Rogues' OOC Chat

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Rogues' OOC Chat

Postby Consumer » Fri Sep 13, 2013 8:44 am

Conduct Out of Character Chat here.

Keep it Civil... Thread subject to complete deletion from time to time.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: Rogues' OOC Chat

Postby Vortigern » Wed Oct 31, 2018 12:53 pm

Welcome Erebos!

Let the scheming begin!
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Re: Rogues' OOC Chat

Postby Érebos » Wed Oct 31, 2018 8:25 pm

Vortigern wrote:Welcome Erebos!

Let the scheming begin!


:twisted:
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 142/204

Current Conditions:Shadow Skin: 58:00 min remaining; Fly as the Eagle: 8:00 min remaining; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining; Shadow Senses: 10 min remaining; Shadow Meld: 16:00 min remaining

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Rogues' OOC Chat

Postby Az Rael » Thu Nov 15, 2018 10:40 am

This is starting to look like a dark, kickass team!
P.P.E.: 77 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic
BA-26 EBA armor M.D.C: 90 / 90

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Re: Rogues' OOC Chat

Postby Érebos » Sat Nov 17, 2018 4:40 pm

Getting there :)
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 142/204

Current Conditions:Shadow Skin: 58:00 min remaining; Fly as the Eagle: 8:00 min remaining; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining; Shadow Senses: 10 min remaining; Shadow Meld: 16:00 min remaining

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Rogues' OOC Chat

Postby Consumer » Wed Dec 19, 2018 7:06 pm

So I am posting this in all my groups to clarify what I am looking for in a player post.

Player Non-Combat wrote:Perception: D100/Percentage
Just in Case D20/D100
Conditions: Things that are important, Sixth sense, Bio-Regen, Immunities, etc. You don't have to post all of your characters special abilities, just the ones you are actively using.

Skill Rolls D100/Percentage (What the skill is for.) If there isn't info to what the skill is for it will be ignored.

Post: Please include Thought and action, and if possible Speech. This is also a good place to make mention of the skills/special abilities you are using, in addition to stating them above.



Player Combat wrote:Perception: D100/Percentage
Just in Case D20/D100
Conditions: Things that are important, Sixth sense, Bio-Regen, Immunities, etc. Again you don't have to post all of your characters special abilities, just the ones you are actively using.

Skill Rolls D100/Percentage (What the skill is for.) If there isn't info to what the skill is for it will be ignored.

Initiative: d20+bonuses
Number of attacks: ???

Strike rolls should state target and weapon used, like such.

Action One: Player swings vibro-blade at the pirate. (Strike: D20+bonus; Damage: d6 MD)
Action Two-three: Player aims for pirates head with ion pistol. (Strike: d20+bonus; Damage: 3d6 MD)

If you roll a Natural 20, go back and edit the attack to notate its increased damage.

Parry: d20+bonus. Give me as many rolls as you have attacks, they're free.
Dodge (What triggers your dodge, 50% armor... Ranged attacks, etc) d20+bonus. Give me as many rolls as you have attacks, these will be taken off of your last attack first and move up. If you don't include your bonuses in the roll, I will be sad.
Roll w/: d20+bonus as many times as you have attacks, also free to use.

Post: Please include Thought and action, and if possible Speech. This is also a good place to make mention of the skills/special abilities you are using, in addition to stating them above.

A round is 15 seconds, limit your speech to what you could speak in 15 seconds, no monologing.


"This is radio, its bold and blue."
"This is Telepathy, it is Italicized and purple.
"This is Speech, it's Bold."
This is thought, it is Italicized.

A note on skills. I assume you can speak your native language, no rolls necessary, unless you are trying to explain a foreign concept to a non-native speaker.

If you have 60% and up in a skill, you don't need to roll unless, stressed, or trying to explain a foreign concept.

Radio: Basic, no rolls needed for general use of a communication device. Changing frequencies, or installing them requires rolls.

Side note on skills posted. Feel free to post skills that you are unsure would work for a task, just make note of why you think the skill could be useful.

That's all I've got for now, if you have any questions please ask.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: Rogues' OOC Chat

Postby Sorrenson » Thu Jan 10, 2019 1:15 am

Hiya,

So regarding the dividing up for the GR mission rewards for killing Uncle Halthy, I suggest the following:

  • Divide the credit three ways. Sorrenson, Vort and Bryke get 1/3 each. Nice and simple.
  • I expect you guys will want to keep the Ghost Star Fighter, so you should just keep it. I had thought of asking to swap the bigger one the GR has with the smaller one the GA has. So that the Drudge could fit in the hold. However you guys may want to keep it. Vort may eventually summon up a larger 'little friends' and the larger hold in the Ghost could be useful for that. Also, swapping that over would probably need the consent of too many people. Last but not least, it gives Sorrenson a good reason to buy another - smaller & sneaky - PA :)

Let me know what you guys think.
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Re: Rogues' OOC Chat

Postby Dark Lord » Thu Jan 10, 2019 5:09 am

Both groups' shuttles are the same size.
Why kill a PC when you can torture them?
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Re: Rogues' OOC Chat

Postby Dime Store Magic » Thu Jan 10, 2019 5:38 am

There was also a bit of handwavium to make everyone fit in the ships, it has virtually no cargo space. But was built to house promethians so the cabin is big enough for 6 of them. Or maybe a drudge and some punny humans and the like. :lol:
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Re: Rogues' OOC Chat

Postby Vortigern » Thu Jan 10, 2019 4:34 pm

Sorrenson wrote:Hiya,

So regarding the dividing up for the GR mission rewards for killing Uncle Halthy, I suggest the following:

  • Divide the credit three ways. Sorrenson, Vort and Bryke get 1/3 each. Nice and simple.
  • I expect you guys will want to keep the Ghost Star Fighter, so you should just keep it. I had thought of asking to swap the bigger one the GR has with the smaller one the GA has. So that the Drudge could fit in the hold. However you guys may want to keep it. Vort may eventually summon up a larger 'little friends' and the larger hold in the Ghost could be useful for that. Also, swapping that over would probably need the consent of too many people. Last but not least, it gives Sorrenson a good reason to buy another - smaller & sneaky - PA :)

Let me know what you guys think.


Given that there is no charter proscribing the method of divvying loot I would have no grounds for complaining about something as straightforward as equal shares. Normally I prefer to have a percentage allotted to a group fund, however I also can't deny that as you are leaving the group you would then be paying into a group fund you wouldn't benefit from afterwards. I can understand why you might prefer not to do that. (I might object under such circumstances myself.)

An even split of the 50m credits would leave each of us with 16,666,666 credits, and a remainder of 2 credits. In the interest of simplicity and quick resolution, you and Bryke can split it so you each get 16,666,667.

It appears there is nothing to resolve regarding the spacecraft.

Best wishes transitioning the Galactic Adventurers Sorrenson.
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Re: Rogues' OOC Chat

Postby Sorrenson » Mon Jan 14, 2019 12:31 am

Cool. Thanks Vort. Best of luck to you guys as well!

I've PM'd Bryke and asked him to post his input here.
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Re: Rogues' OOC Chat

Postby Bryke » Fri Jan 18, 2019 5:13 am

I concur sirs.

Tho, Vort allowing us to have the extra dollar felt fishy to me at first glance :/
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Re: Rogues' OOC Chat

Postby Vortigern » Wed Jan 23, 2019 3:19 pm

Bryke wrote:I concur sirs.

Tho, Vort allowing us to have the extra dollar felt fishy to me at first glance :/


In what way?
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Re: Rogues' OOC Chat

Postby Zilant » Sun Jan 27, 2019 6:32 am

Been considering creating a Rifts character, and so far the Rogues are the only ones actively trying to recruit me. Was wondering if the players (and GM) think I would be better creating someone who does not yet know about the Sunaj that they are trying to recruit, or someone already in the Sunaj?
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Re: Rogues' OOC Chat

Postby Alvidan » Sun Jan 27, 2019 5:50 pm

Have gotten as far as naming my character Alvadin and creating stats and narrowed my choices to about 3.

1) A Crystal Mage: I see this one as someone the team might be recruiting, not yet a Sunaj but with the right attitude and useful abilities.

2) A Major Psionic Sunaj Assassin: Probably with only psi sensitive abilities.

3) A Master Psionic Sunaj Assassin: Probably an "Outsider trained as a Psi-Ghost", though a Psi-Tech could eventually reach what I want.

(Note to GM: I had to conclude that Intangibility goes against a True Atlantean's inability to be transformed, so only the "Outsider" makes sense, though it means also having the Presence Sense reduced to the standard version as well)

Any Opinions on which would best fit the team?
Alvidan
P.P.E.: 129/129
I.S.P.: 103/103
M.D.C.: 80/80

Armor: Psionic Crystal Armor (currently removed)
Visible Weapons: Phase Sword

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
Sixth Sense
Telemechanics

Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Re: Rogues' OOC Chat

Postby Érebos » Sun Jan 27, 2019 9:17 pm

Sorry it took me a bit to see this, I've been gone most of the day (just checked in on hangouts on my phone) and don't check OOC posts as often as I probably should.

Any of those options should work. A few things:

1) if you are not Sunaj already, you'll want to be Aerhiman clan and pretty "nationalistic" and supremacist about True Atlanteans. Humans are usually considered pretty close so they aren't really looked "down" on as much as sort of seen like little brothers in a sense. Anything else - except for the truly awesome things like dragons, neo-Humans, Prometheans, etc... the stuff you'd probably find on the High Powered List - would likely be considered inferior. The more of this kind of stuff you make clear, the more the Sunaj will take notice and possibly develop until you're approached. Oh, and hate on the Splugorth. This will win you points.

Basically, walk in with a MTAGA (Make True Atlanteans Great Again) hat on and go on about how awesome TA are and how much you wish we had our heritage back and wish we could just retake Atlantis and annihilate the Splugorth - anything along those lines is Sunaj thinking, and will likely catch a Sunaj ear. Of course, if you go TOO far overboard, you might get other attention as well of the negative variety. Note: expect some "devil's advocate probing" on this - the Sunaj might push back a bit just to see how entrenched you really are, or if you're just posturing and wishy-washy... to "test your resolve", so to speak. Recall that the Sunaj are truly fanatical about their cause - willing to die for it without hesitation - and utterly committed. Sunaj training and screening ensures that only the most dedicated to the cause will make it. Anyone who's already Sunaj, you can rest assured, is absolutely invested and has zero doubts that what they are doing is the best thing for all True Atlanteans (and even humans on Earth too).

Also, FYI - no one in the Rogues knows the two Sunaj are True Atlanteans - yet (though, to be fair, we literally just joined in the last few posts). I imagine the secret won't be kept for too long, but as of now, we're just buff looking humans (Shadow Mage and Shadow Assassin don't have tattoos galore either, so it's not obvious just from looking at us, if we're covered, unlike a typical True Atlantean T-man who is covered with them.

As for Crystal Mage specifically - it could also be construed as CREATING shadows if you're clever - after all, shadows don't exist without light, right? So, it could work with some creativity.

2) Major Sunaj Assassin - I think this probably fits your "ninja" concept best. Sneaky, asssassin-y, able to go toe to toe (SN ps/pe and MDC) when necessary. I like it. Sunaj Assassins are the cream of the crop and the best that Sunaj/True Atlantean training can produce, even without master psionics, so you'd be a force to be reckoned with. You'd also get full tattoos and skills. There's a reason Sunaj Assassins are feared and spoken of in whispers.

3) Not sure how a hamstrung (how I view not having intangibility and enhanced presence sense) psi-ghost would fit. You'd lose a lot of what makes the psi-ghost, "ghost"-ish, IMO. There's really nothing you'd get that you couldn't get from MInd Melter or another psychic class, like psi-tech or psi-slayer. Without intangibility and presence sense, there isn't really much to distinguish a psi-ghost. I wouldn't have wanted to play mine without those abilities for sure ;)

So, if I had to rank in order:

Best fit: 2 (major Sunaj Assassin)
decent fit, with a little role play, creativity and tweaking : Crystal Mage
not a fan: "outsider" psi-ghost without intangibility or enhanced presence sense. psi-tech or psi-slayer would be better, IMO. If you chose a psi-tech or psi-slayer, I'd put them up there with the other Sunaj Assassin in terms of fit.
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 142/204

Current Conditions:Shadow Skin: 58:00 min remaining; Fly as the Eagle: 8:00 min remaining; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining; Shadow Senses: 10 min remaining; Shadow Meld: 16:00 min remaining

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Rogues' OOC Chat

Postby Alvidan » Mon Jan 28, 2019 4:19 am

What you said about the various suggestions is technically true.

1) The point of playing the character this way is the RP challenge of playing an Atlantean Supremacist well enough to be convincingly recruited. Doing so while playing a relatively low power character should make things interesting.

2) Major Psionic Sunaj is a decent character, been considering the question of what tattoos would be required.

3) I tend to find Mind Melters a bit overpowered, I think Psi-slayers may get to be that way as well though they are a possibility I have considered...though as i mentioned when I first suggested that combo it seems a natural fit (I had them as third or fourth on my Major Psionic list, with Intuitive Warrior as the other, then Zapper as fifth). I could not make Intangibility work with immunity to transformation by internal logic, though this does admittedly leave the "Lamed" Psi-ghost on a par with the Psi-tech, the main difference being the order in which they would get abilities.
@Level 3:
Psi-Ghost; Psionic Invisibility, Deaden Senses, Mind Block, Nightvision, Object Read, Machine Ghost, Telemechanics, 6 Sensitive/Physical, 1 Super of choice (And presumably Presence Sense)
Psi-tech; Superior Telemechanics, Telemechanic Mental Operation, Telemechanic Paralysis, Telemechanic Possession, Machine Ghost, Object Read, Speed Reading, Total Recall, 2 Sensitive powers, 2 Sensitive/Physical Powers, 1 Super Psionic

A Psi-Slayer at level 3 would be considerably different...
Alvidan
P.P.E.: 129/129
I.S.P.: 103/103
M.D.C.: 80/80

Armor: Psionic Crystal Armor (currently removed)
Visible Weapons: Phase Sword

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
Sixth Sense
Telemechanics

Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Re: Rogues' OOC Chat

Postby Az Rael » Mon Jan 28, 2019 5:43 am

Alvidan, Just keep in mind the most important aspect is that you need to enjoy the character to want to play the character. If you are not wholeheartedly interested in the character you will be less likely to post as much. Pick the one that makes you most excited. We currently have a shadow mage and shadow assassin and two other folks working out ideas so the potential is there for lots of options.
P.P.E.: 77 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic
BA-26 EBA armor M.D.C: 90 / 90

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Re: Rogues' OOC Chat

Postby Alvidan » Mon Jan 28, 2019 4:31 pm

I like a lot of things, it took me a long time to pare my thoughts down to just those three. Any of them would be interesting. For example a Psi-tech Sunaj might be a Boba/Jango Fett type, with lots of cool gizmos in his armor. A Major Psi Sunaj might be a more cautious hunter, relying more on stealth than on gear. A Crystal Mage would have to be cunning to make the most of relatively limited abilities.

Just had a question raised for me: How well do a Psi-tech's abilities even work without the skills that a Sunaj would not have?
Alvidan
P.P.E.: 129/129
I.S.P.: 103/103
M.D.C.: 80/80

Armor: Psionic Crystal Armor (currently removed)
Visible Weapons: Phase Sword

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
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Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Re: Rogues' OOC Chat

Postby Vortigern » Tue Jan 29, 2019 2:54 pm

An initial draft of a Group Charter has been posted here: https://www.google.com/url?q=http://exp ... CLbPCuPMew

Any proposed modifications, likes, dislikes, gripes etc. feel free to post in reply in the same thread. The Hangouts discussion gave me the impression some folks had several different ideas right off the bat for additions/modifications so I am holding off on a poll to approve/disapprove it for now. But I'd like to get cracking as a group and get it reviewed and voted on soon!
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Re: Rogues' OOC Chat

Postby Alvidan » Tue Jan 29, 2019 5:46 pm

I am informed that someone else is looking at a Master Psionic Sunaj Assassin. I had pretty much concluded that I would not be playing one already, so that leaves the Major Psionic Sunaj Assassin and the Crystal Mage.

Looked over the Tattooed Voyager, but decided it is not for me (Looks most like the Atlantean equivalent of a Juicer to me...power at a suicidal price).

(May Reconsider the Psi-Tech. The Temporary knowledge his powers would give him might work if he has skills like Field Armorer and General Repair...)
Alvidan
P.P.E.: 129/129
I.S.P.: 103/103
M.D.C.: 80/80

Armor: Psionic Crystal Armor (currently removed)
Visible Weapons: Phase Sword

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
Sixth Sense
Telemechanics

Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Re: Rogues' OOC Chat

Postby Dime Store Magic » Fri Feb 01, 2019 6:17 am

XP has been updated on your sheets. Congratulations to Erebos, you've leveled up!
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Re: Rogues' OOC Chat

Postby Alvidan » Fri Feb 01, 2019 3:16 pm

Eventually did go with the Psi=tech, though it was a very tough choice. If it had been possible to purchase one or two "Super Psionic Powers" on a Major Psi, it would have been much better to go that way.
Alvidan
P.P.E.: 129/129
I.S.P.: 103/103
M.D.C.: 80/80

Armor: Psionic Crystal Armor (currently removed)
Visible Weapons: Phase Sword

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
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Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Re: Rogues' OOC Chat

Postby Rogue Trader » Thu Feb 07, 2019 2:48 pm

Day 6 since GM post; 3 of 4 posted.
I wont lead you to temptation, but I can give you directions. - The Rogue Trader

Ask not what your GM can do for you, Ask what can you do for your GM - Proposed AGM Motto
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Re: Rogues' OOC Chat

Postby Rogue Trader » Tue Feb 12, 2019 7:16 am

Rogue Trader wrote:Day 6 since GM post; 3 of 4 posted.


Day 11. Still 3/4 posted.
I wont lead you to temptation, but I can give you directions. - The Rogue Trader

Ask not what your GM can do for you, Ask what can you do for your GM - Proposed AGM Motto
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Re: Rogues' OOC Chat

Postby Alvidan » Tue Feb 12, 2019 9:43 am

Not good, to hold up a game that long. :(
Alvidan
P.P.E.: 129/129
I.S.P.: 103/103
M.D.C.: 80/80

Armor: Psionic Crystal Armor (currently removed)
Visible Weapons: Phase Sword

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
Sixth Sense
Telemechanics

Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Re: Rogues' OOC Chat

Postby Vortigern » Sat Feb 23, 2019 8:31 pm

Some questions about our ships and how to deal with having two of them.

1: Does the Star Ghost (henceforth dubbed "No Target") fit into the bay of The Wrong Ship? Would there be any refitting necessary to facilitate making that possible? And/or could a refit give No Target reasonable accommodation for being serviced/fueled/rearmed in the bay of The Wrong Ship?

If any refitting is required/possible, what is the ballpark price-range and would there be any tradeoffs (such as lost cargo space etc.)? Would Thraxus be enthused enough about our increased stealth capabilities with a Star Ghost to be willing to fund any refit for this purpose?

I note that the Cargo Capacity of The Wrong Ship is described as 1k tons, and the Star Ghost is noted to weigh 40 tons. All other dimensions/geometry aside that would tend to indicate to me that something could/should be able to be worked out there?

2: Does The Wrong Ship have an ECM suite? I don't see one listed on the ship profile. If not how feasible would adding one to the ship be?

3: For evasion/escape purposes decoy buoys are a somewhat tried and true tactic. Could we get our hands on some decoys (buoys or probes or whatever) designed to take the attention away from us as we make our stealthy getaway?

4: I don't see any registration information listed for The Wrong Ship. Is it registered at all, and if so can we get some information about the legal identity/history of the ship?
-- Would it be possible to have some fake identities for the ship prepped, including prepared registration data and/or crew information? Has this been done before for the ship?
-- If possible this would potentially entail having identity papers/registrations prepared for the Crew as well, so we could believably execute an infiltration/landing at a port/facility using cover identities for ship and crew both.

Essentially I'm thinking ahead regarding moving such a ship without attracting undue attention and am curious as to exactly what we have to work with here.

5: The stealth system on The Wrong Ship is nice. I like having that. But it also makes me wonder how obvious/noticeable it is when we are doing something not terribly stealthy, like flying into a port to land. Do we stand out as an obvious 'sneaky ship', and/or heavily armed ship for our class? If so is there anything we can do about that to appear more "normal" when we want to? How configurable is the ship profile using this stealth system? Can we adjust our sensor signature and/or hull profile, or is it all rather static?

6: No Target is also a nice ship but is not a long range vessel. If it will not fit into the cargo bay of The Wrong Ship, what other alternatives do we have for maintaining access to both? Docking it to the exterior of The Wrong Ship would be less than ideal (and likely attract attention wherever we go) but it is an option?
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Re: Rogues' OOC Chat

Postby Alvidan » Sun Feb 24, 2019 4:14 am

1) Not if the dimensions of the cargo bay are as they appear. The "No Target" is too tall and wide to fit through the door, Mind, the map is not very accurate. The thing to remember is the smaller ship is mostly empty space (living area), so it takes up much more room than its mass indicates. Whether one could modify "The Wrong Ship" to accommodate is an issue of structural integrity,

2) ECM suites are fairly easy, though often illegal.

3) Decoys depend on what kind of sensors are being used, but could probably be built.

4) Not my specialty.

5) This question reminds me of one of the early "Han Solo" novels. I would have to study the stealth system and let you know.

6) an Exterior dock, using one of the escape pod berths as a docking port (that is, altering the bay into a passage that one could walk from ship to ship in) is probably easier to do that modifying the cargo bay.
Alvidan
P.P.E.: 129/129
I.S.P.: 103/103
M.D.C.: 80/80

Armor: Psionic Crystal Armor (currently removed)
Visible Weapons: Phase Sword

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
Sixth Sense
Telemechanics

Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Re: Rogues' OOC Chat

Postby Rogue Trader » Tue Feb 26, 2019 11:17 am

GM post +4 days, 4/5 posted, 1 in tracker. Good job, guys.
I wont lead you to temptation, but I can give you directions. - The Rogue Trader

Ask not what your GM can do for you, Ask what can you do for your GM - Proposed AGM Motto
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Re: Rogues' OOC Chat

Postby Consumer » Thu Mar 07, 2019 12:54 pm

GM Note and Ruling that is universal on the site.


Do not assume success on your skills. Especially if you're character is trying to attain information. Wait for a GM to extrapolate what you have learned from your skill checks. It is assumptions that have caused this kerfuffle that I had to retcon four player posts for.
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Re: Rogues' OOC Chat

Postby Vortigern » Thu Mar 07, 2019 3:53 pm

Just to be clear these questions were directed at our GM, Consumer. No particular rush, just wasn't sure they were taken that way.

Vortigern wrote:Some questions about our ships and how to deal with having two of them.

1: Does the Star Ghost (henceforth dubbed "No Target") fit into the bay of The Wrong Ship? Would there be any refitting necessary to facilitate making that possible? And/or could a refit give No Target reasonable accommodation for being serviced/fueled/rearmed in the bay of The Wrong Ship?

If any refitting is required/possible, what is the ballpark price-range and would there be any tradeoffs (such as lost cargo space etc.)? Would Thraxus be enthused enough about our increased stealth capabilities with a Star Ghost to be willing to fund any refit for this purpose?

I note that the Cargo Capacity of The Wrong Ship is described as 1k tons, and the Star Ghost is noted to weigh 40 tons. All other dimensions/geometry aside that would tend to indicate to me that something could/should be able to be worked out there?

2: Does The Wrong Ship have an ECM suite? I don't see one listed on the ship profile. If not how feasible would adding one to the ship be?

3: For evasion/escape purposes decoy buoys are a somewhat tried and true tactic. Could we get our hands on some decoys (buoys or probes or whatever) designed to take the attention away from us as we make our stealthy getaway?

4: I don't see any registration information listed for The Wrong Ship. Is it registered at all, and if so can we get some information about the legal identity/history of the ship?
-- Would it be possible to have some fake identities for the ship prepped, including prepared registration data and/or crew information? Has this been done before for the ship?
-- If possible this would potentially entail having identity papers/registrations prepared for the Crew as well, so we could believably execute an infiltration/landing at a port/facility using cover identities for ship and crew both.

Essentially I'm thinking ahead regarding moving such a ship without attracting undue attention and am curious as to exactly what we have to work with here.

5: The stealth system on The Wrong Ship is nice. I like having that. But it also makes me wonder how obvious/noticeable it is when we are doing something not terribly stealthy, like flying into a port to land. Do we stand out as an obvious 'sneaky ship', and/or heavily armed ship for our class? If so is there anything we can do about that to appear more "normal" when we want to? How configurable is the ship profile using this stealth system? Can we adjust our sensor signature and/or hull profile, or is it all rather static?

6: No Target is also a nice ship but is not a long range vessel. If it will not fit into the cargo bay of The Wrong Ship, what other alternatives do we have for maintaining access to both? Docking it to the exterior of The Wrong Ship would be less than ideal (and likely attract attention wherever we go) but it is an option?
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Re: Rogues' OOC Chat

Postby Consumer » Thu Mar 07, 2019 4:19 pm

Vortigern wrote:1: Does the Star Ghost (henceforth dubbed "No Target") fit into the bay of The Wrong Ship? Would there be any refitting necessary to facilitate making that possible? And/or could a refit give No Target reasonable accommodation for being serviced/fueled/rearmed in the bay of The Wrong Ship?

If any refitting is required/possible, what is the ballpark price-range and would there be any tradeoffs (such as lost cargo space etc.)? Would Thraxus be enthused enough about our increased stealth capabilities with a Star Ghost to be willing to fund any refit for this purpose?

I note that the Cargo Capacity of The Wrong Ship is described as 1k tons, and the Star Ghost is noted to weigh 40 tons. All other dimensions/geometry aside that would tend to indicate to me that something could/should be able to be worked out there?


It'll fit, It won't be quick to launch. Though the Cargo bay of the Wrong Ship isn't designed to be used as a Launch/Refueling/rearmament bay.
The ballpark range of the refit would be several million credits. likely around 25 million would be my guess.
How much cargo space would be lost. Approximately half.
Would Thraxus be enthused: You would have to ask him.

Vortigern wrote:2: Does The Wrong Ship have an ECM suite? I don't see one listed on the ship profile. If not how feasible would adding one to the ship be?


No; one could be installed.

Vortigern wrote:3: For evasion/escape purposes decoy buoys are a somewhat tried and true tactic. Could we get our hands on some decoys (buoys or probes or whatever) designed to take the attention away from us as we make our stealthy getaway?


It's certainly possible.

Vortigern wrote:4: I don't see any registration information listed for The Wrong Ship. Is it registered at all, and if so can we get some information about the legal identity/history of the ship?

-- Would it be possible to have some fake identities for the ship prepped, including prepared registration data and/or crew information? Has this been done before for the ship?
-- If possible this would potentially entail having identity papers/registrations prepared for the Crew as well, so we could believably execute an infiltration/landing at a port/facility using cover identities for ship and crew both.

Essentially I'm thinking ahead regarding moving such a ship without attracting undue attention and am curious as to exactly what we have to work with here.[/quote]

-It's registered as the Wrong Ship. Holt had that done a while back. It has no legal history from this point as the old information has been expunged. It was originally named something else and had quite the history.
-Sure, just need to find someone able to do it.
-As above.

Vortigern wrote:5: The stealth system on The Wrong Ship is nice. I like having that. But it also makes me wonder how obvious/noticeable it is when we are doing something not terribly stealthy, like flying into a port to land. Do we stand out as an obvious 'sneaky ship', and/or heavily armed ship for our class? If so is there anything we can do about that to appear more "normal" when we want to? How configurable is the ship profile using this stealth system? Can we adjust our sensor signature and/or hull profile, or is it all rather static?


Turn off the Stealth system when you don't want to use it. It's a static bonus.

Vortigern wrote:6: No Target is also a nice ship but is not a long range vessel. If it will not fit into the cargo bay of The Wrong Ship, what other alternatives do we have for maintaining access to both? Docking it to the exterior of The Wrong Ship would be less than ideal (and likely attract attention wherever we go) but it is an option?


A docking ring would work, but make The Wrong Ship ungainly (Penalties to piloting)
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Re: Rogues' OOC Chat

Postby Vortigern » Thu Mar 07, 2019 6:22 pm

Can we get an estimate on how slow comparatively then the deployment and/or landing of the No Target would be in hold?

Could any further refit be done to the cargo doors to facilitate a more rapid transition?
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Re: Rogues' OOC Chat

Postby Consumer » Thu Mar 07, 2019 6:45 pm

Vortigern wrote:Can we get an estimate on how slow comparatively then the deployment and/or landing of the No Target would be in hold?

Could any further refit be done to the cargo doors to facilitate a more rapid transition?


several minutes, and it would be a pricey retrofit to the ship.
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Re: Rogues' OOC Chat

Postby Érebos » Fri Mar 08, 2019 3:36 am

Consumer wrote:
Vortigern wrote:Can we get an estimate on how slow comparatively then the deployment and/or landing of the No Target would be in hold?

Could any further refit be done to the cargo doors to facilitate a more rapid transition?


several minutes, and it would be a pricey retrofit to the ship.


Would it cost more than a docking ring as described?

And would the docking ring itself cause the penalties you mentioned, or only while No Target was docked on it?
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 142/204

Current Conditions:Shadow Skin: 58:00 min remaining; Fly as the Eagle: 8:00 min remaining; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining; Shadow Senses: 10 min remaining; Shadow Meld: 16:00 min remaining

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
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Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
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Non-Lethal Poison (16+): +5
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Re: Rogues' OOC Chat

Postby Consumer » Fri Mar 08, 2019 7:07 am

Érebos wrote:Would it cost more than a docking ring as described?

And would the docking ring itself cause the penalties you mentioned, or only while No Target was docked on it?


Yes, and only while docked.
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Re: Rogues' OOC Chat

Postby Vortigern » Sat Mar 16, 2019 7:37 pm

I will be taking a hiatus from the site. I have not decided when or if I will return. I'll be transferring my characters into inactive slots shortly. Anyone wishing further contact with me is free to contact me directly on hangouts.
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Re: Rogues' OOC Chat

Postby Rogue Trader » Mon Jun 03, 2019 8:22 am

Galactic Rogues Posting Debrief

I have noticed some player's posting styles this quad have not been ideal per EU standards. In an effort to help everyone improve, I've collected my thoughts here.

CAVEAT LECTOR
This is intended to improve everyone's experience, and I'll do so in as diplomatic a manner as I can - I'm not trying to cast aspersions on anyone's posting style or lay blame for poor XP or post-rates or EP awards. If you feel called out by anything here, stop being a diaper baby. ;)


How to Earn more XP and EP in GR

We have a new XP system in place this quad, and that affects everything, going forward. In light of that, Here's a guide that I hope you'll find useful as you craft your posts.

XP

Posts must sill meet site standards, as set out here.

The first post following a GM post must have Perception and Just in Case rolls. Subsequent posts should not have them - just indicate that rolls are being carried forward.

XP is now awarded by meeting (or failing to meet) criteria listed by Dark Lord here.

The minimum a post should have is the perception, JIC rolls, dialogue (when possible - remember people can and do talk to themselves but if your character is sneaking or holding your breath ( ;) a lesson I learned the hard way) then do as the situation dictates), internal monologue (i.e., thoughts), and a description of what you're doing.

In brief:

    Perc roll
    JIC rolls (d20, d100)
    "Dialogue"
    Thoughts
    Actions

This group has done well with the JIC/Perception rolls, and making sure they are where they need to be, so I'll skip talking about that.

Skills must have some description of the intended effect, and must be used in furtherance of some goal. Note that although XP is no longer awarded per skill use, you DO get XP for creative problem solving. Like so:

Diplomacy: 20% 1d100 = 1 (to not piss my players off - SUCCESS )

Dialogue is in "Bold Text with quotation marks".

Code: Select all
[b]"Bold Text with quotation marks"[/b]


Thoughts are in italics.

Code: Select all
[i]italics[/i]


If you're putting your thoughts in unitalicized narrative (some of you do this) you are making me, the AGM, interpret which thoughts are yours and which thoughts are your character's. I don't want to do this. Don't make me do this. I may get it wrong, and it won't be me who pays the price.


To quote another player, you place quote tags around what they said (with bolding and qotation marks where necessary)
Me wrote:"Like So"


Code: Select all
[quote="Me"][b]"Like So"[/b][/quote]


It's acceptable to trim out narrative, but not to change what they said.



Maximizing your XP

So - you've met all the minimum criteria. What's next?

Dark Lord wrote:
  • Clever ideas
  • Evoking an emotional response from the GM other than anger
  • Roleplaying in-character under challenging circumstances
  • Being posted within the first 4 days of a major GM post


"Housekeeping" posts - posts that are mere RP responses to other players, while sometimes necessary, don't count as "qualifying posts" for determining EP, and won't net you a lot of XP either. For that to happen, you have to exceed the minimum criteria.

Clever ideas count - so, in planning sessions, spitballing clever ideas to solve problems - even if it's not the solution that works, could net you XP, if it's clever.

Make me laugh. Make me cry. Don't piss me off. (This means less sniping at other players and more playing in character - and that's a note for everyone) Intragroup conflict is annoying for everyone.

Stay in Character - most of you do this - though some of you write narrative from a third-person point of view. As you write, try to think as your character would in that situation. Instead of "Jeff doesn't like to bother with long explanations for his choices", try some inner monologue: Guh... Long explanations are so BORING. Let's get on with it!, or some dialogue "Yeah... exposition isn't my thing. Sorry.", and throw in some action: "Jeff sighs and shrugs as Marlon asks his rationale for burning down the village". There's an old rule in storytelling that'll help you stay in character: Show, don't tell.

And, as always, post early, post often.

Increasing your EP throughput

What do I mean by EP throughput? It's simple.

How much EP did you spend on this character this quad? How much did this character earn? Ideally you want the equation Earnings - Expenditures to equal a positive number. That's throughput.

How do you increase your EP, though?

EP is awarded by post rate, which is determined by "qualified posts". What's a qualified post?

A Qualified Post is any post that exceeds the GM's minimum criteria.

Post rate is determined by dividing the qualified posts by the standard of 14 GM posts (which is adjusted if necessary). SO - post often, and exceed minimum criteria as much as possible. Shoot for 14 or more high quality posts per quad, and the EP will come. If you want to increase throughput, make sure your EP expenditures don't overtake your expected EP haul - which you can control yourself by turning in the appropriate number of high-quality posts.

As with anything else, you are going to get more out of the game the more you put into it.

Final note

If you have questions about how to do something in a post, mechanically (like quoting or rolling dice a particular way), Ask.

If you have questions about what you can see or do where your character is, Ask.

If you have quesitons about how to better meet criteria, Ask.
I wont lead you to temptation, but I can give you directions. - The Rogue Trader

Ask not what your GM can do for you, Ask what can you do for your GM - Proposed AGM Motto
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