OOC Black Company Chat Thread

Savage Rifts Mercenary Company
GM: Lars
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Lars
Daniel (Lars)
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OOC Black Company Chat Thread

Post by Lars »

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The Black Company
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Lars
Daniel (Lars)
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Re: OOC Chat Thread

Post by Lars »

So. Vehicles: Mountaineer and a LL Skiff.

FYI.
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Merlaggon
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Re: OOC Chat Thread

Post by Merlaggon »

Lars wrote:So. Vehicles: Mountaineer and a LL Skiff.

FYI.
Hans will be the LL Skiff's co-pilot and flight engineer.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "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.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Zed
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Re: OOC Chat Thread

Post by Zed »

Zed can drive... but not well. She'd be better as a gunner, but I'm sure that's true for most of us.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

There... finally named my 3 devices for my powers...
  • Quantum Resonance Re-Harmonizer (Intangibility)
  • Chrono-Accelerator (Quickness)
  • Alternate Self Re-Harmonization Interface (Warrior's Gift)
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
Lars
Daniel (Lars)
Posts: 2050
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Re: OOC Chat Thread

Post by Lars »

Cool Hans

Ok. Dice roller fixed so from now on you can use local dice mechanics.

I see a few of you are posting in the: It started in a bar. Cool.

I just finished a 12 hour overtime detail today. On my day off. Tired. Monday (or once everyone posts) ill add a new Post.

Thanks.

Also I should be done reading everyone's character sheet by the end of Monday.
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Re: OOC Chat Thread

Post by Lars »

[dice]1d6[/dice]


Admin Advised
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Venatus Vinco
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Re: OOC Chat Thread

Post by Venatus Vinco »

Admin acknowledged

[dice]0[/dice]
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
Lars
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Re: OOC Chat Thread

Post by Lars »

Thank you VV.

Admin Thanked.
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Zed
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Re: OOC Chat Thread

Post by Zed »

Huzzah! Thanks all.

I run a forum elsewhere (and used to run something similar professionally), so I know how complicated & convoluted the admin side of it can be.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Admin rocks.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Lars
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Re: OOC Chat Thread

Post by Lars »

Will work in getting Hangouts set up tonight or in morning.
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Hans decided to be the one to read the message. It may even explain the growing arcane energy that was detected...
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Icosa
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Re: OOC Chat Thread

Post by Icosa »

You ain't getting me thrown out of the Company THAT easy, buster! :)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Post by Hans Greuber »

Alecto wrote:You ain't getting me thrown out of the Company THAT easy, buster! :)
AWWW!!!! Actually I forgot we had to deliver it. Hans was distracted by his tinkering... and I was by stuff here at work.

Hans could probably come up with a way to read it without opening it if he REALLY tried...Clairvoyance is on the TW list, and he has 5 more Gadgets this session...
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
Lars
Daniel (Lars)
Posts: 2050
Joined: Thu Jan 19, 2017 9:13 am

Re: OOC Chat Thread

Post by Lars »

You can try to read it. Easy to open. Break seal. Read. But if you think you wouldn't - that's fine. I gotta tell you, either it's a safe boring message or dark evil doom.

Shrug.

I'll have an update up tonight, late, or in morning (California time).
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Hans, don't ruin our plan to put a still in the mountaineer!
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Zed
Posts: 134
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Re: OOC Chat Thread

Post by Zed »

I get the feeling we're being monitored and evaluated.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
Click here to edit your signature
Lars
Daniel (Lars)
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Re: OOC Chat Thread

Post by Lars »

Zed wrote:I get the feeling we're being monitored and evaluated.

But


By who?

*cackle*
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Re: OOC Chat Thread

Post by Lars »

Join the conversation on Hangouts (The Black Company)
: https://hangouts.google.com/group/Eyl47Tk6RPkveMz52
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Re: OOC Chat Thread

Post by Lars »

In regard to combat.

I see Quick on Iron Tic.

Danger Sense on Aiden.

Nothing else that anyone has right? If so say so.

Getting ready to dump some combat down. :)
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Icosa
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Re: OOC Chat Thread

Post by Icosa »

Hehe, I thought the next update was the Major showing up. :)

Or maybe we're fighting him!
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: OOC Chat Thread

Post by Zed »

Lars wrote:In regard to combat.

I see Quick on Iron Tic.

Danger Sense on Aiden.

Nothing else that anyone has right? If so say so.

Getting ready to dump some combat down. :)
Zed has Level Headed.
Alecto wrote:Hehe, I thought the next update was the Major showing up. :)

Or maybe we're fighting him!
Or maybe I ticked off someone (or something) by hitting on Milli. :lol:
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Lars wrote:In regard to combat.
Getting ready to dump some combat down. :)
Boy am I glad Hans made his Armor Gadget already... probably will activate it and use Quickness on someone... probably Alecto since he knows her
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Icosa
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Re: OOC Chat Thread

Post by Icosa »

Alecto with Quickness is pretty horrid. 4 melee attacks per round.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Post by Hans Greuber »

Alecto wrote:Alecto with Quickness is pretty horrid. 4 melee attacks per round.
Ummm... It is Exalted Quickness with an Auto-Raise... a second turn... and 2 less Multi-Action Penalty in each... plus minimum of an 8 for a card... Muahahaha!!!!
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
Lars
Daniel (Lars)
Posts: 2050
Joined: Thu Jan 19, 2017 9:13 am

Re: OOC Chat Thread

Post by Lars »

Zed has Level Headed.
- Got it.

Once I roll init I will get post up.

Oh. In your Sig's if you log how many bennies you have and your Toughness it would be helpful. IE

Bennies 3 Toughness 16 (10)

That kinda thing. Thanks!
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Thrudh Zebrem
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Posts: 264
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Lars wrote:In regard to combat.

I see Quick on Iron Tic.

Danger Sense on Aiden.

Nothing else that anyone has right? If so say so.

Getting ready to dump some combat down. :)
Thrudh is Quick.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: OOC Chat Thread

Post by Iron Tic »

Iron Tic's quick does not work the first round of combat.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

I have a question... is the bar close to a Ley Line?
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
Lars
Daniel (Lars)
Posts: 2050
Joined: Thu Jan 19, 2017 9:13 am

Re: OOC Chat Thread

Post by Lars »

Line... it's underground. Have to be in the nexus chamber to pull from it. As I understand it. GM's are writing it up.

A lot going on in the bar. Milli. Scroll. Skelebot. CS spy. Mathias arriving.

....
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Where's the skelebot?
The C1-3 are aiming at us?
Who's on first?
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

OWWW!!! Those shots sting when I am not fully prepared... with my MDC armor on
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: OOC Chat Thread

Post by Zed »

Hans Greuber wrote:Oops...add in +1 from my IF (Machine Maestro)... so result is 8... so +10 MDC armor
Not that it matters on that roll, but Machine Maestro should be a +2, as you are interacting with an arcane device.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Re: OOC Chat Thread

Post by Lars »

Thrudh Zebrem wrote:Where's the skelebot?
The C1-3 are aiming at us?
Who's on first?

Tad chaotic. C1-3 are all trying to flee but one is casting a spell and two have guns out. It looks like they want out. But things could get worse.
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Have a full day of work tomorrow and may not be able to check any updates until late, but wanted to get my action in so I'm not holding up the round. I started acting under the impression C1-3 were hostile, then switched over to the skelebot after Lars edited the initiative/action breakdown. Now it looks like Zed is turning it into slag and I might be shooting an already dismantled skelebot.
All I know is, somebody got a faceful of beer mug and someone/something else is gettin' shot. Pretty good shot, too. Since Zed acts first, I'll defer to her action and choose a target accordingly, although I don't think I can justify shooting a bystander who hasn't taken aggressive action towards us.
I can hit a bystander in the face with a beer mug though. That I have no problem doing. I'll do it again if I can find another beer mug.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Daniel (Lars)
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Re: OOC Chat Thread

Post by Lars »

Copy. I think it's safe to say the bystanders held potential of being a issue but they all will cower.

I figured Gordon was going to be slagged. But then saw he was second. He ran down stairs. Leaving Skelebot with you all. If you Kill the bot, and I'm sure you all will, next comes either chasing Gordon or saying screw it and getting drunk. ;)

I'll hold off on additional posts until everyone gets their posts written.

Thanks all.
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Zed
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Re: OOC Chat Thread

Post by Zed »

Dang, I kind of liked Gordon. Milli's gonna need a new bartender. Hope she doesn't need a new bar, too.
Thrudh Zebrem wrote:Have a full day of work tomorrow and may not be able to check any updates until late, but wanted to get my action in so I'm not holding up the round. I started acting under the impression C1-3 were hostile, then switched over to the skelebot after Lars edited the initiative/action breakdown. Now it looks like Zed is turning it into slag and I might be shooting an already dismantled skelebot.
All I know is, somebody got a faceful of beer mug and someone/something else is gettin' shot. Pretty good shot, too. Since Zed acts first, I'll defer to her action and choose a target accordingly, although I don't think I can justify shooting a bystander who hasn't taken aggressive action towards us.
I can hit a bystander in the face with a beer mug though. That I have no problem doing. I'll do it again if I can find another beer mug.
Can always shoot at the barrier, I guess. Zed for one will want to give chase.
Yeah, Vera's powerful; with the TW mods she's almost up to a mini-railgun (2 less AP, 1 less shot, and less ammo, but that doesn't matter as much)
Lars wrote:Initiative:
I'm a tad confused. I thought it went by number first, then suit? So...
  1. Skelebot - Joker
  2. C2 - King of Hearts, will move towards front door casting intangibility. Wants to leave.
  3. Gordon - Queen of Spades
  4. Zed (Level Headed) - Queen of Hearts
  5. Gargamel - Jack of Spades
  6. Thurdh (Quick) - Jack of Hearts
  7. Mathias - Jack of Diamonds
  8. C1 - Nine of Hearts, pulling out hand gun and running for front door.
  9. Iron Tic (Quick) - Eight of Spades
  10. Karchev - Five of Spades
  11. C3 - Five of Hearts, dropping to ground to hide under table.
  12. Alecto - Five of Diamonds
  13. Hans - Three of Spades Note Shot, CV-212: damage total:19.
  14. Aiden (Danger Sense) - Three of Hearts
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Re: OOC Chat Thread

Post by Gargamel »

Gargamel also has quick note that it matters this time

I will shoot the barrier
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Re: OOC Chat Thread

Post by Lars »

Slaps forehead.

You are right on initiative. Dang it. Thank you for catching that.

Oh. And. When you say: "Dang, I kind of liked Gordon." I gotta tell you... I made a point of making him likable knowing all along he was a spy ;)
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Re: OOC Chat Thread

Post by Zed »

Lars wrote:Slaps forehead.

You are right on initiative. Dang it. Thank you for catching that.
Mistakes happen to everyone, no big deal. It hadn't made a difference yet anyway.
Lars wrote:Oh. And. When you say: "Dang, I kind of liked Gordon." I gotta tell you... I made a point of making him likable knowing all along he was a spy ;)
Yeah, that's how spies should be. You did a good job with it.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Re: OOC Chat Thread

Post by Hans Greuber »

Iron Tick made an express way down... Who all is going? I can quickly overclock someone before they go down... doing 2 more would drain me to about nothing in personal PPE. I can stay with the letter after my casting...
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Icosa
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Re: OOC Chat Thread

Post by Icosa »

Alecto's following the Tic down. If you want to hit her with something, that'd be cool. I get the impression there's a welcome party down there for us. :)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Post by Hans Greuber »

Alecto wrote:Alecto's following the Tic down. If you want to hit her with something, that'd be cool. I get the impression there's a welcome party down there for us. :)
I will hit Alecto with Exalted Quickness... that should end up enough... unless you want 5(10) MDC armor too
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Icosa
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Re: OOC Chat Thread

Post by Icosa »

Never hurts, I guess, but she's not stopping for a lot of buffing, so...probably unnecessary. :)

I'm banking on Toughness 20 being sufficient. We'll see how justified that is.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Post by Hans Greuber »

Alecto wrote:Never hurts, I guess, but she's not stopping for a lot of buffing, so...probably unnecessary. :)

I'm banking on Toughness 20 being sufficient. We'll see how justified that is.
Ummm... both will add up to one of my 2 TURNS this round... and my Quickness also adds 2 to your pace
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
Lars
Daniel (Lars)
Posts: 2050
Joined: Thu Jan 19, 2017 9:13 am

Re: OOC Chat Thread

Post by Lars »

Be aware of OOC Code now available.
OOC Comments
Shoiting [dice]0[/dice]
Accounts
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Lars wrote:Be aware of OOC Code now available.
OOC Comments
Shoiting [dice]6363:0[/dice]
Hans will REALLY be using that one. Do you want the results summary as a 1 line outside the OOC code?
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Gargamel
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Re: OOC Chat Thread

Post by Gargamel »

neveremind that was awful shooting
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Iron Tic
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Re: OOC Chat Thread

Post by Iron Tic »

Yeah when I get a chance Tic will smash through a wall near the stairwell, jump down, and grab hold of Gordon. Maybe I'll try to get he rolls posted and put in the narrative later tonight.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
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Aiden
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Re: OOC Chat Thread

Post by Aiden »

Waiting on the results of the iron tics actions. If he succeeds at breaking through the wall, I will follow him down. If not, I'll take a swing at the force field.
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

I edited my action to take shots at the barrier since the skelebot is slagged and the C1-3 have surrendered. Damage result of 18 might do the trick to bring it down. Next round, unless someone calls dibs or it has been obliterated, I'm gonna snag the skelebot's rifle. I feel naked with just a pea-shooter.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Thrudh Zebrem wrote:I edited my action to take shots at the barrier since the skelebot is slagged and the C1-3 have surrendered. Damage result of 18 might do the trick to bring it down. Next round, unless someone calls dibs or it has been obliterated, I'm gonna snag the skelebot's rifle. I feel naked with just a pea-shooter.
If you have any intimidation, ask C1-3 for their guns
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Hans Greuber wrote:If you have any intimidation, ask C1-3 for their guns
They've already thrown them down, but they're all carrying pistols. MD rifle sounds like a better idea right now.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Give me a few seconds and I can make any pisol MDC
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Zed
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Re: OOC Chat Thread

Post by Zed »

Don't forget that Grackletooths being so big means that they can carry smaller-end vehicular weapons, in case even the skelebot's gun is too much of a pea-shooter for you. ;)
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Zed wrote:Don't forget that Grackletooths being so big means that they can carry smaller-end vehicular weapons, in case even the skelebot's gun is too much of a pea-shooter for you. ;)
Good point. If he'll wait til next round, I'll fix up his pistol with Smite
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Zed
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Re: OOC Chat Thread

Post by Zed »

Smite on the rifle would probably be better than smite on his pistol, I think.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Re: OOC Chat Thread

Post by Hans Greuber »

But having the rifle normal size, he would get a -2 to hit. His choice
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Hans Greuber wrote:But having the rifle normal size, he would get a -2 to hit. His choice
Hm. I thought "stuff ain't built for me" was for armors and vehicles. That applies to hand weapons too?
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Thrudh Zebrem wrote:
Hans Greuber wrote:But having the rifle normal size, he would get a -2 to hit. His choice
Hm. I thought "stuff ain't built for me" was for armors and vehicles. That applies to hand weapons too?
I thought it did... would have to read the book. Also, lots of GM rule that the skelebot guns run off of the skelebot's power plant
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Guess we'll need a GM ruling on both the GT "stuff ain't built" hindrance and whether the SB rifle is usable without the SB.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Thrudh Zebrem wrote:Guess we'll need a GM ruling on both the GT "stuff ain't built" hindrance and whether the SB rifle is usable without the SB.
With enough time, the 3 engineers on the team can probably fix it up even if normally it does need the skelebot's power plant.
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Good thing we've got the tech stuff covered, and how.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Re: OOC Chat Thread

Post by Hans Greuber »

Hans has a total of d12+2 Knowledge : Engineering
... assuming I don't get my TW bonus on it
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Re: OOC Chat Thread

Post by Lars »

1.) Stuff ain't abuilt for me in regard to weapons: I'll look into it. Inclined to say GT can use normal size weapons fine. But I need to look at SW rules.

2.) The CV-212: back in Palladium days it was able to power off bot but also off clip. I tend to go with off clip less said otherwise. So this bot was not hooked to the gun. Now. Is the gun slagged along with the bot?

Tell you what. On a d10, I roll a 6 or under it's destroyed. A 7, 8, 9 or 10 it's not broken.

[dice]0[/dice]


Guess there's a rifle to loot.

Black Company? The Loot Company! ;)
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Now's as good a time as any to exercise my hidden "Greed" hindrance!
:twisted:
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

My Greedy hindrance ISN'T hidden
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
Lars
Daniel (Lars)
Posts: 2050
Joined: Thu Jan 19, 2017 9:13 am

Re: OOC Chat Thread

Post by Lars »

So if I understand right...

Everyone is going downstairs except Hans?

Either by following Tic ...

Or Karchev you have something going?

Once I hear back from you all I'll get next post up.

Alecto has the scrolls I think.

Oh. As a side note if you care. Slightly more info OOC to be learned about the scrolls. OOC you can read the post by Seth Merikh. http://www.savagerifts.com/viewtopic.ph ... =393#p6420
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Icosa
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Location: 1st SET

Re: OOC Chat Thread

Post by Icosa »

I got the scrolls, yawp.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Iron Tic
Posts: 73
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Re: OOC Chat Thread

Post by Iron Tic »

Seems like Tic, Alecto, Aiden are down stairs.
-the rest seem likely to either teleport or burrow( I would double check the burrow power, I always thought it said earth was the material that could be burrowed thru)
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
Lars
Daniel (Lars)
Posts: 2050
Joined: Thu Jan 19, 2017 9:13 am

Re: OOC Chat Thread

Post by Lars »

Here's my take.

Teleport will work to unseen locations. Roll a Smarts -4 if fail then Shaken and pop back to starting spot.
Won't kill if fail.

Burrow is on raw earth. Now here's my thought, floor on earth = yes. Floor over nothing, like a room below it = no.
Book says Raw Earth but I feel like it could work, if flooring is on earth. Thoughts?

Here's a thought. Intangibility, you could pull yourself down into room below.

Whatever you crafty Mages decide. Don't take too long. Others are running down the stairs via Hole from Tic.

:)
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Zed
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Re: OOC Chat Thread

Post by Zed »

Intangibility was my first thought, but it seemed like everyone would have to move down on their own, and then dismiss the whole thing at once... not particularly swift.

Burrow was inspired by Olek using it to get to the cafeteria ( in his brief stint in the 13th) - I was pretty sure Castle Refuge had basement levels, so thought it would be similar.

What I really want is a portable hole like the road-runner cartoons... Ah! got it! can intangibility be cast on part of the floor, so we can jump down? That would be good for all of us to use... it would mean dumping the whisky on the floor, but desperate times call for desperate measures. :mrgreen:

As for being quick, it can easily be done on Zed's next turn... so possibly before Tic makes it to the bottom?
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Lars wrote:Here's my take.

Teleport will work to unseen locations. Roll a Smarts -4 if fail then Shaken and pop back to starting spot.
Won't kill if fail.

Burrow is on raw earth. Now here's my thought, floor on earth = yes. Floor over nothing, like a room below it = no.
Book says Raw Earth but I feel like it could work, if flooring is on earth. Thoughts?

Here's a thought. Intangibility, you could pull yourself down into room below.

Whatever you crafty Mages decide. Don't take too long. Others are running down the stairs via Hole from Tic.

:)
One thing...There are holes blasted in the floor that can be looked through
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: OOC Chat Thread

Post by Zed »

Hans Greuber wrote:One thing...There are holes blasted in the floor that can be looked through
The ones by the door, sure... but if I was the one that made them I'd be looking up to see when those holes go dark... that's when you shoot again, because you know someone is there.

Are there any others I'm not thinking of?
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Thrudh can check the stairs for traps. Someone should definitely stay behind to watch C1-3.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Lars
Daniel (Lars)
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Re: OOC Chat Thread

Post by Lars »

Zed wrote:Intangibility was my first thought, but it seemed like everyone would have to move down on their own, and then dismiss the whole thing at once... not particularly swift. True. Not swift. An idea for another time. Non combat. .

Burrow was inspired by Olek using it to get to the cafeteria ( in his brief stint in the 13th) - I was pretty sure Castle Refuge had basement levels, so thought it would be similar. If there was a tunnel or basement under Olek then it shouldn't have worked. Honestly I never thought about if there was a level below in the cafeteria. Never occurred to me. Good thing Olek's gone :)

What I really want is a portable hole like the road-runner cartoons... Something to contemplate. Build later maybe. A ring of intangible something... I'll think about it.

Ah! got it! can intangibility be cast on part of the floor, so we can jump down? That would be good for all of us to use... it would mean dumping the whisky on the floor, but desperate times call for desperate measures. Inquiries advised me Intangibility only on people.

As for being quick, it can easily be done on Zed's next turn... so possibly before Tic makes it to the bottom?
Next turn They will be down there. There is still time for You all to make it by next turn.

In this case you are trying to get 4 people to pass from point a to point c by moving through point b. Great cast intangibility on all 4 people. The issue is that you can only cast it on one person at a time, so it is slow. So teleport is the way to go, you can't let intangibility become teleport or teleport become intangibility.
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Also, I'm gonna need to figure out how to get Thrudh some high explosives. Three holes in the floor = 3 points of entry for some pyrotechnic fun.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Daniel (Lars)
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Re: OOC Chat Thread

Post by Lars »

Thrudh lol I have a player IRL in Deadlands who asks me, every time we get to a town, "They sell dynamite here?"
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Daniel (Lars)
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Re: OOC Chat Thread

Post by Lars »

Stairs?

Alecto and Aiden are zooming ahead and down behind Tic. You won't need to check for explosives. If there are they'll be set off ;)
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

Then I'll walk down triumphantly after they've been blown to bits and clean up the bad guys with my brand new CV-212.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Aiden
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Re: OOC Chat Thread

Post by Aiden »

I'm figuring that Tic'll set most of them off... he sure is big and all, heh
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Iron Tic
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Re: OOC Chat Thread

Post by Iron Tic »

Yeah I suppose. It seems like we would only be going down 1/3 of the stairs as we are going through a wall and jumping down. Unless the stairs are longer than the upstairs map shows.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
Lars
Daniel (Lars)
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Re: OOC Chat Thread

Post by Lars »

So.

Tic runs down. Bypassing Barrier and creating new Hole to stairs lol.
Alecto and Aiden, then Thurdh follow Tic.

Hans has stated he is staying upstairs to guard C1-3 civilians.

Mathias is running after Thurdh by the way.

Just need to know what Karchev, Zed and Gargamel are doing. I've heard great ideas all around. Once you finalize your action I'll post up next Turn. :)

The poor bar lol two or three shots up from below. Two shots out the side wall from Gargamel.

Cool. Will keep an eye out for your posts.
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Zed
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Re: OOC Chat Thread

Post by Zed »

Lars wrote:Inquiries advised me Intangibility only on people.
Lars wrote:In this case you are trying to get 4 people to pass from point a to point c by moving through point b. Great cast intangibility on all 4 people. The issue is that you can only cast it on one person at a time, so it is slow. So teleport is the way to go, you can't let intangibility become teleport or teleport become intangibility.
Blargh. I was thinking along the lines of the intangible explosive trick of the 1st SET.... but I can't deny your reasoning (and of course, as GM, your word goes). On one hand the relatively open descriptions of powers in Savage Worlds leaves a lot of room for creativity, but on the other hand it sometimes makes finding the sensible limits difficult.
There is another option, but I'm trying to avoid putting big holes in the floor...

Alright, I'm out of clever ideas for doing it all in one go. Zed will make an Intangibility gizmo and go down on her own; she can leave the device behind and others can use it on themselves if they have an AB (Hans can use it on Alecto). I think that covers everyone that isn't already headed down the stairs.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Lars
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Re: OOC Chat Thread

Post by Lars »

Got it Zed :)

Drop down center of room? NESW side?

And, Karchev and Gargamel you are doing what to go down? Teleport. Run? use her devise?
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Zed wrote:
Lars wrote:Inquiries advised me Intangibility only on people.
Lars wrote:In this case you are trying to get 4 people to pass from point a to point c by moving through point b. Great cast intangibility on all 4 people. The issue is that you can only cast it on one person at a time, so it is slow. So teleport is the way to go, you can't let intangibility become teleport or teleport become intangibility.
Blargh. I was thinking along the lines of the intangible explosive trick of the 1st SET.... but I can't deny your reasoning (and of course, as GM, your word goes). On one hand the relatively open descriptions of powers in Savage Worlds leaves a lot of room for creativity, but on the other hand it sometimes makes finding the sensible limits difficult.
There is another option, but I'm trying to avoid putting big holes in the floor...

Alright, I'm out of clever ideas for doing it all in one go. Zed will make an Intangibility gizmo and go down on her own; she can leave the device behind and others can use it on themselves if they have an AB (Hans can use it on Alecto). I think that covers everyone that isn't already headed down the stairs.
I actually have Intangibility as my own Gizmo... using my personal PPE. I have enough to do it... just not much to spare
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
Lars
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Re: OOC Chat Thread

Post by Lars »

Alecto is running, no need for a gizmo.
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Lars wrote:Alecto is running, no need for a gizmo.
I guess I overclocked her plenty then...
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Gargamel
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Re: OOC Chat Thread

Post by Gargamel »

Gargamel will use the device
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
Lars
Daniel (Lars)
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Re: OOC Chat Thread

Post by Lars »

Karchev you are doing what to go down? Teleport. Run? Use her devise?




Thanks
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Re: OOC Chat Thread

Post by Lars »

Sharing time. lol. Just thought you might find these of interest OOC. I've had these in my GM area for a while. Since before Gordon and the bar were created ;)
OOC Comments
Image

Image
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Re: OOC Chat Thread

Post by Lars »

More sharing ;)
OOC Comments
The End - CS Cyborg

Image

CS ISS FCB assigned to Gordon.
Toughness 31 (20).
Only slightly higher than Aiden.
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Icosa
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Re: OOC Chat Thread

Post by Icosa »

Huh.

Well. Alecto can't hurt him. Guess she'll go for the skelebots then.

Damn.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Post by Hans Greuber »

Alecto wrote:Huh.

Well. Alecto can't hurt him. Guess she'll go for the skelebots then.

Damn.
Did you add the extra 8 damage with the held sword? I cast greater Smite on it with a raise
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Icosa
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Re: OOC Chat Thread

Post by Icosa »

I forgot about that!

Also, forgot I can make more than 2 attacks per turn with Exalted Quickness. Going back to fix things!
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: OOC Chat Thread

Post by Iron Tic »

Zed don't know if you care but you rolled a 1 on your spellcasting skill die.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
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Hans Greuber
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Re: OOC Chat Thread

Post by Hans Greuber »

Iron Tic wrote:Zed don't know if you care but you rolled a 1 on your spellcasting skill die.
As a TW, I believe she doesn't. If she had double 1, she gets technical difficulties
Hans Greuber

PPE: 11 / 25 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 10 / 10
Silver Ring 2: 10 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
OOC Comments
Arcane Machinist Gadgets Left: 6 /6
Created Gadgets:
None
Bennies: 3 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Repair on Tracking Geist

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Thrudh Zebrem
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Re: OOC Chat Thread

Post by Thrudh Zebrem »

So I guess we're not talking our way out of this one. Light 'em up!
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
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Iron Tic
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Re: OOC Chat Thread

Post by Iron Tic »

Hans Greuber wrote:
Iron Tic wrote:Zed don't know if you care but you rolled a 1 on your spellcasting skill die.
As a TW, I believe she doesn't. If she had double 1, she gets technical difficulties
Oh I did not know TW were exempt from backlash. I probably need to read their framework more thoroughly. I thought it was only when casting using a TW device that relies on users to supply the power points that fell under the exemption for backlash. Sorry for the mistake.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
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