The 13th experience log

Adventures of the 13th SET
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Pender Lumkiss
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The 13th experience log

Post by Pender Lumkiss »

Silver Bluff Side Track XP

13th SET

Max - 5 XP | 2.30 PPW | 3 EP
Lucretia - 5 XP | 5.30 PPW | 3 EP
Cantrell - 4 XP | 1.10 PPW | 1 EP
Jude - 4 XP | 1.10 PPW | 1 EP
Libertas - 5 XP | 4.80 PPW | 3 EP
Bane - 5 XP | 3.70 PPW | 3 EP
Markus - 5 XP | 6.20 PPW | 3 EP
Kesslan - 5 XP | 3.70 PPW | 3 EP

Group Post Rate (Weekly): 3.53

GM notes:
Group had more successes than failures: 2 xp
1 Interlude: 1xp
Field Team Six Bennies
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Bane
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Re: The 13th experience log

Post by Bane »

So is this XP and EP effective immediately? If we wanted to use it to choose our advances and spend our EP, we can, right?
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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Markus Berger
Posts: 361
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Re: The 13th experience log

Post by Markus Berger »

Payday!
So.. 5XP is enough to "level"?

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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Libertas Magicum
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Re: The 13th experience log

Post by Libertas Magicum »

So sweet, and yet so painful (a total of 4 SP puts me one point shy of making a second character). :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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Pender Lumkiss
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Re: The 13th experience log

Post by Pender Lumkiss »

The xp and ep awards go into effect April 1st. I am going to be traveling for a few days and needed to get it posts before I leave.
-5xp is enough to gain an advance.
Field Team Six Bennies
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Maximilian
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Re: The 13th experience log

Post by Maximilian »

I think I scored another character slot. SWEET!
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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Kesslan
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Re: The 13th experience log

Post by Kesslan »

Woo advance! :D
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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Jude Maverick
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Re: The 13th experience log

Post by Jude Maverick »

Nice! Just short of an Advance, though!

How much EP is another character slot?
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: The 13th experience log

Post by Bane »

5 is needed
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: The 13th experience log

Post by Pender Lumkiss »

If you are 1 or 2 points short, an easy way to get some ep for that second account is doing some recruiting. A post on google plus, facebook, roleplaying forums is a quick helpful way to get some ep. If you do make such a post, let us know in the recruitment thread so you get credit.
Field Team Six Bennies
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Lucretia
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Re: The 13th experience log

Post by Lucretia »

That's how I did it.

I'm probably going to go for a Spirit increase for Lucretia - I think her damage is a bit lacking, and that's the best way to increase it prior to being able to take Improved Psi Sword (at Veteran). Well, New Power: Smite might be better, but she's already burning through ISP.

So many advances I would love to take, even at Novice: Quick, Elan, Trademark Weapon, Danger Sense, Power Points.... the list gets even bigger at Seasoned.
That's not even looking at improving/learning skills, either.
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: The 13th experience log

Post by Pender Lumkiss »

Wow you guys rocked Silver Bluff! Pretty much all goals were met, all areas were explored, and all bad guys aptly responded too. The post per week rates probably are a tad low as I calculated it out three days ago. But once you are above a 2.0 you have maxed out your bonus ep, and xp rewards. Feel free to spend xp. Bennies refresh tomorrow.

13st SET

Max - 7 XP | 5.80 PPW | 3 EP
Lucretia - 7 XP | 5.10 PPW | 3 EP
Cantrell - 7 XP | 4.60 PPW | 3 EP
Jude - 7 XP | 4.30 PPW | 3 EP
Libertas - 7 XP | 6.00 PPW | 3 EP
Bane - 7 XP | 4.30 PPW | 3 EP
Markus - 7 XP | 4.40 PPW | 3 EP
Kesslan - 6 XP | 1.10 PPW | 1 EP

Group Post Rate (Weekly): 4.45
Field Team Six Bennies
3/6
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Markus Berger
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Re: The 13th experience log

Post by Markus Berger »

Markus goes from 30 to 37 EP, and gains a new advance (Seasoned 4).
I was thinking about getting Driving from D6 to D8, and Shooting from D8 to D10.
Or Piloting to D6? Throwing to D8?
What do the others think is better?

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
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Re: The 13th experience log

Post by Bane »

I think I'm going to boost Bane's Spellcasting and Persuasion traits.
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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Freemage
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Re: The 13th experience log

Post by Freemage »

Markus Berger wrote:Markus goes from 30 to 37 EP, and gains a new advance (Seasoned 4).
I was thinking about getting Driving from D6 to D8, and Shooting from D8 to D10.
Or Piloting to D6? Throwing to D8?
What do the others think is better?
I definitely concur with Shooting. I'd say Piloting is more important for you to boost than Driving, since from what I can tell, Hovercycles use that, rather than Driving, anyway.
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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Lucretia
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Re: The 13th experience log

Post by Lucretia »

Freemage wrote:I definitely concur with Shooting. I'd say Piloting is more important for you to boost than Driving, since from what I can tell, Hovercycles use that, rather than Driving, anyway.
Indeed they do - streetbikes are dirving, hoverbikes are piloting. They're basically low-altitude aircraft.

For Lucretia I'm thinking Power Points (moderate utility now, but I'm currently planning on Major and Master Psionic for her next two advances, and it will be quite handy with them).

I'm also considering New Power: Smite and Quick. The former would be a pretty significant damage boost though she can already be a bit ISP thirsty, the latter is pretty good in general, but also increases the odds that I'll get jokers for Mighty Blow to come into play.
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: The 13th experience log

Post by Pender Lumkiss »

Lucretia wrote:
Freemage wrote:I definitely concur with Shooting. I'd say Piloting is more important for you to boost than Driving, since from what I can tell, Hovercycles use that, rather than Driving, anyway.
Indeed they do - streetbikes are dirving, hoverbikes are piloting. They're basically low-altitude aircraft.

For Lucretia I'm thinking Power Points (moderate utility now, but I'm currently planning on Major and Master Psionic for her next two advances, and it will be quite handy with them).

I'm also considering New Power: Smite and Quick. The former would be a pretty significant damage boost though she can already be a bit ISP thirsty, the latter is pretty good in general, but also increases the odds that I'll get jokers for Mighty Blow to come into play.
If you go powerpoints, I would pick up major if possible then powerpoints as you get a bigger bang for your buck then.
Field Team Six Bennies
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Freemage
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Re: The 13th experience log

Post by Freemage »

I just went with straight Knowledge boosts, since my build rolls are based on the 'lowest of' three skills. It's once I get to Seasoned that I have to start making choices.
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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Markus Berger
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Re: The 13th experience log

Post by Markus Berger »

From the Savage Worlds Deluxe Edition book:
Driving (Agility)
Driving allows your hero to control ground and hover vehicles common to his setting. Rules for handling vehicles on the table-top can be found on page 98. Driving is also frequently used with the Chase rules, described on page 82.
So Driving or Piloting?

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: The 13th experience log

Post by Pender Lumkiss »

Markus Berger wrote:From the Savage Worlds Deluxe Edition book:
Driving (Agility)
Driving allows your hero to control ground and hover vehicles common to his setting. Rules for handling vehicles on the table-top can be found on page 98. Driving is also frequently used with the Chase rules, described on page 82.
So Driving or Piloting?
Lets go with driving. I know you have a hover bike, if you need to switch some skills arround to "drive" it better that is cool. Honestly I would have thought piloting, but those are the rules.
Field Team Six Bennies
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Markus Berger
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Re: The 13th experience log

Post by Markus Berger »

Driving it is then!
His leveling will be getting Driving from D6 to D8, and Shooting from D8 to D10.

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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Cantrell
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Re: The 13th experience log

Post by Cantrell »

Cantrell gets two advances, since she was 1 XP shy of an advance after last quarter. Gonna go with +1d to Persuasion and Intimidation (she obviously spent time using both, though not always on purpose...); and the Elan Edge, since I've been swimming in Bennies.
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Jude Maverick
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Re: The 13th experience log

Post by Jude Maverick »

Jude gets 2 Advances also!

Elan Edge
Raise Intimidation d10 and Taunt d8.

You know, Jude has yet to actually even use a weapon...
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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Maximilian
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Re: The 13th experience log

Post by Maximilian »

Pender Lumkiss wrote:
Markus Berger wrote:From the Savage Worlds Deluxe Edition book:
Driving (Agility)
Driving allows your hero to control ground and hover vehicles common to his setting. Rules for handling vehicles on the table-top can be found on page 98. Driving is also frequently used with the Chase rules, described on page 82.
So Driving or Piloting?
Lets go with driving. I know you have a hover bike, if you need to switch some skills arround to "drive" it better that is cool. Honestly I would have thought piloting, but those are the rules.
SR TLPG page 97 states air and hover craft require the Piloting skill to operate. Includes NG-150 and NG-357 hovercycles. FWIW.
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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Markus Berger
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Re: The 13th experience log

Post by Markus Berger »

Maximilian wrote:SR TLPG page 97 states air and hover craft require the Piloting skill to operate. Includes NG-150 and NG-357 hovercycles. FWIW.
Max is right. Can I swap Driving and Piloting?

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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Re: The 13th experience log

Post by Pender Lumkiss »

Markus Berger wrote:
Maximilian wrote:SR TLPG page 97 states air and hover craft require the Piloting skill to operate. Includes NG-150 and NG-357 hovercycles. FWIW.
Max is right. Can I swap Driving and Piloting?
Good looking out max. Of course.
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Re: The 13th experience log

Post by Maximilian »

No problem. Since my other character is an operator, I took note of where their driving skill starts out, and the impaired logic of giving them a d4 piloting, d6 driving, but the option of a hovercycle to start. And robot armor is piloting too, even though it's not an aerial vehicle. Things that make you go "hmm."
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: The 13th experience log

Post by Markus Berger »

Thanks, I will change Driving and Piloting skills then.

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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Lucretia
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Re: The 13th experience log

Post by Lucretia »

Pender Lumkiss wrote:If you go powerpoints, I would pick up major if possible then powerpoints as you get a bigger bang for your buck then.
I thought that the Power Points Edge would "upgrade" from +5 to +10 if Major was taken after... Major is a Seasoned edge, so i can't take it yet.

However, I've got a new plan. I've got EP now, and I'm not planning on a third character, so I was thinking about spending 5EP to take a Veteran edge: Improved Psi-Sword.
That requires your permission though.
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: The 13th experience log

Post by Bane »

Robot vehicles I can understand being pilot but other than the altitude controls, I don't see why hovercycle wouldn't handle almost just like a motorcycle.
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: The 13th experience log

Post by Pender Lumkiss »

Lucretia wrote:
Pender Lumkiss wrote:If you go powerpoints, I would pick up major if possible then powerpoints as you get a bigger bang for your buck then.
I thought that the Power Points Edge would "upgrade" from +5 to +10 if Major was taken after... Major is a Seasoned edge, so i can't take it yet.

However, I've got a new plan. I've got EP now, and I'm not planning on a third character, so I was thinking about spending 5EP to take a Veteran edge: Improved Psi-Sword.
That requires your permission though.
I would rule it would not retroactively increase power points from any power point edges taken prior to it. You would still get the double isp to your base. But I suppose it is moot.

Improved Psi-sword is fine by me.
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Re: The 13th experience log

Post by Lucretia »

Pender Lumkiss wrote:
Lucretia wrote:
Pender Lumkiss wrote:If you go powerpoints, I would pick up major if possible then powerpoints as you get a bigger bang for your buck then.
I thought that the Power Points Edge would "upgrade" from +5 to +10 if Major was taken after... Major is a Seasoned edge, so i can't take it yet.

However, I've got a new plan. I've got EP now, and I'm not planning on a third character, so I was thinking about spending 5EP to take a Veteran edge: Improved Psi-Sword.
That requires your permission though.
I would rule it would not retroactively increase power points from any power point edges taken prior to it. You would still get the double isp to your base. But I suppose it is moot.

Improved Psi-sword is fine by me.
I had forgotten about the increased base PPE from Major actually. Makes the Power Point edge a little less important for a "part time" caster like Lucretia.

As you say though, it's moot. I'll mark in Improved Psi-sword and put in the EP request. :)
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: The 13th experience log

Post by Pender Lumkiss »

Exp and Ep awards for July-September 2017
Please apply once we hit October 1st.
Remember bennies reset and so do adventure cards. The magic of the Q2 boon wears off as well.

13th set

Max - 7 XP | 3.40 PPW | 3 EP
Firehawk - 6 XP | 1.30 PPW | 1 EP
Cantrell - 7 XP | 2.10 PPW | 3 EP
Jude - 7 XP | 2.70 PPW | 3 EP
Libertas - 7 XP | 3.10 PPW | 3 EP
Bane - 7 XP | 2.10 PPW | 3 EP
Markus - 7 XP | 2.40 PPW | 3 EP
Zieja - 7 XP | 2.60 PPW | 3 EP

Group Post Rate (Weekly): 2.46
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Re: The 13th experience log

Post by Pender Lumkiss »

Q4 2017 Experience

13th set

Bane/Jitters - 8 XP | 1.60 PPW | 2 EP
Libertas - 8 XP | 1.90 PPW | 2 EP
Zieja - 8 XP | 2.50 PPW | 3 EP
Cantrell - 8 XP | 2.30 PPW | 3 EP
Max - 8 XP | 2.80 PPW | 3 EP
Markus - 7 XP | 2.30 PPW | 3 EP
Jude - 8 XP | 3.10 PPW | 3 EP
Firehawk - 7 XP | 1.90 PPW | 2 EP

Group Post Rate (Weekly): 2.30

Bennies Reset. Anyone getting the coveted 3EP also gains an additional benny for the quad.
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Re: The 13th experience log

Post by Pender Lumkiss »

13th set
Quarter 1 2018
Jitters - 6 XP | 3.00 PPW | 3 EP
Libertas - 6 XP | 4.40 PPW | 3 EP
Zieja/Flint - 5 XP | 1.50 PPW | 1 EP
Cantrell - 6 XP | 3.10 PPW | 3 EP
Maximilian - 6 XP | 3.40 PPW | 3 EP
Jude Maverick - 6 XP | 1.80 PPW | 2 EP
Markus - 6 XP | 2.70 PPW | 3 EP
Z'Anomandir - 3 XP | 0.80 PPW | 0EP

I can update it if anyone posts a flurry of posts, like Zan :D
3ep gets you +1 benny
XP for young Alex: 1
xp for sidekick Alex: 3
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Re: The 13th experience log

Post by Pender Lumkiss »

13th SET

Max - 6 XP | 2.60 PPW | 3 EP
Flint - 3 XP | 0.90 PPW | EP
Cantrell - 6 XP | 2.60 PPW | 3 EP
Jude - 6 XP | 2.70 PPW | 3 EP
Libertas - 6 XP | 3.20 PPW | 3 EP
Jitters - 6 XP | 2.90 PPW | 3 EP


Group Post Rate (Weekly): 1.86
GM Post Rate (Weekly): 4.40

Bonus high Post rate benny plus exceptional RP:
+2 Cantrell
+2 Libertas
+2 Jitters
+2 Max
+2 Jude

I am really looking forward to this upcoming quad. If you can point to a really cool, awesome, poignant post by one of your fellow players, please contact VV with the post in hand via a pm over the boards so that player can get reccomended for a small EP award.
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Re: The 13th experience log

Post by Pender Lumkiss »

13th SET

Snake Eyes - 4 XP | 1.20 PPW | 1 EP
Flint - 3 XP | 0.90 PPW | EP
Tribe of One - 5 XP | 2.30 PPW | 3 EP
KahlessNestor - 5 XP | 1.70 PPW | 2 EP
Freemage - 5 XP | 2.20 PPW | 3 EP
Jitters - 5 XP | 1.60 PPW | 2 EP

Group Post Rate (Weekly): 1.24

Bonus benny to Cantrell and Libertas for high post rates.
Feel free to double check your on post rate and let me know if I made a mistake. I am human.
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Re: The 13th experience log

Post by Tribe of One »

Pender Lumkiss wrote: Sun Sep 30, 2018 7:46 pm I am human.
Seems like just the sort of thing a non-human would say ...
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Re: The 13th experience log

Post by Pender Lumkiss »

Xp is listed below. It does not inlide the interlude xp perviously given out here: viewtopic.php?f=38&t=2990&p=43543&hilit ... ude#p44358

13th SET

- 3 XP | 0.00 PPW | EP
- 3 XP | 0.00 PPW | EP
Tribe of One - 5 XP | 1.80 PPW | 2 EP
KahlessNestor - 5 XP | 2.30 PPW | 3 EP
Freemage - 5 XP | 2.20 PPW | 3 EP
Jitters - 4 XP | 1.10 PPW | 1 EP

+1 benny to Jude and Libertas for high post rates.

Feel free to double check me. I am only human.
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Re: The 13th experience log

Post by Pender Lumkiss »

13th SET
Q1 2019 XP:

Tribe of One - 4 XP | 1.10 PPW | 1 EP
KahlessNestor - 4 XP | 1.10 PPW | 1 EP
Freemage - 4 XP | 1.20 PPW | 1 EP

Group Post Rate (Weekly): 0.43
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3/6
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Re: The 13th experience log

Post by Pender Lumkiss »

13th SET


Tribe of One - 4 XP | 1.20 PPW | 1 EP
KahlessNestor - 4 XP | 1.50 PPW | 1 EP
Freemage - 5 XP | 2.10 PPW | 3 EP

Libertas gets 1 extra benny for the high post rate.
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Re: The 13th experience log

Post by Pender Lumkiss »

3rd Quad of 2019

13th SET


Tribe of One - 3 XP | 1.00 PPW | 0 EP
KahlessNestor - 3 XP | 1.00 PPW | 0 EP
Freemage - 4 XP | 1.10 PPW | 1 EP

Group Post Rate (Weekly): 0.39
GM Post Rate (Weekly): 1.30
Field Team Six Bennies
3/6
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Re: The 13th experience log

Post by Pender Lumkiss »

Quarter 4 of 2019
13th set


Tribe - 5 XP | 1.40 PPW | 1 EP
Kathless - 6 XP | 1.90 PPW | 2 EP
Freemage - 5 XP | 1.30 PPW | 1 EP
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