City of Seven Sins - Repository

Dr Simon

Explorer
[MENTION=4936]Shayuri[/MENTION], if you want to bring your character in now, please do so, otherwise I'll move the action along to the Professor's, where perhaps she can be introduced there instead.

As to the purpose of rescuing Six; no idea! The city guard, such as they are, seem more to prevent trouble between the different "zones" - it was some personal guards of the Whore Queen who were fought off to resuce Six.
 

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Insight

Adventurer
For the record, this is one of the games I am planning to continue with. I just haven't had much time to post anything. At this point, I am happy to move forward to the Professor's caravan, unless we run into something else first.
 


Walking Dad

First Post
...
(Activating the force field defense...next round I shall open zee fire)
@Shayuri , not the DM, but:

Do you want to activate your Armor power?

Then you have to spend 3 PP and roll your psionics and wild die. If you roll a 1 on the d12 you suffer Brainburn.

Activating powers is no automatic effect.

BTW, the duration is 3 rounds. Each additional round requires you to spent 1 pp to maintain it.

---

[MENTION=21938]Dr Simon[/MENTION], will the enemies be in range this round?
 

Shayuri

First Post
3pp to activate? Huh, for some reason I thought it was 1. Okay then, thanks.

Also thanks for telling about the roll...I'll add one to my post.
 

Herobizkit

Adventurer
With apologies, I feel I must bow out of this game. I have lost interest, and much of this is due to the "non"-setting. I knew this going in, but for some reason I thought we'd have more stuff fleshed out by now. I don't know... I'm just not motivated to see what happens next. No fault of anyone's... just not my style of game.

Happy gaming everyone!
 
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Walking Dad

First Post
Due to Smoltt's spectacularly bad driving, everyone on top of the caravan must make an Agility check (or related skill - Acrobatics, Balance, not sure what there is off the top of my head) DN 4 or fall prone.


This is the closest rule I found in the books:

Savage Worlds Deluxe
Bumps and Bruises
Characters who suffer minor but troubling injuries, such
as stumbling down a slope or running through a cavern in
the dark, can suffer from Fatigue rather than suffering actual
wounds. This is the hazard to use when characters should
be beat up a bit but not truly wounded.
When a character suffers injuries like these he must
make a Vigor roll. Those who fail gain a Fatigue level from
bumps, bruises, cuts, and scrapes. The Game Master may
occasionally allow sure-footed characters to make Agility rolls
to avoid this damage instead. Fatigue gained in this way can
lead to Exhaustion, but not to being Incapacitated.

Situational Rules
• Recovery: Fatigue levels from Bumps and Bruises
automatically improve one step 24 hours after the original
injuries were suffered.
• Incapacitation Effects: None. A victim cannot be
Incapacitated from Bumps and Bruises.

Example: Two heroes race down a steep slope to
escape the clutches of some angry crocodile cultists.
The Game Master decides they trip and suffer Bumps
and Bruises if they don’t make Agility rolls.
The first
succeeds but the second fails and suffers Fatigue for
the next 24 hours.
 

Walking Dad

First Post
I noticed you seem to ignore the penalty for a natural 1 on the 'casting' die. As the superpowers sole benefit is no penalty for it (but has some big disadvantages), can I instead change it to psionics, too?
 

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