Templar Catch All Thread *
- Consumer
- Dimension Master
- Posts: 2073
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
About Consumer
Name: John Matheis
Hangout: GarrisonBurne
Discord: John#6761
Playtimes: I will attempt to post once every seven days either afternoon or evening, everything permitting. Plus if needed I will post mini-updates as needed throughout. I am available most days via IM, sometimes I accidentally leave it running though so if I don’t get back to you in say 20 minutes just leave me a message or PM me.
About Me: Hi there I am your GM, I go by Consumer, it's an old nickname and it fit when I first decided to become a GM here on PbP RPG in way back 2009. I am a 41 year old male (He/Him) currently living in Akron Ohio. I work as a line cook at a place called Mr. Zub's Deli and have been there for roughly 13 years at this point. I have a variety of hobbies and loves, TTRPGs have been one of them for almost 3 decades by this point. I like to think myself an artist, and have been known to hand draw maps and characters when the mood/need suits me (I do commissions if you're curious). I also play Warhammer 40k, which is a stupid expensive hobby and takes a bunch of time for me to paint my miniatures. I enjoy Sci-fi, Fantasy, hell even normal tv shows. I used to be an avid reader, but time has mostly relegated me to audiobooks at this point. On to the subject at hand, Rifts. I have been playing this game since near it's start, and am very knowledgeable in the lore and the less than stellar game mechanics we all come to love (Stockholm Syndrome I think). So if you have any questions about the game do feel free to ask me, I likely know the answer, or how to find the answer.
Posting on time
The standard on the site is once a week. I won’t lie occasionally I have had problems with that. Life happens, you get busy, your super tired, you forget… No biggie, just let me know if this happens, an IM or PM works wonders, I respond to either media. Now that were past that, we move on to the punishments. If you haven’t posted in a week, and I haven’t heard from you in any way, I’ll send you a message and a warning. The second time in a row will result in being listed as a flake, and all that entails. Now that’s two weeks in a row not a week here and a week there… but there is a caveat to this, If your consistently missing weeks, over a long enough period that I feel that it may be hurting the flow of the game, I will give you a specific kind of warning and stick to it, but that will be a rare case indeed.
Putting in some effort
Like it says above, I need to see a post from you each week. Occasionally a quick and dirty post is acceptable if you are having a bad week, but you should be putting a certain level of effort into at least 1 post per week. If you are regularly posting 1 liners then we will probably be having a talk. I am willing to coach you a bit if needed, and for those who are not native English speakers there will be more leniency, but if I don't see improvement I will recommend you try gaming somewhere else. Nothing personal. I will reward quantity and quality. But at the same time, don't throw a wall of cruddy text up just to score some exp.
Spelling and Grammar
This is closely related to 'Putting in some effort'. With the exception of the non-native English speakers, I expect - make that require reasonably well written posts. This is a game of writing. If you can't write, it's not for you. If you take the time to ensure correct spelling and grammar in your posts, I will notice and reward it.
Note: During exposition, I expect good spelling and grammar. Dialogue is different; using incorrect spelling and poor grammar for character flavor might be entirely appropriate, so long as it is not taken too far. I still need to be able to understand you.
Note, Part II: I can only read American. If you use another language for flavor text and it is something that I need to understand, please make sure you translate it for me.
Consumer’s Post Formatting Rules
All Dice rolls will be made using the Site's built-in dice roller, no exceptions.
Perception and JIC rolls must be rerolled following every Main GM post, you do not need to roll new ones after Mini-Updates. If you are a star player, and posting more than one post per week, you may carry over rolls until the next GM post.
Skill Checks need the following info to be valid: Skill Dice roll/Percentage of the skill (The purpose of the skill).
Skill spamming will be ignored, rolling the same skill more than once is ill advised.
Also be sure the skill does what you think it does, many times i have to ignore a roll because it doesn't cover what the player intended.
More Format Notes
Skill Check, Passed: Skill check in GREEN: (Cooking: 50%/70% Pass)
Skill Check, Failed: Skill check in RED: (Cooking: 80%/70% Fail)
Exposition: Regular Font
Spoken Text: Bold and in quotation marks: Bob says, "Howdy, pard."
Radio Communications: Bold and blue: Biggs flicks the switch on his comm. unit and reports, "Red Squadron, standing by."
Internal Monologue: Italics, no quotation marks: Bob nods at Sarah. Nod and smile, nod and smile. They'll never suspect anything. He smiles. It's forced.
Telepathy: Italics and blue: Bob sends a mental message to the waitress across the room: Table 4 could use a drink refill.
Dual Personalities: Color change for secondary personality. Legend at the bottom of your signature file. Do not use GREEN or RED for the different voices, as these are for skill checks. Primary personality should follow the regular text rules (no colour change, please).
Signature Files
Your Signature only really needs a link to your character sheet
From there I can gather any necessary info I need of your sheet. If you want to put more I would prefer it be hidden behind Inline boxes.
OOC Chat
Please post to OOC chat only with your Templar account. This is just a common courtesy.
The Importance Of Fun
This is a game. We are all (even me) here to have fun. Try not to take anything too seriously. If something is a serious problem please let me know ASAP, but do not let little things bother you, its just a game. As a wise man once said. ”Don’t try to take life to seriously, you’ll never get out alive.”
XP Guidlines
These are done by site standard. My AGM and I add additional XP for good posts, and things that stand out.
Hangout: GarrisonBurne
Discord: John#6761
Playtimes: I will attempt to post once every seven days either afternoon or evening, everything permitting. Plus if needed I will post mini-updates as needed throughout. I am available most days via IM, sometimes I accidentally leave it running though so if I don’t get back to you in say 20 minutes just leave me a message or PM me.
About Me: Hi there I am your GM, I go by Consumer, it's an old nickname and it fit when I first decided to become a GM here on PbP RPG in way back 2009. I am a 41 year old male (He/Him) currently living in Akron Ohio. I work as a line cook at a place called Mr. Zub's Deli and have been there for roughly 13 years at this point. I have a variety of hobbies and loves, TTRPGs have been one of them for almost 3 decades by this point. I like to think myself an artist, and have been known to hand draw maps and characters when the mood/need suits me (I do commissions if you're curious). I also play Warhammer 40k, which is a stupid expensive hobby and takes a bunch of time for me to paint my miniatures. I enjoy Sci-fi, Fantasy, hell even normal tv shows. I used to be an avid reader, but time has mostly relegated me to audiobooks at this point. On to the subject at hand, Rifts. I have been playing this game since near it's start, and am very knowledgeable in the lore and the less than stellar game mechanics we all come to love (Stockholm Syndrome I think). So if you have any questions about the game do feel free to ask me, I likely know the answer, or how to find the answer.
Posting on time
The standard on the site is once a week. I won’t lie occasionally I have had problems with that. Life happens, you get busy, your super tired, you forget… No biggie, just let me know if this happens, an IM or PM works wonders, I respond to either media. Now that were past that, we move on to the punishments. If you haven’t posted in a week, and I haven’t heard from you in any way, I’ll send you a message and a warning. The second time in a row will result in being listed as a flake, and all that entails. Now that’s two weeks in a row not a week here and a week there… but there is a caveat to this, If your consistently missing weeks, over a long enough period that I feel that it may be hurting the flow of the game, I will give you a specific kind of warning and stick to it, but that will be a rare case indeed.
Putting in some effort
Like it says above, I need to see a post from you each week. Occasionally a quick and dirty post is acceptable if you are having a bad week, but you should be putting a certain level of effort into at least 1 post per week. If you are regularly posting 1 liners then we will probably be having a talk. I am willing to coach you a bit if needed, and for those who are not native English speakers there will be more leniency, but if I don't see improvement I will recommend you try gaming somewhere else. Nothing personal. I will reward quantity and quality. But at the same time, don't throw a wall of cruddy text up just to score some exp.
Spelling and Grammar
This is closely related to 'Putting in some effort'. With the exception of the non-native English speakers, I expect - make that require reasonably well written posts. This is a game of writing. If you can't write, it's not for you. If you take the time to ensure correct spelling and grammar in your posts, I will notice and reward it.
Note: During exposition, I expect good spelling and grammar. Dialogue is different; using incorrect spelling and poor grammar for character flavor might be entirely appropriate, so long as it is not taken too far. I still need to be able to understand you.
Note, Part II: I can only read American. If you use another language for flavor text and it is something that I need to understand, please make sure you translate it for me.
Consumer’s Post Formatting Rules
All Dice rolls will be made using the Site's built-in dice roller, no exceptions.
Code: Select all
Perception: [roll]1d100[/roll]/Your Percentage.
Just in Case: [roll]1d20[/roll]; [roll]1d100[/roll]
Conditions: Anything affecting your character currently, including abilities that don't require actions.
Skill Checks need the following info to be valid: Skill Dice roll/Percentage of the skill (The purpose of the skill).
Skill spamming will be ignored, rolling the same skill more than once is ill advised.
Also be sure the skill does what you think it does, many times i have to ignore a roll because it doesn't cover what the player intended.
More Format Notes
Skill Check, Passed: Skill check in GREEN: (Cooking: 50%/70% Pass)
Skill Check, Failed: Skill check in RED: (Cooking: 80%/70% Fail)
Exposition: Regular Font
Spoken Text: Bold and in quotation marks: Bob says, "Howdy, pard."
Radio Communications: Bold and blue: Biggs flicks the switch on his comm. unit and reports, "Red Squadron, standing by."
Internal Monologue: Italics, no quotation marks: Bob nods at Sarah. Nod and smile, nod and smile. They'll never suspect anything. He smiles. It's forced.
Telepathy: Italics and blue: Bob sends a mental message to the waitress across the room: Table 4 could use a drink refill.
Dual Personalities: Color change for secondary personality. Legend at the bottom of your signature file. Do not use GREEN or RED for the different voices, as these are for skill checks. Primary personality should follow the regular text rules (no colour change, please).
Signature Files
Your Signature only really needs a link to your character sheet
Code: Select all
[url=http://www.blablabla.com/PCSheet]Name of PC here.[/url]
OOC Chat
Please post to OOC chat only with your Templar account. This is just a common courtesy.
The Importance Of Fun
This is a game. We are all (even me) here to have fun. Try not to take anything too seriously. If something is a serious problem please let me know ASAP, but do not let little things bother you, its just a game. As a wise man once said. ”Don’t try to take life to seriously, you’ll never get out alive.”
XP Guidlines
These are done by site standard. My AGM and I add additional XP for good posts, and things that stand out.
- Consumer
- Dimension Master
- Posts: 2073
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Company Information
Mercenary Group Composition
- Size: Squad (5 to 8 members)
- Sponsorship: None
- Outfits: Very Limited
- Equipment: Very Limited
- Vehicles: Mobile HQ (Behemoth Explorer), GAW-M113 APC
- Weapons: Very Limited
- Internal Security: None
- Permanent Bases: Farm 1km from Merctown
- Intelligence Resources: None.
- Special Budget: None.
- General Alignment of Personnel: Unprincipled
- Criminal Activity: None.
- Reputation & Credentials: Mixed. The Templar have failed some missions but still have a reputation as previously having been a very solid organization and they have more recently been successful in their endeavours.
- Salary:Profit Share
Templar Group Funds- Templars group fund: 10,763,405 Universal Credits. (5/1/24 ~Consumer)
- Consumer
- Dimension Master
- Posts: 2073
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Current & Former Members
Current Members:
- Heavy Mobile Artillery/CO -- Jason Long
- Foxy Mage -- Rufus
- Nordic Chef/Shifter -- Dhaltuun Onyxforge
- Wasteland Preacher -- Father Josiah Reno
- Big Magic Dwarf -- Rory
- Psi-Druid Archer -- Teres Barton
- Human-Plus Tank -- Leo Milton
- Grizzled Merc -- Travis Murdoc
Former Members:- Living Metal Mechanic -- The Mechanic
- Native Cat Lady -- Two Claws
- Short Dapper Dressed Techno Wizard -- Dexter Portlywright
- Amazing Archer -- Archer
- Calamari mechanic -- Sifnos
- Asuka (Sakura) Manjyome -- Princess Ninja
- Kat Porter-- Miscreant and ne'er-do-well
- Max the Bear -- Honey Obsessed Ursa Warrior
- Galan Sharpe -- Abrasive power armour pilot and old friend of Marcus
- Ramon Ramero -- Scout
- Lithalomir Nanihr (Aka: The Rivendell Kid) -- Security/Small Arms Asset
- Emmit Vega -- Demon hating, Noble Psi-Warrior
- Lu Yu Xing (a.k.a "Cloud Walker") -- Nightbane Sorcerer
- Aletuilatl (a.k.a. "Al") -- Former Aztec godling with a technological obsession and former Leader
- Asuka Manjoyme -- Immortal humanoid vegetable D-bee Combat Mage
- Atticus Jones -- Aardan Tek Battle Magus
- Bellephoebe Laurelbright -- Elf High magus
- Connor McVicar -- Super-powered Rogue Scholar
- Corvus Lightbringer -- Titan Paramedic who claimed to be the son of Zeus
- Daisy Hunter -- Psi-Slinger
- Furball -- Wolfen Wilderness Scout
- Hours Williams -- Human Psi-Slinger
- Howler -- Robotech/Southern Cross fighter pilot
- Hunter -- Headhunter
- Josiah Quartermain -- Human Rogue Scholar with a robot dog and suffering from trauma-induced migraines
- Kesslan -- Pantheran Paratrooper packing frightening amounts of firepower and sporting that 'healthy glow' -- from radioactivity
- Kilo -- Ogre Juicer
- Kovax -- Dwarf Battle Magus Controller
- Kuriko -- Shifter & Zeery's alcoholic sister
- Leon Dugal -- Glitter Boy Pilot
- Marcus -- Mutant Body Fixer
- Mary Beth -- Ley Line Rifter and rider of a groovy motorcycle
- Maxamilian IV -- Mutant Poodle Operator
- Mikhail Kusnierek -- Mystic Kuznya (blacksmith)
- Nala Hearn -- Human Legacy Scout with a serious obsession with cats (to the point where even her headgear had kitty ears)
- Natalie Veragon -- Psi-Warrior
- Niotoan -- Winged wandering wonder who's a wiz with a wrench but a wee bit wonky under the wig
- Nokie -- Mage
- Paula Patterson -- Rogue Scholar with a robot dog and an unwisely-financed Big Bertha transport
- Ravenwing -- Female centaur Tundra Ranger
- Rex -- Dog Boy tracker of all things supernaturally naughty & former member of the Ishpeming Defense Force
- Ricardo Alvarez -- Quick-Flex Alien Operator with a penchant for nose candy
- Sark -- Sea Titan Nega-Psychic from Housewares
- Sir Benjamin Payne -- horrifically scarred Cyber-Knight
- Sir Knaru -- Mystic Knight of the White Rose
- Sir Lascivus Heidegger -- Mutant Chimpanzee Cyber-Knight
- Solkon -- medic
- Soul Wolf -- Canine alien Ley Line Walker
- Sukarno -- D'norr Devilman Rogue Scholar
- Summer Michaels -- Psi-Druid
- Turambar (Tur) Nandin -- Columbian Anti-Monster
- Tyler -- Psi-Tech
- Wu Jen -- Japanese SAMAS pilot
- Xill'avin -- Trimadore Mechanic
- Zeery -- Burster & Kuriko's brother who can't stand sticky things
- Consumer
- Dimension Master
- Posts: 2073
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
NPCs and Contacts
NPCs
Jacob Philips; Farmer/Handyman
Rasid Bharb (Human/Male; Rogue Scholar) Professor of Pre-Rifts Studies Lazlo University/Archeologist
Kevin McNamara (Human/Male; Mystic) Undergraduate student Lazlo University
Sarah Blankenship (Human/Female; Rouge Scientist) Bio-Chemistry Researcher Lazlo Medical Center, on loan to Lazlo University
Reep (Ratling/Male; Operator) Salvage Expert and Friend of Rasid. Tentatively hired by Lazlo University
Dr. Michele Nguyen (Human/Female; Body Fixer) Medical Doctor from Lazlo Medical Center, on loan to Lazlo University
Bob (Dog Boy (Rottweiler)/Male; Wilderness Scout) Employee of Lazlo University
Beth Milton (Human/Female; Leo's Mother, seems to be in poor health and doesn't talk much)
Violette Milton (Human/Female; Older Sister of Leo, De facto Matriarch of the family.)
Victoria Milton (Human/Female; Another Older Sister of Leo, resident mechanic for the family)
Chase, Brandt, Georgia, and Ruby Milton (Human/Females & Males; Teenage kids of Zeek Milton (Leo's older Brother)
Diana and Ophilia Trask (Human/Females; Pre-Teen Twin Daughters of Leo's Older Sister Coco)
Konnor Milton (Human/Male; Leo's Older Brother, seems to have a certain shadiness to him)
Artemis Milton (Human/Male; Leo's Younger Brother; A scholarly sort)
Chloe Hargrave (Human/Female; Atremis' Fiance; Another scholarly sort)
Fergus (Larmac/Male: Ranch Hand, been with the family since Leo was a kid)
Pardovi (Fenodi/Male: Ranch Hand, been with the family since Leo was a kid)
Contacts
Major Contact of Jason Long & Dhaltuun Onyxforge
Tennessee Jack Crabtree (Human/Male; Headhunter) Head of the Tennessee Headhunter Acadamy;
Contact of the Templar
Brom Ironsides (Human?/Male) Cursed Priest of Odin, former employer, general meddler.
Jacob Philips; Farmer/Handyman
Rasid Bharb (Human/Male; Rogue Scholar) Professor of Pre-Rifts Studies Lazlo University/Archeologist
Kevin McNamara (Human/Male; Mystic) Undergraduate student Lazlo University
Sarah Blankenship (Human/Female; Rouge Scientist) Bio-Chemistry Researcher Lazlo Medical Center, on loan to Lazlo University
Reep (Ratling/Male; Operator) Salvage Expert and Friend of Rasid. Tentatively hired by Lazlo University
Dr. Michele Nguyen (Human/Female; Body Fixer) Medical Doctor from Lazlo Medical Center, on loan to Lazlo University
Bob (Dog Boy (Rottweiler)/Male; Wilderness Scout) Employee of Lazlo University
Beth Milton (Human/Female; Leo's Mother, seems to be in poor health and doesn't talk much)
Violette Milton (Human/Female; Older Sister of Leo, De facto Matriarch of the family.)
Victoria Milton (Human/Female; Another Older Sister of Leo, resident mechanic for the family)
Chase, Brandt, Georgia, and Ruby Milton (Human/Females & Males; Teenage kids of Zeek Milton (Leo's older Brother)
Diana and Ophilia Trask (Human/Females; Pre-Teen Twin Daughters of Leo's Older Sister Coco)
Konnor Milton (Human/Male; Leo's Older Brother, seems to have a certain shadiness to him)
Artemis Milton (Human/Male; Leo's Younger Brother; A scholarly sort)
Chloe Hargrave (Human/Female; Atremis' Fiance; Another scholarly sort)
Fergus (Larmac/Male: Ranch Hand, been with the family since Leo was a kid)
Pardovi (Fenodi/Male: Ranch Hand, been with the family since Leo was a kid)
Contacts
Major Contact of Jason Long & Dhaltuun Onyxforge
Tennessee Jack Crabtree (Human/Male; Headhunter) Head of the Tennessee Headhunter Acadamy;
Contact of the Templar
Brom Ironsides (Human?/Male) Cursed Priest of Odin, former employer, general meddler.
- Consumer
- Dimension Master
- Posts: 2073
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Villains
Villains
Individuals
Frittengern Bone-Caster "The Nightwaith" (???/Male) Immortal enemy of Brom Ironsides.
Crimnor Harsk (Human?/Male) Blood Magus mysterious to the core.
Groups
CS 2-21 SOG "The Screaming Devils" A dirty spec ops team nominally controlled by the CS
Individuals
Frittengern Bone-Caster "The Nightwaith" (???/Male) Immortal enemy of Brom Ironsides.
Crimnor Harsk (Human?/Male) Blood Magus mysterious to the core.
Groups
CS 2-21 SOG "The Screaming Devils" A dirty spec ops team nominally controlled by the CS
- Consumer
- Dimension Master
- Posts: 2073
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Equipment, Weapons, Armor, & Power Armor
Surplus Group Equipment
Post here all items not assigned to or owned by a specific member.
Post here all items which are not currently being stored in a member's room.
Group vehicles are to be posted in the garage.
All items posted are to be posted to Armory standards.
All items owned in common should be colored purple (#4000FF) to denote such.
Weapons/Ammo:
Ammo
40 pounds: C4 GMG page 158
20 pounds: NG 6 M.D. Plastique GMG page 159
100 sticks: of Dynamite Merc Ops page 113
120 feet: SDC Cutting charges Merc ops page 113
60 feet: MDC Cutting charges Merc ops page 113
1,000 feet: Detcord Merc Ops page 114
10: pressure fuse Merc Ops page 114
10: pressure release fuse Merc Ops page 114
10: electronic time delay Merc Ops page 114
10 packages: Blasting caps Merc Ops page 114
4: plunger detonators Merc Ops page 114
10: mini-motion detector detonator Merc Ops page 114
24
16
16
32
Melee Weapons
2
2
8
8
Ranged Weapons
8
5 Naut'yll Particle Wave Rifles
Armor/Clothing:
8 Shoulder Pistol Holster
8 Pistol Magazine Pouch (Holds 4 Magazines)
8
Medical Supplies:
2
Food, Rations, Bedding and survival equipment:
20 Cases of bottled water
1 Month of non perishable food suitable for 8 PCs
200
Miscellaneous:
Miniature Fusion Power Plant (see Merc Ops, page 113)
8
8
8
8 Binoculars
Interrogation Toolkit (Physical Interrogation techniques +10%)
24,000 credits worth of salvaged metal and parts that can be used to repair vehicles/body armour/weapons in the future
8 Silver Crosses
6 Naut'Yll Sound Wave Communicators
Broken Nau'Tyll Particle Wave Rifle
Post here all items not assigned to or owned by a specific member.
Post here all items which are not currently being stored in a member's room.
Group vehicles are to be posted in the garage.
All items posted are to be posted to Armory standards.
All items owned in common should be colored purple (#4000FF) to denote such.
Weapons/Ammo:
Ammo
- 56: Standard E-Clips
- 14: Long E-clips
- 2: NG-303 Ammunition Drums (200 rounds)
- 5: HEAT Rounds for 105mm Canon
- 3: MPAT Rounds for 105mm Canon
- 40: 9mm Magazine loaded with Silver Bullets (Each holds 13 rounds)
- 520: 9mm Silver Bullet
40 pounds: C4 GMG page 158
20 pounds: NG 6 M.D. Plastique GMG page 159
100 sticks: of Dynamite Merc Ops page 113
120 feet: SDC Cutting charges Merc ops page 113
60 feet: MDC Cutting charges Merc ops page 113
1,000 feet: Detcord Merc Ops page 114
10: pressure fuse Merc Ops page 114
10: pressure release fuse Merc Ops page 114
10: electronic time delay Merc Ops page 114
10 packages: Blasting caps Merc Ops page 114
4: plunger detonators Merc Ops page 114
10: mini-motion detector detonator Merc Ops page 114
24
16
16
32
Melee Weapons
2
2
8
8
Ranged Weapons
8
5 Naut'yll Particle Wave Rifles
Armor/Clothing:
8 Shoulder Pistol Holster
8 Pistol Magazine Pouch (Holds 4 Magazines)
8
Medical Supplies:
2
Food, Rations, Bedding and survival equipment:
20 Cases of bottled water
1 Month of non perishable food suitable for 8 PCs
200
Miscellaneous:
Miniature Fusion Power Plant (see Merc Ops, page 113)
8
8
8
8 Binoculars
Interrogation Toolkit (Physical Interrogation techniques +10%)
24,000 credits worth of salvaged metal and parts that can be used to repair vehicles/body armour/weapons in the future
8 Silver Crosses
6 Naut'Yll Sound Wave Communicators
Broken Nau'Tyll Particle Wave Rifle
- Consumer
- Dimension Master
- Posts: 2073
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Vehicles and Robot Combat Vehicles
GAW-M113 Improved Armoured Personnel Carrier
EX-5 Behemoth Explorer Robot
Modified GAW-998 Improved Hummer
Modified QPA-102 Violator SAMAS
2 NG-220 "Rocket" Hovercycle
2 NG-300 "Speedster" Hovercycle
EX-5 Behemoth Explorer Robot
Modified GAW-998 Improved Hummer
Modified QPA-102 Violator SAMAS
2 NG-220 "Rocket" Hovercycle
2 NG-300 "Speedster" Hovercycle
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
PP Ledger
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
PP Ledger
- Consumer
- Dimension Master
- Posts: 2073
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Rules Clarifications
Piloting Skill Rolls:
This is how I handle piloting skill rolls and their failures.
If you are behind the wheel of a vehicle, even hovering or sitting at idle, if the engine is on you must roll piloting. If you do not roll piloting I will use your JIC roll. Meaning if I need the JIC roll for something else, or if you fail that it is considered a fail of the 2nd and 3rd rolls. So do this right. You will get 25 XP for doing this. It's considered an essential part of the basic formatting of posts.
If you roll to pilot something and fail, roll again. If you fail that roll, then roll again. So you could be rolling up to three times.
1st Roll Success=Life is good
1st Roll Failure, 2nd Success: Minor Oops, player posts. No damage or anything just got 'er a little squirrely or something. Life is okay.
1st Roll Failure, 2nd Failure: Roll again.
1st Roll Failure, 2nd Failure, 3rd Success: Some badness. GM's post. Life is bad.
1st Roll Failure, 2nd Failure, 3rd Failure: Very bad badness. GM's post. Life sucks.
Silver Lining: You get XP for each of the attempts. They are considered separate skill rolls. IE, one for basic operation, one to recover from the error, one to minimize the severity of the incident.
Essentially:
1st Roll Failure: Whoops! Better recover.
2nd Roll Passed: Recovered, but post an error. Hovercycle is a little wobbly, vehicle was a little slidey or missed a gear. That kind of thing. You can post that. It'll be no big deal, just kind of an oopsie oh sh-t moment.
2nd Roll Failed: Roll again. Something bad will happen though, GM's call. Probably minor.
3rd Roll Passed: Something bad happened. This could be anything from damage to something fixable on scene to ending up somewhere you don't want to be. Who knows. GM will post accordingly.
3rd Roll Failed: Something very bad happens. This is a crash. GM will post and decide what happens.
Examples:
Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and succeeds this time, so he posts a whoops, got a little wobbly there better slow down!
Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and fails. He rolls again and succeeds.
In the weekly GM post, the GM posts that he was going so fast he drifted sideways and scraped the hoverpod against a building and did some damage.
Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and fails. He rolls again and fails.
In the weekly GM post, the GM posts that he was going so fast he missed a turn and careened into a building. Archer and Rufus both go flying and the pod tumbles. It's MDC and will survive, if banged up, but will Rufus and Archer?
This is how I handle piloting skill rolls and their failures.
If you are behind the wheel of a vehicle, even hovering or sitting at idle, if the engine is on you must roll piloting. If you do not roll piloting I will use your JIC roll. Meaning if I need the JIC roll for something else, or if you fail that it is considered a fail of the 2nd and 3rd rolls. So do this right. You will get 25 XP for doing this. It's considered an essential part of the basic formatting of posts.
If you roll to pilot something and fail, roll again. If you fail that roll, then roll again. So you could be rolling up to three times.
1st Roll Success=Life is good
1st Roll Failure, 2nd Success: Minor Oops, player posts. No damage or anything just got 'er a little squirrely or something. Life is okay.
1st Roll Failure, 2nd Failure: Roll again.
1st Roll Failure, 2nd Failure, 3rd Success: Some badness. GM's post. Life is bad.
1st Roll Failure, 2nd Failure, 3rd Failure: Very bad badness. GM's post. Life sucks.
Silver Lining: You get XP for each of the attempts. They are considered separate skill rolls. IE, one for basic operation, one to recover from the error, one to minimize the severity of the incident.
Essentially:
1st Roll Failure: Whoops! Better recover.
2nd Roll Passed: Recovered, but post an error. Hovercycle is a little wobbly, vehicle was a little slidey or missed a gear. That kind of thing. You can post that. It'll be no big deal, just kind of an oopsie oh sh-t moment.
2nd Roll Failed: Roll again. Something bad will happen though, GM's call. Probably minor.
3rd Roll Passed: Something bad happened. This could be anything from damage to something fixable on scene to ending up somewhere you don't want to be. Who knows. GM will post accordingly.
3rd Roll Failed: Something very bad happens. This is a crash. GM will post and decide what happens.
Examples:
Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and succeeds this time, so he posts a whoops, got a little wobbly there better slow down!
Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and fails. He rolls again and succeeds.
In the weekly GM post, the GM posts that he was going so fast he drifted sideways and scraped the hoverpod against a building and did some damage.
Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and fails. He rolls again and fails.
In the weekly GM post, the GM posts that he was going so fast he missed a turn and careened into a building. Archer and Rufus both go flying and the pod tumbles. It's MDC and will survive, if banged up, but will Rufus and Archer?
- Consumer
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The Farm
Templar Farm
Home & Headquarters of the famous Templar Mercenary Company of Merctown
General description: A three hundred foot long dirt drive leads up to the farmhouse proper. Most of the surrounding edges of the property is covered by trees, but large swaths have been cleared and turned into growing fields for wheat, barley, and hops. The fields are separated with basic barb wire fencing with wooden posts and gates. As a whole the farm is a bit on the small side, sitting on a plot only twenty acres in all, and only fifteen of them are being used for any crops.
Main House: A two story farmhouse that includes a master bedroom on the ground floor, three additional moderately sized bedrooms on the top floor. Also includes small entryway with closet and large communal area that serves as a kitchen and dining room next to a smaller communal area that has a fireplace and several couches and chairs. The house also features a basement with a storm door to access it from the outside. Recent renovations have added an indoor bathroom and running water to it via a new septic system and integrated water pump.
The master bedroom is reserved for the team leader of the Templar while the three other bedrooms are designed to hold two teammates each. The rooms have been furnished with beds, dressers, nightstands, and lockers.
The kitchen has been renovated with newer accoutrements, though it still relies on a wood fueled stove and brick oven. This includes running water from a integrated water pump.
Jaccob’s Place: A small single story house that until recently had acted as a tool shed and storage. This house has two bedrooms, a small kitchen, a bathroom and a larger dining area/living room. The house is linked to the septic system and the water pump.
One of the bedrooms is Jaccob’s while the other has been converted into dormitory style sleeping area with bunk beds and foot lockers to house up to ten farm hands.
Green House: This small greenhouse is made of steel and glass, and is used to grow food during the winter months and herbs during the summer months.
Chicken Coop and Vegetable Garden: A small wood and wire chicken coop resides next to a small vegetable and herb garden that has been reserved for the current chef of the Templar to use and add to as he/she sees fit. All of this is surrounded bat a sturdy wood and metal mesh fence.
Well and Water Pump: A renovated well has both a hand pump and a more modernized commercial water pump attached to it.This pump and well provides all the water the farm uses to operate.
Large Barn: Formerly a horse barn, this building has been renovated to perform a few duties. It acts as a storage place for the crops farmed here. It also acts as a storage place for the farm equipment used here. Finally a third of the building has been converted into a brewing facility, primarily for beer, but other alcohol is able to be produced as well in smaller batches. This includes climate control in at least that portion of the facility.
Hanger: The newest building added to the farm is a hanger-like structure made of mega-damage resistant metal sheeting. Inside the building large enough to house the team’s Behemoth Explorer and a few other robots and vehicles as well. Inside the main hanger is a overhead industrial gantry with necessary catwalks for working on the larger vehicles and robots. The Hanger area has a machine shop and multiple workspaces to perform maintenance on any number of small projects. This building also has three additional rooms that contain a conference room with computer stations and a powerful long range radio, a secured armory with reinforced walls and heavy duty security systems, and finally an office space for the Templar to do important work in.
Home & Headquarters of the famous Templar Mercenary Company of Merctown
General description: A three hundred foot long dirt drive leads up to the farmhouse proper. Most of the surrounding edges of the property is covered by trees, but large swaths have been cleared and turned into growing fields for wheat, barley, and hops. The fields are separated with basic barb wire fencing with wooden posts and gates. As a whole the farm is a bit on the small side, sitting on a plot only twenty acres in all, and only fifteen of them are being used for any crops.
Main House: A two story farmhouse that includes a master bedroom on the ground floor, three additional moderately sized bedrooms on the top floor. Also includes small entryway with closet and large communal area that serves as a kitchen and dining room next to a smaller communal area that has a fireplace and several couches and chairs. The house also features a basement with a storm door to access it from the outside. Recent renovations have added an indoor bathroom and running water to it via a new septic system and integrated water pump.
The master bedroom is reserved for the team leader of the Templar while the three other bedrooms are designed to hold two teammates each. The rooms have been furnished with beds, dressers, nightstands, and lockers.
The kitchen has been renovated with newer accoutrements, though it still relies on a wood fueled stove and brick oven. This includes running water from a integrated water pump.
Jaccob’s Place: A small single story house that until recently had acted as a tool shed and storage. This house has two bedrooms, a small kitchen, a bathroom and a larger dining area/living room. The house is linked to the septic system and the water pump.
One of the bedrooms is Jaccob’s while the other has been converted into dormitory style sleeping area with bunk beds and foot lockers to house up to ten farm hands.
Green House: This small greenhouse is made of steel and glass, and is used to grow food during the winter months and herbs during the summer months.
Chicken Coop and Vegetable Garden: A small wood and wire chicken coop resides next to a small vegetable and herb garden that has been reserved for the current chef of the Templar to use and add to as he/she sees fit. All of this is surrounded bat a sturdy wood and metal mesh fence.
Well and Water Pump: A renovated well has both a hand pump and a more modernized commercial water pump attached to it.This pump and well provides all the water the farm uses to operate.
Large Barn: Formerly a horse barn, this building has been renovated to perform a few duties. It acts as a storage place for the crops farmed here. It also acts as a storage place for the farm equipment used here. Finally a third of the building has been converted into a brewing facility, primarily for beer, but other alcohol is able to be produced as well in smaller batches. This includes climate control in at least that portion of the facility.
Hanger: The newest building added to the farm is a hanger-like structure made of mega-damage resistant metal sheeting. Inside the building large enough to house the team’s Behemoth Explorer and a few other robots and vehicles as well. Inside the main hanger is a overhead industrial gantry with necessary catwalks for working on the larger vehicles and robots. The Hanger area has a machine shop and multiple workspaces to perform maintenance on any number of small projects. This building also has three additional rooms that contain a conference room with computer stations and a powerful long range radio, a secured armory with reinforced walls and heavy duty security systems, and finally an office space for the Templar to do important work in.
- Consumer
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- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Equipment on Loan
Group Gear out on loan:
Daltuun Oxynforge:
1: NG-Super Laser Pistol & Grenade Launcher
• Weight: 13 lbs (5.8 kg)
• Range: Laser 800 feet (224 m), grenade launcher 500 feet (152 m)
• Mega-Damage: Laser 2D4 M.D., grenade launcher 2D6 M.D. to a blast area of six feet (1.8 m) in diameter
• Rate of Fire: Each grenade or laser blast counts as one melee attack
• Weight Penalties: Characters with a strength of 19 or less are -3 to strike firing one-handed, and -1 to strike when bracing it with both hands or on something, whether firing the laser or grenade launcher
• Payload: Laser is 20 blasts, Grenade Launcher carries six grenades hand loaded into the gun plus eight spares that can be loaded into a top-feeding clip by hand
• Reloading the Launcher: Requires one full melee round (15 seconds), to manually reload the grenade launcher. As always, reloading an E-Clip takes about five seconds or equal to one melee
attack.
[*]16: NG-Super Laser Pistol Grenades
1: NG-303 Railgun
• Weight: 27lbs (includes weight of standard ammo drum)
• Range: 2,000ft
• Mega-Damage: 1d4 for a single shot, 10 round burst does 4d6
• Rate of Fire: Single Fire or Burst Fire counts as one attack.
• Weight Penalties: Characters with a strength of 21 or less are -2 to strike.
• Payload: Ammo drum holds 200 rounds. The weapon also is powered by a Long E-Clip that is good for 40 rounds. A backpack mounted ammo drum is available for Cyborgs and others with Bionic or better PS that holds 600 rounds
2: Standard E-Clips
Daltuun Oxynforge:
1: NG-Super Laser Pistol & Grenade Launcher
• Weight: 13 lbs (5.8 kg)
• Range: Laser 800 feet (224 m), grenade launcher 500 feet (152 m)
• Mega-Damage: Laser 2D4 M.D., grenade launcher 2D6 M.D. to a blast area of six feet (1.8 m) in diameter
• Rate of Fire: Each grenade or laser blast counts as one melee attack
• Weight Penalties: Characters with a strength of 19 or less are -3 to strike firing one-handed, and -1 to strike when bracing it with both hands or on something, whether firing the laser or grenade launcher
• Payload: Laser is 20 blasts, Grenade Launcher carries six grenades hand loaded into the gun plus eight spares that can be loaded into a top-feeding clip by hand
• Reloading the Launcher: Requires one full melee round (15 seconds), to manually reload the grenade launcher. As always, reloading an E-Clip takes about five seconds or equal to one melee
attack.
[*]16: NG-Super Laser Pistol Grenades
1: NG-303 Railgun
• Weight: 27lbs (includes weight of standard ammo drum)
• Range: 2,000ft
• Mega-Damage: 1d4 for a single shot, 10 round burst does 4d6
• Rate of Fire: Single Fire or Burst Fire counts as one attack.
• Weight Penalties: Characters with a strength of 21 or less are -2 to strike.
• Payload: Ammo drum holds 200 rounds. The weapon also is powered by a Long E-Clip that is good for 40 rounds. A backpack mounted ammo drum is available for Cyborgs and others with Bionic or better PS that holds 600 rounds
2: Standard E-Clips
- Consumer
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Anecdote, Quotes, & Stories
Kilo, Being Eloquent:Rules wrote:If you think someone said something funny or interesting enough to warrant being written down for all time, post in the OOC chat thread and nominate them. If I or the AGM agree it is worth posting, they get 25XP.
"Fuck cool wizard man, fuck cool."-Feb 14/2016
"Kilo like to kill things and look maps."-Mar 21/2016
Rufus, Being Himself:"Taste is tree sap in bear shit."-April 19/2016
(OOC) Yes, and I'm still wondering if other groups ever run into situations as bizarre as having to square off against bargain-basement Autobot wannabe that's gone totally off its lugnut to the point where it's wanting to serve hemoglobin slushies to one and all.."-June 24/2016
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
PP Ledger
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
PP Ledger
- Consumer
- Dimension Master
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- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Re: Templar Catch All Thread *
How Consumer would like to see posts & Combat posts:
Normal non-combat posts need the following info at the top of the post.
Perception: 1D100/Total Perception (Additional extra bonuses that have specific points ie If Magic etc)
Just in Case: 1d20/1d100
Conditions: Things that may be important to the post, like sixth sense or regeneration (with the die rolls)
Any skills your using during the post.
This is all followed by your post.
Combat posts are similar to non combat posts except:
Perception: 1D100/Total Perception (Additional extra bonuses that have specific points ie If Magic etc)
Just in Case: 1d20/1d100
Conditions: Things that may be important to the post, like sixth sense or regeneration (with the die rolls)
Skills rolled (like radio basic and crap like that)
Initiative:
Number of attacks:
Action one-whatever
Parries: if applicable.
Dodges: (and the reason your character would dodge... or I will use this for all attacks towards you eating up your attacks)
No need to post dodges in the action section, I'll take the actions away from the bottom first and work my way up. This gives you possibly more actions than auto sacrificing some for dodges.
Contingencies: If you feel there is a need for extra info.
Your posts fluff goes here.
And that is about it. If it follows this basic template I will have an easy time of following your posts.
Normal non-combat posts need the following info at the top of the post.
Perception: 1D100/Total Perception (Additional extra bonuses that have specific points ie If Magic etc)
Just in Case: 1d20/1d100
Conditions: Things that may be important to the post, like sixth sense or regeneration (with the die rolls)
Any skills your using during the post.
This is all followed by your post.
Combat posts are similar to non combat posts except:
Perception: 1D100/Total Perception (Additional extra bonuses that have specific points ie If Magic etc)
Just in Case: 1d20/1d100
Conditions: Things that may be important to the post, like sixth sense or regeneration (with the die rolls)
Skills rolled (like radio basic and crap like that)
Initiative:
Number of attacks:
Action one-whatever
Parries: if applicable.
Dodges: (and the reason your character would dodge... or I will use this for all attacks towards you eating up your attacks)
No need to post dodges in the action section, I'll take the actions away from the bottom first and work my way up. This gives you possibly more actions than auto sacrificing some for dodges.
Contingencies: If you feel there is a need for extra info.
Your posts fluff goes here.
And that is about it. If it follows this basic template I will have an easy time of following your posts.