Mithral Scarab

Incendiaeternus's page

RPG Superstar 9 Season Star Voter. Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. ****** Venture-Agent, Ohio—Columbus 195 posts (1,065 including aliases). 9 reviews. No lists. 5 wishlists. 48 Organized Play characters. 3 aliases.


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Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Sephia will speak out in a strained voice "Still breathing, after a fashion." with a thumbs up bring her self against the pallets and holding the elevator open for the weapons transfer.

She will look past the offices as they head out the door and realizes there is no time to clean off the top of them into a bag.

Vigilant Seal

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Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |

1) Demoralize #3
"You'd dare attack this sweet old lady." And glares down at him. Intimidating Glare
Intimidate: 1d20 + 7 ⇒ (5) + 7 = 12 vs Will DC

2&3) Cast Snowball at #3
Atk: 1d20 + 9 ⇒ (20) + 9 = 29
Cold!: 2d4 ⇒ (4, 2) = 6

Spell stuff:

Critical Success The target takes double damage and a –10-foot status penalty to its Speeds for 1 round.
Success The target takes full damage and a –5-foot status penalty to its Speeds for 1 round.

Vigilant Seal

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I'll get her sheet in here today, have to go pick up the laptop sometime today and not sure how long that will take with safety procedures.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Sephia looks at the glowing holograph without touching it not wishing to draw attention towards those working with the computer. "Would it not be a boon in your honor to this one? Bringing Villyth either dead or alive for reckoning. I'm sure that arrangements could be made that it be done in proper fashion without directly linking it back to you in the eyes of your fellows, but of course anything as farseeing will realize the proper care taken."

Mysticism aid:
Mysticism: 1d20 + 8 ⇒ (7) + 8 = 15
I have a feeling we only need the weapons not her, and this is about as close to openly making friends and bribing someone as Sephia gets.
She shrugs, "would take something negative currently into a dual benefit of no longer dealing with these issues with their threads of weakness into a boon that you were able to clean house without getting your hands dirty and turn it into something useful."
Culture aid:
Culture: 1d20 + 5 ⇒ (9) + 5 = 14

"You can also look at it this way we are business partners, it might not look good in the long term to have lost a legitimate shipment, the fact that we can do that and other types of transportation would be a long term benefit to you. If we can establish that this is a one off and not something we should be expecting long term."

Business side:
Profession (Smuggler): 1d20 + 7 ⇒ (13) + 7 = 20 Didn't see anyone else taking the business route.

I may have played way to much Forgotten Realms drow in the past.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Sephia looks up as she enters into the Starscape Chamber, the images of Nightarch reflecting in the visor of her Zeizerer diffractor armor that even in the middle of Lorespire is fully sealed. She slides into one of the seats absent any weapons.

"Forsaken creatures?" Sephia looks over at the comment that simply moves the faceplate of the helmet. "Does the society reject then out of hand such concepts like Sarenrae aspect of redemption? Hylax's aspect of diplomacy? Calistria's revenge and trickery? Yet we walk among the servants of Asmodeus and Hellknights among our ranks?" Her voice holds the accent of Eox though not what most hear on televised stations. "Or should all Forsaken creatures be cleansed from the Pact Worlds?"

Before getting a response she turns back to Naiaj. "I get the preference is to return the original shipment instead of arranging for replacements and holding those that lost it accountable. Is there is specific about this shipment that means we need the original? What other than general weapons we should be looking at in this shipment?"

"Do we know anything about this Villyth that we need to know? A reason they would have for wanting this shipment other than pure credits? Is this an unknown third party."

~~~

"Pilot, Information, elemental damage, for the most part." Sephia with great reluctance raises her hand up to the latch on the helmet. Regretfully with an audible sigh lowering the mirrored mask. The face is gray skinned but human, pale enough not to have seen solar energy for a while with white streaks through what may have been red hair. Grey eyes take in the party streaked with black. The voice lacking inflection as she replies. "Sephia."

Wayfinders

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Female Korasha Lashunta Wild Warden, Solider (Starfinder Forerunner) /1 | SP: 8/8 HP: 11/11 RP: 3/3 | EAC: 15 KAC: 18 | F:+3 R:+2 W:+3 | Init +2 | Perc: +7, SM: +1 | Speed 25ft |
Tracked Resources:
| Re-roll: 1/1 | DT: 1/1
| Active Conditions: none

Player Name/Alias: Betty / Incendiaeternus
Character Name: Meia
Character Level: 1
Organized Play # / Character #: 95342-703
Perception Modifier: +7
Initiative Modifier: +2
What is your quest Day Job (if any) Roll: that would require more skill points.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Player Name/Alias: Betty
Character Name: Sephia (...Nako...I played PbP as this for skitters)
Character Level: Technomancer 3
Organized Play # / Character #: 95342-702
Perception Modifier: +5
Initiative Modifier: +5
What is your favorite color: purple
What is your quest Day Job (if any) Roll: Profession (smuggler): 1d20 + 6 ⇒ (7) + 6 = 13

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

"We help." Nako beams cheerfully. "Point us in direction, your busy many hands make quick work of work, and we have six!" Nako raises each hand empty and waves at Ponatia and the osharu that dropped the data pads.

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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Thank you Tonya and team. Glad to finally reach this point.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

"Urgh... akk...Meek!" Nako uses her strength to attempt to hoist a random skitter on top of her which she can't identify through the balls of fur and armor to at least be able to see out the viewport.
Strength: 1d20 + 4 ⇒ (10) + 4 = 14
"See now?"

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

The sound of skittermander screeches echoes in the cargo bay.

Spoiler:
Really Paizo!!! Really?!?!?!?!
Almost went demoralize but it's a full standard action in starfinder, and not dying means killing someone.

Followed by the rallying scream of rage while bringing the doshko down on the pirate, translation I don't want to die!!!

Attack!: 1d20 + 8 ⇒ (13) + 8 = 21
flame damage: 1d8 + 9 ⇒ (5) + 9 = 14

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

"Get to our escape pod... err... ship thing. We figure the rest out when not on impact collision with a planet!" Nako mentions grabbing a weapon in each hand for later use and starts to open the first door between the skitters and the cargo bay.

Sovereign Court

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Female Human Lawyer 3 (PrC:Health Care / IP) / Philosopher 5 / Historian 3

Player Name/Alias: Betty
Organized Play # / Character # # 95342-702 (I'll sit on it)
What faction are you slotting for this adventure:Acquisitives
Do you have a promotional boon to slot for this adventure / what is it:Not that I'm aware of

Sovereign Court

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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Vic Wertz wrote:
Akvo wrote:
Would it be possible to get this without watermarks? To my recollection the SF pregens don't.
These are no longer watermarked.

Thank you very much Vic! This is helpful for conventions not passing out my personal email address.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

<3 GM for the Botting, stupid headcold

"We're not pets!" Nako explains as she swings the Doshko at the rushing Cyan robot.

Flame Doshko: 1d20 + 7 ⇒ (15) + 7 = 22
Fire Damage: 1d8 + 4 ⇒ (5) + 4 = 9

"We're here to SAVE THE BOSS!!!"

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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Hey, we had people having issues referencing a lot of different charts while learning 2e chronicle sheets. So made a quick reference guide to all the information in one place and some refreshers.

Google Drive Link to Shared Quick Reference Guide

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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I've had this come up and it involves earn income as well.

Core Rulebook pg 236 wrote:

typically Crafting, Lore, or Performance--to earn money during downtime...

In some cases, the GM might let you use a different skill to Earn Income through specialized work...If you're using a skill other than Crafting, Lore, or Performance, the DC tends to be significantly higher

No where in the guide or under Earn Income does it tell us what we are increasing these DCs by or if we are not allowing additional skills. I've been quoted this section by a player to allow them a check at all if they did not train Craft, Lore, or Performance.

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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In putting together a easy one page guide for filling out chronicle sheets I found a bit of an omission.

Under Earned Income of Downtime Guild Link to Downtimes There is nothing to let people know it's on pages 236-238 of the Core Book!

It just tells you where the DC chart is on page 503. Can this be added in to help people while we're learning / new players?

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Nako stands there a free hand finding the drums on her writs and starting to beat out an appropriate beat for her mood. Moving from one foot to the other tapping the end of doshko.

Only need to listen a short while. its a long video

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Nako stops at the edge of the door, with doshko in a hand little fingers twisting on the trigger. "But... But.... Nako come with boss?! Nako help Gree?" She jumps up looking through the view port that is made for someone much taller than a skittermander. After a moment she props the doshko against the door and climbing up the handle to look out the view port without jumping. One little skitter claw on the trigger making it turn on.

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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So now that we have reporting open I got to sit and report sheets that have been waiting and I came across something that it seems a point to make.

Why is the Organized Play # box this small? Most of my players and many without crazy large handwriting, are not fitting their number into this box making is a lot harder for reporters to read what we are typing in.

The longest and newest sets of numbers from our lodge for a 2e character is 11 in length, not counting the dash (12 with the dash).

The longest class name after the playtest will be Investigator at 12 - the current is 9 at Barbarian -- and these can be abbreviated and currently not needed for reporting.

Proposal: Switch the Class and Org Play # Boxes.

Reporting Sheet

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

I played these backwards, I was Nako before might as well stay the same.

Player Name/Alias: Betty(Kyten)/Incendiaeternus
Organized Play # / Character # 95342-702
What faction are you slotting for this adventure: Acquisitives
Do you have a promotional boon to slot for this adventure / what is it: Nope

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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Honestly the only thing they mean is commitment to the campaign as a whole. Some of my best and worst tables have been run by 5 star GMs. I've sat with 5 stars that have a soundtrack for the game set out, handouts and keep everyone engaged. Then people who you can tell the first time they are looking at something is while they are reading the introduction and happen to have maps and generic minis.

Some of my best tables have been run by 2 star GMs that what they have mostly run for people and their skills have been some of the best, but their experience falls under unsanctioned paizo content - so it doesn't count for their stars. I've had players while I'm an acting VA come up to me and ask why those GMs are not rated higher and have to explain stars are not a rating system.

I also agree with Xathos, I'm seriously scheduling a game with someone who can review me for 5 star and didn't even make the list either, as well as a few others who got to that point before me.

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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If not a full on pre-muster I'm sure we can figure something out that people are at the same table that they want to be.

(Other 10-21 GM for that time slot)

Sovereign Court

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Fangwood Keep Maps

Knowledge:

DR 10/good; Immune death effects, disease, fear effects, poison; Resist cold 10, electricity 10, sonic 10; SR 20

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none
Julakesh Starfist wrote:


A Gargalus' suggestion Julakesh growls. "I know of this 'Aba-Dark-Ore!' They do nothing without payment! And they steal with their 'Into-Wrest!' Thieves and mercenaries! They will charge my kin credits they do not have just to stay here!" She grumbles some more. "BAH!"

She sits down on the ground and thinks. Judging by her face, she's thinking harder than you've ever seen her think before! "Hmmm... I wonder if there is some way to trick the Dark-Ores. Maybe they... hire my light-kin to clean this place? Keep it safe?" She perks up suddenly and looks to her good friend with the prodigious Mind-Muscles: Darkrunner. "Is this a good plan?"

"Please oh great repository of Mind-Muscles,"Kima replies keeping a hand over her mouth, which happens to still have her holy symbol hanging outside of her sleeve. "Are there good ways to trick the great Aba-Dark-Ores?"

Sense Motive...five:

The Priest of Abadar is about three seconds from rolling on the floor laughing her ass off!

Sovereign Court

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Female Human Lawyer 3 (PrC:Health Care / IP) / Philosopher 5 / Historian 3

Welcome to the party :)

I'm playing well... ok all the bad guys..

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

"Just a little...."Kima starts to reply and is then drowned out by the loud vesk voice followed by laughter. "...brused" She doesn't seem to be amused at all by the statement at all as she brushes herself off and looks around the area.

"It looks like it's climbable, but I think rope is being added to the supplies for next trip."

Athletics: 1d20 + 1 ⇒ (12) + 1 = 13

Kima will actually seem not the most nimble but she is randomly climbing a lightening pock marked wall.

Sovereign Court

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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mathmuse wrote:


I like Chess Pwn's way of spelling out the magnitudes quickly, which gives more versatility. For example, as Alchemic_Genius suggested, it can adapt to the Fear spell, too.

Then we add Andrew Riebe's suggestion of putting it in a saving throw line for added clarity.

The results look clean and clear.

FEAR Spell 1
Emotion, Enchantment, Fear, Mental
Casting [[A]] Somatic Casting, [[A]] Verbal Casting
Range 30 feet; Targets one creature
Duration by frightened magnitude
Saving Throw Will (S frightened 1 CS unaffected F frightened 2 CF frightened 3 and fleeing for 1 round)
You plant fear in the target. It becomes frightened and possibly fleeing with magnitude based on its Will save.

FIREBALL Spell 3
Evocation, Fire
Casting [[A]] Somatic Casting, [[A]] Verbal Casting
Range 500 feet; Area 20-foot burst
Saving Throw Reflex (S half damage CS unaffected F full damage CF double damage)
A burst of fire explodes, dealing 6d6 fire damage. Creatures in the area take a multiple of that damage based on their Reflex saves.
Heightened (+1) The damage increases by 2d6.

The keyword "basic" is not necessary and would only add to the jargon to memorize.

This would be much better than that "simplified" version of things, some of these "simplified" things are already confusing enough without the fact that the old White Wolf joke of "reference page X" for Paizo has turned into turn to x many pages to get the same amount of information as you could easily put on a page in one spot.

We've already had a lot of clarity issues that are being odd and not easily understandable with heightened as it is (should not have to reference the 5th level pregen to understand heal) due to having to flip back and forth a lot.

Sovereign Court

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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'd rather not see more confusion in the write ups, not all spells are functioning like this where others have status effects instead or damage + status effects. It's bad enough when our group had to sit down for 10 minutes to understand the 'simplified' changes for Heal and still had to look up the level 5 pregen to finally understand how it was meant to come out vs. how it was worded.

We've been seeing too much of this 'know how it works from x page' that its way too much flipping back and forth right now to find how to read rules. It's become a thing where for Paizo products prepare to flip back and forth constantly instead of Old White Wolf's "see page X" jokes, and so far it's getting worse not better so far with the playtest.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11

Kima will be initially confused by their attempts at communication. She will create a way for all the party to communicate given party members are willing she's not going to force anyone in.

"Perhaps I might be able to help out a bit." She thinks for a moment scrinching up her nose in concentration. "Let me try something."

She will pick one that looks like they are attempting to communicate and attempt Empathy with it.
Sense Motive-Empathy: 1d20 + 9 ⇒ (17) + 9 = 26 vs. (DC = 20 or 10 + its Bluff modifier, whichever is higher)

Regardless of if it works or not, she'll attempt to Mindlink with the creature, attempting to at least mime the ability to talk with her mind. Showing them ship from the sky, coming from a place far away in the stars and the absence of a plant and a large ship in it's place. (Absalom Station basically) Regardless they are pre-flight Kima is horrible at navigation or anything that would give any semblance of how to fly there (Starfinder developed AutoPilot for people like Kima).

If possible she would like to know what's wrong with them, in an attempt to help them, and what the big monster is they are talking about.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Kima would at least hold back laughing at being greeted by a pirate after defeating a ship of pirates. Quickly counting the party orders them a table.

Sovereign Court

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Fangwood Keep Maps

Rules of being a pathfinder

* Give Valsin a hard time
* Bonus points if you remind him his girlfriend is asking him to start this mission and its true
* Second one if he can't give you lip because you'll go back and tell her
* Survive anything given by Shiela Heidmarch (breath of life scrolls are a staple)
* Run far away if you see Canayven Heidmarch as your venture-captain
* Manage to not fall asleep during Kreighton Shaine explanations

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Kima will aid who ever leads off on life science LS: 1d20 + 2 ⇒ (9) + 2 = 11

Perc: 1d20 + 6 ⇒ (5) + 6 = 11 Once they have as much information as possible she will prepare the bodies to be returned to the ship as respectfully as possible noting any possible religious followings she can pick up from their appearance.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none
Julakesh Starfist wrote:
Julakesh lets out a deep belly laugh at Kima's words. "A-HAH! A-HAH! YOU SOFT ONES ARE ALWAYS SO MOODY! A-HAH!"

"Indeed we can be, according to standards of Common language, the tactic employed is archaically known to be given into moods or whims, a capricious sort." She smiles almost laughing. "I never knew you to be one that would read up on classics Julakesh! Congrats!"

Sense Motive DC 1:
She's joking with him :) and that is a definition of humorous.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

"You always say we seem half-competent Julakesh, and then become impressed that the small squishy things have uses other than hitting big objects." Kima mentions leaning against the wall watching as agents move into the room and Guidance starts things off.

"It always seems your either sending Darkrunner to caress 'puters, or tossing myself at any half wit we need to impress. If you make this a third time I might not patch up your scales for you this time." She replies with a smile.

"I'm here on contract from Abadar Corp to see to your physical well-being." She mentions with an askance look over at Julakesh, "And perhaps general reference to applicable knowledges, observations, and as the Vesk would put it, talky things, and credits."

"So we're going to the marked site on the map, secure the site from hostile forces (including pesh induced solar elementals),"she adds under her breath. "Allow the data miners to get all the data, do not destroy, but gather and put back on ship useful equipment." She summarizes for those that don't like Guidance's speech patterns.

"Guidance, what areas of space are we headed to and are there any known socilo-, physico-, or astronomical threats and benefits we should be aware of and taken into consideration while in this area or in transit?"

"Does our 'benefactor' have any preference if all data is not obtainable as to which types of data or equipment they would rather have?"

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Really only two roles Kima can fill:
* Captain (diplo +6)
* Gunner (+2 at least..)

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

1 person marked this as a favorite.

Ok, so after this gencon, I realize we have pins... lots and lots of pins. 8 for Pathfinder Society and 5 for Starfinder Society - for factions alone.

Does anyone have a logically way to store/display these? Most of the solutions I see involve corkboards but that's not the best for going to game stores/conventions -- most of the 'badge holders' or lanyards have the they can fall off a lot issues. This seems more than reasonable to add to a dice bag - thus looking for suggestions.

Dataphiles

1 person marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Player Name/Alias: Betty
Character Name: Kima Taligos
Character Level: 2 once we finish up
Organized Play # / Character #: 95342-701
Perception Modifier: +11
Initiative Modifier: +1
What is your favorite color: Me: Purple - Kima: Gold lots of tinkly little gold coins:-P
What is your quest Day Job (if any) Roll: Profession (banker) +7

Mike I have the Level 2 version underneath the current one so you can see it till we switch over. (and I'm not rushed leveling)

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Hello! Looks like I'm here to patch people up again, and with more targets this time.

Dataphiles

2 people marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

"Should hopefully be an interesting challenge moving through like a leaf on the wind."

Encourage: 1d20 + 4 ⇒ (4) + 4 = 8

Dataphiles

2 people marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase: Helm
Role: Captain
Action: "Dem Bones can't keep on flying forever, eventually they will break and shatter." assisting pilot

Captain:

Encourage: 1d20 + 4 ⇒ (11) + 4 = 15

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase: Helm
Role: Captain
Action: "We can do this, surely we can move faster than that pile of old bones." Kima will encourage the pilot.

Captain:

Encourage: 1d20 + 4 ⇒ (20) + 4 = 24

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase: Gunnery
Role: Captain
Action: Encourage to Kitul "We should be able to get the opening shot in and make them feel it in their bones."

Rolls:

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Encourage: 1d20 + 4 ⇒ (9) + 4 = 13

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

This is the don't mind me thing. As our illustrious GM can tell you I'm a big Fluff Settings junkie and make things that reflect a lot of the neat stuff they give us to work with.

Ok a lot more in PF then SF but it's still there and fun!

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Player Name/Alias: Betty / Incendiaeternus
Character Name: Kima Taligos
Character Level: 1
Organized Play # / Character #: 95342-701
Perception Modifier: +6
Initiative Modifier: +1
What is your favorite color: purple
What is your quest Day Job (if any) Roll: n/a

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none
Sigma Mu wrote:

This was going to be our 10th year in a row, but after moving and adjusting our lifestyle accordingly, we don't quite have the $$ we would normally drop (we ussually go to town @ gencon). Hopefully next year.

We've been considering switching from gencon to origins though. Haven't arrived at a conclusion however.

I'm local here to Origin's but still looking at next year getting a room on site so I don't have to worry too much about back and forth.

Room wise - its a lot easier and cheaper to get a room for Origin's than GenCon. We don't have the mall attached but your right in the heart of the Arena District in the off season so there are tons of food options in walking distance (by distance I'd say the most your walking is two blocks - less than the distance between Paizo land and Scotty's)

The last few years I've driven down, it hasn't been horrible, parking is about 12-15 depending on your garage per day. The only thing if your off site, get here early. Parking does indeed fill up, and every year we share the same 4-5 blocks with the Pride Parade so that fills in starting about 9am on those days.

It's a much smaller vendors space but a lot of heart felt guys and a lot more demos than I see at GenCon. It used to be that Origin's was "the Board Game Con" over the last few years doing both Origin's and GenCon - it's been shifting to GenCon for not only pen and paper but board games as well. Is sad but it is what it is. This year we've seen the resurgence of return of some vendors but not all of them. We haven't seen chessex in years, but Reaper has returned and a few others. The other odd thing about Origins vs GenCon is that some of your vendors will be interspersed with the gaming halls. Reaper, Malifaux, and others are where their demos take place. Same with Gale Force 9 and a few others.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Crosses fingers!

Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Fort: 1d20 + 4 ⇒ (19) + 4 = 23
Fort: 1d20 + 4 ⇒ (20) + 4 = 24

Dataphiles

1 person marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Kima will cheer as the damage goes through the ship before her. Being her first time in ship combat will look over at the loud Vesk in Julakesh. "This is how shooting thing works why for the other gun only make little scratches.?" who is obviously teasing.

crit: 1d100 ⇒ 46
4: 1d4 ⇒ 2

Dataphiles

1 person marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase: Gunnery
Role: Gunner
Action: If our ship engages then attacks which ever ship is closest to being attacked as necessary. Will not attack if other ship becomes defenseless.

Rolls:

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Gunner: 1d20 + 2 ⇒ (10) + 2 = 12
Gunner: 1d20 + 2 ⇒ (5) + 2 = 7
Gunner: 1d20 + 2 ⇒ (11) + 2 = 13
Gunner: 1d20 + 2 ⇒ (14) + 2 = 16
Gunner: 1d20 + 2 ⇒ (14) + 2 = 16
Hopefully don't need more than 5 rounds of rolls.

Full Name

Jonis Witta

Race

Human

Classes/Levels

Glitter Girl | Bennies 3 Wounds 0 Cha +4 Parry 5 | Normal: Pace 6 Tough 5 Notice d6 | On Glitter Boy: Size 3 Pace 10 Run d10 Swim 6 Wounds 0 Tough 29 (18 MDC) Notice d6+2 | Status: Normal

Gender

Female

Age

19

Homepage URL

Image

About Jonis Witta

The end was swift. One day her mother and she where safe on Tolkeen, after defeating the Coalition attackers one more time, and the next they were running for their lives in the middle of the destruction and murder of the fall. They tried to help as many people as they could, but quickly they realized everything was lost.
The last time she saw her mother, after she forced her to get into the Glitter Girl (she always called that), she was running towards a ruined building, looking for cover. The explosion painted her dark silhouette against a fire background that will appear in Jonis' nightmares for the rest of her life.
She barely make it outside Tolkeen, and went to look for her mother's friends, the Tomorrow Legion, to find a new place to life, a new cause to fight for, in honor of her mother, and in the name of all of her predecessors in her Glitter Girl, a long line of women, originated since the coming of the rifts, of Neeman women that decided to fight for good.
Young and naive, she will now depend on her abilities and charisma to continue the long line of heroes in her family.
XP
10 -> 3 + 5 + 2
Advances:
- Spirit d8
- Elan
- Next: Skills, Persuasion and something else.
Spent Resources:
- Boom Gun shots fired: 5
Adventure Card:
Bullseye: Play after damage is rolled to double the total of a successful ranged attack.

Iconic Framework: Glitter Boy
- 3 rolls on any of: Cybernetics, Close Combat Weapons, Ranged Weapons, and Training
- 2 rolls on any table
- Fully Trained: All Glitter Boy pilots begin with the Power Armor Jock Edge.
- Glitter Boy Armor: Power Armor of the highest caliber.
- Heroic Legacy: A Glitter Boy pilot gets +2 Charisma. If a Glitter Boy is stolen, word passes quickly and the thief is targeted by Glitter Boy pilots across North America.
- Many Have Fallen: Numerous Glitter Boys fell to defend the world, leaving plentiful salvageable parts. Serious repairs cost 250,000 credits and Severe ones 500,000.
- Big and Shiny: Glitter Boys are immediately recognizable and often a priority target for heavy weaponry. They suffer -8 to Stealth rolls due to their glittering armored coating. At 10 feet tall and Size 3, Glitter Boys are big targets and man-sized opponents gain +2 to hit them.
- Closed Off: Sealed away from the natural and spiritual worlds, Glitter Boy pilots cannot use magic or psionics while in the suit. Such powers used by others can still affect them.
- Digging In: Activating/deactivating the stabilization system is an action. Firing the Boom Gun without these measures knocks the Glitter Boy 2d6" back and prone, leaving the pilot Shaken. Once dug in, the Glitter Boy cannot move and can only fire to the front and sides (180 degrees). Digging in makes the Glitter Boy an easier target, attackers gain a +2 to attack rolls against the suit while dug in.
- Enemies: The Coalition States consider all Glitter Boys enemies of the state. Few within the True Federation of Magic consider them friends either.
- Highly Technical Machinery: Like all devices, armor, vehicles, and weapons, Glitter Boy systems are subject to the Technical Difficulties Setting Rule.
- Sonic Boom: Firing a Boom Gun causes a sonic boom affecting everyone (except the pilot) within a Large Burst Template. A failure on a Vigor roll -2 inflicts Hard of Hearing (Major) for 3d6 minutes and makes the character Shaken. If he fails with a 1 on the Vigor die, he is Incapacitated and makes a Vigor roll each round to become conscious but Shaken. Anyone in environmentally sealed armor gains +2 to the roll, as do characters with Hard of Hearing (Minor). Characters with the Major version are immune!
- Stand By to Fire: A Glitter Boy cannot move and fire its Boom Gun on the same round. This is why some carry other firearms as alternatives for when they need to move and shoot.
Race: Human (Extra Edge Attractive)
Narrative Hook Roll: 3 -> The Siege of Tolkeen
One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfire, trying to survive and help as many folks as possible. Many refugees from that war are now in or around Castle Refuge. Her mother died in the siege, but she escaped with the Glitter Boy armor.
Hero’s Journey Rolls:
Training 10: Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
Ranged 5: Exceptional crafting and fine-tuning grants your hero a +1 Shooting with this weapon. This result may be applied a maximum of two times.
Training 16: Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first). Combat Reflexes.
Underworld & Black Ops 5: She’s done more and traveled more than anyone, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.
Education 8: The principles of technology are vital to building a future out of the catastrophes of the past. Your hero has the necessary foundation to be a part of that with a d8 in Knowledge (Electronics). She also gains +1 on any Repair rolls with electronic machinery.

Attributes Points: (5)
Agility: d4 -> d8
Smarts: d4 -> d6
Spirit: d4 -> d8 (+2 when recovering from Shaken Combat Reflexes Edge, +2 Fear tests Brave Edge)
Strength: d4; d12+4 on Glitter Boy
Vigor: d4 -> d6

Derived Statistics:
Charisma: +4 (+2 Glitter Boy Heroic Legacy +2 Attractive Edge) +2 in Garnet Town
Pace: 6; Pace 10 (Run d10) on Glitter Boy; Swim 6 on Glitter Boy
Parry: 2 + 3 (1/2 Fighting) = 5
Toughness: Base 2 + 3 (1/2 Vigor) = 5
- On Glitter Boy +6 Toughness +18 Armor M.D.C. = 29 (18 MDC)
- With NG Maverick Personal Armor +1 Toughness +3 Armor = 9 (3)
Skill Points: (15)
Fighting (Agility) (2) d6
Knowledge (Electronics) (Smarts) d8 +1 Hero’s Journey (d8 Hero's Journey)
Knowledge (Engineering) (Smarts) (2) d6 +1 Hero’s Journey
Notice (Smarts) (2) d6 +2 on Glitter boy
Persuasion (Spirit) (2) d6 +4 Charisma +2 on Connections rolls I Know a Guy Edge
Repair (Smarts) (1) d6 +1 Hero's Journey with Electronic Machinery (+1 die Hero’s Journey Roll)
Shooting (Agility) (3) d8 +2 Marksman Edge +1 with Boom Gun Hero’s Journey; -2 penalty offset on Glitter boy
Streetwise (Smarts) (2) d6 +4 Charisma +2 on Connections rolls I Know a Guy Edge
Survival (Smarts) (1) d4

Hindrances:
Major: Code of Honor (Major): Honor is very important to your character. He keeps his word, won’t abuse or kill prisoners, and generally tries to operate
within his world’s particular notion of proper ladylike behavior.
Minor: Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
Minor: Vow (Minor): The character has a vow of some sort. Whether it’s Major or Minor depends on the Vow itself. Some may have Vows to particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance. Whatever the Vow, it’s only a Hindrance if it actually comes into play from time to time and causes the character some discomfort. Her vow is to help any and all innocents, defend them from evil, and never ignore pleas of help. She is not suicidal, or idiotic in her vow.

Edges:
Marksman: (Hindrance) Requirements: Seasoned (Using the Born a Hero Rule)
The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1. +2 to his Shooting or Throwing roll.
Brave: (Hindrance) Requirements: Novice, Spirit d6+
Those with this Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant they’ve just lost their normal "fight or flight" responses. +2 to Fear tests.
Power Armor Jock: (Glitter Boy Iconic Framework) Requirements: Novice, Agility d6+, Smarts d6+, Vigor d6+
Power armor requires a basic level of training and experience to operate effectively. A character must have this Edge to avoid a -2 penalty to Agility and all skill rolls while wearing power armor.
Attractive: (Human Extra Edge) Requirements: Novice, Vigor d6+
It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.
Combat Reflexes: (Hero's Journey) Requirements: Seasoned
Your adventurer recovers quickly from shock and trauma. He adds +2 to his Spirit roll when attempting to recover from being Shaken.
I Know a Guy: (Hero's Journey) Requirements: Novice, Persuasion d6+, Streetwise d6+, Charismatic
Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person — they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
Connections: (Reference for I Know a Guy) Requirements: Novice
To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up. Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances.
A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.
On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal. Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).
Elan: +2 when using a benny.

Gear:
Glitter Boy Armor:
Size 3, +18 M.D.C. Armor, +6 Toughness, Pace 10 (Run d10), Swim Pace 6
Notes: Enhanced Strength (d12+4), half-damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite.
Advanced communications (20-mile range, 500 miles with access to a dedicated relay system), a full sensor suite with HUD (Heads Up Display) readouts, granting +2 on all Notice checks and incorporating 360 degree radar, thermal imaging, and night vision, optics enhancement with 50× magnification, audio pickups capable of hearing whispers at 100 yards, and onboard combat computers and targeting systems that offset two points of Shooting penalties.
Weapons:
- Boom Gun (Range 250/500/1000, Damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega Damage)
- Melee (Str+d6 Mega Damage, not considered Unarmed)
Starting Gear
NG Maverick Personal Armor (cannot be worn inside the Glitter Boy)(10 lb, 14,500 credits)
This suit of nonenvironmental body armor is designed for cowboys and other riders. Light polycarbonate and ceramic plates form a distinctive “New Western” style. The armor comes with armored leggings and a polycarbonate “cowboy hat.” Maverick riding armor provides +3 Armor and +1 Toughness. Maverick armor has no Strength Minimum.
Wilk’s 227 Pulse Laser Pistol
NG-S2 Survival Pack
4d6 × 100 credits => 1,000 credits
Payment and bonus: +3,220 credits
Total: 4,220 credits
--
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