Out of Character Chat

From hope to action.
GM: Ndreare
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Sgt 86Delta
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Re: Out of Character Chat

Post by Sgt 86Delta »

RFT wrote: Fri Sep 06, 2019 12:19 pm Is this an additional aspect of his background or something to replace Pacifist? (I always struggled in my own head with full pacifist as an edge for adventurers, but I know it can work.)

PS: I am not open to actual being a secret CS sympathizer in this particular game. The creation guidelines are pretty specific of hero's heroes. So no secret Nazis in this game. You will be putting your lives on the line for the right reasons after all.
Fritz was Black Ops for the CS. Defected to the Legion where he dealt with high profile infiltration and extractions.

Sent after @Sal he staged his own escape alongside Sal's. Someone in Castle Refuge paid big to get Sal out of Lone Star. His undercover operation to retrieve Sal lasted for a year or more.

When not on assignment, Fritz sells himself off as a field medic/body-fixer.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Out of Character Chat

Post by Ndreare »

Sgt 86Delta wrote: Sat Sep 14, 2019 4:59 am
RFT wrote: Fri Sep 06, 2019 12:19 pm Is this an additional aspect of his background or something to replace Pacifist? (I always struggled in my own head with full pacifist as an edge for adventurers, but I know it can work.)

PS: I am not open to actual being a secret CS sympathizer in this particular game. The creation guidelines are pretty specific of hero's heroes. So no secret Nazis in this game. You will be putting your lives on the line for the right reasons after all.
Fritz was Black Ops for the CS. Defected to the Legion where he dealt with high profile infiltration and extractions.

Sent after @Sal he staged his own escape alongside Sal's. Someone in Castle Refuge paid big to get Sal out of Lone Star. His undercover operation to retrieve Sal lasted for a year or more.

When not on assignment, Fritz sells himself off as a field medic/body-fixer.
Works for me if it works for Jon.

i like the idea
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Experience for the 99's

Post by Miles RAD Radoslav »

For advances, is playtest material from the SWADE update of RIFTS acceptable?
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: Experience for the 99's

Post by Gridia Thorem »

RFT wrote: Mon Sep 30, 2019 11:07 am The 99s

Maggie / Pursuit - 0 XP | 2.60 PPW | 3 EP
L.C. / High Command - 0 XP | 0.40 PPW | EP
Leethe / Mica Nowel - 0 XP | 0.50 PPW | EP
Sir William Mahan - 0 XP | 1.80 PPW | 2 EP
Sal / Pender Lumkiss - 0 XP | 2.10 PPW | 3 EP
Fritz - 0 XP | 1.50 PPW | 2 EP
Custos CarcerisXXVII / Koshnek - 0 XP | 0.10 PPW | EP


Group Post Rate (Weekly): 1.23
GM Post Rate (Weekly): 2.80

ALL CHARACTERS IN THIS GAME NOW HAVE 14 ADVANCES + Advances from IF if appropriate.
Gridia cries himself to sleep on the night he was absent from the updated xp posting.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Experience for the 99's

Post by Ndreare »

Sir William Mahan wrote: Mon Sep 30, 2019 11:22 am For advances, is playtest material from the SWADE update of RIFTS acceptable?
We will be using the most up to date material available.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Experience for the 99's

Post by Ndreare »

Gridia Thorem wrote: Mon Sep 30, 2019 11:26 am
RFT wrote: Mon Sep 30, 2019 11:07 am The 99s

Maggie / Pursuit - 0 XP | 2.60 PPW | 3 EP
L.C. / High Command - 0 XP | 0.40 PPW | EP
Leethe / Mica Nowel - 0 XP | 0.50 PPW | EP
Sir William Mahan - 0 XP | 1.80 PPW | 2 EP
Sal / Pender Lumkiss - 0 XP | 2.10 PPW | 3 EP
Fritz - 0 XP | 1.50 PPW | 2 EP
Custos CarcerisXXVII / Koshnek - 0 XP | 0.10 PPW | EP


Group Post Rate (Weekly): 1.23
GM Post Rate (Weekly): 2.80

ALL CHARACTERS IN THIS GAME NOW HAVE 14 ADVANCES + Advances from IF if appropriate.
Gridia cries himself to sleep on the night he was absent from the updated xp posting.
Sorry, Added to spreadsheet now.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: Out of Character Chat

Post by Gridia Thorem »

Useful info in my last post regarding the queen. GOOD LUCK! NUKE THAT BUG!
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed
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