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Willian: I wish I could meet the gobshite thah believed'a single man or'idea could change the world and give'em a once over. You always hear bout the inventions'ey made and what'ey did. You never hear about the countless manhours brought to get'a prototype'out. The poor bastards that die testing'or discoverin a new fault with'er shit. Never hear about the fights or bodies left when keeping secrets secret. Thas where we come'in. Tha boss'as got somethin for us to do. Grab some kit and let's on with it.
The greatest legacies and discoveries aren't made without some sacrifice. Join our salty crew and make a name for yourself.

Game starts at 7:00 EST

-Make a name with a trip
-Give a brief description: age/gender/ color of skin
-Read up on rules
-Use character calculator
-Use format below to create your stat sheet

Rules are here:
https://docs.google.com/document/d/1hRb7fQuzeSfjKbbYNOWa6V1xWs3-CM9lKBBDkJFcQ8I/edit?usp=sharing

Character calculator: https://docs.google.com/spreadsheets/d/1fnAZgltRByC8EJflcxyiUpb8UCy_nGM3qx3Owt9t8eg/edit?usp=sharing

NAME:
Att CC 12
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
Example
Example

PRT/PQR:
[Example] [@Example] {Example}
>>
Not that I need it, but that calculator is read-only. Maybe just put all the formulas in view there?
>>
>>1609456
You should be able to download a copy for yourself. All of the formulas are in the rule book but I'll throw a quick cheat sheet when I can.

Ill start things once there's at least 4 people
>>
>>1609487
I'm here just making my character
>>
>>1609626
Also how do I make a tripcode?
>>
Before I join in, is there a weekly schedule or something because I don't wanna join in only to see that I missed something or see that nobody is on.
>>
I'm confused by one thing in the character creation. It says
AP=(MAR+VEN)+6 OR 8 whichever is higher
But whichever what is higher? What is it referring to that could be higher?
>>
>>1609740
The formula's significance isn't apparent at character creation, since the minimum total is 8, vs plain 'ol 8. If you take wounds that reduce MAR or VEN, however, it begins to matter. No matter how reduced they are, you will never have less than 8 AP.

>>1609704
Skirmish schedules tend to be pretty accommodating of people being missing. Usually someone will take temporary control of your character if necessary. In any case, turns may stay open for hours or days at a time while everyone makes a decision. You'll have plenty of time to respond, but a full day is usually the maximum.
>>
>>1609637

Create a name put a space then # password. Replace password with anything you want to make a trip.

>>1609704
Good question. I'll have a Twitter up for you shortly.

>>1609740
Base AP is 8

That means that you will add both VEN and MAR then add 6. If that is higher than 8 use that value. If not use 8.

I ran into some issues which is bound to happen. So sorry for not getting started yet. Please keep the questions coming.
>>
Semi-quickstart. Not a guide, but hopefully a helpful lens to read the rest of the rules through.

Perhaps the most unique piece of this game is Gyre Field Energy, or GFE for short. a technology recently developed as of the game's events. The energy they generate can manifest as force fields against harm, as power for weapons, or as power for dynamos. The dependence of all of these on GFE will force you to constantly balance your survival against the strength of your offense. Damage that sneaks through your GFE is kind of a big deal, and the GFE getting knocked out is worse. So, whenever GFE is mentioned, pay attention. It keeps you alive and the enemy dead.

For now your basic stats listed below may at minimum be 1, at maximum 6. They must total 13.

As MER increases, your body and your Gyre Field last longer
As MAR increases, your Gyre Field restores itself faster and you're better at first aid.
As VEN increases, you get faster and can do more things.
As JUP increases, you get tougher and can carry more things.

Select your desired experience (and take a close look at):
If you want to have special talents with a select amount of gear, make MER and MAR big. (PRQ/PRT, Dynamo, GFE)
If you want to do lots of things wherever they need doing, MAR and VEN. (AP, Movement, Positioning)
If quantity of gear is a quality of its own, VEN and JUP. (CC/EQ)
If you want to be tough to keep down, develop JUP and MER. (RES, Wounds)
>>
>>1609896
>>1609827
Checked my schedule and realized I have other plans set up. Sorry!

I will be lurking from time to time though.
>>
>>1609956
Excellent writeup anon.

This ruleset is abnormally large and was kind of intended as this should be enough content to last several missions. Everything in the equipment section is fair game to use although some of it isn't drawn yet.

atm it's 9pm EST and I'll make myself available for quite a while.

For updates you can follow me here:
https://twitter.com/GearCommand/

I'm also on IRC nearly all the time here:
https://kiwiirc.com/client/irc.rizon.net/

The channel is #Skirmish
>>
Addendum: Gyres come in different kinds, and they determine pretty strongly the effectiveness of your chosen playstyle on the battlefield and where you can safely sustain it. They're all the way on the bottom, but you should proabably look at them first. Note the Linking with the Aegis requires a PRT.
>>
>>1610010
Perhaps I'm skimming too quickly, but how do we select our equipment? Do we just pick freely from the list up to the limit of CC, or will be given choices later on in-character?
>>
>>1610010
Mod is our PRT limit, yes?
>>
>>1610042
Yep! As of now you may pick up to your CC
>>1610046
Yes. It seems I forgot to edit the old name out.
>>
Letting you all know I'm currently building toward a speedy medic. Definitely including Venticine.
>>
>>1610051
Then, do the PRTs on some of the gear count against our Mod (eg, Helios' [*Boost+])?
Also, what determines PRQs?
>>
>>1610081
Each PRT has some prefix or suffix to it such as [@example] [^example]

Anything with [*name] is an inherent ability for that gear so it's a free skill.

PRQs are basically perks. When leveling you can either increase one of the base stats or get a PRQ instead.

Remember that everyone starts with 9 stat points to distribute. If distributed evenly that enables you to have 3 in every stat and have one more for a PRQ
>>
>>1610081
In the PRT symbol key, * indicates that a PRT quality is part of a given piece of equipment and does not count toward Mod. Kind of like how * generally indicates that something is accessory to something else.

PRQs you get by giving up a stat point. Worth? Sometimes.
>>
I should also mention that using Dynamos or Field Kits without the PRQs can lead to complications. You wouldn't want someone that has no idea what they're doing practice medicine on you would you?
>>
Sorry I can't play either
>>
>>1610140
understandable. keep in mind that turns can be daily if need be. I'm pretty lenient about this stuff.
>>
>>1610254

not bad.

As an aside I'll ask you guys to please include the stats for equipment. I can look it up but it saves time if you have it in your stat sheet.
>>
>>1609123
Footsie
CC 23
Mer 2 RES 18
Mar 3 AP 11
Ven 2 MOV 2
Jup 6 PRT 5

Equipment:
[Equipped] Vibroblade
[Equipped] Silver Dollar Pistol
Duster Armor
GFE Prometheus
Lily Field Kit
1x Jellybean ammo
1x Gumdrop ammo
1x Candycorn ammo
Emil Rifle

Particulars:
[Medically Inclined]
[^Superconductive Coating]
[^Solide Wiring]
[Vento Corto]
[Stake Out]
>>
>>1610294
Added equip stats

Footsie
CC 23
Mer 2 RES 18
Mar 3 AP 11
Ven 2 MOV 2
Jup 6 PRT 5

Particulars:
[Medically Inclined]
[^Superconductive Coating]
[^Solide Wiring]
[Vento Corto]
[Stake Out]

Equipment:

Antonio Vibroblade (Equipped)
1d8 3AP 2EN 1EQ; Slsh/Prc [Vento Corto]

Silver Dollar Pistol (Equipped)
3d2 cm 3AP 3EN 4R AM: 6/6 1EQ [*Quick Draw]

LR-11 Emil Rifle
4d2 cm 8AP 8EN R(3+MAR+VEN) AM:3/3 3Pen 3EQ

DUSTER-armor
1DR 2EQ [*Vest Straps] -2ap to switching weapons/reloads

GFE Mk.1 “Prometheus”
EN: 24/24; RE (3+MAR) LI4 EQ2

Lily Venesol Field Kit: SP 8/8 4EQ
[*Aid] [*Stabilize] [*Free Support PRT]

.22 Jellybean mag x1
1 Reload 1EQ

.48 Gumdrop mag x1
1 Reload +20%dmg. 2EQ

.31 Candy Corn mag x1
1 Reload +Pen 2EQ
>>
>>1610315
better.

Medically Inclined is a PRQ so you'd have to give up a stat to use it. You still get one free PRT for the Field Kit. so really you can get 2 PRTs and go down a stat. I'd suggest JUP since it's pretty high already.

It also helps if you do the calculations for equipment so your regen on the Prometheus is 6 atm. You still have like 5 EQ too and could grab more supplies if you desired.
>>
All right. If you have an AP-expensive build, I'm here to enable it.

Tarbor
Mer 1 RES 7 DR 1
Mar 6 AP 14
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES
[Adrenmerlyne] Ignore wounds 6 turns
[SuperCoating] EQ
[Faulty Fuse]
[SolWiring] EQ

CC 14/12
Supplies 12/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns.
3 Field Smock
3 Helios
2 Quick Patches

>>1610315
AP always rounds down to an even number.
>>
>>1610344
Looking through the Particulars right now:
>[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.
Does this require you to have 3 unused AP left over going into the enemy turn in order to use? I ask because none of the other reaction-based abilities seem to work off a similar mechanic.
>[^Self winding Capaci-Joggers] -2EQ gain EN when moving
How exactly does this work?

Also, I'm assuming Pike Gauntlets don't allow you to hold anything else since they're technically weapons?
>>
>>1610355
good questions.

[^Shock Pads] force negation can go both ways. Either you leave 3AP for it to work or it kicks in automatically and you start with 3AP next turn.

[^Self winding Capaci-Joggers] are shoes which generate ENergy while you move. So if you have high mobility they can augment your regen.

[Pike Fists] wielders can still use consumables but couldn't equip a sword or gun with them on. Luckily it's only 6AP to change weapons
>>
>>1610376
>Either you leave 3AP for it to work or it kicks in automatically and you start with 3AP next turn.
Nice, that makes it a lot more flexible than I thought it was.

>[^Self winding Capaci-Joggers] are shoes which generate ENergy while you move.
Is the EN generated equal to distance moved? It doesn't say explicitly.

Jumping over to the end,
>[!*Jupimer grav system] [...] Can transverse terrain at no penalty; including vertical terrain.
Does traveling through air constitute traversing terrain (as I would expect traveling through water would) or must there be some solid surface to traverse in this case?
>>
>>1609123
>[Stake Out] does?
>[Extra Pockets] is +3EQ, [^Bandolier] is -1EQ, +3EQ for ammo only. Why?
>Can I get .223 "Liquorice" mags (+range)?
>What does my gun come loaded with?

Prefect
Attributes || CC 12/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4
Jup 2 || Mod 6

Equipment
-GFE Type 1 “Helios”
EN: 30/30; RE2 LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:3/3 3Pen 3EQ
-.31 “Candy Corn” mag ×2
1 Reload +Pen 2EQ
-DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads

PRT/PRQ
[Extra Pockets] +3EQ
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[Stake out]
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
Dynamos
-[@Launch] 1AP +1R per CH up to 2(MER) times
-[Dynamo charge] 3AP: Convert GFE energy into charge. Up to 6(MER+MAR)
>>
>>1609123
That is a cool looking homebrew system, OP. Flies a bit over my head, but I'll try to throw a character together nonetheless.
>>
>>1610393
Joggers generate by distance moved so you're right. I'll go ahead and add that to it.

As for the grav system you have it right. It means you can run up walls and jump up buildings like some weeb ninja if you have enough movement. keep in mind one unit of movement is roughly 2 meters in all directions; horizontal and vertical. So if you have 3 move you can jump about 6 meters high.

>>1610417
[Stake Out] means if you do not move from your position you become harder for enemies to see you.

Bandolier does seem redundant. How about it's 2 free ammo slots regardless of ammo's EQ cost?

Liquorice mags sound fun. I'll look in to it later.

Remember any PRT that has [*name] is FREE.

You also need to equip the Dynamo to actually use the Dynamo skills. You might want to invest those skills elsewhere if that's what you're going for.

>>1610540
Thanks. If you want help building a character you can join the IRC found here >>1610010
>>
>>1610564
>As for the grav system you have it right. It means you can run up walls and jump up buildings like some weeb ninja if you have enough movement.
So, to be completely clear, it doesn't actually allow yourself to fling yourself directly upwards through thin air and effectively fly?

Time to rethink my build then.
>>
>>1610593
>It means you can run up walls and jump up buildings like some weeb ninja if you have enough movement.

It does. There is such thing a ceiling though. And if you ever played an FPS like quake or old CS 1.6 with low gravity you already know the outcome of floating in mid air.
>>
>>1610593
>>1610624
I looked at that wrong let me clarify with an example.

If you have 3 move and used 6AP with the grav system you can jump up 3 vertical blocks. That will essentially let you jump up to a second story building. You could spend 12AP and go even higher. You can also move 3 blocks up and any cardinal direction as if you jumped at a 45 degree angle. Keep in mind force effects are 2x as powerful on you.
>>
Time to live fast and die young.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads

GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective

Basil Pike Gauntlets
1d3 1AP 1EN [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

2x SP-29 “Silver Dollar”
3d2 (cm) 3AP 3EN 4R AM: 6/6 1EQ
[*Quick Draw]

PRT/PRQ:
[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[Disarm] 3AP: 2d12+VEN Hit: 16<; disarms target.
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1610564
So it'd be [^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Does [Greedy] apply to reloads?
Do the efects of [Speedloader], [Vest Straps], and potentially [Greedy] stack?
Does [Ammo Check] auto-use AP, or is it free?
The way I'm reading [Imbue], it sort of implies that you don't require a dynamo, is this wrong?
>sheet rework in progress
>>
>>1610978
anything under dynamo requires a dynamo. that applies for all PRTs that are under a specific equipment.

Greedy doesn't apply to reloads just consumables

the first 2 do stack

ammo check only works if you expend all your ammo
>>
>>1611067
Why wold I ever reload without emptying the gun?
>ammunition types
oh, yes, that.

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4
Jup 2 || Mod 6

Equipment
-GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:3/3 3Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ
-DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[Stake out] Staying Still reduces Visibility
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
Alright it's looking like we have our 4. I'm not sure when I'll be available tomorrow but I'm going to say 4EST. Please keep an eye out on twitter as well.
>>
>>1609123
uhh....sup
>>
>>1610747
Brave, brave fellow. Guns don't come loaded, unfortunately. But you might consider the Concussion Cannon to replace them. [*Push] can rocket you quite a ways off the ground while Jupimer is active.

>>1610315
I'm a little low on inventory space. Could I trouble you to carry a pair or so of Quick Patches for me?

---

So far we have:
Ponderous Arsenal Footsie: Options at any range!
Tarbor the Mosquito: Solicitous squirt.
Corridor Killer Prefect: Death from the balcony.
Rockfall Alexander: Blunt-force guillotine.

Straight for the throat, this team. Hopefully enough so to make opposing GFE a non-issue.
>>
>>1610350
>>1610350
That was the case before but I sneakily changed it. As much as I hate tracking odd numbers raising Ven or Mar will raise AP
>>
>>1611497
Sweet. Free AP.
>>
>>1611459
>Guns don't come loaded, unfortunately.
Wut.
Then, why does my gun have bullets in it?
>-LR-11 “Emil”
>4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:3/3 3Pen 3EQ
>AM:3/3
That's how R&T advertised it, that's how I got it.
>>
>>1611514
Technically he's right but for my own sanity assume you start with a mag of jellybeans inside it.
>>
>>1611459
Hadn't noticed the Concussion Cannon doesn't actually consume ammo. Ammo in general makes me as a player nervous, so I'll absolutely swap to that as a ranged option. I'll make the change the next time I have to post my sheet.

Incidentally, I'm waiting for someone to make a QuickDraw+DeadDraw-based build that lugs around something like 10 Silver Dollars and unloads them all by repeatedly drawing them for no cost, before spending the next 5 turns reloading. I'm guessing I'm either misreading something, or that interaction wasn't intentional.
>>
Is this wrong/poorly built?


Julien Delacroix de la Fleur
Att CC 15/5
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:"Sabre” 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 3/3 (Gumdrops only) 2EQ(loaded, gumdrops)


Silver dollar
3d2 (cm) 3AP 3EN 4R AM: 6/6 1EQ
[*Quick Draw]

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Flense][extra Padding][bandolier][extra pockets]
>>
>>1611603
Ah, Revolver Oscillator. I tried that during the theorycrafting phase of development. The actual intent of Deaddraw is something like once per hand, sadly. Don't know why it hasn't been adjusted. I'd think that an 81 APless dmg build would have made enough of an impression. A more balanced version of the concept may someday be added.
>>
>>1611603
>>1611674
Also guns come loaded with Jellybeans after all. Don't bump your head if you stick with the Jumptrumpet.
>>
>>1611673
It looks ok, but I'm new to this system, sk I doubt I'd notice.
I do have two questions; What is [Flense]? And why carry two guns, with most of your PRTs devoted melee? Not ever gonna say that more gun is bad, just curious as to why.
>>
>>1611696
I don't know which gun I like more, so I'm trying them both. flense is Fleche when the autocorrect decides it wants to do what it wants
>>
>>1609123
Senzei
CC 12
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 PRT 6

Dynamo Engineer

Equipment 15/15:
EQ2 - "Theseus" Capaci-coat
EQ6 - LA-GFE "Aegis" EN: 54/54; RE: 15; LI:8
EQ1 - Solide Wiring
EQ1 - Superconductive Coating
[*Field Emitter][*Link]
EQ4 - bGFE v1 "Zeus" CH: 0/12 1/1
EQ1 - Venmarite Catalyst
[*Dynamo Charge][*Catalyze][*Throw][*Reel In]

Particulars:
[Extra Pockets]
[Link Up]
[Imbue]
[^Superconductive Coating]
[^Solide Wiring]
[@Expand]
>>
>>1611728
Someone went for the aegis nice. Unless everyone gets the PRT [Link] you'll be using the base stats. Both parties need to have Link in order for that to take effect. If only there were a bunch of mooks for you to order around and an incentive to for them to take link.

Also keep in mind the aegis VIOLENTLY expels ALL GFEs that aren't linked.

Okay everyone I need one more thing from you all. I'll be making sprites so nows a good time to put in a description of what your character looks like.

>please respond with a short description of your character's physical appearance.

Once this goes through there will be no more adjustments to the system while it's live. I've already implemented a ton of feedback in the backend so this is already fruitful.
>>
>>1611740
>>1611740
>>1611740
Ahh, I thought that I needed [Link Up] to Link to others and not the other way around. I'll swap it for [Long Arm]. That should increase the range of my [*Throw], yes?

Senzei is a pale man in his late twenties, with shaved head and tidy black goatee. He is tattooed with the symbols of the four bodies in old Laissez custom*. Under his Capaci-coat, he wears simple travelling clothes.


Lore/ Fanfiction:
* Mer and Mar at each temple, Ven inscribed onto the fingertips and Jup over the heart; prayers for agile mind, skill with craft and a long life. Commonly these days, These symbols are stitched onto the insides of clothing, on earrings, glasses, gloves and rings (or abandoned altogether) and tattooing has fallen out of practice (tell me if it doesn't fit and I will get rid of this detail)
>>
>>1611673
To make tracking easier mind the brackets for {PRQs} and [PRTs]. that's going to bother phone posters the most.

Sabre 2
Lament 2
SilvD 1
Chain 3
[Bandolier] 1
-gum 1
-gum 1
-gum 1
[Extra Padding] 2
Athena 3

Bandolier reduces the cost of 3 ammos to 1 so right now you're at 17.

I could consider it letting you just take any 3 ammos regardless of their EQ but then I'd probably just up the Bandolier's EQ.

>>1611766
Long arm is for consumables so sorry. I haven't added in the grenades so you might as well ignore it. I'd recommend [@Expand]

Also sprites are only about 32x32 pixels big so there's not much detail I can put in there. Most GFEs aren't even displayed because they'd be 4 pixels big.
>>
>>1611820
Baldie with a goatee and a coat, I'll be happy. The rest is just flavour, I never expected you to draw it.

I wanted to have a good number of switchable Particulars, in case I find anything in the field. I'll go back to [Link Up] so that I can pass through other peoples Aegis GFEs
>>
>>1611740
Julien is white/tanned, with black hair and a pointed "aristocrats" face and cloudy grey eyes
>>
>>1611820
Android phones have [] available as tap-and-hold, at least.

Tarbor is 20-something, with pale skin and short brown hair.

Question: Is {Medically Inclined} necessary to administer non-healing supplies like Adrenmerlyne?
>>
>>1611996

Try it right now. Roll a d24
>>
Rolled 16 (1d24)

>>1612017
this can only go smashingly
>>
>>1612096
The patient shows the effects of the Adrenmerlyne but was given too much.

Patient is {Shakey} -10% when handling items.
>>
>>1612106
Shame. I'd be more inclined to go the quack-doctor route if there were battle-syringes.
>>
>>1611740
Checkered scarf, glasses, neatly combed blonde hair. Crest/coat-of-arms on the left side of the chest.
>>
>>1611820
>>1611673
He's at 16(+3), vs his CC of 12+Pockets+(Bando). 1 over. Sorry Julien, I assumed Lament is 1EQ when I was advising you in chat.
>>
>>1611740

Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 PRT 7

Gear 9/9
GFE “Helios” EN: 30/30 Re: 9 LI: 6
“Foil” Fnc/Prc
CHAIN DR2

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry]
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche]
[*Boost+]
[!*Jupimer Grav System]

This should be correct assuming that AP values don't have to be even anymore.

>Aleid is a lightly tanned woman with (dyed) red hair and a penchant for wearing tinted glasses.
>>
>>1612246
Forgot a trip
>>
>>1612246
Someone with [Link] making me useful, thank you. When you are in my AoE, I can protect you with my Gyre Field and you can tap me for Energy and Regen. I can help you with Imbuements too, but I don't know what those do. That is what Gear Command said in the chatroom.

Still, separate we regen faster. You can use my field as a piece of impassable terrain for the enemy and not link up unless your field gets shattered, that's fine.

I checked the damages of each weapon, I can bounce everything except the Guillotine, Shredder, Concussion Cannon, Autogun and all three Flouris Blades (those do a lot of damage).
>>
>>1612199
Not much pixel real estate there. I'll make it work.

>>1612246
Welcome aboard. Red tinted glasses sound good no?

>>1612335

Here I'll try to explain how that works when you imbue something you are manipulating how the field is emitting waves so for example if your Dynamo is set up to shoot out high heat from the catalyst so will anything that is powered by the same field. So anyone linked could fire a gun or swing a sword and it would essentially do those tasks while also producing the same waves.

In simpler terms if you manipulate an element and imbue your Aegis anyone linked to it wouldn't d get the benefits too. Alternatively, you can imbue a single person's GFE.

I've been set back so I'll do my best to at least get you guys deployed. I'm shooting for 7pm est to get a turn or two and then switch to 12 hour turns or some other schedule. Once that happens I'll be "in character" so mechanics and questions won't be fielded.
>>
>>1612571
Stupid phone posting.

Wouldn't is a typo. If you imbue your a GFE all equipment powered by it gets the benefit. So use Venmarite to make your GFE produce super heat and your gun now shoots fire bullets.

Incedentily an AEGIS shares its field with multiple users so the imbuement would be as well.

For mechanics sake your normal shield function is unaffected.... Usually..... Depends on my mood ;p
>>
>>1612571
If doing the scarf in one color helps, go for it. And the crest as a single pixel of a different color from the shirt is enough. No need to try for fancy.

When boosting to add more energy to a GFE, is the energy added instantly, or at turn end like RE?
When using a PRT that modifies an action, how long does the effect last? Until turn-end, or until the action being modified is taken, or?
Eg. If I use [@Hold Breath] on turn one, will it affect a shot taken turn two? Two shots on turn one?
If I use [Spotter] on a second target before the duration of MAR turns has passed, will the first target remain spotted/tracked?
>>
AP and EQ update and joining the Aegis party. If I use Venticine on another, is the bonus movement based on their VEN or mine?

Mer 1 RES 7 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Venticine] +VEN APless moves, 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ


CC 12/12
Supplies 12/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns.
3 Field Smock
3+1 Helios
1 Quick Patch
>>
>>1611740
I imagine Alex to be white, somewhat tall, and with no facial hair. Clothing-wise, he would have a dull-colored scarf and an aviator cap. By default, he would have the Pike Gauntlets equipped.
>>
>>1612730
Post a pic
>>1612661
Boost is instant. So it counts for that turn.

The effect lasts for that turn. No stacking hold breath to snipe across the map.

Spotting again resets the timer. You can't spot a guy so good that you track them through dimensions.


General rule is "what is the easiest to process." The less I have to track the better.

>>1612707
their Ven. They aren't using your legs.
>>
>>1612828
I hadn't written that description with any existing image or person in mind, but a brief search gives this picture of Joseph Joestar which fits well enough. Goggles optional, scarf probably grey or brown instead.

I see someone's using the Aegis GFE. I'm a little tight on Particulars, but what benefits would Linking up with one actually give? Also am I blind or do they not actually have any damaging weapons?
>>
>>1612870
Aegis' EN and RE scale with the number of Gyres Linked to it. Attacks on a Linked character are resolved against the Aegis instead; their own Gyre is "inactive", busy powering the Aegis. As a result, the Aegis tends to be rather less than the sum of its parts, but it does cover an area and has 8 LI. Also, Gyre PRTs can still be used. Boost+ to help charge, and Jupimer functions as usual on its user. Presumably, Solide Wiring would continue to function as well.
>>
>>1612957
>their own Gyre is "inactive"
Would partially or fully depleted Gyres within the Aegis' radius regenerate at their own natural rate, at the Aegis' rate, or not at all?
>>
>>1612957

Prts like Solide work for that specific one. I chalk it up to efficiency and other mumbo jumbo. If you do plan to stick to someone's aegis then you can use boost+ to charge it. You're all using it after all.
>>
>>1612998
When you leave the aegis field yours starts to regenerate again. Remember the default status requires you to get yours back to 75% capacity to start functioning again.
>>
>>1612998
That's a good question. I admit I didn't enquire that far, having lost interest when I learned that a Helios user couldn't fully effectively help moonjump an Aegis into some poor sod.
>>
>>1613037
That seems like it might be a problem for me, since I'll need to be recharging frequently. I guess I'll err on the side of cautious incaution and forgo the Link.

>>1613065
I myself am wondering what the actual mechanical effect of "Violently expels any smaller GFE" is, and its interaction with "Knockback is 2x effective".
>>
Alright folks. I'm done with my prior obligations. Ask any last questions and please post final sheets. If you guys can double check each other and make sure everything is good I'd appreciate it. Here's a basic rundown of the mission.

You'll be helping William find some missing merchandise. It seems some smugglers found an old cave system used a while back to get through the mountains. Such a cave should have no reason to be abandoned however.
>>
>>1613200
whatever you have equipped please add a little [e] tag before the name. Thank you for keeping the weapon stats. I'm going to assume you have the pike gauntlets on
>>
>>1613230
Last minute changes. Reconsidered my energy situation and decided to strap turbines to my legs, at the expense of forgetting how to disarm people.

Surely this won't come back to bite me.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1613111
Greetings, from the future. The night is beautifully clear.

Picking up [Link] means that you can get behind the Aegis shield if you are taking heavy fire and need to retreat behind it. Without [Link], you can't even cross the boundary.

After all, if we're going down into a tunnel there might not be much room to maneouvre around it.

Finalizing the sheet now.
>>
>>1613111
Julien Delacroix de la Fleur
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:"Sabre” 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 3/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Fleshe][extra Padding][bandolier][extra pockets]
>>
>>1613284
>whatever you have equipped please add a little [e] tag before the name
>>
>>1612707
Smock and Kit are all I have.
>>
>>1613353
Last call for first deployment.

Remember all players. You can join in at any time

Any participation is guaranteed the same reward as all.
>>
Here is it without the pastebin, sorry.

Senzei
CC 12
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 PRT 6

Equipment 15/15 + Cata:
EQ2 - "Theseus" Capaci-coat
EQ6 - LA-GFE "Aegis" EN: 54/54; RE: 15; LI:8
EQ1 - Solide Wiring
EQ1 - Superconductive Coating
[*Field Emitter][*Link]
EQ4 - bGFE v1 "Zeus" CH: 0/12 1/1
EQ1 - Bandolier
EQ1 - [e] Venmarite Catalyst
EQ1 - Solevenide Catalyst
EQ1 - Lunjupuarz
[*Dynamo Charge][*Catalyze][*Throw][*Reel In]

Particulars:
{Dynamo Engineer}
[Extra Pockets]
[Imbue]
[^Bandolier]
[^Superconductive Coating]
[^Solide Wiring]
[@Expand]
>>
>>1613492

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:3/3 3Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[Stake out] Staying Still reduces Visibility
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
Alright I have the following up for now

[1] Alexander
[2] Tarbor
[3] Julian
[4] Senzei

...please feel free to join in at any time.

Prefect Aleid and anyone else just post your sheet and I'll deploy when you're ready.
>>
>>1613677
Alright I'll get you in but the appearances will have to wait.
>>
>>1613682
Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 PRT 7

[e] GFE “Helios”
EN: 30/30 Re: 9 LI: 6

[e] “Foil”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR

[e] CHAIN - DR2

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry]
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche]
[*Boost+]
[!*Jupimer Grav System]
>>
File: the crew.png (200 KB, 1163x851)
200 KB
200 KB PNG
>>1613708
William: Oi, Looks like the boss'as brough some help for this route.

Good. Listen ya lumps. There's a bunch of merch we're'ere to get back. Suppose to be some real expensive stuff. I'm thinkin is the same stuff you's got on ya right now. This stuffs not been seen yet an I'm bettin it's another grab from one of our competitors the slimey bastards. Thas our main dive.

Other than tat. We'll be needin to find ourselves an exit considerin I blew up the one behind ye. Seems you're'all ere so we'll be gettin to that now.

Sides from tat. I got's me a strange feeling. Whys such a good route been abandoned for so long eh?


[1] Alexander 30/30 (5); 8/8
[2] Tarbor (Need to revise); 7/7
[3] Julien 24/24 (6); 12/12
[4] Senzei 54/54 (15); 12/12
[5] Prefect 30/30 (5); 8/8

>>1613321
You'll need a GFE to link up with Senzei. Also for reasons.

>>1613862
Adding you now
>>
>>1613886
I have Helios as well. Didn't realize it would have to show up on the sprite, sorry.
>>
File: beta cave01a.png (2.94 MB, 3200x2400)
2.94 MB
2.94 MB PNG
>>1613886

William: Right then, let's get this started.

The group meet up with William. A young man that's been working for the Bloom family since he was a child.

William looks at the red haired woman

William: Aye, seems I did slow some of ya down. Sorry bout that love. Least I didn kill ya heheh

[ACTION PHASE]
>>
>>1613886
People with [Link], please mark in your name for clarity, maybe a capital L in brackets? I do not want to accidentally kill people with GFE interference and I need to know who it is safe to stand near when my GFE is on. Range is three squares.

By the way, at the moment it is off. I an not very useful until it is on.
>>
>>1614077

Also for my own sanity please put your number within your name. It'll make it easier for me to process you.

[1] Alexander 30/30 (5); 8/8
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
[4] Senzei 54/54 (15); 12/12
[5] Prefect 30/30 (5); 8/8
[6] Aleid 30/30 (5); 10/10 Not sure how you got 9 regen
>>
>>1614077
How high is the ceiling? This is probably important given the number of Helioses we have.

>>1614106
>I do not want to accidentally kill people with GFE interference and I need to know who it is safe to stand near when my GFE is on.
Once it's activated, do you suppose it would simply count as a solid wall for anyone without Link Up? If so, I could see some potential utility in you pushing Unlinked allies along as you move so that they can conserve some movement AP.

The possible alternative of it being a semi-permeable springboard is also amusing.
>>
>>1614077
Whew, made it. Don't worry 'bout it, I've been through worse.

Now. Who's ready for some real excitement.

>>1614175
Typo from when I was experimenting with Athena, fixed it.

>Move x2 12 AP
>1E 5N
>Parry 1 AP

Is this an okay action format?

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 PRT 7

[e] GFE “Helios”
EN: 30/30 Re: 5 LI: 6

[e] “Foil”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR

[e] CHAIN - DR2

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry]
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche]
[*Boost+]
[!*Jupimer Grav System]
>>
>>1614183
As Alexander peers up he can easily see the ceiling of the cave. He could clear a man easy at this height but pushing the Helios any further would leave him a permanent fixture.

Agents can always [Observe] to find more information. Using more AP garners more information

>>1614204

Perfect.

I should have mentioned before. Only use greentext for actions guys. Quoting is obviously okay too.
>>
>>1614077
"Come along now peasants, we haven't got all day and I've got ladies to court this evening!"


>Move W,N,N
>Move N,N,N
Julien Delacroix de la Fleur
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 0/12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:

[e]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

[e]Lement
2d4 (cm) 4AP 4EN 4R AM 3/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Fleshe][extra Padding][bandolier][extra pockets]
>>
>>1613886
>>1614237
Sound travels extraordinarily well in caves, even if the source can be hard to determine. What can be heard?

"Do not run ahead too far and leave poor Senzei all alone, now. We were doing so well all the way here."

> Walk N,N
> [Observe] with 6AP

Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3(2)
Jup 3 CC 12

{Dynamo Engineer}
[Extra Pockets]
[Imbue]
[^Bandolier]
[^Superconductive Coating]
[^Solide Wiring]
[@Expand]
[*Dynamic Charge, Catalyze, Throw and Reel In]
[*Field Emitter, Link]

"Theseus" Capaci-coat
LA-GFE "Aegis" EN: 54/54;RE: 15;LI: 8
bGFE "Zeus" CH: 0/12
Catalysts Bandolier
[e] Venmarite
Solevenide
Lunjupuarz
>>
>>1614077
"Let's get this started then."

>[4 AP]Activate Jupimer Grav System
>[6 AP]Move forwards and upwards to ceiling, 7 squares
>[1 AP]Parry
>[4 AP]Observe more, because why not?

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
I am going to bed, please take care of Senzei in by absence.

Senzei is cowardly and jealous. He would not put himselfin too great risk.
>>
For the time being we'll stay in phases. Expect more activity around 4pm EST. Please check in periodically.
>>
>>1614077
>Take up the torch, 6AP
>Move N, E, 2N, 6AP

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:3/3 3Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[Stake out] Staying Still reduces Visibility
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
File: beta cave01aa.png (5.58 MB, 3467x2600)
5.58 MB
5.58 MB PNG
https://youtu.be/nN13kUeFcuM

William: Aye, like to see those who run in head first without tah care.

Mook 1: What the! Boys we got company!

Mook 2: More of those white things?!


William: Bout time we found ya dumbasses. Give over the merch ya stole and we promise we'll only half kill ya.

[ENEMY PHASE]

[1] Alexander 30/30 (1); 8/8 Jumped up to the ceiling and is unnoticed
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
[4] Senzei 54/54 (15); 12/12
[5] Prefect 30/30 (5); 8/8 The Emil is keeping him occupied
[6] Aleid 30/30 (5); 10/10
>>
File: beta cave01b.png (5.49 MB, 3467x2600)
5.49 MB
5.49 MB PNG
https://youtu.be/Z8H99UWE9m8

Mook 1: Try us why don't you!

Mook 2: We don't have time for these guys we need to get out before-

Mook 1: They're the only way out!


William: That ways closed. Ya trapped in here

Mook 1: We kill them we're free Daryl!

William: ......If ya insist

This old cave springs with life once more. Two smugglers desperate to escape....

[ACTION PHASE]

[1] Alexander 30/30 (1); 8/8 Gravity has it's hold on you again. You'll start falling
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
[4] Senzei 54/54 (15); 12/12
[5] Prefect 30/30 (5); 8/8
[6] Aleid 30/30 (5); 10/10
>>
>>1614920
>Gravity has it's hold on you again. You'll start falling
Do you mean that I have to spend the 4AP activation cost again to prevent myself from falling, or that I just have to explicitly state that I prevent myself from falling, at no cost, to stay up? I was under the impression that the ability worked on an on/off toggle.
>>
>>1614920
>[Spotter] Mook 1, 12AP
"Foolishness. It's not even the way out anymore."

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:3/3 3Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[Stake out] Staying Still reduces Visibility
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
>>1614920
Can we get someone with Parry to bar the the swordsman's way?

>Activate Jupimer
>Move NE, N N E
>-Net 1 RE

Mer 1 RES 7 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ

CC 12/12
Supplies 12/12
[e]4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns.
[e]3 Field Smock
[e]3+1 Helios
1 Quick Patch
>>
>>1615465
Yah. Want me to get in close, or just block the exit?
>>
>>1615465
>>1615511
I'm planning on dropping onto one of them and/or smashing their face in, if that matters. Just need to clarify how gravity factors into my actions.
>>
>>1614920

>Move x2 4N 2E (12AP)
>Parry (1AP)


Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 PRT 7

[e] GFE “Helios”
EN: 30/30 Re: 5 LI: 6

[e] “Foil”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR

[e] CHAIN - DR2

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Dammage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1615084
You need to move. If you just stay there you'll simply fall to the ground. Nothing more.
>>
Rolled 12, 20, 21, 1, 5, 23, 24, 4, 20, 16, 3, 2 = 151 (12d24)

>>1615676
Got it. Throwing in a bunch of spare dice for the next sequence because I probably messed up somewhere in there.

>>1614920
>[6 AP] Move diagonally north and east until directly above the closest mook.
>[3 AP, 4 EN] Elbow Drop 3 squares(?) for 5d3 cm. Regain 3 EN from movement(?).
>[0 AP] S̶t̶a̶n̶d̶ ̶u̶p Grav-flip self to standing position.
>[3 AP, 4 EN] Pike Buster closest mook for 3d3 cm, expending 1 ammo, launching target dmg/2 tiles.
>[2 AP] Boost+ to regain 4 EN.
>[1 AP] Parry.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
I am posting from my phone, cannot post my character sheet this time. Prefect does not have Link Up, so my aegis GFE stays off. I will keep moving forwards though, need to make sure that the others do not damage the enemy Gyre.

They have Gyre, by the way, you can tell by the field around the nearest one's sword. That may be a Dynamo Engineer behind them, be careful.

If things go bad, turn off your Gyre if you cannot link with my Aegis and retreat. Aleid and Tarbor can link up and help me to defend you all.

> Move 4N
>>
Processing has begun... Someone please bot your medic.
>>
>>1616563
I'm here >>1615465
>>
Rolled 16, 9, 12, 16 = 53 (4d24)

>>1614920
"I'm late for my salon appointment, and I AM NOT going to court ladies at a ball without pomade!"
>Move N,E,E
>Fire lament into gun bro behind sword bro

Julien Delacroix de la Fleur
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:

[e]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

[e]Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Fleshe][extra Padding][bandolier][extra pockets]
>>
File: beta cave02a.png (5.81 MB, 3467x2600)
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Daryl: Jenmah! You bastards!

William: Thas was comin to ya right quick ya dunce. Call for back up I dare ye. Lucky fer ye we has some boyo who can fix yer nearly dead friend there....

Daryl:MAR TAKE ME!

William: Fookin right... this'lways happens.

[Enemy Phase]
>>
File: beta cave02b.png (5.81 MB, 3467x2600)
5.81 MB
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Daryl: Boys! Those Bloomer stooges came! Get the guns ready we'll use their merch against them!

William: Damn da Seven. Basil better pay me extra fer thi'shit. Boyos. Get read fer a fast one.

The crew finds the smugglers less than agreeable and culpable to their sin. Finding the merchandise was easy but recovering it without bloodshed may be
>>
>>1616828
If you guys are quick to post I can probably get this turn in as well. Otherwise expect this schedule for the next two days.

[ACTION PHASE]
>>
>>1616836
How far off the mark was I with my proposed action sequence? I'd like to avoid trying to do anything that's actually impossible in the future.

Also, what's my EN count at right now?
>>
>>1616875
You were essentially running up the ceiling.

Next time write out the tiles you actually move. I was lenient this time.

Your shield took 8 damage and then regenerated 1 so right now you're at 23 shields.

Keep in mind your Pike Fists have their own capacitor for when they attack. Please add (en6/6) between the 1EN and [AM: 2/2 (3-2 = 1AP reload)]
>>
>>1616880
>Next time write out the tiles you actually move. I was lenient this time.
Sure. Is diagonal movement permitted (and if so, at what movement cost), or only orthogonal?
>>
>>1616828
"Like a dazzled deer, with your sights on him, Prefect. With this, you should be ready for an encore or so."


>Administer Venticine to Prefect, duration 6 turns starting now.
>Move 3N, 2E

Mer 1 RES 7 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ


CC 12/12
Supplies 10/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns. 6/8
3 Field Smock
3+1 Helios
1 Quick Patch
>>
Rolled 3, 13 = 16 (2d24)

>>1616828
>Move N,W,N
>Shoot swordboy with lement
>Prepare parry/riposte


Julien Delacroix de la Fleur
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:

[e]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

[e]Lement
2d4 (cm) 4AP 4EN 4R AM 1/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Fleshe][extra Padding][bandolier][extra pockets]
>>
>>1616892
only orthogonal
attacks can be any direction unless noted.
>>
>>1616828
"Sounds like there's worse than us down there with them. Makes you wonder why they don't just surrender."

>[1 AP] Reload
>[6 AP] Move Up3, N1, E2 N1 (Regain 7 EN)
>[3 AP] Move E3 (Regain 3 EN, if I had any to regain)
>[4 AP] Observe
>[1 AP] Parry

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1616828
Senzei is fine with other people doing all of the hard work and getting paid for it.

> Take Cover 2N (6AP)
> Recall (6 AP)
More information on the Dynamo, particularly on what happens when you try to affect something that has a GFE. Also, I'd like to know the risks of overheating.

Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3(2)
Jup 3 CC 12

{Dynamo Engineer}
[Extra Pockets]
[Imbue]
[@Expand]
[^Bandolier]
[^Superconductive Coating]
[^Solide Wiring]
[*Dynamic Charge, Catalyze, Throw and Reel In]
[*Field Emitter, Link]

"Theseus" Capaci-coat
LA-GFE "Aegis" EN: 54/54;RE: 15;LI: 8
bGFE "Zeus" CH: 0/12
Catalysts Bandolier
[e] Venmarite
Solevenide
Lunjupuarz
>>
Rolled 19, 13, 17, 4 = 53 (4d24)

>>1616828
>>1616836
>Venticine Move 4N
>Move 2N, 1E, 1N
>Fire Emil at closest enemy w/in range (11) East
>-If none are visible, can I overwatch? If yes, do so.

>>1617091
>>1612828
Venticine: His or my MAR duration?

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4 (Venticine: MAR Turns remaining)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:3/3 3Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[Stake out] Staying Still reduces Visibility
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
>>1617107
Misquoted.
>>1616926
Because Alexander has nothing to do with the Venticine.
>>
>>1617104

Senzei recalls his late night classes with Samantha:

Samantha Gyre: Now everyone, the Dynamo's are different than the Emitters mainly in two ways. One they don't produce alpha Gyre fields but beta Gyre fields. Beta Gyre fields are a "sub-frequency" of sorts that when produced with a catalyst are able to interact with the foundations of our world. Forces such as gravity, mass, energy, and even time can be swayed ever so slightly.

Which brings me to the next difference: Dynamos don't emit a field but instead manipulate it. Dynamos "damage" a field and from that store a charge that enables them to manipulate a part of the Gyre field. This is a topic for another day, and this is vastly oversimplifying the phenomenon, but Gyre fields work by "halting the forces of nature." It's a poor explanation I know, yet with a catalyst one is able to finely manipulate forces as they see fit.


>>1617107
His Mar duration. Isn't Science grand?
>>
>>1617134
Hmm we're only waiting on one person now...perfect time to introduce this...

Despite no deliberate stratifying force and a freedom enjoyed like nowhere else in Laissez groups form and leaders arise. No matter the pairing, it's human nature for some to move and others to follow within the wake.

No matter the occupation, {Foremen} rise to the challenge of leading the whole. Foremen are elected leaders who can give orders to allies. Allies follow these orders to the best of their ability but take heed of their own safety. Being a foreman is a time honored position so those entrusted with the responsibility bear it reverently.

(Players may elect a {Foreman}. {Foreman} are leaders who are capable of ordering (read botting) PCs when granted permission and are able to influence friendly NPCs. By default all PCs give the {Foreman} permission. Orders by {Foremen} are suggestions for the QM who may ignore them if they are deemed onerous/troublesome)
>>
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Fenton: Dear Seven it's just some henchman. I thought it was one of those...

Percy: DON'T YOU EVEN mention those Seven forsaken things...

Daryl: Hey boss, that's the one that took out Jenmah

Big Easy: Ohh? Guess he's a strong one. Let's see if he can take a punch...heh heh heh.....


William: Yo' bloke ain't gone jus yet. How's bout ye fook right off and we'll take our merch leavin ye less for wear.

Big Easy: No can do scabbie. This one and the rest of your trash are dying for killing one of my men. And we'll be taking your guns too.

William: Ye heard the bastards. Considera full permission to kill the fookknuckles. Oi ye foppy fruit who copied muh hair. Do sumtin about these fookas won't ya?

[1] Alexander 7/30 (1) Alexander is blindsided by the smugglers attack. Before falling he notices something else. Were they expecting him to attack from above?
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12 William prevents Julien from finishing off a nearly dead man. Quite ignoble.
[4] Senzei 54/54 (15); 12/12 Senzei tries to recall knowledge oft forgotten roll a d24 next time. Also any unlisted action is by default 3ap. I gave it to you free this time.
[5] Prefect 30/30 (5); 8/8 Prefect forgot to turn on his grav system. Preventing him from moving in time.
[6] Aleid 30/30 (5); 10/10

[BIG E PHASE]
>>
>>1617513
>Prefect forgot to turn on his grav system. Preventing him from moving in time
Why would I need my grav system on? It looks like level ground to me?
>>
>>1617533
the +2mov bonus is only in effect when it's activated.
>>
>>1617533
>>1617513
I'm perplexed also. That's 4 from Venticine, a 6 AP at 4 MOV, and an 8 AP shot out of his 14 AP.
>>
>>1617540
Yes? Moved 4 (my VEN) from the ventacine, and 4 (my MOV) for 6ap. Why would I need two more movement?
>>
>>1617554
because I can't count....

Alright I'll set yours as an overwatch....which just saved Alexander
>>
>>1617417
Tentatively volunteering since I have the support skills our playmakers will need to coordinate with.
>>
>>1617513
"Don't you touch me with your greasy poor people hands, you filthy peasant!"
>>
>>1617513

If possible, can I deploy next turn?

Footsie
CC 23
Mer 2 RES 18
Mar 3 AP 11
Ven 2 MOV 2
Jup 6 PRT 5

Particulars:
[Medically Inclined]
[^Superconductive Coating]
[^Solide Wiring]
[Vento Corto]
[Stake Out]


Equipment:
Antonio Vibroblade (Equipped)
1d8 3AP 2EN 1EQ; Slsh/Prc [Vento Corto]
Silver Dollar Pistol (Equipped)
3d2 cm 3AP 3EN 4R AM: 6/6 1EQ [*Quick Draw]
LR-11 Emil Rifle
4d2 cm 8AP 8EN R(3+MAR+VEN) AM:3/3 3Pen 3EQ
DUSTER-armor
1DR 2EQ [*Vest Straps] -2ap to switching weapons/reloads
GFE Mk.1 “Prometheus”
EN: 24/24; RE (3+MAR) LI4 EQ2
Lily Venesol Field Kit: SP 8/8 4EQ
[*Aid] [*Stabilize] [*Free Support- Venticine]
.22 Jellybean mag x1
1 Reload 1EQ
.48 Gumdrop mag x1
1 Reload +20%dmg. 2EQ
.31 Candy Corn mag x1
1 Reload +Pen 2EQ
>>
>>1617577
SAT smiles on a good rifle.

>>1617417
Well now. Nominations, I think.
Tarbor, because the one tasked with keeping us alive is unlikely to send us into a meat grinder. And there is some attention to details.
Senzei, because he's smart enough to hide, and is happy to let others do the heavy lifting. Like a good foreman.
>>
>>1617637
Not unless it's likely to be a productive meat grinder, anyway.
>>
File: beta cave03b.png (6.08 MB, 3467x2600)
6.08 MB
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https://youtu.be/6-aexLJKwME

William: Ye gobshites want to die so quickly then'a guess we'll haf teh oblige

Big E: KILL THEM ALL!

Sat blesses a rifleman and pugilist. A laborer undertakes his duties, unabated.

[ACTION PHASE]

Expect processing to being around 6PM EST stupid work making me work during my vacation
>>
File: beta cave03bcleaned.png (5.99 MB, 3467x2600)
5.99 MB
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>>1617727
cleaned version
>>
>>1617753

[1] Alexander 0/30 (5); 6/8 Alexander escapes with minor wounds and a broken shield thanks to Prefect interrupting Big E's attacks. He will need to regain 23 energy before being able to use it.
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
[4] Senzei 54/54 (15); 12/12
[5] Prefect 14/30 (5); 8/8
[6] Aleid 30/30 (5); 10/10
>>
Need Alexander somewhere more sustainable and Senzei cooking up a contribution. My first thought is having our healthy folks crowd the enemy while I slap a Booster on Prefect so he can get more shots off next turn, or a Spot for that matter.

Spot this turn would probably let us pick one off outright though.

But more importantly:
>3AP Recall Gyre safety classes I defintely took. Can an unlinked but deactivated Gyre /really/ be safely brought into an Aegis field, or is said Gyre's nature impossible to suppress to that extent?

>12 AP remaining
>>
Or someone could unbar the door those creepy noises are coming from. That should get everyone on the same page.
>>
Rolled 3, 8, 18, 22 = 51 (4d24)

>>1617834
"I don't mind the hard way at all."

>Move E1 N1 E1 (6)
>Attack man to NE (4)
>Parry 3 (3)

Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 PRT 7

[e] GFE “Helios”
EN: 30/30 Re: 5 LI: 6

[e] “Foil”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR

[e] CHAIN - DR2

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1617513
I will remember for next time. I saw it as a bastardized version of [Observe] and used the same rules.

I do not mind who will be foreman but I can't be it. I am asleep during processing hours (today I woke up in the middle of the night and posted)

>>1617939
I will contribute by keeping eye out for the bugs and being the retreat option if things go poorly in this fight.

That is why this route was abandoned then, because of the man-eating wildlife. Aegis field doesn't stop animals, unfortunately.
>>
Rolled 4 (1d24)

>>1617939
>>
>>1617834
Well shit, they shot me off the ceiling. Guess this Helios thing has more limitations than I thought.

Guessing even with Prefect's overwatch, I only survived because of my immunity to fall damage and my parry.

I assume my GFE being down means I use the Jupimer Grav System ability? Apart from that, does Boost+ still work?

>>1617727
>>1617753
I think we're getting enough enemies on the map that it isn't immediately obvious who is an ally and who isn't. Would it you mind slapping some sort of marking or token on the guys we're supposed to waste?

>>1617939
Hopefully Boost+ still works, and I can bring my GFE right back up this turn and have 3 AP left over.

If that's the case, I can move either 3 tiles afterward (or just stay where I am and recharge more). Where would you advise me to move?

Moving into the Aegis field isn't really to my advantage since I think I don't recharge while I'm in there.
>>
>>1618029
I assume Boost+ works to that end except: 3AP moves round down, meaning you have only 2 squares to work with if you can indeed get your Gyre working again this turn. Not quite enough to get past the enemy and behind any safezone the rest of us can shake together. Just get back to us and plan to get your field working next turn. Avoid the west so Senzei has less to worry about. You can have my space if you like. I won't be there.

Senzei, if you do activate your Gyre, keep in mind someone may have to boot the dying guy away to let you through. The Aegis doesn't come away unscathed from "violently expelled," I understand.

Melee folks, try to crowd as many gunmen as possible when you can. It forces them to accept a melee penalty or waste at least 3 AP getting space.
>>
>>1618068
>I assume Boost+ works to that end except: 3AP moves round down, meaning you have only 2 squares to work with if you can indeed get your Gyre working again this turn.
Depends whether my Grav System retains its toggle position while my GFE is down. I had assumed so, but I realize it's possible that everything would just be reset to zero.
>>
>>1617939
If a Gyre is deactivated, its not emitting a field.
>>
>>1618076
Once a Gyre has no energy it isn't shielding and cannot power your weapons/equipment.

You can use normal Boost. The Helios system is augmenting your natural ability to Boost, and at the moment it's deactivated.

Basic training states that as long as a Gyre isn't emitting a field within the Aegis' range it won't cause any problems
>>
>>1617834
"Wait right here, I won't be a moment."

>[6 AP] Move W3, S2. Regain 5 EN?
>[9 AP] 3x Boost to regain 12 EN.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1617727
>Drop Prone.3Ap
>[Boost+] thrice. 6ap, +12EN=26/30
>[Stake Out] ?ap
>Observe Big E. 5-stake out ap
>-RE5=EN30/30

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4 (Venticine: MAR Turns remaining)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:2/3 3Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[Stake out] Staying Still reduces Visibility
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
Processing begins. {Foreman} order your crewmates please. We can get 3 turns if you're quick.
>>
Away from home. But really all we need is to be arranged to cover Prefect and Alexander. Anyone can do that, but I can in about 15 min.
>>
Doing the Foreman thing. For now I still consider the position open to anyone.

>>1617753
"Your friend will live. None of us would say no to help getting through this place, so stand down and be reasonable, because you won't survive without a choice in the matter!"

Tarbor:
>Move 4N 1W
>Stabilize dying man, but not too well. -Supply
>Motion threateningly at doors

Julien:
>Move 2N 1E
>Parry
>Kick dying guy away.
>With the sole, mind you, not the patent leather.

Senzei:
>Move S W
>Activate Aegis when allies clear
>Charge Dynamo x1, 6 EN.
>>
>>1618836
Tomorrow is a half day, I can take my turn.

>>1617753
> Move NW 6AP
> Activate Gyro 3AP
> Charge Catalyst 3AP +6CH -6E

Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3(2)
Jup 3 CC 12

{Dynamo Engineer}
[Extra Pockets]
[Imbue]
[@Expand]
[^Bandolier]
[^Superconductive Coating]
[^Solide Wiring]
[*Dynamic Charge, Catalyze, Throw and Reel In]
[*Field Emitter, Link]

"Theseus" Capaci-coat
LA-GFE "Aegis" EN: 48/54 (-6);RE: 15;LI: 8
bGFE "Zeus" CH: 6/12 (+6)
Catalysts Bandolier
[e] Venmarite
Solevenide
Lunjupuarz
>>
>>1618894
I am sorry for not putting the number in, it was not on the word document where I am copying from. Fixed, now.
>>
>>1618894

no biggie.

Do me a favor and move all your PRTs/PRQs to the bottom and have your equipment under your main stats.
>>
>>1618906
Yes, I will. I have been looking forward to this all day, knowing I could stay up a bit and not be wasted tomorrow morning for work. This is great fun, even if I am just stumbling along behind and doing not much.

What are the red numbers with wings?
>>
>>1618917
Expiration date!
>>
File: beta cave04a.png (6.08 MB, 3467x2600)
6.08 MB
6.08 MB PNG
Internal conflict arises within the smugglers ranks while William takes on an even greater burden.

William: Take good care of that will ye. Sam will have me arse if it's broken.

[1] Alexander 22/30 (5); 6/8 Joggers are mechanical so still charge your Gyre
[2] Tarbor 30/30 (5); 7/7 Tarbor stabilizes Jenmah. He can hear banging.
[3] Julien 24/24 (6); 12/12 Julien kicks a man while he's down... typical.
[4] Senzei 54/54 (15); 12/12 William volunteer's his Athena GFE to Senzei and takes the Aegis.

William's Athena: GFE Mk.2 “Athena”
EN: 12+MER*4; RE (MAR*2) LI6 EQ3
[Jupite Transistor] +2 LI
[Satatine Arbor] Gyre Field has a chance to not expend energy when defending against attacks
[5] Prefect 30/30 (5); 8/8 Prefect notices Big E's many scars. He can tell Big E is a fierce fighter
[6] Aleid 30/30 (5); 10/10 Aleid misses her mark but prepares herself. How she plans to parry bullets is a mystery.
>>
File: beta cave04b.png (6.01 MB, 3467x2600)
6.01 MB
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William: Fookin'ell man. We get wuna te knobbas up an they still try to killus

Quen: I surrender! Just let me get my friend. Jenma!

Jenma: Quen?......ow.....

Quen: Don't speak... I'll get you out of here....

Rocky: What the hell's going on here?

Big E: Our ticket out of here. Get the merch now!

Rice: BOSS. STOP FIGHTING. THEY'RE COMING!!!!

William: Damn the Seven, we finnin this now lads. Give'm all ye got!

Big E: We kill them, take their stuff, and fight our way though the way we came, we're out of this now go!

Two friends find out how rough life is in the underground. Their struggle is met with angry cries.

[ACTION PHASE]

[1] Alexander 22/30 (5); 0/8 The Smugglers get their revenge. Alexander's Gyre nearly charges up in time to save him but he is struck by a volley of bullets. (Take 4 wounds, Alexander dies on turn 6 if not stabilized)
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12 Julien is slashed and shot yet his Gyre holds true
[4] Senzei 24/30 (9); 12/12 Senzei tries out his new
[5] Prefect 30/30 (5); 8/8
[6] Aleid 21/30 (5); 10/10 Aleid tries her best to defend with a series of parries but fails
>>
>>1619343
I just noticed that I had the "Foil" named but had listed the stats for the "Epee". Which should I consider myself to have? I don't mind either.
>>
>>1619343
Ouch.

What happens to excess EQ and Particulars when my CC and PRT drop below their previous levels from wounds?
>>
Well shit. I was hoping William could help hold the line.
>>
>>1617970
You have the "Epee"

>>1619446
Best part was you were exactly 1 energy away from tanking those hits. Get that coating for your Gyre next time

Wounds affect the effectiveness of skills and most significantly your movement.

I'd like to get feedback on some things. This will include how Parry will work from now on, what happens during sequences, and the Aegis. Processing it the way I it works now is what mainly caused such a delay.

Parry costs 1 ap. I do the rolls for you on the back end. This is so there's no bias when attacks happen and because my handy dandy calculator I built handles all the calculations. So two rolls happen. On both sides it's 1d24+VEN + JUP +/- other modifiers. Higher roll wins. If the defender wins the roll they parry and {Interrupt} the attackers whole turn. If the attacker wins they proceed to attack. If you invest more ap into a parry you will add +1 to your roll unless you have a PRQ or PRT that changes that too. This should make Parry fairly valuable since it will now interrupt an entire turn instead of an attack.

On to interruptions. Overwatches and other prepared actions can interrupt and be interrupted. This means that if these actions trigger they will proceed to do their action and cancel any remaining actions taken by whatever triggered the action. So if you look at what Alexander tried to do on turn two he was running on the ceiling and was going to observe until he triggered several overwatches. In the same token Prefect saved Alexander by interrupting Big E.

Lastly is the Aegis. The Aegis creates a large GF that can be passed through freely assuming you don't have an active Gyre. Otherwise the field and its user are violently expelled. Gyre's themselves are devices that can be turned on and off for 3AP. Turning it off makes it immediately lose all of its Energy. Why's that useful? Besides letting people maneuver around you if you have an Aegis it enables you to combat the Aegis. The Aegis powers ALL DEVICES inside its field. So an attack could turn off their Gyre, run inside the Aegis, and then attack to their hearts content. All users within the field are not protected by the field because they are already inside it so this assailant can does double damage by doing it directly to users and indirectly to the shield. This is mostly how all fields work to an extent but it's most pronounced with the Aegis and other LA-GFEs. Presumably if you had a live grenade in your pocket with a Gyre field on the results would not be pretty.
>>
Rolled 23, 14, 22, 11, 16, 20, 12, 18 = 136 (8d24)

>>1619343
"Lets do this tough guy."

>Attack Big E to the NE (4AP)
>Attack Big E to the NE (4AP)
>Boost+: +4EN (2AP)
>Parry 3AP

Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 PRT 7

[e] GFE “Helios”
EN: 30/30 Re: 5 LI: 6

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR

[e] CHAIN - DR2

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1619612
I think the best part was that since I decided at the start that I wouldn't munchkin by going prone at the end of every move (at no cost from Ground Game) to reduce damage from guns, I ate 2 more damage than I could have there, which caused me to drop to 0 instead of 1.

>On both sides it's 1d24+VEN + JUP +/- other modifiers. Higher roll wins. If the defender wins the roll they parry and {Interrupt} the attackers whole turn.
Seems to make parrying pretty risky due to the large die size. I imagine there's usually not going to be more than a 1-2 point difference in VEN+JUP between melee units.

>If the defender wins the roll they parry and {Interrupt} the attackers whole turn.
But I suppose that was in lieu of this.

Nonetheless, it seems to favor melee characters with low AP or high AP cost, high damage weapons over high AP characters with low AP cost weapons, since the former will attack fewer times than the latter, and hence give less chances to be parried and lose less on being successfully parried. Is this intentional?

>Overwatches and other prepared actions can interrupt and be interrupted. This means that if these actions trigger they will proceed to do their action and cancel any remaining actions taken by whatever triggered the action.
Can't comment on this with any certainty until I see more of it in action, apart from that it vastly increases the power of AoE and cone weapons like the Shredder.

Any reason you went with a complete interrupt of all actions instead of a penalty to rolls?

>Turning it off makes it immediately lose all of its Energy. [...] The Aegis powers ALL DEVICES inside its field.
I can see this being useful for ranged characters that intend to move with the field and never leave it, but anyone who actually intends to leave the field at any point probably wouldn't do this in most circumstances, since they'll be vulnerable for a turn or two directly after.

I suppose this was intentional.

---

Alexander
CC 11/9(11)
Mer 2 | RES 8
Mar 2(4) | AP 11(15)
Ven 3(5) | MOV 3(5)
Jup 2 | PRT 4(6)

Equipment as before.
>>
Rolled 24 (1d24)

>>1619343
Thank you, William. I will have to include these... troubles in my report to Elizabeth-- A slightly lighter unit with less range might be in order, or perhaps a Part to modify any GFE to emit a larger field, hrm hrm.

Now that I have a functional GFE, let us start with something basic... This one was intended to be used to level ground but with a few tweaks, should suffice.

Venmarite: [Movement, Flow; Matter, Mass]
>By maximising the aspect of 'flow', solid can become as liquid. Properly cast, the solid should gain the consistency of water, however, rare is the Engineer capable of such a feat.

Regenerate 9EN
> Move E, E, N 6AP
> Catalyze 4AP 'Mar, Venmax'/ 'Liquefaction' -d3 CH
>> Expand x2 2AP -4CH
(30% chance the catalysis fails due to insufficient charge. roll low.)

Ready for next turn.

Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3(2)
Jup 3 CC 12+3 (+3 Bandolier)

"Theseus" Capaci-coat
William's GFE Mk.2 "Athena" EN: 30/30;RE 9;LI 8
bGFE "Zeus" CH: 2(-5-6)/12
Catalysts Bandolier
[e] Venmarite
Solevenide
Lunjupuarz
- 3 Empty

{Dynamo Engineer}
[Extra Pockets]
[Imbue]
[@Expand]
[^Bandolier]
[^Jupite Transistor]
[^Satatine Arbor]
[*Dynamic Charge, Catalyze, Throw and Reel In]
>>
>>1619976
I have rolled better. Maybe I am not supposed to add the modifiers yet, I do not know.

It is a bit weird that there is no security function on the Aegis but there has to be a counter somewhere, 30 regen a turn is no joke, and it would be pretty easy to get there is you moderately invest in MAR and don't mind doing boost actions.

Cascading wait maneouvres, that is also fine.

I don't know how Parry worked before, but it's a really cheap maneouvre at 1AP if it is going to be interrupting whole turns, too.
>>
>>1619756
When you prepare to parry you're parrying once for that whole turn against that single attacker. If you parry again it must be intended for a different attacker. It's to cut down on process time. Keep in mind the attacker still uses all of that energy attacking.

Interrupt is again to stream processing but also to give options to give defenders more avenues. Since most weapons will do some damage having ways to mitigate it are helpful. In this case that's exactly what saved you.

>>1619976
At the moment you are spending 2 CH to roll 2d3

[@expand] is only 1 ap. You can modify the reaction up to 3 (your MER) times and if you wanted to expand more you would spend more AP.

Casting reactions, the Zeus is slightly strange. Reactions cast from the wand which is in your hand. You can modify the reaction to cast from range, throw the wand to cast it, or both. If you cast how you did it right now you'll be creating quick sand right on yourself.
>>
>>1619343
Tarbor:
>Halfmove 2S
>Drag Alexander 2W
>Move 3W

Julien:
>Boost x2, +6EN
>Parry/Riposte
>-RE 6, end with 21
>>
>>1620791
That was not explained at all in the document, and I thought that you meant each use of [Catalyze] costed d3 CH (1-3). Oh well. I wanted to throw the wand, but it would cost 3AP and I only have 12. Thought I could hold it without casting until next turn.
>>
Rolled 9, 7, 1, 8 = 25 (4d24)

>>1619343
"Jules, you are in my firing lane. Do us favor each and move."
>Push Julien 1S, 3AP?6AP?
>Shoot at the mook 4E. 8AP, 8EN
>[#Stake Out] 2nd turn.
>RE5 =27/30EN

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4 (Venticine: 4 Turns remaining)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 27/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
>>1620890
There's no friendly fire unless people are {Disoriented}
>>
>>1621077
Ah, good to know. In light of which
>>1619343
>>1620890
>Cancel shoving Julien around
>Overwatch: crawl 1W if anything hostile enters melee range with me. 6ap, lose [#Stake Out] if triggered.
>>
>>1619343
"LAY HANDS UPON YOUR SUPERIORS WILL YOU?"
"RHA!"
>Slash with saber
>Slash again
>Prepare rest of AP for parry/riposte


Julien Delacroix de la Fleur
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:

[e]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

[e]Lement
2d4 (cm) 4AP 4EN 4R AM 1/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Fleshe][extra Padding][bandolier][extra pockets]
>>
Rolled 14, 5, 13, 16 = 48 (4d24)

>>1621259
Have some tasty dice
>>
>>1620825
please post your stats next time. for botting others it's fine but I still need to know your mar.
>>
File: beta cave05a.png (6 MB, 3467x2600)
6 MB
6 MB PNG
[1] Alexander 27/30 (5); 0/8
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12 Julien tries to strike his opponent but no slash connects
[4] Senzei 30/30 (9); 12/12
[5] Prefect 27/30 (5); 8/8
[6] Aleid 13/30 (5); 10/10 With two powerful strikes Aleid cuts down Big E. His wares are hers for the taking.

[Enemy Phase]
>>
>>1621610
Senzei turned the floor of the cave to sand leaving most of the Smugglers on uneven footing or partially submerged in sand.
>-10% to attacks -2 move
>>
[1] Alexander 30/30 (5); 0/8 Alexander's energy is completely restored and will defend him. He still needs to be stabilized and treated.
[2] Tarbor 30/30 (5); 7/7
[3] Julien 03/24 (6); 12/12 Julien parry and ripostes his assailant but the gunmen are opportunists
[4] Senzei 18/30 (9); 12/12 Senzei's GFE absorbs a barrage of bullets
[5] Prefect 27/30 (5); 8/8
[6] Aleid 13/30 (5); 10/10

[Pause PHASE]

I'll be busy until July 9th.

Keep a lookout for updates here: https://twitter.com/GearCommand

I'll likely be on IRC here: https://kiwiirc.com/client/irc.rizon.net/
Channel is called #Skirmish

Since the thread isn't nearly dead I'm hoping someone can archive it for me if I can't get to it.

Until then we're switching to QnA mode. You can ask me questions about lore, clarify some rules, provide feedback about how cancer my rules are, or anything else. I like to keep some things a mystery so I won't spell out everything.

As a token of gratitude for dealing with this 1 turn a day bullshit here's Aleid's reward for 2 shotting my miniboss:

Eldson Boxers
2d2 cm 2AP 1EN 3EQ (paired); Strk/Cmbo
[*Punch Rythm] Free punch after 2 attacks
[*Haymaker] 6AP 6EN: JUPd2 cm; send targets flying DMG tiles
>>
File: beta cave05b.png (6.08 MB, 3467x2600)
6.08 MB
6.08 MB PNG
>>1622123
woops
>>
>>1622123
I had a great time, but the dynamo is not explained very well. I do not know what the d3 for each CH means when [Catalyzing] and I don't know how much AP it takes to throw the emitter wand (I thought that I was short on AP).

I also thought that we were working for Gyre, but the smugglers/ thieves were talking about Bloom. Was I right in assuming that an active Gyre Field stops Dynamo from affecting things directly? All of those people and thier gear were in the AoE of 'Liquefaction' but they were unaffected.
>>
>>1623265
Changing something from a liquid to a solid requires changing the energy. And a lot at that. What I ended up doing was getting as close as possible to your description.

You burn EN to gain CH. You can do this for up to your PRT stat each time. You don't have to do the full amount but the ap cost is the same.

Modifying a reaction works the same. You spend the ap and can modify a certain number of times before you have to use more ap.

When you catalyze you can spend as much CH as you want with each one giving you 1d3 of "reaction". Going above your PRT incurs a risk. In simple terms the reaction is too strong and/or uncontrollable.

You need to roll above a certain amount to be able to do certain things. A good rule of thumb is inorganic things are much easier to manipulate.
>>
>>1622123
So, we spoke about it some on the IRC, but I have more questions about the interaction of movement, positioning, gear, and drugs.
Prone negates the free Venticine movement (which makes sense, to a degree, and I'm fine with).
Does Crouched also negate it?
If a player has the Jupimer grav system active, is it still negated?
Will Jupimer'ing straight up end the Crouched/Prone statuses?
Venticine's free movement is based on VEN, rather than MOV; Jupimer adds a bonus to MOV. Is this intentionally so they don't stack?

Will we be seeing an expanding gear list? Personally, I'm interested in a dynamo designed for affecting gear, rather than environment/foes, as the Zeus seems to be.

>Eldson Boxers
>[*Punch Rythm] Free punch after 2 attacks
Will that trigger multiple times, or just once/turn? If multiple, does the free punch count? (Attack, attack, rythm, attack, rythm -or- attack, attack, rythm, attack, attack, rythm?)
Is the free punch a baseline attack, or can PRTs be used with it?
Does any attack qualify for the count, or just attacks with the boxers?
Still gonna claim partial credit for the boss-kill. I did shoot him a little.

Lore-wise, how common is it to run into man-eating cave spiders? Is it the rare rumor no one believes, or are monster-bits sold on street corners?
What is our nation like, Geographically and Politically?

Thanks for this, I am quite enjoying it. Resource manegement of ap/en/eq makes for some versatile options without locking into classes, and the interchangable nature of PRTs means we can change builds as we like, to try new things whenever. Good system.
>>
>>1624251

Venticine only works with base movement so you can't power crawl. Venticine is basically Adderall while the grav system is making you nearly weightless.

Jumping up while crouched would mean you're just floating in the air as a ball. While you would be harder to hit you also can't really maneuver around.

Punch Rythm is only for normal attacks and doesn't include itself so p p r, p p r...

I can't recall about any spiders. Never heard of those things.


Lore wise you're an employee for one of the several companies in partnership with the Gyre siblings helping them create backroom deals or protecting assets so that they can debut their products. Your title is amorphous but usually always ends up as "Agent". Many companies employ or sub contract people to do these tasks as there isn't really any body of law or central government that cares to address grievances. Which company you represent is up to you but they will eventually affect certain aspects of your story. Think of factions but not significantly powerful game wise. Each company might have PRQs or equipment exclusive to them. Returning to Gyre fields, They have been around for decades but this is the first time they are integrated into other systems and are actually viable. The Gyre siblings may be orphans to two very famous scientists but are not capable of creating a company on their own. They partnered with other companies to do so which is why you might have a gun from one place and a sword from another. Each of them are using the Gyre siblings technology to create their own products.

Your "country" Capitus is a kind of super conglomerate co-op of several thousand resourceful and powerful companies and many smaller organizations. Capitus is comprised of 10 city states that are largely independent of one another and even within the city states local governments do mostly everything. A council of 10 companies/organizations form the national government and they deal with the neighboring states and other national issues. Note that not all of the council are companies. The Union is a labor union that represents all workers of Capitus for example and they hold a seat. The Astritivium is a university responsible for innumerable discoveries and the education of many of Capitus' brightest. They hold a seat as well. Elections are held every five years and things can shake up drastically as policies can affect all parts of life. Look at each company's description to get an idea. Geographically Capitus is on a peninsula with the land side being protected by mountains. Laissez is where you're headquartered and it sits within the mountain range which is home to an innumerable variety of minerals and air currents enabling a healthy trade network. Think of Venice but instead of canals and gondolas you have crevices and airships. The continent you reside in starts with a C.
>>
for posterity's sake please vote to keep the thread archived.
>>
>>1630526
This might help
http://suptg.thisisnotatrueending.com/archive.html?tags=gyrocite




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