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338 posts. Alias of LastNameOnEarth.


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Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

I actually hadn't noticed you had posted a response to my last post and was just waiting. That being said, it is hard to carry a game with only two players, and it might be best to just pull the plug. Do you have an opinion Zen?


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Sorry, I've been around, but mulling things over. As his ship is part of his starting equipment, I'm hoping we can sort of hand wave getting it back. Send a message, they tell us where to meet them, we hire a ride, and then pick it up.

Zhan waits for the Line Walker to finish his transaction before approaching him. When he does, he waves to him first so he isn't approaching unannounced, and keeps both his hands out and plainly visible as is his habit, picked up in order to try and put others at ease.

"Excuse me for bothering you, but you look like a Ley Line Walker. I was wondering if I might be able to hire you to send some long distance messages for me?"

Persuasion: 1d4 ⇒ 41d4 ⇒ 1
Ace: 4 + 1d4 ⇒ 4 + (2) = 6


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"Well, a scrambled radio signal would be ideal, but secure just means communicating with a minimal chance of being eavesdropped or intercepted. Being where we are, we might be more likely to find a Line-Walker that can send the message for us."

Zhan does a walking circuit of the town, looking for a transmission tower or radio dish that might indicated a building has communication capabilities. If he can't spot one, he'll look for any storefronts advertising communication; telepaths, Ley-Line walkers, telegraph, or even post.

Notice: 1d8 ⇒ 41d6 + 1d6 ⇒ (6) + (2) = 8


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"First order of business will be contacting that frigate we were traveling on. I need to get my ship before I can really consider anything else. The category of jobs we'll be able to score as pedestrians would even come close to what we can pull down with a bird."

"We'll need to find a place nearby that can manage a secure signal, and then we'll set up a means to retrieve it."


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Zhan reaches out casually, feeling the residue on the runes with his senses, but without braking stride or stopping. It is merely curiosity, to see if the energy is mystical or psychic, or whether the ancient atlanteans were channeling ley line energy.

Detect Arcana: 1d12 ⇒ 91d6 ⇒ 4


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"I was here on an opp. It was back during my deadboy phase. CS wanted me to acquire some tech, so I came in under cover. Splynn is... hard to describe. Slavery has a flexible definition here; everything from chattel like those back there to high ranking government bureaucrats might technically be slaves. Some slaves can own property, marry, and even own slaves of their own, in the right circumstances."

"Pretty much anything can be taken as a slave, though I've never seen a spluggorth enslaved by another. Don't know if that's a rule, a custom, or they are just too powerful and devious to be reliably controlled by another. Law-wise, it is kind of a might-makes-right kind of society. The spluggorth do what they want, and the elites under them do whatever they want, so long as it doesn't get in the way of the spluggorth. The folk under the elites do what they can, so long as it doesn't piss of the elites or the spluggorth, and so on and so on down the line. Basically, the only law here is 'don't piss off your betters.'"

"In some ways that can be used to your advantage, as people are often reluctant to take action if they think it will piss off someone more powerful than themselves. Take that Gargoyle. If he thought he could enslave us without consequences, he might. For him, it is probably not worth the trouble though. Besides the fact that for a plantation owner, the only fighters he needs are slave drivers, and they have to enjoy their position in the hierarchy. Fresh slaves from market, or captured from a farm on the mainland, would do just as good a job raising cane as we would, if not better, and not give him a tenth as much trouble. Then there is the political angle. Who are we? Why are we here? Are we spying on him, checking up on his operation, or really just passing through like we said? If we are here to meet someone, he could cause himself a lot a trouble if that contact is more powerful than himself. It could be a ploy by a neighbour, intended to give him an excuse to attack and take over his territory. It could be someone way up the line, in which case, messing with us could get him squashed like a bug."

"Best thing to do here is keep your allegiances vague; never confirm or deny who or what you may be working for, and for the love of god, never admit or give the impression that you are alone or unaffiliated. Might as well hang a sign around your neck that says, 'Free Samples.'"

"As far as I know, free creatures are just that, free, and you can come, do business, and leave if you're able. Just keep what I said in mind. Morality has no baring here; relationships are transactional. So, if you show up, demonstrate or imply that you represent a powerful entity, you can probably do your business and leave, as the locals will assume that an ongoing business relationship will likely be more profitable than just seizing you. But, by the same token, the instant they feel your usefulness as a contact has dried up, they may choose to cash out, confiscating your gear and selling you at the slave market. If you have no future value, then the only value you represent to them is your meat, your labour, and what you are carrying on your back."


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Zhan has been to Atlantis before, and the context was not positive, and brings up a number of unpleasant memories. He works to keep his face neutral, though that something has soured his mood likely seeps through.

Notice: 1d8 ⇒ 31d6 + 1d6 ⇒ (6) + (2) = 8


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

As Zenfox said above, it has been a little hard to get immersed in the game so far, as the short posts have little detail, and the back and forth gives things quite a staccato feel.

I have found that for me, sometimes it works in PbP to give everyone a little more leeway than might be typical at the table, to give people more of a chance to describe actions, situations, and even interactions, as long as it doesn't interfere with the plot or the setting.

I like the concept of the game so far, and the characters, though I wish more had followed us through to the actual game.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Zahn nods towards the gargoyle and starts moving himself and his partner towards him. He keeps his hands relaxed and visible, making no aggressive motions, but internally, he notes the position of each one of the slavedrivers, and prioritizes those he thinks might have a ranged weapon. Mentally, he creates a shooting order, deciding which of the drivers represent the greatest risk, and the order in which they would need to be eliminated. Zahn assumes that should the need arise, the gargoyle will be eliminated or captured by Kara.

Psionics Greater Boost Persuasion on himself and Kara: 1d12 ⇒ 81d6 ⇒ 1
That's plus two dice, plus a free reroll per action with the skill.
I went going to boost Kara's Persuasion, and then saw it's no higher than mine. You still have the Charisma bonus at least, though I suppose that might count against us when it comes to a slaver/supernatural creature...

He subtly catches eye contact for a moment with Kara, years of working together making his request for her to back up his approach just that easy. He knows as well as she does that strangers wandering onto a slave plantation for no reason are very likely to end up long term guests unless someone might coming looking for them. Best to make sure no one thinks they are worth the trouble.

Persuasion: 1d8 ⇒ 31d6 ⇒ 2
Free reroll: 1d8 ⇒ 51d6 ⇒ 3

"Morning. Is it safe to assume you're the party that owns this operation? We laid up on the shore near here on account o' the storm. We were hoping you might be able to tell where exactly we have found ourselves. There's about to be a mess o' search parties eager to pick us up, and I'd rather not cause any inconvenience to you and yours if it can be avoided."


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Notice: 1d8 ⇒ 31d6 + 1d6 + 1d6 ⇒ (6) + (6) + (5) = 17

Zhan casts an eye about, looking at the slaves, the machinery, and anything else about. He is particularly keeping an eye out for muscle. Anywhere there are slaves, there are usually slave-bosses. He visually scans the slaves for signs of implants or devices that might be getting used to keep them in line, but he also scans every figure for weapons as as well, be they whips, electric prods, or riflemen in towers.

What species are the slaves? Mostly human, or mostly d-bee?


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"One plan is as good as another. I suggest we go and find the owner, as you said.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"I don't know the details, just something I read from the old world. Cane farming required so much labour that it became a focus for a conflict. Something about using slaves to manage the labour, and the numerous slave-revolts that resulted. I don't know one kind of farming from another, just that cotton and cane were the industries at the center of the conflicts."

"The cow seems out of place though. What kind of farm is this?"

Psionics/Farsight: 1d12 ⇒ 101d6 ⇒ 4

Zhan channels a little energy through his suit, bringing the heightened vision it enabled online. Having done so, he looked for any higher ground around, and scrambled up atop it. He looks over the fields, trying to spot any other animals, people, automated equipment, or structures that might go along with the facility.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"Curiouser and curiouser," Zhan whispers to himself.

Common Knowledge: 1d4 + 1d4 + 1d4 ⇒ (4) + (4) + (2) = 101d6 ⇒ 3

Speaking aloud he asks, "A cane plantation? Don't those require prohibitive amounts of labour? So where are all the workers?"


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Notice: 1d8 ⇒ 71d6 ⇒ 5


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Zhan looks around, and casts a glance at the still sleeping figure.

"Might as well; that one doesn't seem to be stirring."


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Couple years, I'm thinking. I have a backstory thought up for Zhan, but haven't written it out yet. Short version is that he was a Psi-Stalker for the Coalition States, until he acquired his Atlantean Symbiote. After discovering his superiors planned to dissect him in order to study them, he realized what a mistake it was working with them, stole a bunch if stuff, and buggered off.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Couple years, I'm thinking. I have a backstory thought up for Zhan, but haven't written it out yet. Short version is that he was a Psi-Stalker for the Coalition States, until he acquired his Atlantean Symbiote. After discovering his superiors planned to dissect him in order to study the mind worms, he realized what a mistake it was working with them, stole a bunch if stuff, and buggered off.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

No idea. Storm said he could be ready on short notice...

Notice/Psychic Sense: 1d8 ⇒ 41d6 ⇒ 5

Zhan cocks an eyebrow, dropping hand near his holster, and reaches his senses out around him.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Waking from their impromptu shelter under the dingy, where they had inverted it under a cluster of palms, Zhan stood up and donned his broad brimmed hat. Walking from the shelter of the trees, he looked around and did his best to take stock or the surroundings.

Out of habit, he drew his Revolver and checked the primers of the six loaded cartridges. Seeing all six fresh and ready, snapped the cylinder closed again and holstered the weapon. A mere touch of his hand to the Starfire Pistol confirmed it was at full charge.

He spotted the Cybernight up before him and standing a short d8srance off. He reached out with his senses, mostly by instinct, looking for food as much as anything else.

Notice: 1d8 ⇒ 71d6 ⇒ 3

As always since meeting her, Kara stood out as a potential source of energy and nourishment, and as an ally, he deliberately ignored her, as usual. Shelter was acceptable, in terms of the overturned rapid-deployment dingy, so water and nourishment was the next priority. He reached his senses further, hoping for some sort of prey, or at greatest need, the proximity of the closest ley line. He hated feeding from the things; about as satisfying as unsweetened grule. But when in a survival situation, knowing some energy was close at hand was better than not knowing.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3
Kara Swiftblade wrote:
Ignore the Alder Claybourne icon, I clicked on the top alias in the list, which in my other games is the alias for that game, but I guess it takes a while for the game's alias to percolate up to the top.

I had a moment of panic when I saw it. I was thinking, 'Oh no, he was worried about power differentials in Rifts parties, and he made the weakest Rifts Mystic, I've ever seen!' Then I noticed your other profile and realized it was a DnD Cleric, from another game. (And I think it was Storm who made that comment, as opposed to you.)

My alias hasn't jumped up yet either. I think it waits until you post in the Gameplay forum before it does that.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Zen and I have Aliases done.

Poor Wandering One had their slave branch Alias done, but not their merc.

Storm Dragon checked in on the thread, but I'm not sure about their alias.

Xyndar Illambra expressed interest with a True Atlantean Zapper, but I don't see any follow up posts.

Overall, unfortunately, that looks like it. We had lots of post, but it was from them same crew of individuals.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Alias is mostly done. Recycled an alias from a Savage Rifts game that didn't launch, so hopefully I got all the changes.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

GMST's last post said his mind is not yet made up. Let's keep it going in hopes we can convince him.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Seeing the CS Mech take a hail of gunfire from the mech on his right, he smiles, and army crawls the last few meters to the edge of the ridge. Once there, he takes a quick survey of the remaining skelebots, and lines up his shots.

Looking up Cover, it lists a -4 to hit for medium cover or target being prone. With Zhan elevated behind the ridge, I'm imagining he is even less visible. Heavy cover (less than 25% visible) inflicts a -6 to hit. Gm's call which fits better.

Attack vs. purple (Called Shot Head): 1d10 + 4 - 2 ⇒ (8) + 4 - 2 = 101d6 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Zhan's skill is d10+2. The rifle is custom fit, giving the effect of Trademark Weapon, and a red dot sight, for a total of d10+4. He's -2 for Snapfire, as he had to move again, and he's doing a head shot, for another -4. He can ignore up to -4 in penalties, giving him a total minus of -2.

Damage AP 8 w/raise: 3d12 + 4 + 4 + 1d6 ⇒ (7, 5, 7) + 4 + 4 + (1) = 28
+4 damage added in for the headshot.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3
Jethro Tull Maxton wrote:
Hey Gauis, I'm pretty sure the wild die is never modified, just a straight exploding D6.

You would think that, and it would make more sense... We had a long debate about it in another game thread, and for some reason the game designers took the point of view that it does in fact get modified. It makes no sense, and I believe it flies in the face of the supposed purpose of the wild die, but it is what it is.

We tried a few times to get the designers to comment on why they would seemingly undermine their own rules with this decision, but the only thing they would ever say was basically thems the rules.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3
Gauis Marcus Arvitus wrote:
GM SuperTumbler wrote:
And the Enforcer tries to lock missiles onto Gauis Robot. Page 79 on the Core Rulebook says this is an opposed Electronics vs Piloting.
Now, I may be wrong here (and let's face it I usually am) but with an opposed roll (from page 88) the attacker gets to roll (the mean, evil bad guys, in this case), and then the defender (the glorious hero of our story) gets to roll and it must "meet or exceed the first character’s result or the attacker wins." the opposed roll. Hence, since meeting the number denies the attacker the win, it looks like ties go to the defender.

I didn't know the answer, so I looked it up.

SWADE, Pg 88 wrote:

The acting character in an opposed roll always gets his Trait total first (including spending any Bennies, see page 89), and must get at least a basic success (TN 4) or he fails. The defender rolls next and must exceed the first character’s result or the attacker wins.

The winner also uses his opponent’s total for purposes of determining raise effects.

So, as the Acter in this situation is the Evil Bad-Guys, as without their action, there would be no need to defend. The Defender, which seems clear, would be our heroic hero of heroicness. As he needs to exceed the attacking roll, it appears that in this case, like most other defenses in Savage Worlds, the tie actually goes to the attacker.

It appears that our fortunately heavily armoured Hero is going to have to visit explosion town after all. Though on second thought, this contested roll was just for the missile lock; he still gets a pilot roll to avoid the missiles.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

I'm going to try to spell out the rules implications of my actions as I go, not to be patronizing, just to show my work in regards to learning the rules better.

Zhan moves forward towards the edge of the ridge. As he gets closer, he drops prone in order to use the edge as hard cover from the skelebots. From where he is laying, he has a good view of the giant robot, but blocking both his line of sight to the Skelebots, as well as their line of sight to him.
With a blocked line of sight, he won't be able to shoot at the Skelies until he moves, but then, they won't be able to shoot back at him either.

Psionics Smite: 1d10 ⇒ 11d6 ⇒ 5
Psionics Greater Protection (Toughness): 1d10 ⇒ 61d6 ⇒ 2
These are both innate abilities, so are considered Free actions, and do not cause a Multi-Action Penalty. Smite usually costs 2 ISP, but with the Self limitation, it is reduced by one. The Channeler Edge reduces it to 0. Protection also has the Self limitation, which would be cost 0, but Greater adds +3 and Toughness adds +2. Channeler reduces the total to 4 ISP. He has a Hero's Journey ability that always allows him to take the Raise effect, even with only a basic success. As a result, his Toughness will be temporarily increased to 23(6), or 27(6) vs. energy attacks.

Bringing his primitive slug-throwing rifle up to his shoulder, he draws a bead on the array of specialized electronics rising above the giant mech's shoulder.

Called Shot on Robot's Sensor Array: 1d10 + 4 - 4 ⇒ (6) + 4 - 4 = 61d6 + 4 - 4 + 1d6 + 1d6 ⇒ (6) + 4 - 4 + (6) + (1) = 13
Since he moved this round, his rifle would be at -2 due to it being a Snapfire weapon. The Sensor array is listed as a -4 to hit, so he'd suffer a -4 for the Called Shot. I count about 55 squares, putting the range at Medium, for another -2. However, with the Sharpshooter Edge, he can ignore up to -4 in penalties, giving him a total -4 modifier.

Damage with a Raise AP 8: 3d12 + 4 + 1d6 + 1d12 ⇒ (12, 6, 1) + 4 + (4) + (10) = 37

The sensor array (STS) is that thing sticking up over the robot's left shoulder in the pictures; it is supposed to be responsible for all the mech's advanced targeting. Usually a mech can ignore -2 in penalties due to it's combat computer; this should eliminate that ability, as well as the ability to Lock on to a target. Without the array, any future missile attacks would have to be Dumb fired.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Gaius' throat clearing was referring, I believe, to the fact that he is not on the initiative list, and not an attempt to rush you...

Skelebots use Laser rifles, which do not experience recoil penalties, so they could fire full auto if you wanted them too. I usually just list them all in one dice roll, like this:

RoF 3: 1d8 ⇒ 41d8 ⇒ 81d8 ⇒ 8

The rifles also have the Heavy Pulse feature, which is more or less like a 3-round burst function, and requiring only one roll.

Tomorrow Legion Pg 99 wrote:
Heavy Pulse: Energy weapons fired in this mode are RoF 1, use three Shots, add +1 to the Shooting roll, +3 to the damage roll, and apply the Snapfire and Mega Damage qualities.

You could add that +1 to the attacks retroactively, making the top roll an 8, which would actually still miss him. You asked above why it takes a ROTN of 8 to hit him, and it is because he is using his energy shield. He has the ability to manifest a shield in his off hand by the same process a Cyber-Knight creates his blade. This would change his RATN from the typical 4 to an 8, except that Cyber-Knights are also resistant to technology, meaning any tech weapon that targets him (such as a laser rifle) is at another -2. This makes his RATN 10 against these particular foes.

Ranges in the manuals are all listed in squares, which are about 2 meters each. That means the short range of the CR-1 is 100 squares, of 200 meters, meaning the robot is well within its short range, which means no range penalty. The robot suit is also size Large, which gives all opponents a +2 to hit it, or a RATN of 2 instead of the typical 4. So, your roll of 4 would hit, but not with a raise.

GM SuperTumbler wrote:

I think that is successful, allowing him to fire half of the missiles he can fire.

4 light missiles and 2 medium missiles. It looks to me like there is not a roll to hit with missiles? Pilot just has to evade them?

Which is Piloting roll at -4

I think that is right... Missiles don't come up often. He'll need just a standard success to evade, but with the -4 that leaves him with a target number of 8.

GM SuperTumbler wrote:

The skelebots focus their fire on the advancing cyberknight. He disappears in a hail of laser bolts, but comes out unscathed.

A bevy of rockets and missiles launch at the Robotech pilot.

He is a MechWarrior pilot. We have a Robotech pilot as well. We don't want to get confused.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Made a couple of last minute adjustments, but pretty much ready to go now. A couple questions for the GM I'll send by PM. Question about specialty rounds in the discussion forum will likely determine who and how I'm likely to use my first action...


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Question about specialty ammo... most characters and weapons in Rifts don't use traditional bullets, but my character is one of the few. There are a few options listed but there is one that I think has interesting potential. There is a one off line in the main book about Uranium rounds:

Tomorrow Legion wrote:
Uranium Rounds: Negate the regeneration of Wounded targets. Triple cost, CS banned.

This doesn't make much sense to me, as if they were used for stopping the regeneration of certain targets, why would the CS ban them? Only monsters regenerate. Silver rounds are described in Blood and Banes, which makes more sense as a Regeneration stopper, as it has the mythos of supernatural significance and so forth.

I do think the CS would ban it, but I think that has more to do with its Armour Penetrating abilities. Last thing they want is civies with old-school firearms being able to put a hole in a Dead-Boy or CS vehicle.

DPU rounds are noted to fracture in a way that leaves sharp points on all the fragments, making them ideal for penetration. Uranium fragments also spontaneously combust in air when they reach a certain surface area to volume ratio, as they do when they fragment upon hitting a Hard target, like an MDC vehicle. With those points in mind, I think a specialty ammo like this should be available:

Depleted Uranium Rounds wrote:

Doubles a projectile weapon's AP value. Inflicts Mega-Damage and cause It Burns when used on MDC targets. Triple normal ammunition cost.

Depleted Urarium can be combined with other some varieties of specialty ammunition. Silver plating can be added to DPU round for the regular cost associates with bullets of the given size. DPU Ramjet rounds cost 30x normal ammunition cost.

Railgun ammunition tends to be cost prohibitive, as each projectile requires a muti-stage process where the Uranium is encased in an iron or steel sleeve, accurately enough that they do not become unbalanced when spinning. DPU Railgun ammo is available for 10x the normal cost.

Silver Ammo:
Solid silver bullets are prohibitively expensive—a single small-caliber bullet costs 1,000 credits—but silver-coated ammunition proves just as effective. Designed with hard metal jackets with a veneer of silver, silver-coated bullets suffer no reduction in accuracy or stopping power. Small (.22 to .32 caliber) bullets cost 50 credits apiece, medium (9mm to .45 caliber) bullets cost 100 credits each, and large bullets (for .50 caliber handguns and most rifles) cost 200 credits apiece. Silver coated arrowheads and quarrels can also be purchased for 200 credits each.

Thoughts?


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Gaius, I added a top-down view mech onto the map. Have a look and see if you like it. If you don't, delete it. Hope you like.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3
Gauis Marcus Arvitus wrote:
I don't have +2 Piloting from AceMechWarrior. The piloting bonuses is from a different source.

I was referring to the Ignore -2 listed in your description of Ace.

Gauis Character Sheet wrote:
Ace MechWarrior: Ignore two points of penalties to any Piloting roll, and may spend Bennies to Soak damage for any vehicle they control or command, using the appropriate Piloting skill instead of Vigor. Each success and raise negates a Wound.

Emphisis added.

The SWADE version reads like this:

SWADE, pg 47 wrote:

Ace

REQUIREMENTS: Novice, Agility d8+
Aces are pilots and drivers who have a special affinity with their car, boat, plane, or other vehicle. They may spend Bennies to make Soak rolls for a vehicle they control or command, using Boating, Driving, or Piloting instead of Vigor. Each success and raise negates a Wound and any associated Critical Hit (see page 119). Aces also get to Reroll if they fail a maneuvering roll due to a Complication (see Reroll, page 89).

You obviously upgraded your Rifts books to the SWADE versions, but did you realize the Savage Worlds Core Rule Book was different as well?

Gaius Marcus Arvitus wrote:
Zhan wrote:
Second, is he using a custom Mech of some sort? I am not seeing anything that matches it from the Rifts books, so I am assuming it is something the player cooked up. Just as a note, you have your mech as filling one square on the map, but at size 7, it should be Large bordering on Huge, and so should take up at least 4 squares.

This has been addressed with the GM, but I'll look into the squares it takes up and increase it if needed.

Zhan wrote:
Last, were you ever able to address that Ability score question that was raised a while back?
Addressed with the GM

Addressed with the GM is good enough for me. On a side note, I was looking at your character sheet in order to figure out what Mech you were using. I was figuring I could find a cool top-down image of it to use on the encounter map. It was while I was looking at that that I noticed the other things.

Gauis Marcus Arvitus wrote:
Zhan wrote:
You have bonuses to notice from both optics, helmet and when in your robot; I think those are all basically just duplicates of the same sensory enhancements, so they wouldn't stack, you'd just use the best of the three.

I've noticed that even SW veterans still have a very "Pathfinder" mindset when addressing things. I myself fall into this trap sometimes. But the wonderful thing about SW (And even more with SWADE) is how -easy- it's -meant- to be played.

These are quotes from other people but they convey the meaning:

The only general rule I'm aware of related to stacking is that trait bonuses from different Professional Edges don't stack with each other.

From my experience unless a particular source of a bonus states explicitly all bonuses and penalties stack with each other.

Swade doesn't categorize bonuses and stuff like Pathfinder, so there shouldn't be much to keep track of.

This comment isn't a game-rules one, so much as a common sense one. If I have thermal imagers built into my ocular implants, putting on a multi-optics helmet is not going to make my Thermal Imaging twice as detailed. Actually, the two are likely to interfere with each other in a fashion that forces me to shut off one or the other, as having both is useless. Likewise, using my thermal imaging eyes to look at the display screen in my giant mech isn't going to enable me to see better, it is just going to show me the temperature of the screen that I'm looking at. I probably wouldn't even be able to see the image on that screen as a result.

There are some areas of the game where there are multiple ways to get a bonus, but it doesn't mean I can use all of them together. I can get a targeting eye implant that gives me a +2 to Shooting, use a multi-optics helmet to get a +1, or use a scope or sight on the weapon for an additional +1. Clearly this should not work. Looking through a set of binoculars to look through a scope could theoretically allow you to get really high magnification, if you managed to like them up at the perfect sweet spot, but the image would be so small, and lose so much light as to make the effort pointless. The built-in sight is the best, so if given the choice, I'd probably go with that one, but using a helmet that overlays a crosshair on top of the crosshair I was already looking at is in reality going to make my shot worse, not better, as the two systems will never line up 100%, and I will get confused by the muddled sight picture. Now, if I take my sight picture (that already has 2 sets of crosshairs) and look through my sighting system on my weapon, I'm not more accurate, I'm actually having trouble seeing my target because of all the garbage in the way.

I would argue it is great to have a sight for your weapon, but you need to choose the best one, since more makes it worse, not better.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

I have a few questions about Gaius, some of which were asked but didn't get answered.

First, are you sure you are switched entirely over to SWADE rules? I see a few references in your description (Such as Ace providing +2 on Piloting checks, that were correct in the old version, but are no longer the case in SWADE.

Second, is he using a custom Mech of some sort? I am not seeing anything that matches it from the Rifts books, so I am assuming it is something the player cooked up. Just as a note, you have your mech as filling one square on the map, but at size 7, it should be Large bordering on Huge, and so should take up at least 4 squares.

Last, were you ever able to address that Ability score question that was raised a while back?

Edit: Just took another look to see 8f I could spot anything else from the old version. Charisma was eliminated; bonuses and penalties are applied directly to Persuasion.

You have bonuses to notice from both optics, helmet and when in your robot; I think those are all basically just duplicates of the same sensory enhancements, so they wouldn't stack, you'd just use the best of the three.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

I have a few questions about Gaius, some of which were asked but didn't get answered.

First, are you sure you are switched entirely over to SWADE rules? I see a few references in your description (Such as Ace providing +2 on Piloting checks, that were correct in the old version, but are no longer the case in SWADE.

Second, is he using a custom Mech of some sort? I am not seeing anything that matches it from the Rifts books, so I am assuming it is something the player cooked up. Just as a note, you have your mech as filling one square on the map, but at size 7, it should be Large bordering on Huge, and so should take up at least 4 squares.

Last, were you ever able to address that Ability score question that was raised a while back?


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Reporting.


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Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

I agree with Gauis (Is it meant to be Gaius? Or would it be pronounced Gow-is, as opposed to the Roman Guy-us?). While the use of the word Total might be confusing, I believe it refers to the total amount provided by the Edge. It does not replace anything outside the edge itself or it would say so. The random money provided is rather useless on the scale of costs in Rifts anyway, so the answer is somewhat trivial either way.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Dot.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Alas, I think we've lost him...


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

You still with us, Silverbane?


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Let's head out then.

Zhan will lead the party out to the city limits, and the begin to lead them along a methodical exploration of its edges and boundaries. He keeps a careful eye out for any sign of the recent passage of any large group of people; anything that might indicate an exodus of survivors.

Perception: 1d20 + 14 ⇒ (2) + 14 = 16
Survival/Tracking: 1d20 + 16 ⇒ (17) + 16 = 33


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"Do you have everything you need Khloey? If so we will press on looking for the city's survivors. With fortune, we can pray we'll find your parents among them."

Zhan looks around the home, checking all the rooms, and the attic and cellar, making sure the house is indeed empty, and that there is no sign of the girl's parents, or what is left of their bodies in the wake of the necromantic spell that affected all this settlement's dead. He also looks at every item and room very carefully, trying to determine if anything has been disturbed since the zombie outbreak, which might indicate the parents returned here for supplies. He looks for any indication of what they might have done, and if there is any sign of where they might have gone.

Perception: Taking 20: 20 + 14 = 34


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Once prepared, Zhan opens the gate to the fortress, leads his horse out, and waits for the others to clear the structure. As soon as they are all clear, he closes and secures the gate again, as best he can. He then mounts his horse.

"Which way, Khloey?"

He then leads the party off in the indicated direction.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"Here in town? Then we can certainly take you there to check for them and retrieve your belongings."

"Everyone make ready, we'll head out as soon as we're prepared. Id suggest we leave nothing behind. We may end up here again tonight, but there is no way to know for certain, and we'd best not limit our options."


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"We are still hoping to find some sign of the citizenry that were not converted to an undead form. Perhaps we should ride a perimeter around the city as see if anything unusual is apparent to the eye."


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Zhan rises early and lays out his sword and holy text, spending longer than usual at his prayers. When he moves to the fire and takes his breakfast, he seems more distant than usual, and eats in silence.

After a lengthy silence, he rises and moves to the others.
"Our next move?"


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

How does the night go, Silverbane?


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

I'll be away until at least the weekend. Taking my kids here: Royal Tyrrell Museum

Feel free to autopilot me if necessary.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

Zhan conducts the necessary work to make their holdout position safe, and secures each stage of entry as well, just to be on the safe side. He closes and secures the gates to the yard, makes sure the keep's gates are also shut tight, and then finally secures the doors to their room.

"Things seem pretty safe, and I doubt we could find a more secure location than this. All the same though, I don't trust this place, particularly with what that cult has been up to here. I suggest we post a watch anyway while we let the others rest."

Once a rotation has been chosen, Zhan will take to his cot, or take up position for his watch, as needed, taking whatever chance he can to sleep. He'll nod to each of his companions, trying to express his tie and fondness for each of them; even the Duergar, as his heart always seems to be in the right place. Taking out his sword, fashioned to imitate the symbol of Iomidae, he says his prayers kneeing, before returning the blade to its sheath and going to sleep.


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"Agreed. Lets close the gates and secure them, and find a room that can be secured as well. One with two entrances, no more, no less, sturdy walls, and large enough to accommodate us all. If we need to, we can move some cots in there from the barracks."


Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

"This looks perfect. Lets scour the structure for any threats before we settle in. Once the gates are secure, this should keep out any threat that cannot fly, or pass through walls."

Zhan dismounts from his horse, and drawing his revolver in one hand, and his sword in the other, he casts light upon the blade and moves into the structure, looking for any sign of threats, hostiles, or hauntings.
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
D'oh

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