Mirror

Poor Wandering One's page

900 posts. Alias of PoorWanderingOne.


RSS

1 to 50 of 900 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Storm Dragon wrote:
Yeah, it'll be neat to scream in terror every time I look in a mirror lol.

You won't be the only one screaming. My slave branch character, the Zembahk Mystic, has Paranoia (Major) Bio-Borgs and Biowizardry.

This will be interesting.....


Storm Dragon wrote:
Rough sketch of my Bio-Borg ...

Oh this will be fun considering the worm's overwhelming irrational fear of all things Biowizardly!


Rigor Rictus wrote:

EltonJ, any interest in running both campaigns, Mercenary and slave?

Thinking I will go ahead with my Psi-Slinger for the Merc campaign, and my idea for the slave campaign is presently an Intelligent Construct (Empires of Humanity), sent as a spy to gather information about Atlantis and Sluggorth. Archie and Titan has been known to use such synthroid spies, but I think I'd go with another builder, such as the Neruni. He'd function a bit like a light borg, but with Power Armour Jock, and the intention to capture a suit of some sort eventually.

It's a simple story about a worm and a robot.....Anyone else getting an Earthworm Jim vibe? Just me? Ok then.


random Character made for fun: 1d33 ⇒ 11 Techno-Wizard
Ancestry: Human
Skills: Electronics, Occult, Repair, and Science at d6. +3dice Smrt +3Cbt
Edges:AB Techno-Wizardry. Arcane Machinist. Machine Maestro. Human edge
Powers, x, x, x,
Gear: Starting Gear, Adventure Survival Light Armor, TK Revolver, Tool Kit.

Heroes Journey:

Hero: Education: 1d20 ⇒ 17Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.

Hero: Training: 1d20 ⇒ 2 After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.

Hmmm this would work well in either.

And just to see how odd this is and because I never play non-humans...
Zembahk Mystic
Ancestry Zembahk

Heroes Journey:

Experience and Wisdom: 1d20 ⇒ 18There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
Demon Seas: 1d20 ⇒ 2Your hero has an “in” with a Tattoo Master. Choose a single 1-Strain Magic Tattoo.
If your character can't have Magic Tattoos, re-roll this result. [ooc]No tattoos for worms. Re-rolling
Re-roll: 1d20 ⇒ 13It’s a complicated story, but somehow you ended up with an Atlantean Symbiote— choose any from page 66 in this book. However, the experience left a lasting impact; roll once on the Bio-Borg Insanity table!: 1d12 ⇒ 8 Phobia (major): Bio-Wizardry and Bio-Borgs.


Slave branch: Psi operator I:

Race: Human
Attributes:+1 Spirit
Skills: Electronics d8, Repair d8, Psionics d6, +2die Fighting
Edges: AB:psionics, Major Psionics, Telemechanics, Gadgeteer, Human edge, Elan, Luck
Powers:Mind Link, Healing, X,
Gear: Starting Gear, Field Repair Kit. TW Wilk's Laser torch
Other: +2 to Survival, networking and Common Knowledge when related to the Demon Seas Region.

F&G, Hero's Journey:

Fortune and Glory I: 1d20 ⇒ 7 Spiritual and Determined: Add one die to Spirit and begin with Strong Willed

Fortune and Glory II: 1d20 ⇒ 1 Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon. {I'd prefer the edge to gear as we likely start with little but The Psi-operator does not start with a melee weapon. Reroll? Otherwise I'll take a TW converted Wilk's Laser Torch ;7)}

Hero I, Training: 1d20 ⇒ 18There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.

Hero II, Experience and Wisdom: 1d20 ⇒ 18There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.

Hero III, Education : 1d20 ⇒ 19 Choice: He’s traveled far and wide, and he knows a lot about the world that could come
in handy. Your character gains a +2 on any Common Knowledge rolls related to
geography and understanding the people and places in the Demon seas. He also
gains a +2 on Survival and Networking checks in the Demon seas.


Strongly considering Psi-Operator for the Slave branch. Operator might be better by the raw numbers but that gadgeteer edge is tough to pass up.


Rigor Rictus wrote:
I had been thinking of Nega as an idea as well, but purely for the utility, I hadn't come up with a character concept for it yet.

I was just thinking a captured Coalition soldier/Psi-Bat recruit dog-boy. Nothing fancy.

Rigor Rictus wrote:

Thinking that in a completely magic based society, a Nega would be extremely impactful. If you have a concept for a Nega, I think it could be made extremely effective. They are not powerful in terms of what they can do, but man are they powerful in terms of what they allow you to prevent others from doing. I mean, Dispel as a at will ability that doesn't use an action and can be used as a Reaction? Boom.

Illusion/Invisibility? Dispelled. Shield? Dispelled. Area affect attack? Dispelled. Magic based security? Dispelled.

You're still pretty fragile, but having access to Boost Stat could make you pretty mean in a fight when you need to be. Perhaps get a big damage single shot gun, boost shooting, and make your shots count when you need to.

For me, I like the Psi-Slinger, but if we're escaped slaves, most of his powers are pretty limited until he finds some slug-throwers. I had thought about a dragon hatchling, but what I dislike there is the lack of customization options: hatchlings are usually like every other hatchling. I tend not to think of Hatchlings as particularly powerful; they can't even touch the damage output of a Glitterboy or even a Power Armour Jock or Heavy Borg. They are tough and hard to kill though, which is nice.

Do the baddies in Atlantis/Demon Seas use slug throwers? I think the New Navy does at least so you wont be unarmed too long. If nothing else there are the spear-guns you can empower.


Concept Merc: Vagabond:part 2. Final bits awaiting campaign decisions:

Race Human.

Framework MARS Vagabond
Begin with +4 skill points.
Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
Begin with Elan, Luck, Hard to Kill, and one more Edge of choice.(AB Psionics)
Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table.
Begin with standard Starting Gear.

Fortune and glory I: 1d20 ⇒ 10 Wealthy and Connected: Begins with the Rich and Connections Edges.

Fortune and glory II: 1d20 ⇒ 12 Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already
has Brave). He also begins each session with one additional Benny.

Rich I, Enchanted Items & Mystic Gadgets: 1d20 ⇒ 8 Magic Optic System is a magical blend of form and function and a favorite accessory, see page 86.

Rich II, Body Armor: 1d20 ⇒ 19 Choice: This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2, or –4 if it already provides this bonus.

Hero's Journey, Vagabond extra Experience & Wisdom roll: 1d20 ⇒ 12 He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America. {Maybe apply this to Atlantis and the the Demon seas?}

Hero's Journey I Education: 1d20 ⇒ 3 Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d4.
Hero's Journey II XXX: 1d20 ⇒ 19 Choice, Psionics. Some powers become second-nature to the psionic. Choose a power your character knows; (Fear) when she successfully activates it, she gains the raise effect automatically.
Hero's Journey III XXX: 1d20 ⇒ 11 Functional machines and technology often mean the difference between life and death in the world of 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, and theMr. Fix It Edge.

Ok.
Skill related:
.19 skill points +1 die in Healing & Repair.
.Unskilled at d4
.+2 Common Knowledge on geography, people and places of The Demon Sea region.
.+2 Survival & Networking in the Demon Sea region.

Edge related:
Elan, +2 when spending to re-roll
Luck, +1 benny
Hard to kill, no wound penalties when Bleeding Out
AB Psionics, 10ISP Healing, Detect/conceal Arcana, Fear
Rich, +15K credits
Connections, One favor per session from TBD
Healer, +2 to all healing rolls
Mr. Fix it, +2 to repair. Halves time on a raise.
Human Edge. TBD

Other
+1 benny
Fear activates at the raise level

Gear
Magic Optic System
Money and Common Goods
.credits: 4d6 ⇒ (1, 6, 5, 1) = 13 × 100. 1300cr
.common goods: 2d4 ⇒ (1, 4) = 5 × 500 2500cr

NG-S2 Survival Pack](20 lb, 3000 credits)
.Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
.Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation)
.Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
.Fire starter kit with pocket lighter and flint sparker.
.First aid kit with three uses (each refill costs 100 credits).
.Flashlight and radio (five-mile range), crank and solar powered.
.Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
.Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
.Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.

Survival Knife
Wooden cross, and wooden stakes
Body Armor: Concealed (-2 to detect) Huntsman Medium Personal Armor (+5Armor +2toughness d6str min 16wt +1rarity 24,000cr)
Sidearm: Wilk’s 320 “Classic” Laser Pistol (15/30/60 3d6dam 1rof 2AP 20shots d4str min 2wt +1rarity 11,000. +1Shooting
Ammo: two E-clips

MARS advances. 4 tbd.

Concept Slave:
.MARS ideas, New Navy Body doc/Operator.

.Iconic ideas, Stone Master/Crazy/Ex coalition Dog-boy Nega-Psychic

Sheesh making SW Rifts characters is FAR harder than SWADE/SPC3 Supers.

I too am a little concerned about the "Glitter-boy problem". I think SW Rifts partly solves this by starting MARS folks with 4 advances & the Heroes journey. But Iconics still have more raw power. I think this will work so long as we don't have 3 Dragon Hatchlings and 1 MARS type. Strict enforcement of Ammo/repair costs and the other Iconic limitations can also go a long way towards balancing things.

So far it looks like we have
A Cyberkight (icon)
Possible Psi-Slinger (MARS)
True Atlantean Zapper (icon)
Plus My inability to make up my mind (both)

Hmmm looks like 3 Psi-users so that is leading me towards magic(Stone Master), cybernetics(Doc or Operator) or the Nega for balance.
The Zapper is the only really heavy hitter out of the box unless someone comes in with something in the Dragon/Glitterboy category.


Right, on it.

Concept Merc: Vagabond:

Begin with +4 skill points.
Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
Begin with Elan, Luck, Hard to Kill, and one more Edge of choice.
Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table.
Begin with standard Starting Gear.

Fortune and glory I: 1d20 ⇒ 10 Wealthy and Connected: Begins with the Rich and Connections Edges.

Fortune and glory II: 1d20 ⇒ 12 Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already
has Brave). He also begins each session with one additional Benny.

Rich I, Enchanted Items & Mystic Gadgets: 1d20 ⇒ 8 Magic Optic System is a magical blend of form and function and a favorite accessory, see page 86.

Rich I, Body Armor: 1d20 ⇒ 19 Choice: This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2, or –4
if it already provides this bonus.

Hero's Journey, Vagabond extra Experience & Wisdom roll: 1d20 ⇒ 12 He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America. {Maybe apply this to Atlantis and the the Demon seas?}

3 Hero's journey rolls. Will make later.

Concept: Slave. Ex New Navy BodyFixer or CyberDoc. Details TBD


EltonJ wrote:

...

It was suggested that the campaign idea will be about escaped slaves. I liked that idea. I'm also liking the idea of mercenaries as well.

Of those two I would prefer the escapee idea.

I understand there is a Plot-Point campaign in the Atlantis book are you thinking or running that or more homebrew?

Are you thinking something like a campaign or more a one-shot?


I would like to throw my hat in as well.
I am very familiar with SW and have played Rifts a bit... I have more hours put in on TMNT and especially After the Bomb. I fondly remember my Dingo Vagabond.

I am thinking A Body Fixer or Cyber Doc depending on the flesh to metal ratio in the party. Maybe New Navy but I know nothing about them.


As the group scrabbles for trinkets the band turns up the amps.


Poor Wandering GM wrote:
Kara "Imagine" Luthor wrote:


Having kitted herself out with 3 grenades, a rifle, and a spare clip, Imagine at last felt dressed enough to carry some kind of offensive. Forewarned is forearmed and all that.
...
You recognize the rifle as a V'sori issue Pulse SMG (SPC pg.17) with a full powerpack. The grenades are V'sori fusion grenades. Bit heavy ordinance for prison guards to be carrying but gift horses and all that. The grenades have a dial and some extra buttons and stuff that means little to you, but the big orange button with the flip up cover seems pretty clear. (Athletics to throw Range 5/10/20 3d10 AP4.)

A bit more info.

You didn't notice it immediately when you picked up the gun as you has just stepped in someone unpleasant, but both the gun and the grenades brushed your mind telepathically. This is not an attack they did not read your mind or commandeer your limbs this was not even telepathic contact. This was a feather brush. Less than that even. But not because it was subtle and slipping past your defenses the contact was just too weak to do anything more. Whatever this was a normal human would brush this off without even noticing.


Imagine wrote:
Alright another Christmas that can't be beat in the can! Merry Christmas Every One!

And to you. I don't celebrate but bully for those who do I say!

Also we had a lovely wind storm this morning. Nature was celebrating Winter.

Imagine wrote:


Okay let's get to some of this.

1) Yes, wiggle-room descriptions should be fine. This has to be both ways, tho. If I say I use a power on someone, you can't flip around and say "Ha-ha! He's actually 13' away! You wasted your turn haha now I do my victory dance with turbo-mooning in your face!"

Then we shall have words.

Goose-Gander. I would not have it any other way. Please call me on this, I might do this unconsciously.

Imagine wrote:


3) Mmmrph. The flying-strength rule seems to complicated by half. If we say that you can't -gain- altitude while flying (except with a benny) can we say that you can get someone down to the ground soft enough that they don't go splat?

Well the Roof 'landing' is a bit of a puzzle. There are plenty of ways down that don't rely on a Power Stunts. But then I did load you up with extra bennies......


Everyone

Feel free to ask the pilot questions or otherwise inject yourself into the proceedings. We will retcon if needed. Also feel free as usual to ask me for further details if anything seems off.


Sweet!
Super sorcery gets a major change. It goes from a power to build your character around to a supplemental power that will allow you to pull a 15 point rabbit/power out of your hat when you really need to. It really does work better this way. Yow are no longer a wizard constantly trying to mash you x levels of super sorcery into the power you need. You are now a wizard with a solid list of working powers and the ability access anything when the need arises. It looks strange if you are coming from the old version but it works great in play.

If you are worried about the bennie cost. It tends not to be a big problem in play. You could also look at the luck/great luck edges to increase your bennie count.

I recommend this for everybody but it goes double for bennie conscious sorcerers and inventors, spend some time thinking about your Hindrances.
When a hindrance causes you a problem you frequently get a bennie. My rule of thumb is that is you cannot immediately see 3 ways that this hindrance could make your life difficult then maybe it isn't the Hindrance for you.

Needless to say I do not recommend that you take unlucky.


=-Status update-=

Dave Finsterman. Approved for play
Doctor Toxic. Approved for play
Psiclops. Approved for play
Imagine. Approved for play
Karma. Approved for play

Ah-Rekhmire. in progress
Mr. Sardonicous. In progress.
KingHotTrash. In progress.

Omega White. Application withdrawn/moved to alternate status.

And the dominoes are falling. I am preparing to open the game play page and get this show in the air.

I sent PM's to the folks who've gone radio silent. I do hope at least 1 or 2 are still interested.

Please feel free to ask me any setting/rule questions if something is bugging you.

I can see this weekend/early next week as a likely start.


Hey ZEN
I'm going to have to withdraw my application. The NE game is eating all my attention. Sorry.

~PWO


CucumberTree wrote:
Poor Wandering GM in Campaign Info Tab wrote:
Born a Hero: Ignore Rank requirements for edges during character generation.

Does this mean that I could pull an Edge like this without the Requirements:

Mighty Blow
Requirements: Wild Card, Seasoned,
Fighting d10+
The character doubles his total damage
when making a successful Fighting attack
this round.

or

Professional
Requirements: Legendary, d12 in affected
Trait.
The character is an expert at a particular
Trait. His Trait becomes d12+1. This Edge
may be selected more than once, but it may
never be applied to the same Trait twice

Yes, with caveats. Born a Hero means you can ignore the "Seasoned" and "Legendary" requirements on those edges. All the other requirements still stand.

So to take "Mighty Blow" you will need to be a Wild card, no problem with that all players are, and you will need the Fighting skill at d8 or better.

And to take "Professional" you will need a d12 in the Trait you are taking this Edge for. Note, Super Skill or Super Attribute have no effect on this. This edge refers to the base skill BEFORE adding any super enhancements.

For example: Driving d8 +2 levels of super skill for a d12 total does NOT qualify for this edge. The base Driving Trait is not a d12.

Driving d12 +2levels of super skill for a total of d12+2 Does qualify for this edge and will raise the total skill to d12+3 (d12+1 with 2 levels of super skill added)

Apologies if I am telling you stuff you already know. It took me a bit to understand this so I am trying to be ultra clear.


ZenFox42 wrote:

PWGM - here's my first tentative build. I may change it drastically as I understand the SPC3 rules better (especially the Telekinetic and Force Field Powers), but I wanted to run this by you :

p52 : Armor(5), Heavy Armor(+4), Requires Activation(-1) : +10 heavy armor (8 SPP)
p63 : Flight(4) : pace 12 (4 SPP)
p80 : Ranged Attack(15), Heavy weapon(1), Lethal(-1) : 6d6 heavy damage (15 SPP)
p57 : Dodge : -5 to be hit by Ranged attacks (5 SPP)
p69 : Invisibility : -4 to be Noticed and vs. attacks (8 SPP)
p78 : Parry : +5 Parry (5 SPP)

All with the Trapping of telekinetic force.

Hey ZenFox welcome to the lounge.

It all looks Legit if pretty combat heavy but hey I can't criticize folks for being combat heavy when Dave is in the room. You do you.
I do notice a lack of actual Telekinesis. Bold choice or ....
The choice of Armor over Forcefield is unusual for TK artists but why not I say.

Looks good. Can't wait for the full version.


Are you still looking for posse members?


Good afternoon all.

The player of Jacob Mulle here.

I am very happy to join in and should have my Oracle rebuilt once we hammer out what build rules you happy few used back in the dim mists of lost time.

Is skeleton form I am bringing in a Human Nature Oracle with the Haunted curse.
I am torn over taking the Spirit Guide archetype. The Wandering Spirits can REALLY help with the utility spells and Hexes are flat out awesome.
More importantly SG adds to the whole bedeviled/befriended by spirits vibe.

In fact the Spirit guide might be TOO good and straying into cheese territory.

Any opinions?

And again thanks for letting me join.

~PWO


1 person marked this as a favorite.
mishima wrote:
How much is player knowledge of Golarion required to enjoy this? Love 5e, but Golarion never really drew me in (besides Kaer Maga).

There is also the free Kingmaker players guide that should answer a good number of questions. Just be aware that some of the Game info is very Pathfinder related and will likely need to change or disappear when converted to 5e.

Mind you converting the near feat background traits might be a good project while the GM sets things up.


I am interested in trying a 5e kingmaker. Interesting to see how much the system change impacts play.

Re the archpaladin. I don't see that much of a lore issue. There is no reason Golrian powers that be can't make Warlocks. After all it's not like the fighters/wizards/clerics et.al are the same between the two systems.

Races should not be too much of an issue. 5E has a good mix and it is pretty easy to adapt a pathfinder race to 5e.

The big issues with moving Kingmaker off Golarian are the nations. KM is pretty political and is strongly based on the River Kingdoms/Stolen Lands. Trying to move this is just asking for needless headaches. I suspect keeping the game on Golarian and just swapping rules would be easiest.

Or maybe I am missing something. What issues do you all see in changing KM to 5E?


1 person marked this as a favorite.
Tiny Litsy wrote:


Yeah, as much as I understand that RPGs can sometimes be about dark stuff, I'd much prefer my 'supposedly-for-fun' escapism to stay clear from anything too depressing and stomach-churning.

Check.

Witches come stock with several content advisory stickers attached ex Cook Person but I will be avoiding most of them as I too find them un-fun

That said Pollux is at core an expression of extreme existential angst. Think of someone who is aware of the ultimate heat death of the universe and allows this knowledge of absolute futility to consume them.
He is not an anti-hero but is an inadvertent hero. Someone who does "good" because "evil" will win in the end anyway so why help it along.

Cosmic horror, transgression, and occasional body horror are his raison d'etre. On a practical level 90% of the horror will be off screen. Stuff like castor wearing a lead made from many different lengths of different red threads tied together. It could be that the threads are bloodstained or they could just be red. The idea is to make the implications of Pollux horrifying but keeping there from being anything you can put you finger on to exactly say why.

In tone I am going more for a Lovecraft-crossed Addams Family or the early Dexter books rather than a splatterfest. I find gore dull. Abuse tropes/punching down I find abhorrent.
Tark, Beorn and Variel were in the campaign where Pollux was born so they may have better insight than I would on how this all comes across in play.

If I ever stray too close to the line please, anyone, let me know and I will back off without taking offense or seeking an explanation.

I live by the X card rule.


I smiled at skyrealms. Haven’t seen Jorune get a shout long long time.

As for votes I cast mine for Venture City. Fate can work as a pbp pretty well. Dungeon World would be my vote if you want fantasy but it really comes down to anything but Kult.

Both DW and Fate have that low key vibe you mentioned.


Very glad to hear from you again. I’m sorry the game has officially joined the choir invisible but health is far more important than wax golems and demon apes.

I would love to get a plot rundown. Who set us up to win the contest and why? What is in the ziggurat? And most importantly, how did Picklebeard fit into it all?

Feel as good as you can and thanks for one of the best games I’ve played. Well done sir, well done.

~PWO


Ansha wrote:
Out of curiosity, PWO, did you end up completing your Master in Library Science? Quite unexpectedly, I ended up a library director about a month ago.

Congratulations Ansha!

Yes I am a fully fledged librarian. Not doing anything with the degree which is a shame and the cause of some lamentations in the wee hours.

But life goes on.

At the moment life is heading for a trail in southern Oregon. I’m preparing for a 3 to 4 week walk on the woods starting at the end of this month.


1 person marked this as a favorite.

Illusion detector Must be summoned onto a surface that can take its weight. Illusory floors cant. I wonder if one would lose the spell if one tried to summon this onto an illusionary bridge or atop a weak floor/roof?


Ravingdork wrote:
QuidEst, do you know of any examples in media or literature of hackers aiding one another against the same device, simultaneously, in a somewhat sensible/realistic fashion?

Perhaps not that realistic and not really aiding exactly but the Chaos/Hardisson duel over control of a target building's security systems might be applicable. This was mainly in "The two live crew job". Either that or "The ho ho ho job" it has been a while.


Reskinning the Dirty Trick maneuver as pressure points and qi blockage made my Maneuver Master Monk a good bit of fun to play.

Likely a Cad would be even more effective at this. Have to try it sometime.


Lesser meta magic rod of reach. Buy it, use it , love it,


Rigor Rictus wrote:


You can't perform exactly the same action. However, a similar situation is specifically called out in the rules. If I fire a gun with my right hand, I can't fire it again as a second action; I can however fire a different gun with my left hand. Therefore, as he's not using the same power twice, but two different powers, it is allowed.

Cool I stand corrected. Must have been thinking of something else.


I thought this was blocked by the "cannot take the same action twice" general rule. Wouldn't you need extra action w/ repeat action to do this?

my .o2 this sounds much more like contingent than requires activation.


Submission is coming together

This is the crunch, and the template:

About Jack of Clubs

[spoiler=Real name:]
Jackson "Jack" Olivetti
[/spoiler@]

[spoiler=History: ]
Ex hero sidekick. Former thief. Freed from a New Jersey prison when an F-35 crashed into it during the phoney war. Made his way to Star City and was captured.
[/spoiler@]

[spoiler=~Generally known information]
[/spoiler@]

[spoiler=~Generally Unknown information]
[/spoiler@]

[spoiler=Personality profile]

***********************************************************************
Charisma: - Pace: 6 Parry: 6 (8) Toughness: 6

Traits: (cost)

[Spoiler=Agility d8 (2)]
~Boating d4 (1)
~Driving d4 (1)
~Fighting d8 (3)
~Lock picking d6 (2)
~Piloting
~Riding
~Shooting d6 (2)
~Stealth d6 (2)
~Swimming
~Throwing
[/spoiler@] Agility skill cost

[spoiler=Smarts d6 (1)]
~Gambling
~Healing d4 (1)
~Investigation
~Knowledge
~Notice d6 (2)
~Repair d4 (1)
~Streetwise d4 (1)
~Survival
~Taunt
~Tracking
[/spoiler@] Smarts skill cost

[spoiler=Spirit d6 (0)]
~Intimidation d4 (1)
~Persuasion
[/spoiler@] Spirit skill cost 0

[Spoiler=Strength d10 (3)] Load limit ?? max ???
~Climbing
[/spoiler@] Strength skill cost 0

Vigor d8 ()

Total trait costs: 9 (5 base attribute points, 1 from both minor hindrances, 3 levels of super attribute) with 17 skill points (15 base, 2 super skill).

************************************************************************

[spoiler=Hindrances]
Curious. “So many secrets, so little time” (major)
Loyal. “Never burn your friends. It is what separates us from them.” (minor)
Pacifist “A living foe is an opportunity. A dead one is a disposal problem”(minor)
[/spoiler@]

[spoiler=Edges ]
Arcane Background (NE Superpowers setting edge)
Luck +1 benny/session (human)
Great Luck +1 benny/session (major hindrance)
Elan +2 to any roll a benny is spent on. (Super edge)
Level headed draw 2 cards and choose 1 for init. (Super edge)

[/spoiler@]

[spoiler=Powers (net cost)]
Innate

Jinx, improved. (2+2=4)
Trappings: “Just not your day is it”
Foe making a direct action against your character—whether an attack, Test of Wills, or other action—suffers a
mishap if his skill die is a natural 1 or 2, regardless of Wild Die. When this occurs, the foe’s weapon malfunctions, he slips and
falls, a super villain’s power fails, and so on. The exact effect is up to the Game Master, but should usually cause the foe to
miss his turn at the very least.

Super attribute 3 (6) one die type to Strength, Spirit and Vigor. Already figured into stats.

Super edge Elan (2)

Super edge Level headed (2)

Super skill 2 (2)
1 level each in Fighting and Notice

Uncanny reflexes (4)
Trappings: “Missed me by that much. ”
-2 to all attack rolls vs. Jack that he is aware of.

Devices

Total power cost. 20

[/spoiler@]

[spoiler=Gear ]

Dura weave {+1 heavy, arms legs torso, -4 to note} (5wp $500)

Cash

Gear stored at lair:

[/spoiler@]

Current gear / wp

[spoiler=Advances]
[/spoiler@]

[spoiler=Notes and crimes]

Crimes:

! Near current base.

Notes:
[/spoiler@]


ZenFox42 wrote:

PWO - Nope, the free 10 points per Rank starts at Seasoned. So, just 20 PP to start with.

Aha! Thanks for clearing that up.


Sweet!

So how many power points do we start with?

20 from four color rising stars
No super-karma.
No Power Points edge.

However it looks like we get 10 points per rank free. If this applies to novice rank then we are looking at 30pp to build with. Is this correct?


ZenFox42 wrote:

ALL - I think I'm calling Recruitment to a close...

Rats. Missed it.

Oh well, Have fun storming the castle!


Thought I recognized that dragon.

Good to see you as well.


Love this game and would love to try again. I am a veteran of a couple of games that died.

If this is still open I would love to apply.

Question of Atlantean/Hybrids:
Do these folks come under the Alien house rule?


Lurker powers activate!

Really interested is watching how Fate plays in pbp. Good luck!


Gilfalas wrote:


I am looking for a fun, effective built, not necessarily the absolute best possible build.

I had a gnome hook-hammer specialist a while ago who fit your fun and effective criteria. The basic skeleton would work fine as a staff fighter.

Lvl 1: Vivisectionist/Internal alchemist.

Reasoning: The sneak attack will help support the meh staff damage. You also get a small spell list and some nifty tricks for when hitting-them-with-a-stick does not seem the best choice.

Lvl 2 and onward: Ranger.

Reasoning: Two weapon fighting feats, full bab, built in flank partner even if none of the other players are willing/able to dance.

Worked surprisingly well. Not overly specialized so not the best power-build but it was fun to play and added a good bit to the party.


2 people marked this as a favorite.

Vrusk

Or the chance for character death during generation.


Oof your life is too interesting Tark. Good luck.


2 people marked this as FAQ candidate. 2 people marked this as a favorite.

Is there still an issue about how acrobatics impacts charge lanes? Or has it been resolved?

I am thinking of a charge being prevented by a pit or wall that the charger could jump over.


Nope it is just that bad.

Then again it does work on things Knock does not. Ropes for example are called out in the Knock description as immune to knock. The Chime does not have that language so it will open a chest or portal that is tied shut.

Not that that is all as they say that but it is something.


A bully wants attention. Don't give it to them. Do not respond.

They might get more demonstrative as Dave Justus mentioned but just let it go by. Do not respond, let them get bored. They are obviously not enjoying the game as they need to pick on you for entertainment. Once you stop being entertaining then there is no reason for them to be there. They may well drop the game.

However, they are also likely to simply switch targets so you may need to be ready to support the next player they choose to annoy. Once multiple players have 'enjoyed' the bullies attention the calculus of loosing one player vs. losing 2 or 3 becomes clear.


Mind you this could matter to someone with the nature Oracle capstone.

The capstone allows the oracle to explicitly change their type to among other choices, animal. Say they did this, for whatever reason.

If they then get hit by a baleful and miss the saves. Unlikely but '1's happen.

Their druid buddy then goes to the trouble of casting Awaken. What happens?

Mint you to call this an edge case is a bit of an understatement.


Dot.

Academic/Spiritualist Hedgewitch incoming. Will have full rogue trap finding and at least moderate cosmic power.


If they found you you were not sufficiently paranoid.

My view?

Run.

Mind you that depends on your goal. Do you want to live, do you want to provide a level appropriate challenge for the party or do you want to cackle with glee as the other players cry over the record sheets of their now dead characters?

Different answers depending on the question but the basic idea is not to play the game your pursuers are playing. If nothing else they expect you to abide by established rules and tropes. Don't.

1 to 50 of 900 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>