for the "d10 Bennie" line... it just didn't seem worth the effort seeing it wouldn't really make much of a difference - the "TL;DR" is the same. It was easier just to say in Note 3 that I didn't factor it in. ;)

Uh yeah, ok. Probabilistic booleans, easy enough math. I was just lazy. :oops:
So 97.92% chance of a basic success for d8 with Elan vs 96.97 for d10 with bennie.
For a raise it's 87.72% and 75.39% respectively.

I'll edit that in...
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Pender Lumkiss
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Re: Out of Character Communications

Post by Pender Lumkiss »

Let me know what your guys' plan is and then in a couple days I can set the stage for the next scene. Even if it is going through the rift at 11pm, or waiting an extra day, or something else.
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Maximilian
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Re: Out of Character Communications

Post by Maximilian »

I have no other plan than squeezing Nadine through a rift, unless people are making plans behind my robot's back.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Out of Character Communications

Post by Pender Lumkiss »

Maximilian wrote:I have no other plan than squeezing Nadine through a rift, unless people are making plans behind my robot's back.
That would be my plan as well, although Bane seemed to alluded to hoping he did not have to go through the rift, so it made me think maybe their was an alternative plan.
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Re: Out of Character Communications

Post by Libertas Magicum »

So at this point, we've got:

1: Soledad, a Master Vampire
2: Elana, a Witchling (and more?)
3: Duriel, a....?

And they're all waiting for us beyond the Rift?
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Re: Out of Character Communications

Post by Maximilian »

Libertas Magicum wrote:So at this point, we've got:

1: Soledad, a Master Vampire
2: Elana, a Witchling (and more?)
3: Duriel, a....?

And they're all waiting for us beyond the Rift?
That about sums it up. What could possibly go wrong?
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Out of Character Communications

Post by Lucretia »

Yeah, I only see two possible solutions:

1) We go through and kill everything (or die trying, or try and run, or whatever)
2) We try to change the rift so that it connects to some other dimension than the one that the baddies are in

#1 is higher risk, but solves the problem permanently. #2 is lower risk, but the evil is still out there, looking for a way back to our world.

If Bane has something else in mind, I'm all ears.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Re: Out of Character Communications

Post by Pender Lumkiss »

Lucretia wrote:Yeah, I only see two possible solutions:

1) We go through and kill everything (or die trying, or try and run, or whatever)
2) We try to change the rift so that it connects to some other dimension than the one that the baddies are in

#1 is higher risk, but solves the problem permanently. #2 is lower risk, but the evil is still out there, looking for a way back to our world.

If Bane has something else in mind, I'm all ears.
For clarification based on Lucretia's two options, and some of what Libertas had mentioned.

1) There will be little chance of Duriel a greater demon showing up, dystroying his "Heart" has weakened his grasp to this plane considerably. A Witchling, Soldad, 50-60 vampires, a fallen Cyberknight, and a Handog. They have all been mentioned at one point or another. This would be two combats: A quick combat, followed by an actual combat.

2) Altering where the rift leads to or closing the rift itself would be a dramatic task with the standard -2 difficulty. Cooperative rolls would be ran slightly different than normal. Pretty much all combat skills will apply ( Your enemy will not take kindly to the rift changing location), kn Arcana would apply as well. I would be willing to let almost any skill be used as long as there was a compelling narrative reason that it would work ( Cooperative rolls would also take the -2 penalty). Per the rules on pg. 96 The lead person most likely Bane would need 5 successes over the course of 5 rounds to alter where the rift leads too. If you guys want to shut down the rift closing it completely, it would be at a -4 difficulty ( and a cool/terrifying adventure for some heroes in Ravaged Earth to deal with).

A third option is doing nothing... I'll tell you now this post is called the final showdown and it is safe to assume something will happen during the night, even if you all go asleep.
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Re: Out of Character Communications

Post by Pender Lumkiss »

So would it be fair to say the next scene will be at the leyline a little bit before 11pm? I was trying to see in the narrative if there was a clear direction on what you guys are going to do and when. But as of yet I have not seen it. I just want to make sure you guys are not waiting for me to set up the next scene at the Leyline. I don't want you guys to be at The inn for more than a week really, and we are at that point.
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Re: Out of Character Communications

Post by Cantrell »

Cantrell is ready to move on, preferably with a direct approach that lets her blast some stuff. 8-)
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Re: Out of Character Communications

Post by Freemage »

I think we're ready to pop over to the Ley Line, and yeah, looks like our plan, as such, is to go through the Rift.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
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Re: Out of Character Communications

Post by Bane »

Personally, I'd prefer not to if we don't have to.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Re: Out of Character Communications

Post by Maximilian »

I'm certainly open to other ideas, as there's no way to guarantee a return trip. But if we don't have a different/better idea, looks like we're rift trippin'.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
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Re: Out of Character Communications

Post by Pender Lumkiss »

Hi Folks,

So this post gets you out to the Leyline, hopefully a compromise of what folks are thinking. Now its time to make a choice. Really any choice will be suitably epic. http://savagerifts.com/viewtopic.php?f= ... 243#p14243
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Re: Out of Character Communications

Post by Freemage »

Okay, because of the current stats, regardless of whether we're altering the Rift to make it bigger for Nadine, OR if we're trying to seal it or redirect it, Libertas should take lead. Both he and Bane are at d10s, but he's also got the +2 from Scholar, which undoes half the penalty for resizing or sealing the Rift, and negates the penalty for re-directing it (if it was a Ley Line Rift, specifically, Bane's expertise would counter that, but sadly, no such luck). That said, any tweaking is going to require a considerable amount of PPE--30 PPE total. Of course, Bane can tap the Line itself to supercharge before starting, whcih would help.

Still, we need a decision on which approach we're going to take. Libertas is willing to go along with whichever plan the others settle on; if pressed, he'd probably vote for going through and 'finishing this once and for all'--but then, he IS Overconfident.
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Re: Out of Character Communications

Post by Pender Lumkiss »

For a TW to manipulate the rift, you have to build a device ising your kn: science at -4, then you need to use your casting roll at -4 to manipulate the rift. Pg. 95 of the gm handbook does state that anyone except layline walkers need to spend the 30ppe to manuplate a leyline rift, which leads me to beleive they do not spend any.
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Re: Out of Character Communications

Post by Markus Berger »

Markus would vote from disconnecting the rift from the earth, with them on the earth side of it... :P

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Re: Out of Character Communications

Post by Pender Lumkiss »

Pender Lumkiss wrote:For a TW to manipulate the rift, you have to build a device ising your kn: science at -4, then you need to use your casting roll at -4 to manipulate the rift. Pg. 95 of the gm handbook does state that anyone except layline walkers need to spend the 30ppe to manuplate a leyline rift, which leads me to beleive they do not spend any.
If I got any of that incorrect I apologize. A few examples would have been helpful.
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Re: Out of Character Communications

Post by Pender Lumkiss »

Markus Berger wrote:Markus would vote from disconnecting the rift from the earth, with them on the earth side of it... :P
You do have the bait to do this
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Re: Out of Character Communications

Post by Libertas Magicum »

Pender Lumkiss wrote:For a TW to manipulate the rift, you have to build a device ising your kn: science at -4, then you need to use your casting roll at -4 to manipulate the rift. Pg. 95 of the gm handbook does state that anyone except layline walkers need to spend the 30ppe to manuplate a leyline rift, which leads me to beleive they do not spend any.
Ooh, I had missed the part about the the KN: Science roll. Questions:

1: Would Libertas need to construct the device to assist Bane, or only if he takes the lead? (I could see the argument either way, depending on whether or not Libertas' assistance is more "manipulating the energy flows at Bane's direction" or "providing Bane with useful advice".)

2: Can we decide who is taking the lead after seeing if Libertas is able to construct the device? (This one, I think, seems reasonable--it's not like Libertas attempting the Build roll actually interferes with Bane's ability to do the thing.)

3: Can he attempt to construct the device before they actually get there, or does it have to be set up once the Rift starts to open? (Sadly, I'm thinking the answer to this one is that he needs to wait--given that other Gadgeteers have to actually roll to see how long it takes to construct the device in question, that means that pre-building isn't an option.)

4: It's not quite explicit, but it certainly sounds like building the device uses one of Lib's Arcane Machinist 'charges' for this Quarter/Session. I'm fine with that being the case, just want to confirm.

****

On the PPE issue, yes, if this was a Ley Line Rift, Bane could manipulate it for free; Libertas could do the same if it were an Easy one. But you said it's a Dimensional Rift (and not an Easy one), so we're both out of luck there.


***********

Okay, I've been looking over those rules on Page 95 again. I don't think we can actually change the destination of the Rift, unless it actually opens to multiple destinations in the first place. Similarly, we can't fully close it permanently (unless, of course, GM fiat is saying that this particular Rift has features that would allow those changes, in which case just ignore this entire section :P It's a Rift, you can do what you want with it.)

Our options would seem to be:

1: Opening the Rift off-schedule. Since it's a Diminishing Rift, this isn't a bad idea, actually, especially if we're still with plan "Bust in and kill the baddies"--open it early, step through when they're not expecting us, do the combat sequences, then come back at the 11 PM opening. Alternately, we jump through during the regularly scheduled opening, then use this approach to come back afterwards.
2: Changing the "Condition" of the Rift from Diminishing to one of the others. Changing it to Stable means it will no longer collapse almost as soon as we step through. Changing it to Partial is about as close as we can get to sealing it--it won't let people through, but 'communication and energy' is still viable.

By the RAW, we also have no means of altering the size of the Rift--but that wasn't actually listed. Rather, the limit on Nadine getting through would seem to be the fact that as soon as it's open, the Rift starts to close again (Diminishing), thereby becoming too small for her very quickly. If that's the case, then even if it's relatively small (say, 12 feet tall), if we make it Stable then Nadine could crawl through easily enough.

So IF we are going with pure RAW on this (again, see my note above about GM Fiat), our best bet seems to be to:

1: Have Libertas attempt to construct a device at -4.
2A: IF Lib succeeds, he takes lead, with Bane's assistance. They attempt to make the Rift Stable, and if they get a Raise, maybe tweak the Duration that gets rolled up for it to match their needs. (Currently, it doesn't have a Duration, because it's Diminishing, so I'm figuring the Duration would be rolled up at that point.)
2B: IF Lib fails, then Bane takes lead, and if Lib can assist, he does so. Same general plan for the Rift.
3A: If they cannot get the Rift Stable, then it will close and we'd have to try again later, after dealing with anyone who comes out of the Rift looking for Lucretia.
3B: If they do make the Rift Stable, then they go through, deal with business, and come home, probably then trying one more time to turn the Rift to Partial to shut it down as a means of transport, and getting the villagers to post guards to keep people from coming to listen to Duriel's whisperings (because I can assure you, there WOULD be whisperings coming through the Partial Rift, trying to get a patsy on this side to re-open it).

So, first need the clarification on whether the Rift is GM Special or RAW, and the answers to the questions above; then we can discuss the Plan.
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Arcane Machinist Remaining: 6/6
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  • Q2/19 Adventure Cards:
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Re: Out of Character Communications

Post by Lucretia »

Pender Lumkiss wrote:
Markus Berger wrote:Markus would vote from disconnecting the rift from the earth, with them on the earth side of it... :P
You do have the bait to do this
I vote for NOT using baby bait. On the other hand, we could have Lucretia pull the doll-in-a-blanket ruse pretending to still be controlled, but that would be for going through, not getting them to come out. I suppose she could pretend to be heading in, and have some or all of you "stop" her, that might get them to come out. Of course, she'd probably have to fight you a bit to sell it, so that's something to consider.

Now, if GM Fiat is in play and we could redirect the portal to another location on Rifts Earth... maybe Old Chicago? They have the means to deal with the vamps and such if they come out, but not so much the ability to send the rift BACK.

Of course, so long as the villains are undefeated, they could try to alter the rift, too. That's the biggest reason I'm slightly more in favor of the "go in and kill them all" approach... but this isn't Lucretia's death wish, and she's not actually Heroic or Overconfident (though she sometimes acts like she is), so it wouldn't take much to talk her into the "alter the rift" plan, particularly if both Bane and Libertas are for it - it's a magic thing, and she trusts her SMEs.
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Re: Out of Character Communications

Post by Bane »

If we change the destination of the rift, I'd like to change both sides to the inside if the sun (so all of the gathered vampires can take a nice sunlight bath)
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Re: Out of Character Communications

Post by Markus Berger »

I like the sunbath idea :D

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Re: Out of Character Communications

Post by Maximilian »

Max is overconfident and armed with a sunlight missile, a load of silver railgun rounds, and a giant water pump. I'm totally fine with the "permanently kill 'em all, let the sunlight sort 'em out" approach. I also will defer to the magicky types, particularly the ley line walker, if they think they've got a better plan.
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Re: Out of Character Communications

Post by Libertas Magicum »

Yeah, Bane's plan is brilliant if we can adjust the Rift destination; if not, I think we need to go with Plan Extermination Squad. Libertas, as I noted, IS Overconfident, so he's both sure he's capable of modding the Rift in whatever way we finally attempt, and that he can face whatever's beyond the Rift.
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Arcane Machinist Remaining: 6/6
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Re: Out of Character Communications

Post by Pender Lumkiss »

Freemage wrote:Yeah, Bane's plan is brilliant if we can adjust the Rift destination; if not, I think we need to go with Plan Extermination Squad. Libertas, as I noted, IS Overconfident, so he's both sure he's capable of modding the Rift in whatever way we finally attempt, and that he can face whatever's beyond the Rift.
The GM guide does not really cover this senario. But a dramatic task is certainly what it sounds like. For altering the rift destination, would stay at the -2 to the dramatic task as long as the primary skill roller has been to the location or has intimate knowledge of it. The task would increase to a -4 dramatic task for a destination the user has never been too.
I would allow a either Libertas or Bane to spend a benny and write a small interlude explaining how they are familiar with the sun dimension if you are wanting to have the rift open up there. Whom ever spends the benny would also be the lead roll.
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Re: Out of Character Communications

Post by Libertas Magicum »

Pender Lumkiss wrote:
Freemage wrote:Yeah, Bane's plan is brilliant if we can adjust the Rift destination; if not, I think we need to go with Plan Extermination Squad. Libertas, as I noted, IS Overconfident, so he's both sure he's capable of modding the Rift in whatever way we finally attempt, and that he can face whatever's beyond the Rift.
The GM guide does not really cover this senario. But a dramatic task is certainly what it sounds like. For altering the rift destination, would stay at the -2 to the dramatic task as long as the primary skill roller has been to the location or has intimate knowledge of it. The task would increase to a -4 dramatic task for a destination the user has never been too.
I would allow a either Libertas or Bane to spend a benny and write a small interlude explaining how they are familiar with the sun dimension if you are wanting to have the rift open up there. Whom ever spends the benny would also be the lead roll.
Fair enough.

Okay, here's my breakdown of the numbers if Libertas leads:

Lib would roll his Knowledge: Science (d6), at a -4 (per the book), +2 because he's building a TW device (so d6-2).
If he succeeds, he would then roll Techno-Wizardry (d12+2 due to Edges), -2 (or -4, based on the Interlude), +4 for Machine Maestro (Operating a non-Combat-based TW device). Over the course of 5 rolls, he'd need a total of 5 successes/raises. Bane could also roll Spellcasting (d8) at -2/-4 to assist on each of the 5 rolls (really, he should make his five rolls first, so that it would be clear how much assistance he gives for each one).

If Lib fails the K:Sci roll, however, he'd have to hand off the reigns to Bane, who has to do a d8-2/-4 five times and try to get a total of 5 successes/raises. I'm still not sure if, without a Device, it would be possible for Libertas to aid him.

Is all of this right?
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Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Re: Out of Character Communications

Post by Bane »

Other than the fact that I just bumped my Spellcasting up a die, that sounds about right. Pender, where do you want the interlude posted?
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Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
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Re: Out of Character Communications

Post by Libertas Magicum »

Saw the boost to Spellcasting.

To be clear, the one who plays the Bennie and posts the Interlude is the lead, right? Just wanting to make sure we're on the same page--because if Bane spends the Bennie, we're stuck with his dice rolls. I think Libertas has a much better chance of pulling it off, even if he has to spend a Bennie to get the build roll done, first.
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Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Re: Out of Character Communications

Post by Pender Lumkiss »

Libertas Magicum wrote:
Pender Lumkiss wrote:For a TW to manipulate the rift, you have to build a device ising your kn: science at -4, then you need to use your casting roll at -4 to manipulate the rift. Pg. 95 of the gm handbook does state that anyone except layline walkers need to spend the 30ppe to manuplate a leyline rift, which leads me to beleive they do not spend any.
Ooh, I had missed the part about the the KN: Science roll. Questions:

1: Would Libertas need to construct the device to assist Bane, or only if he takes the lead? (I could see the argument either way, depending on whether or not Libertas' assistance is more "manipulating the energy flows at Bane's direction" or "providing Bane with useful advice".)

2: Can we decide who is taking the lead after seeing if Libertas is able to construct the device? (This one, I think, seems reasonable--it's not like Libertas attempting the Build roll actually interferes with Bane's ability to do the thing.)

3: Can he attempt to construct the device before they actually get there, or does it have to be set up once the Rift starts to open? (Sadly, I'm thinking the answer to this one is that he needs to wait--given that other Gadgeteers have to actually roll to see how long it takes to construct the device in question, that means that pre-building isn't an option.)

4: It's not quite explicit, but it certainly sounds like building the device uses one of Lib's Arcane Machinist 'charges' for this Quarter/Session. I'm fine with that being the case, just want to confirm.


By the RAW, we also have no means of altering the size of the Rift--but that wasn't actually listed. Rather, the limit on Nadine getting through would seem to be the fact that as soon as it's open, the Rift starts to close again (Diminishing), thereby becoming too small for her very quickly. If that's the case, then even if it's relatively small (say, 12 feet tall), if we make it Stable then Nadine could crawl through easily enough.
So to answer some of these questions:
1) Yes the device would need to be made to assist bane using the rules of cooperation rolls.
2) Yes we can see who takes the lead after the device is created
3) I think you need to wait as well
4) The rules make no mention that it uses one of your session charges or the charge of the gageteer edge, it only makes mention you need the ability. I would rule it does not use up a charge.

Closing a rift or altering its destination, while true it is not covered in the leyline or rift rules, it sure sounds like a dramatic task, so we are going to run it like that.
Libertas Magicum wrote:Saw the boost to Spellcasting.

To be clear, the one who plays the Bennie and posts the Interlude is the lead, right? Just wanting to make sure we're on the same page--because if Bane spends the Bennie, we're stuck with his dice rolls. I think Libertas has a much better chance of pulling it off, even if he has to spend a Bennie to get the build roll done, first.
Normally it would but this is savage rifts so really anyone will the skill can take the lead. Note: not having the familiarity increases the negative to a -4.
Libertas Magicum wrote:
Fair enough.

Okay, here's my breakdown of the numbers if Libertas leads:

Lib would roll his Knowledge: Science (d6), at a -4 (per the book), +2 because he's building a TW device (so d6-2).
If he succeeds, he would then roll Techno-Wizardry (d12+2 due to Edges), -2 (or -4, based on the Interlude), +4 for Machine Maestro (Operating a non-Combat-based TW device). Over the course of 5 rolls, he'd need a total of 5 successes/raises. Bane could also roll Spellcasting (d8) at -2/-4 to assist on each of the 5 rolls (really, he should make his five rolls first, so that it would be clear how much assistance he gives for each one).

If Lib fails the K:Sci roll, however, he'd have to hand off the reigns to Bane, who has to do a d8-2/-4 five times and try to get a total of 5 successes/raises. I'm still not sure if, without a Device, it would be possible for Libertas to aid him.

Is all of this right?
This looks right to me.
Bane wrote:Other than the fact that I just bumped my Spellcasting up a die, that sounds about right. Pender, where do you want the interlude posted?
You can post it in the final showdown post, but it sounds like it might be a good idea to let Libertas try to make his kn science roll and see if he can build the device, and let him spend a benny and take the lead.

Events have been set in motion that at some point during the dramatic task your enemy will come looking for you, so folks not involved in the dramatic task may want to be ready for something to come through the rift about to be manipulated. Good thing is that you are on your own turf near a river.
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Re: Out of Character Communications

Post by Bane »

Don't worry, I got this! I'll post my interlude when I get home.
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Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
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Re: Out of Character Communications

Post by Libertas Magicum »

And... we cross-posted. I dropped mine before I saw your dibs.... *Sigh* one of the joys of PBP.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Re: Out of Character Communications

Post by Pender Lumkiss »

Libertas Magicum wrote:And... we cross-posted. I dropped mine before I saw your dibs.... *Sigh* one of the joys of PBP.
Let the battle for the lead roll commence!
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Re: Out of Character Communications

Post by Freemage »

You are enjoying this far too much.... :lol:
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Re: Out of Character Communications

Post by Bane »

Two can play this game!
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Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

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Re: Out of Character Communications

Post by Jude Maverick »

Jude will handle whatever comes through the rift, I guess LOL He doesn't do magic.
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Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
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Common Bond: Share bennies
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Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
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Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
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Re: Out of Character Communications

Post by Lucretia »

Bringing the sun to a sunless city. I like it.

Yeah, Lucretia wouldn't be much help either - even if psionics could help, she doesn't really know what she's doing with it; it's something she trained to do, but more like a martial art - you know it works and can do it consistently, but you don't necessarily understand the underlying biology & physics that makes certain movements more powerful than others.

Of course, defending the two mages to give them time to do their thing is rather helpful too, so we will be helping - indirectly.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
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Sunlight pendant (30 minutes)
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Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
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Re: Out of Character Communications

Post by Pender Lumkiss »

Ok operation sun dimension is a go. Please give me a couple of days to find a map suitable, and punch up the scene.
Another option I suppose would be to have Bane and Libertas alternate between lead and assistant. But once you guys figure it out, go ahead and make the first spell casting roll and first assistant roll at -2 since you both are familiar with the sun dimension.

This sounds like it will be super exciting.
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Re: Out of Character Communications

Post by Maximilian »

Who's riding with who? Markus is on the hovercycle. Bane and Lib are doing their magic thing at the rift. Lucretia, Jude, Kesslan, Cantrell, who's where? I think it's a good idea to have at least one person riding in Nadine with Max in case he needs incapacitated. Maybe one riding with Markus, and leaving two to act as close support for the mages? Lucretia and Kesslan have arcane backgrounds and might be able to offer some immediate big gun assistance up close, yeah?
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Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
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Wilk's 227 Pulse Laser
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2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
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    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
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Crew: 1+2
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Pace: 10
Weapons:
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    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
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      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
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      Damage: 3d10, AP 10
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Re: Out of Character Communications

Post by Cantrell »

Cantrell will ride with Markus.
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Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
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PPE: 10/15
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Wounds:
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Re: Out of Character Communications

Post by Markus Berger »

:D

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Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
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Re: Out of Character Communications

Post by Libertas Magicum »

Max's suggestion seems to be the best to me.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Re: Out of Character Communications

Post by Maximilian »

Just occurred to me that Kesslan will be hampered by ley line proximity as a dog boy. Maybe have the dogs ride together in Nadine? Jude can charm anything that walks through the gate, and Lucretia is vampire bait if needed.
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Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
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Pace: 6/8 in armor
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Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
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2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
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      Payload: 10 shots unless hooked to permanent power supply
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Re: Out of Character Communications

Post by Pender Lumkiss »

Maximilian wrote:Just occurred to me that Kesslan will be hampered by ley line proximity as a dog boy. Maybe have the dogs ride together in Nadine? Jude can charm anything that walks through the gate, and Lucretia is vampire bait if needed.
They loose their psychic sense 2" away from a leyline.
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Re: Out of Character Communications

Post by Jude Maverick »

Jude could ride in Nadine if needed. He only has a wooden cross vs. vamps, though we don't know exactly what will come through, I guess. He can Taunt and Intimidate over Nadine's PA, I suppose.

Anyway, I posted him in a sniper position on the ridge over the river for now, but I'm willing to change that.
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Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Lucretia
Posts: 347
Joined: Tue Dec 20, 2016 10:41 pm

Re: Out of Character Communications

Post by Lucretia »

it occurs to me that lucretia and kesslan make a pretty good, cut-em-down/burn-em-up duo. Kesslan just needs to stand on the ones that Lucretia cuts down with his aura active, and can continue to fire off bolts or whatever else at the same time.

I like the idea of Jude shouting insults and taunts over the PA... it's hilarious to me for some reason.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Out of Character Communications

Post by Maximilian »

Should've brought the kid.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Out of Character Communications

Post by Libertas Magicum »

So, while all her instincts told her to find a place to hide, there was no one better to be the frontline than her. That being said, she did have a significant strategic asset against the vampires. She runs her fingers along the sun pendant that Libertas had given her. Jude could learn a thing or two from the technowizard. Well, that hadn't really been Libertas' intention, she didn't think, but it was thoughtful none-the-less... and useful.
Yup, no ulterior motives on Libertas' part whatsoever. Heck, he's not even checking out how from his angle the sunlight amulet is giving a fantastic rear-silhouette of the Sergeant. Didn't even notice it, really. Nope, nope.... ;)
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Out of Character Communications

Post by Pender Lumkiss »

9 successes on a dramatic task spear headed by Bane and assisted by Libertas. Needless to say the bad guys are f'd. I am not really one to manufacture combat for the sake of having it. You guys came up with a great plan. I should be able to post the resolution when I get hom latter tonight. All I can say is super awesome.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Out of Character Communications

Post by Pender Lumkiss »

Field Team Six Bennies
3/6
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Out of Character Communications

Post by Markus Berger »

Well done Bane and Libertas!

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Out of Character Communications

Post by Bane »

Thank you!
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Out of Character Communications

Post by Pender Lumkiss »

After everyone posts their reactions to the end of the scene, we got one more shoe to let hit the ground at the leyline.

Eyes open and ears wide savages. I will be on a 4 day vacation, I should have access to internet during this time to answer any questions.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Posts: 3648
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Re: Out of Character Communications

Post by Pender Lumkiss »

Field Team Six Bennies
3/6
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Out of Character Communications

Post by Bane »

Hey Cantrell, Don't forget about the Burn Die.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Out of Character Communications

Post by Cantrell »

Good catch. If I'd thought about it, I should have gone for a head shot to snag another d6 damage - I hit with plenty of room to spare.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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