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  Armour
Posted by: GM Whistler - 12-16-2017, 08:27 PM - Forum: Temporary Shops - Replies (8)

The armour system is as follows:

Armour can be purchased in pieces. One piece of armour may be equipped at each location. They are:

- Head
- Chest
- Arms
- Legs
- Feet
- Inner
- Outer

The Inner layer is a thin base layer worn underneath other equipment. The Outer layer is worn over all other equipment, such as a coat or cloak.

Full Suit armour is an all-in one piece. It can be worn with the Inner and Outer layers, but not any of the other armour pieces.


  Spells
Posted by: GM Whistler - 12-13-2017, 09:25 AM - Forum: Temporary Shops - No Replies

Some spells will have 3 levels. These are noted by (I), (II), or (III) next to each item in the spell description. When you meet the stat requirement for the next spell level, it is automatically unlocked. If you meet the stat requirement for level II or III spells and have not already purchased the spell at level I, you must purchase it at the level II or III price.

All spell damage or healing values are added to your WIL DMG.

Healing and buff spells are cast against the spell's own difficulty (DC). Attack spells are cast against the enemy's EVA.


Lightwave
Curative and buff spells. Medics receive bonus to using all of them.


Heal
A soothing energy surrounds the target's wounds, healing damage.

Price: $150 (I), $400 (II), $750 (III)
Effect: Heals +15 HP (I), +30 HP (II), +45 HP (III)
Range: Touch
MP Cost: 10 MP (I), 20 MP (II), 30 MP (III)
Bonuses: When used against Undead enemies, treat the heal amount as damage.
Restrictions: 21 WIL (I), 31 WIL/LVL 3 (II), 41 WIL/LVL 5 (III)
DC: 10 (I), 13 (II), 15 (III)


Regen
A persistent healing aura surrounds the target, healing them steadily over time.

Price: $800
Effect: Heals +25 HP each round for 3 rounds
Range: Touch
MP Cost: 45
Bonuses: When used against Undead enemies, treat the heal amount as damage.
Restrictions: 41 WIL
DC: 13


Cure
Magic energy flushes poisons out of the target's system

Price: $500
Effect: Removes Poison status effect.
Range: Touch
MP Cost: 30
Bonuses: None
Restrictions: 31 WIL
DC: 13


Absolution
Concentrated lightwave energy breaks through any curses cast upon a target, negating their effects.

Price: $500
Effect: Removes Curse status effects.
Range: Touch
MP Cost: 30
Bonuses: None
Restrictions: 31 WIL
DC: 13


Might
Magical energy enhances the target's muscles, granting them enhanced strength for a period of time.

Price: $600
Effect: +20 Strength to target for 2 rounds (equivalent to +10 DMG and +2 to roll)
Range: Touch
MP Cost: 35
Bonuses: None
Restrictions: 31 WIL
DC: 13


Haste
Magical energy enhances the target's speed and reflexes for a period of time.

Price: $600
Effect: +20 Dexterity to target for 2 rounds (equivalent to +1 EVA and +2 to roll)
Range: Touch
MP Cost: 35
Bonuses: None
Restrictions: 31 WIL
DC: 13


Awareness
The target's senses are greatly enhanced for a period of time.

Price: $600
Effect: +20 Perception to target for 2 rounds (equivalent to +10 DMG and +2 to roll)
Range: Touch
MP Cost: 35
Bonuses: None
Restrictions: 31 WIL
DC: 13


Vitality
The target's health is temporarily enhanced, allowing them to absorb more damage.

Price: $600
Effect: +50 temporary Hit Points. When taking damage, subtract damage from Armor first, then temporary HP, then base HP.
Range: Touch
MP Cost: 35
Bonuses: On a nat 20, double the value of temporary HP
Restrictions: 31 WIL
DC: 13


Protect
The target is surrounded by a temporary barrier that reduces physical damage.

Price: $500
Effect: Non-magical damage is reduced by 50% for 2 rounds.
Range: Close
MP Cost: 25
Bonuses: None
Restrictions: 31 WIL, does not apply to magical damage or poison.
DC: 12


Shell
The target is surrounded by a temporary barrier that reduces magical damage.

Price: $500
Effect: Magical damage is reduced by 50% for 2 rounds.
Range: Close
MP Cost: 25
Bonuses: None
Restrictions: 31 WIL, does not apply to physical damage or poison
DC: 12


Wall
The target is surrounded by a temporary barrier that reduces physical and magical damage.

Price: $900
Effect: Physical and magical damage is reduced by 50% for 2 rounds.
Range: Close
MP Cost: 45
Bonuses: None
Restrictions: 41 WIL, does not apply to poison
DC: 14


Invulnerability
The target is rendered impervious to all forms of damage for a limited time.

Price: $2000
Effect: All damage is nullified for 2 rounds
Range: Close
MP Cost: 200
Bonuses: None
Restrictions: 61 WIL
DC: 17


Greywave
General spells. Mages receive a bonus to using all of them


Fire
The caster summons magical fire and sets their enemy ablaze.

Price: $150 (I), $325 (II), $500 (III)
Damage: +20 (I), +30 (II), +45 (III)
Range: Medium
MP Cost: 10 (I), 25 (II), 35 (III)
Bonuses: On Nat 20, target catches on fire for additional 15 dmg per round for 2 rounds
Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III)


Ice
The caster commands shards of mystical ice, freezing their enemy.

Price: $150 (I), $325 (II), $500 (III)
Damage: +20 (I), +30 (II), +45 (III)
Range: Medium
MP Cost: 10 (I), 25 (II), 35 (III)
Bonuses: On Nat 20, target is frozen in place and cannot use a move action for 2 rounds
Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III)


Bolt
The caster calls down bolts of lightning to electrify their enemy.

Price: $150 (I), $325 (II), $500 (III)
Damage: +20 (I), +30 (II), +45 (III)
Range: Medium
MP Cost: 10 (I), 25 (II), 35 (III)
Bonuses: On Nat 20, enemies adjacent to the target in a 20ft radius take 50% damage.
Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III)


Quake
The caster generates a localized earthquake beneath the target, causing the ground to rise and fall violently.

Price: $150 (I), $325 (II), $500 (III)
Damage: +20 (I), +30 (II), +45 (III)
Range: Medium
MP Cost: 10 (I), 25 (II), 35 (III)
Bonuses: On Nat 20, target breaks a limb.
Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III)


Aero
The caster summons a magical whirlwind, tossing the target about with violent gusts.

Price: $150 (I), $325 (II), $500 (III)
Damage: +20 (I), +30 (II), +45 (III)
Range: Medium
MP Cost: 10 (I), 25 (II), 35 (III)
Bonuses: On Nat 20, target is knocked down.
Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III)


Gravity
The caster controls the force of gravity in a limited area, crushing their enemy.

Price: $550 (I), $825 (II), $1000 (III)
Damage: 25% HP (I), 50% HP (II), 75% HP (III)
Range: Medium
MP Cost: 25 (I), 40 (II), 50 (III)
Bonuses: On Nat 20, target is paralyzed for 2 rounds.
Restrictions: 31 WIL (I), 41 WIL/LVL 5 (II), 51 WIL/LVL 8 (III)


Ultima
The caster attacks the target with a concentrated blast of pure, non-elemental magical energy.

Price: $600 (I), $900 (II), $1200 (III)
Damage: +50 (I), +65 (II), +75 (III)
Range: Medium
MP Cost: 40 (I), 55 (II), 70 (III)
Bonuses: 
Restrictions: 41 WIL (I),  51 WIL/LVL 8 (II), 61 WIL/LVL 10 (III)


Invisibility
The target is rendered invisible to the naked eye.

Price: $250
Damage: 0
Range: Close
MP Cost: 25
Bonuses: Target is invisible for 2 combat rounds or 10 non-combat minutes
Restrictions: Target is not invisible to thermal cameras unless other measures are taken
DC: 13


Orb of Light
The caster generates a floating orb of light.

Price: $100
Damage: 0
Range: N/A
MP Cost: 10
Effect: Light illuminates a 10 ft radius; lasts for 3 combat rounds or 15 non-combat minutes. Orb can float freely around the caster for a range of up to 3 feet.
Bonuses: Eliminates perception penalties due to darkness
Restrictions: Light is not sunlight and will not harm vampires
DC: 10


Cloak of Darkness
The caster generates a heavy cloak of shadows over a specified area.

Price: $150
Damage: 0
Range: Medium-close
MP Cost: 10
Effect: Shadows reduce visibility for anyone trying to see in or out of an area with a 15 foot radius. Lasts for 3 combat rounds or 15 non-combat minutes.
Bonuses: -2 to all perception rolls in the cloaked area, +2 to stealth rolls for targets inside the cloaked area
Restrictions: Shadow area does not move with the caster; shadows do not overcome night/thermal vision
DC: 11


Illusion
The caster generates a simple visual illusion, disguising the appearance of a person or object.

Price: $250
Damage: 0
Range: N/A
MP Cost: 25
Effect: Physical appearance of a person or object is changed according to the caster's will. The illusion is not generated out of thin air but must be projected onto an existing person or thing. Lasts for 3 combat rounds or 15 non-combat minutes.
Bonuses: Situational bonus to bluffing (GM's discretion)
Restrictions: Scent and thermal signatures are not altered.
DC: 12


Levitate
The target hovers in the air a few feet above the ground.

Price: $300
Damage: 0
Range: Close
MP Cost: 20
Effect: Target hovers in the air a minimum of 2 feet and a maximum of 6 feet off the ground. The target can adjust their height but cannot move horizontally. Lasts for 2 combat rounds or 10 non-combat minutes.
Bonuses: Nullifies damage from Earth based attacks (Quake)
Restrictions: Move action during combat is limited to vertical distance.
DC: 11


Teleport
The caster instantly teleports themselves or others to a new position.

Price: $150 (I), $250 (II)
Damage: 0
Range: Self or Touch
MP Cost: 10 (I), 20 (II)
Effect: The caster may teleport to a location up to 200 feet away, within their line of sight.
Bonuses: The caster may teleport up to 2 other people who are within touch distance (II)
Restrictions:
DC: 11 (I), 13 (II)




Darkwave
Curses and Necromancy. Necromancers receive a bonus to using all of these spells.


Raise Dead
The Necromancer uses their unholy magic to re-animate the dead, using corpses as their puppets.

Price: $250
Damage: 0
MP Cost: 25
Effect: The Necromancer may animate any corpse and control the animated corpse in combat. The undead minion has 50 HP and does 15 DMG per attack with a move speed of 10 and EVA of 9. For every bonus the Necromancer has to CHA, he may animate an equivalent number of corpses (+2 CHA = 2 corpses). The corpses act as a singular unit (horde). For each additional corpse in the horde, the horde's HP is increased by 10 and DMG increased by 5.
Bonuses: None
Restrictions: Necromancer Only. One horde active at a time.
DC: 12


Flesh Golem
The Necromancer uses their black magic to stitch together an undead minion from several corpses and commands it to fight.

Price: $500
Damage: 0
MP Cost: 35
Effect: The Necromancer animates a Flesh Golem and controls it in combat. The Golem has 100 HP and does 20 DMG per attack with a move speed of 10 and EVA of 9.
Bonuses: None
Restrictions: Necromancer only. One golem active at a time.
DC: 13


Bone Spear
The caster launches a jagged spear of bone at his enemy with magical force, impaling them for great damage.

Price: $150 (I), $325 (II), $500 (III)
Damage: +20 (I), +30 (II), +45 (III)
Range: Medium-close
MP Cost: 10 (I), 25 (II), 35 (III)
Bonuses: On Nat 20, the target enters Bleeding status.
Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III)


Bone Wall
The caster creates a barrier of bones that can be used both as a shield and as a trap.

Price: $500
MP Cost: 20
Effect: Creates a barrier made of bone up to 6ft high 10ft long and 2ft wide. The barrier will absorb 200 damage before breaking or will collapse after 2 rounds of combat.
Bonuses: None
Restrictions: 31 WIL
DC: 11


Bone Armor
The caster creates armor from the bones of the dead.

Price: $400
MP Cost: 15
Range: Close
Effect: Creates armor on the caster or a desired target that grants +50 temporary HP.
Bonuses: None
Restrictions: 21 WIL
DC: 11


Poison
The caster engulfs their target in noxious energy, making them sick.

Price: $450
Damage: +20
Range: Touch
MP Cost: 20
Effect: The target takes ongoing 15 damage every round for 2 rounds or until cured.
Bonuses: None
Restrictions: 21 WIL



Life Tap
The caster leeches life energy from the target and uses it to heal themselves.

Price: $250 (I), $425 (II), $600 (III)
Damage: +20 (I), +30 (II), +45 (III)
Range: Touch
MP Cost: 15 (I), 30 (II), 40 (III)
Effect: Caster is healed for an amount equal to the damage dealt.
Bonuses: None
Restrictions: 21 WIL (I), 31 WIL/LVL 3 (II), 41 WIL/LVL 5 (III)


Death Touch
The caster hangs the sword of Damocles over their target, cursing them to die. The target feels an overwhelming sense of dread until finally their heart stops.

Price: $1000
Damage: 0
Range: Touch
MP Cost: 50
Effect: Target is cursed for 3 rounds. At the end of the 3rd round they die.
Bonuses: None
Restrictions: 51 WIL/LVL 8


Revive
The Necromancer fully revives a fallen ally.

Price: $1000
Damage: 0
Range: Touch
MP Cost: 50
Effect: Revives an ally to full base HP
Bonuses: None
Restrictions: Necromancer only. The ally's body must be intact enough to sustain life once revived (example: a decapitated head must be reattached before the spell is cast)
DC: 13


Wither
The caster lays a curse upon their enemy, sapping their strength.

Price: $500
Damage: 0
Range: Touch
MP Cost: 25
Effect: Target takes -2 to all strength rolls and -10 DMG to all melee attacks. Lasts 2 rounds or until removed.
Bonuses: None
Restrictions: Does not stack. 31 WIL


Iron Maiden

The caster curses their enemy to feel pain every time they attack.

Price: $750
Damage: 0
Range: Touch
MP Cost: 45

Effect: For every successful attack made by the target, they deal 50% damage to themselves. Lasts 2 rounds or until removed.
Bonuses: None
Restrictions: 41 WIL



Greenwave
Shaman magic conjured through nature spirits. Only Shamans may use these spells


Summon Elemental
The Shaman summons a pure elemental spirit to fight alongside them.

Price: $250 (I), $500 (II), $750 (III)
MP Cost: 10, 20, 35
Effect: Summons an Elemental of the Shaman's choosing (Earth/Fire/Water/Air/Lightning) to fight alongside the Shaman. The Elemental has 50 (I)/75 (II)/100 (III) HP and does 15 (I)/20 (II)/25 (III) elemental DMG per attack. Elemental attacks are ranged.
Bonuses: None
Restrictions: Only one Elemental may be active at a time. Every 3 rounds, the Shaman must make a CHA roll to maintain control over the Elemental. If the CHA roll fails, the Elemental will either flee or attack at random. 21 CHA (I), 31 CHA (II), 41 CHA (III)
DC: 12 (I)/13 (II)/14 (III)



Vine Snare
The Shaman conjures roots and vines that ensnare the enemy.

Price: $250
MP Cost: 10
Range: Medium-close
Effect: Vines entangle an enemy and prevent them from moving (they may still attack from a stationary position) for 2 rounds.
Bonuses: On nat 20, the vines completely immobilize the enemy for 2 rounds.
Restrictions: None
DC: 12



Call of the Wild
The Shaman summons an animal spirit to act as an ally.

Price: $300
MP Cost: 10
Effect: Summons an animal spirit to fight alongside the Shaman. Spirit has 50 HP, 10 DMG, 20 speed. The Shaman must make a CHA roll against DC 11 every 3 rounds to keep the spirit with them.
Bonuses: None
Restrictions: Only one spirit may be summoned at a time.
DC: 11



Swarm
The Shaman calls upon a swarm of stinging insects to attack an enemy.

Price: $550
Damage: +20
Range: Medium-close
MP Cost: 25
Effect: A swarm envelops the enemy, dealing ongoing damage for 2 rounds. The enemy also receives -1 to all perception rolls.
Bonuses:  None
Restrictions: Only one swarm may be active at a time.
DC: 12



Storm
The Shaman conjures a violent localized lightning storm.

Price: $600
Damage: +25
Range: Medium
MP Cost: 30
Effect: Deals lightning damage to all targets within a 20ft radius.
Bonuses: None
Restrictions: 31 WIL



Tsunami
The Shaman summons a massive, crushing wave.

Price: $750
Damage: +35
Range: Medium
MP Cost: 40
Effect: Deals water damage to all targets in a 30ft x 20ft area
Bonuses: All targets are knocked down
Restrictions: Requires a water source. 31 WIL



Quicksand
The Shaman turns the ground beneath their enemy into quicksand.

Price: $400
Damage: +20
Range: Medium
MP Cost: 25
Effect: Immobilizes target and deals ongoing crushing damage for 2 rounds or until target is pulled out of quicksand
Bonuses: None
Restrictions: 21 WIL



Magma
The Shaman conjures a violent burst of magma from beneath the earth.

Price: $800
Damage: +40
Range: Medium
MP Cost: 40
Effect: Launches magma in a 20ft blast radius; all affected targets take ongoing 20 Fire damage for 2 rounds or until extinguished.
Bonuses: Nat 20 knocks down all targets
Restrictions: 41 WIL


  Melee Weapons
Posted by: GM Whistler - 12-11-2017, 10:49 PM - Forum: Temporary Shops - No Replies

Bladed Weapons


Switchblade
A small, lightweight, easily concealable knife. The blade is spring-loaded and retracts into the handle. The blade is too small to do much damage, but it’s better than nothing.

Price: $50
Damage: +5
Range: Close
Bonuses: Concealable
Mod Slots: 0
Restrictions: None


Combat Knife
A large knife favoured by soldiers and mercenaries. It has a 7 in. (178 mm) carbon steel clip point blade and leather-washer handle.

Price: $150
Damage: +15
Range: Close
Bonuses: 0
Mod Slots: 0
Restrictions: None


Sword Cane
This thin-bladed sword is hidden inside a stylish walking stick, giving the wielder an element of surprise.

Price: $150
Damage: +15
Range: Close
Bonuses: Concealable
Mod Slots: 0
Restrictions: None


Machete
A tough blade made of tempered high carbon spring steel. The blade is designed to withstand twisting and impact forces but as a result the blade does not hold its edge very well. It is primarily used with a chopping action against thick vegetation or somebody’s neck.

Price: $200
Damage: +20
Range: Close
Bonuses: 0
Mod Slots: 0
Restrictions: None


Skinner
A handcrafted blade with a wooden or antler handle common in the Stateless Lands. The blades come in several different styles, all of them razor-sharp.

Price: $300
Damage: +25
Range: Close
Bonuses: 0
Mod Slots: 0
Restrictions: None


Vamp Dagger
This lightweight dagger has been enchanted with a life tap spell, allowing the wielder to absorb some of the enemy's vital energy.

Price: $600
Damage: +20
Range: Close
Bonuses: On a roll of nat 20, the attacker gains HP equal to 1/2 damage dealt (before critical bonuses)
Mod Slots: 0
Restrictions: None


Tanto
A modern spin on a traditional Fushang design, the Tanto blade is shaped for stabbing and has a particularly thick cross-section to facilitate armour piercing. It is available in lengths for 15 to 30 cm.

Price: $750
Damage: +25
Range: Close
Bonuses: On a roll of nat 20, the attack pierces armour and triggers Bleed status.
Mod Slots: 0
Restrictions: None


Gladius
A two-edged sword with a tapered point, it is compact and easy to handle. It has a knobbed hilt and finger ridges for improved grip. It is fashioned from high-carbon steel, and is suitable for stabbing as well as cutting and slashing.

Price: $550
Damage: +30
Range: Close
Bonuses: None
Mod Slots: 1
Restrictions: None


HF Katana
Noted for its perfect balance and superior edge retention, the HF Katana is the weapon of choice for many swordfighters. It is a 38.75 in. full tang blade of mirror-polished high carbon steel. The blade has been tempered with a proprietary mystical process that lends it strength without sacrificing its light weight.

Price: $1400
Damage: +30
Range: Close
Bonuses: +1 to hit
Mod Slots: 0
Restrictions: None


Braver
A massive two-handed, single-edged sword. The blade is five and a half feet long and nearly a foot wide. Much of its damage comes from its massive weight when used in a chopping motion. It requires immense strength to wield.

Price: $1375
Damage: +45
Range: Close
Bonuses: 0
Mod Slots: 2
Restrictions: 31 STR, Two-handed


Chainblade
A chainsaw blade, approximately 5 feet in length, converted into a two-handed sword. The engine resides in the grip with a trigger on the handle to activate.

Price: $1575
Damage: +45
Range: Close
Bonuses: All attacks against base HP trigger bleeding damage
Mod Slots: 0
Restrictions: Two handed


Plasma Blade
A handle about the size of a large flashlight that when powered on emits a bright beam of plasma controlled by a containment field. Comes in a variety of colours and lengths determined by the bluestone crystal within the handle.

Price: $2050
Damage: +50
Range: Close
Bonuses: On a nat 20, attack bypasses armour
Mod Slots: 0
Restrictions: All attacks cauterize wounds; cannot cause bleeding damage


Blackstar
Forged from the remnants of a meteor encased in bluestone, the Blackstar is an extraordinary weapon. It is perfectly weighted, never loses its edge, and is imbued with pure elemental power. The blade itself is jet black and seems to absorb light.

Price: $5000
Damage: +70
Range: Close
Bonuses: On a nat 20, deals an additional +40 elemental damage (roll 1d4 to determine element: 1 = fire, 2 = ice, 3 = earth, 4 = lightning)
Mod Slots: 0
Restrictions: 51 STR


Blunt Weapons


Brass Knuckles
An easily concealed piece of metal designed to fit around the knuckles. They increase the chance of tissue disruption and the likelihood of fracturing the victim's bones on impact. They also offer some protection to the attacker’s hand.

Price: $100
Damage: +10
Range: Touch
Bonuses: Unarmed skill bonuses apply
Mod Slots: 0
Restrictions: None


Sap Gloves
A pair of ordinary looking leather gloves, with powdered lead or steel sewn into pouches covering the knuckles, the backs of the fingers and the back of the hand. They are almost completely indistinguishable from an ordinary glove, allowing the gloves to be worn in plain sight without suspicion.

Price: $250
Damage: +10
Range: Touch
Bonuses: Unarmed skill bonuses apply
Mod Slots: 1
Restrictions: None


Cestus
Battle gloves of an ancient style updated for modern times, made of heavy leather and thick metal plates. The leather extends from just below the elbow up to the knuckles, protecting the forearm and leaving the fingers bare. The metal plates are layered and fitted over the knuckles, adding extra weight and impact to a fighter’s punches. The plates can be modified with rivets, spikes, or blades to increase damage.

Price: $300
Damage: +15
Range: Touch
Bonuses: Unarmed skill bonuses apply
Mod Slots: 1
Restrictions: None


Cobra
A flexible, telescoping steel baton. A flick of the wrist will extend the telescoping sections and lock them in place. The end of the Cobra is tipped with a sharp, heavy steel pyramid that can inflict impact trauma as well as open wounds.

Price: $150
Damage: +15
Range: Close
Bonuses: Concealable
Mod Slots: 0
Restrictions: None


Baseball Bat
A lightweight aluminum baseball bat, this Slugger is better used for crushing skulls than home runs.

Price: $150
Damage: +15
Range: Close
Bonuses: None
Mod Slots: 0
Restrictions: None


Nightstick
A standard police baton of the side-handle style, 24 inches in length and made of a hard, heavy plastic. It can be used both as a bludgeon and as a defensive weapon to deflect incoming blows. Also available in wooden martial arts variants (tonfa).

Price: $550
Damage: +20
Range: Close
Bonuses: +1 to Parry attempts
Mod Slots: 0
Restrictions: None


Nunchaku
Two solid cylinders of wood or metal linked together by a chain. The nunchaku can be used offensively, as a striking weapon, and defensively to immobilize or disarm an opponent by wrapping the chain around their arm or weapon.

Price: $700
Damage: +20
Range: Close
Bonuses: +1 to disarm attempts
Mod Slots: 0
Restrictions: None


Carbon Steel Quarterstaff
A strong, lightweight staff available in lengths of 6 to 9 feet. Can be purchased with weighted or spiked ends to increase the damage caused by each blow. Collapsible versions are available for easy transport.

Price: $700
Damage: +30
Range: Medium-Close
Bonuses: None
Mod Slots: 2
Restrictions: two-handed


Sledgehammer
A massive hammer with a 20 lbs. head and a 1 meter long handle. Designed for demolishing walls and pulverizing rocks, the street has discovered that it works just as well against armour and bones.

Price: $1725
Damage: +45
Range: Medium-Close
Bonuses: On a roll of nat 20, the target is knocked down
Mod Slots: 1
Restrictions: 30 STR; two-handed


Nordraegen Maul
This massive war hammer is commonly associated with the Drakenstad Castle Guards of Nordraegen. It has an approximately 5 and a half foot long handle topped with a 40 lbs. iron head. Authentic Nordraegen Mauls are often adorned with intricate engravings representing the wielder's lineage.

Price: $2000
Damage: +50
Range: Medium-Close
Bonuses: On a roll of nat 20, breaks target's limb (GM discretion or roll d4)
Mod Slots: 1
Restrictions: 40 STR; two handed


  Handguns
Posted by: GM Whistler - 12-11-2017, 08:41 PM - Forum: Temporary Shops - No Replies

Please note that weapon stats are subject to change

CRK-7 “Cricket” .22
The “Cricket” is an extremely compact, small-caliber revolver designed for easy concealment. It is often used as a hidden backup weapon in purses, ankle holsters, or literally up someone’s sleeve.

Price: $100
Damage: +10
Range: Medium-close
Bonuses: Fits sleeve holster
Mod Slots: 0
Restrictions: None

Junon 99F 9mm
The Junon Arms 99F is a semi-automatic pistol chambered for 9mm ammunition. It is possibly the most common pistol in the city, with its low price point and reliability making it popular with law enforcement, civilians, and criminals alike.

Price: $350
Damage: +20
Range: Medium
Bonuses: None
Mod Slots: 1
Restrictions: None

M47 Bugzapper EMP
The Tiejiang Model 47 ‘Bugzapper’ is an EMP pistol that fires targeted electromagnetic blasts capable of disabling electronics and temporarily incapacitating cyborgs.

Price: $500
Damage: 0
Range: Medium-close
Bonuses: Disables all electronics for 3 rounds
Mod Slots: 0
Restrictions: 20 INT

Icer
The Icer is a compact tranquilizer pistol that fires darts of a concentrated sedative. A successful shot will render most living beings unconscious in seconds. The Icer’s built-in silencing mechanisms prevent the weapon from firing in a semi-automatic mode.

Price: $500
Damage: 0
Range: Medium-close
Bonuses: Silent. Renders target unconscious.
Mod Slots: 0
Restrictions: Cannot be used in duels.

Django M9
The Django M9 is a new model 9mm pistol with a 25-round magazine, improved tactical grips and highly accurate iron sights. The pistol was designed for military use as a reliable sidearm, but stolen shipments have flooded the black market.

Price: $650
Damage: +35
Range: Medium
Bonuses: None
Mod Slots: 2
Restrictions: None


VUK-01 10mm Caseless
A prototype pistol by now-defunct Vukovich Precision Firearms, the VUK-01 combines lightweight caseless ammunition with electronic firing. The pistol therefore requires little pressure on the trigger and is capable of a high rate of accurate fire. The designs for the VUK-01 were stolen in ‘56 and leaked to the black market, where it has been mass produced by many different illegal factories ever since.

Price: $1150
Damage: +25
Range: Medium
Bonuses: High rate of fire allows 3 attacks per round at -3 accuracy penalty
Mod Slots: 1
Restrictions:

Diamondback .45
This .45 caliber semi-automatic pistol is known for its stopping power and reliability. It has been a staple of the streets and various militaries for over 50 years, prized by those who want to blast a very large hole through someone.

Price: $1100
Damage: +40
Range: Medium
Bonuses: 0
Mod Slots: 2
Restrictions: 25 PER

M10 Wasp Machine Pistol
The Tiejiang Model 10 Wasp is a compact machine pistol imported from Shenzhou. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire. The M10 accepts a suppressor without modification.

Price: $1400
Damage: +25
Range: Medium
Bonuses: Automatic fire allows 4 attacks per round at -5 accuracy penalty
Mod Slots: 2
Restrictions:

Hunter .44
The Vulcan Armory Hunter .44 Magnum autorevolver fires one of the most powerful pistol cartridges in the world. It uses the recoil from firing to rotate the cylinder and cock the hammer, and its barrel is aligned with the bottom of the cylinder instead of the top. This reduces the muzzle flip of normal revolvers.

Price: $1650
Damage: +40
Range: Medium
Bonuses: Nat 20 ignores armor
Mod Slots: 1
Restrictions: 31 PER


Vanguard .357 Revolver
The Vanguard is a sturdy single-action six-shot revolver manufactured by Vulcan Armory. While its limited capacity makes it less popular than most semi-automatics, it has a well-deserved reputation for accuracy and is a favourite among Gunslingers.

Price: $1825
Damage: +45
Range: Medium
Bonuses: +1 to hit
Mod Slots: 1
Restrictions: 31 PER

Junon Mk 7 Punisher .50 Cal
Manufactured by Junon Arms, the Punisher is the king of large-frame, heavy-caliber autoloaders. It fires the massive .50 Action Express round. It’ll nearly vaporize anything in its path, but its immense recoil makes it extremely difficult to handle.

Price: $2000
Damage: +50
Range: Medium
Bonuses: Ignores light and medium cover
Mod Slots: 1
Restrictions: 31 PER, 20 STR, cannot use suppressor


  11/03/2017 - Spider's Talent Search
Posted by: GM Whistler - 12-09-2017, 06:56 PM - Forum: Quest Logs - No Replies

GM Boone: Word gets around fast in the RPZ, and the current word is that Spider Sullivan is looking for talent. Spider is a broker, a former merc, and depending on who you ask he's either a legend of the game or a washed-up has-been. He's been out of the broker biz for the past six months or so, radio silent, so his talent search is something of a surprise. Interested parties looking to take him up on a paying tryout gig are invited to meet him at his office - which is just his booth at the Lucky Sevens.
[8:21 PM] GM Boone: Spider isn't hard to find. He sits in a booth with three decks set up in front of him, the blue light of their screens giving his pale and sleepless face an even more sunken-eyed look. He's a man in his fifties with short silver hair, a square jaw, a strong build, tattoos from his wrists to his neck and hard dark eyes. He has the look of an aged punk who never quite grew out of the attitude.
[8:22 PM] GM Boone: RP when ready.
[8:24 PM] Jace Deckard: Jace is basically right on time and opens the door for Kali because he's sometimes a gentleman. "After you."
[8:26 PM] Kali Alvarez: With hands tucked into a hoodie, Kali takes a step around Jace's much taller frame, shoving past him. "Guess chivalry isn't dead." She mused, stepping inside. "Why did you drag me here....again?"
[8:28 PM] Sage: Sage stumbles toward the bar, the hood of his sweatshirt pulled over his head. He speeds up as he recognizes the man holding the door and nods as he too slips inside. "Morning."
[8:30 PM] Jace Deckard: Jace is only marginally surprised to see the vampire again and nods with a slight smile. "Just woke up, huh?" He holds the door open for Sage, too, and then enters behind him. "And that's why I dragged you here." He turns Kali by the shoulder, pointing her towards Spider. He looks to Sage curiously, wondering if they're going to partner up again. "Round two?"
[8:33 PM] Kali Alvarez: She shifts around, setting eyes the broker. Curiosity sets into her gaze, "Count me in." Her attention then turns over towards Sage, "Nightowl." She only jokes, flashing a light grin. "Well, go on, move. Use your long legs, you're first." Kali extends a hand forward, motioning a little for Jace to walk.
[8:35 PM] Sage: Sage shrugs. "You got a problem with my sleep schedule you can bite me. Besides. All the best deals happen at night." He grins and leads the way to Spider's booth, sliding in
[8:37 PM] Jace Deckard: Jace raises an eyebrow, wondering how literally he's supposed to take that offer and then smirks. He shakes his head, deciding not to comment, and follows Sage. He motions Kali in first, preferring to be able to spring out of the booth and deal with trouble quickly if need be.
[8:38 PM] GM Boone: Spider snorts back a stimulant drip and looks the lot of you over as you approach, sizing you up. "Fresh meat, huh?" he asks casually, tapping at the keyboard on one of his decks without looking. Several empty glasses clutter the table. "You all here for the milk run, yeah?"
[8:40 PM] Kali Alvarez: Close behind, Kali follows on towards the booth before sliding in as well and bringing in her legs to cross beneath her. Hazel eyes lock on Spider, raising an eyebrow at the man. "You've got my attention. Why not." her shoulders roll in a slight shrug.
[8:41 PM] Jace Deckard: "Yep. Details?" Jace adds, turning his gaze to Spider.
[8:42 PM] Sage: "Suppose so. I've got nothing else going on tonight."
[8:46 PM] GM Boone: "Jeez, I love the fuckin' enthusiasm. All right." Spider looks over towards the bar, raises his hand, snaps his fingers and yells "Ey, Sev, doll, how about a round for biz?" Seven spares Spider a withering look and says "Only if you shut up." Spider waves the comment off and turns back to you. "So I'm looking for some new talent, and I got a little tryout job. Nothin' too hairy but it'll let me see how you work. And it pays. You do good, you get more work from me. You fuck it up, you don't. Simple, right?"
[8:48 PM] Kali Alvarez: Kali slouches, amused. "Get me a drink, and I'll show ya some enthusiasm." She piped in, waving her hand a little almost like she was pretending to hold a drink.
[8:49 PM] Jace Deckard: Jace nods but maintains both his silence and his observant vigil.
[8:51 PM] Sage: Sage tucks one gangly leg up onto the bench and tries not to look too interested, despite the fact he clearly is
[8:54 PM] GM Boone: "So the client had a boy quit his company and take off with some data, cleared the backups and everything. Boy ended up at a new firm and now they're using that data to compete. We ain't talking G-A, these are small fries, but they still got some money to play with. Client wants you to go in to the company HQ, recover the data, and trash their backups -- however you see fit. Get in, get out, and don't get caught."
[8:56 PM] Jace Deckard: Jace mouth shrugs then nods once. "Got it. Anything else?"
[8:59 PM] Sage: Sage frowns and glances at his two new 'allies' "Uhhh I don't know I'm cut out for this sort of work, I mean computers are fine and all but... not exactly my forte"
[9:00 PM] Kali Alvarez: Kali leans up slightly, hands on table. "No manches, simple enough. Just my area." A wider grin crosses her lips, a bit of excitement in her eyes. "Im sure I can work my fingers around a few things" She raises a hand, almost like tapping in the air with each finger.
[9:00 PM] Jace Deckard: "Good thing our only job, then, is to keep pint-size here in one piece." He smirks at Sage and raises a brow. "How about it? Partners again?"
[9:01 PM] Sage: He nods. "I could get behind that I guess."
[9:02 PM] Kali Alvarez: Kali sets a hand on Sage's and Jace's shoulder, "Hey, just piggy back me through this. I'll take care of the tech-y bits."
[9:02 PM] Sage: "I can't tell if you're serious, pipsqueak."
[9:03 PM] Jace Deckard: "She's being about 78% literal. Give or take."
[9:04 PM] Kali Alvarez: "So is that a no?..." She humors them.
[9:04 PM] GM Boone: "There's some on site security you're gonna have to deal with. So it ain't as simple as hitting a few keys. I pulled a datasheet on the corp and their building. They hire out some el cheapo gunhands." He sniffs back another drip, then reaches into an open backpack on the seat beside him. "Also, I'm running ops on this. Eyes and ears on all of you, direct comm and video links." He pulls out a tangle of hair thin wires and small plastic nodes. "So I can watch how you work, yeah?"
[9:05 PM] Jace Deckard: All business again once Spider speaks, Jace listens intently. He nods again, once, and holds out his hand for the wires. He'll take the opportunity to "suit up" and help Kali if need be.
[9:07 PM] Sage: Sage plucks a set for himself and threads one into his ear. "Just hoping this job doesn't suck as much as work." He eyes his partners. "You two know each other then?"
[9:09 PM] Kali Alvarez: Setting in the ear piece, Kali perks up at the question and gives a scoff, "Sureee." She throws a quick jab at Jace off to the side," He punched me by accident in a bar once. Been best friends forever since..." She sounded slightly sarcastic, but nonetheless flashed a smirk.
[9:11 PM] GM Boone: Spider tap tap taps on one of his decks, setting up the links. He does a quick comms test, then provides you with the address of the building. It's a ride on the SkyTrain away, and then a very short walk from the stop. Once you are ready to head out, you may hop the train to your objective.
[9:12 PM] Jace Deckard: "In my defense, I couldn't see you, pint-size." He says as he stands up to his full height and smirks at her. He'll wait for his companions and then heads for the train.
[9:14 PM] Sage: Sage gently pushes Kali forward on the bench, giving himself room to stand and step out. "You hitching a ride pipsqueak or can you manage?" with a sigh he glances toward the lot where he's stashed his car. "one of these days I'm just going to drive places. Get the batmobile some exercise"
[9:17 PM] Kali Alvarez: Kali stretches a little, moving then to follow the other two out of the bar and towards the train. "Hey, hey. I've got legs, I can keep up. Try not to hit your head on anything up there." She returned, not ashamed of her height.
[9:22 PM] GM Boone: The SkyTrain trip is quiet and uneventful. You reach the stop without incident, and you can see the target building from the elevated train platform. It is a 3 floor cube building with entrances on the north and east sides, with a well lit parking lot surrounding it.
[9:25 PM] Jace Deckard: Jace studies the building and will move if/when his companions move. "Gonna need a floorplan, boss." He says to Spider over comms.
[9:26 PM] GM Boone: "Check shorty's deck," says Spider over the comms. There's a brief flash from one of the LEDs on Kali's deck, signaling data transfer.
[9:29 PM] Kali Alvarez: Kali catches the flash from her deck, bringing up the floor plan once it had been transfered. "So thoughts here? Navigating not my thing. Figured one of you two would be better off leading." She motioned between Jace and Sage. "We've got what? Entrances on north and east." She scanned over the plans.
[9:31 PM] GM Boone: The floor plan isn't labeled, but the first and second floors appear to be mostly cubicles. There's a central column of elevators in the middle of the building. On the third floor, there are some larger rooms with what looks like equipment of some kind, not cubicles.
[9:31 PM] GM Boone: It is laid out in such a way that all rooms exit out into a main hallway surrounding the elevators.
[9:34 PM] Sage: "Looks like most of the office related things are on the first two floors. That third floor might be where they've got the servers and things. I hate the idea of just walking up there though. I don't really feel like volunteering to get shot again."
[9:40 PM] Jace Deckard: Jace chuckles and looks over Kali's shoulder at the building plans. He points to the side door on the east side. "Let's check that out. See if that's our way in." He heads off the train platform and towards the parking lot.
[9:42 PM] Kali Alvarez: "Pretty sure none of us want bullet holes" Kali agreed with Sage and also shared the same thought of the servers being on the third floor possibly. "I can't the servers would be on any other floor, so third floor is definitely a likely." She traced close behind Jace as he began to move. "I can get the data from their network from any source on the first floor, if you can get me in there. Then get to the servers to trash the backups" She mentioned.(edited)
[9:43 PM] Sage: Sage trails behind the other two, glancing around for anyone watching. "Still going to be a hell of a time getting in there. What sort of security have they got?"(edited)
[9:43 PM] GM Boone: Everyone, make a Perception roll.
[9:44 PM] Jace Deckard: !roll 1d20+1
[9:44 PM] BOTWintermute: Author: Jace Deckard Roll: !roll 1d20+1 Result: 19 Unmodified: (18)
[9:44 PM] Sage: !roll 1d20
[9:44 PM] BOTWintermute: Author: SageL Roll: !roll 1d20 Result: 13 Unmodified: (13)
[9:45 PM] Kali Alvarez: !roll 1d20
[9:45 PM] BOTWintermute: Author: Kali Alvarez Roll: !roll 1d20 Result: 17 Unmodified: (17)
[9:45 PM] GM Boone: (one sec, phone)
[9:53 PM] GM Boone: Sorry about that. Back now. You all notice a pair of small security cameras, one by each door. Kali and Jace notice the wires for those cameras running along the outside of the building and into a small opening over each door frame.
[9:54 PM] GM Boone: The cameras are stationary.
[9:54 PM] Sage: ((how dark is the surrounding area? Lit by streetlamps or anything?))
[9:56 PM] GM Boone: There are light posts in the parking lot spaced out to evenly light the lot. However, the post on the west side is in the process of dying so it's pretty dim on that side.
[9:58 PM] Jace Deckard: Jace sets a hand on Kali's shoulder. "There. Go in at an angle and we can cut the feed. I'm not seeing a much better alternative just yet." To Spider, "What are the chances they have someone on monitor duty?"
[9:59 PM] GM Boone: "Datasheet says there should be four mall cops walking around this shift, but I got no idea who's on what duty."
[10:00 PM] Jace Deckard: "This kinda place, if there is a guy watching a monitor, he's probably napping." Jace mutters, looking to his two companions.
[10:01 PM] Sage: "It really doesn't look like much"(edited)
[10:03 PM] Kali Alvarez: Kali gives a glance over the camera, following the wire with her eyes as Jace points it out. "We might have some time before they notice they're missing a camera or two. Hopefully enough time." She says, being the first to move towards the direction of the camera. She watched to make sure she was out of its line of sight, following Jace's words.
[10:03 PM] Sage: Sage hisses. "you want me to do that? What if they're thermal? What if you get shot?"
[10:04 PM] Sage: he mutters to Jace, "What if she can't reach the cameras?"
[10:05 PM] Jace Deckard: Jace has to stifle a chuckle. "Ah .... I'll hoist her up?" He shook his head, very amused. "Easy, short stack. Sage is right. Let's save the risk taking for later." He motions to Sage to go first, kind of pointing out the path that would best avoid detection by the camera.
[10:06 PM] Kali Alvarez: "Hey, I heard that. Ass. Then get over here and give me a boost." Kali shot back just as quickly, realizing it was going to be a few inches out of her reach. She gave a roll of her eyes. "Fine."
[10:07 PM] Sage: Sage slides forward, doing his best to stay low and out of sight of the cameras, edging toward the building.
[10:08 PM] GM Boone: Sage, roll Dex to sneak your way to the cameras. +1 due to spatial awareness.
[10:09 PM] Sage: !roll 1d20
[10:09 PM] BOTWintermute: Author: SageL Roll: !roll 1d20 Result: 19 Unmodified: (19)
[10:10 PM] GM Boone: Sage is a living shadow and finds himself underneath the camera with security none the wiser.
[10:11 PM] Sage: He waves back at his companions and examines the wires under the camera. "alright pipsqueak, what do I do with it now?"(edited)
[10:12 PM] Kali Alvarez: "Just tear them out, like, all of them."
[10:13 PM] Sage: Sage obliges, ripping at the wires where they connect to the camera
[10:14 PM] GM Boone: d100
[10:14 PM] GM Boone: ...right
[11:47 PM] GM Boone: ...room.
[11:47 PM] Sage: !roll 1d20-1
[11:47 PM] BOTWintermute: Author: Sage Roll: !roll 1d20-1 Result: 6 Unmodified: (7)
[11:48 PM] Kali Alvarez: Kali makes an attempt to sneak up behind the guard facing Sage.
[11:49 PM] GM Boone: Jace manages to lock the guard in a chokehold. The guard struggles violently, pawing at his arm and kicking back at his shins. Sage, meanwhile, whiffs again on his punch. Kali is unnoticed by the guard facing Sage. It is now the guards turn.
[11:50 PM] GM Boone: One guard is stuck in a choke hold. He attempts to break free.
[11:50 PM] GM Boone: !roll 1d20-2
[11:50 PM] BOTWintermute: Author: GM Boone Roll: !roll 1d20-2 Result: 3 Unmodified: (5)
[11:50 PM] GM Boone: He fails.
[11:51 PM] GM Boone: The other guard draws his gun and takes aim at Sage, which is a bad idea when you think about the fact that they're in a server room full of expensive equipment that must remain undamaged.
[11:52 PM] GM Boone: !roll 1d20-1
[11:52 PM] BOTWintermute: Author: GM Boone Roll: !roll 1d20-1 Result: 8 Unmodified: (9)
[11:52 PM] GM Boone: He misses and shoots the e-mail server.
[11:52 PM] GM Boone: your turn.
[11:52 PM] Kali Alvarez: Once she sees the guard has drawn the gun, Kali attempts to throw her weight at him to try and knock him off balance.
[11:52 PM] GM Boone: Kali, roll strength.
[11:52 PM] Sage: Sage is now absolutely determined to prove he's not as abysmal at this fighiting thing as he really is. One more punch at the guy's jaw
[11:52 PM] Jace Deckard: Jace is gonna try and choke the dude out.
[11:54 PM] Kali Alvarez: !roll 1d20
[11:54 PM] BOTWintermute: Author: Kali Alvarez Roll: !roll 1d20 Result: 3 Unmodified: (3)
[11:55 PM] GM Boone: Kali just kind of stumbles past the guy. Sage, roll your punch.
[11:55 PM] Sage: !roll 1d20-1
[11:55 PM] BOTWintermute: Author: Sage Roll: !roll 1d20-1 Result: 18 Unmodified: (19)
[11:55 PM] Sage: ((Ha!))
[11:55 PM] Kali Alvarez: ((Clumsy af))
[11:55 PM] Jace Deckard: (( Yay! ))
[11:55 PM] GM Boone: Sage just lands a wicked haymaker on the guard, who stumbles backward.
[11:56 PM] GM Boone: Since Jace already has the guard in the hold, there's no need to roll. Because he couldn't escape on his turn, he is now unconscious.
[11:56 PM] GM Boone: !roll 1d20
[11:56 PM] BOTWintermute: Author: GM Boone Roll: !roll 1d20 Result: 17 Unmodified: (17)
[11:57 PM] GM Boone: The remaining guard really needs this job I guess. He brings his gun up again and fires at Sage, trying to get some payback.
[11:57 PM] GM Boone: !roll 1d20-1
[11:57 PM] BOTWintermute: Author: GM Boone Roll: !roll 1d20-1 Result: 4 Unmodified: (5)
[11:57 PM] GM Boone: He misses, shooting the database server.
[11:57 PM] GM Boone: Your turn.
[11:58 PM] Kali Alvarez: Kali attempts to look for the nearest thing to fling at the guard.
[11:58 PM] GM Boone: There is a chair.
November 4, 2017
[12:00 AM] Sage: Motivated by his success, Sage swings again
[12:00 AM] Jace Deckard: So very done with this shit, Jace dives for the other gun and grabs it. He will then bring it up and aim at the other guard. "Drop it!"
[12:01 AM] GM Boone: Kali, if you're throwing the chair roll PER or if you're swinging it roll STR. Sage, roll your normal attack. Jace, roll CHA to indimidate with a +1 due to gun and numbers.
[12:01 AM] Sage: !roll 1d20-1
[12:01 AM] BOTWintermute: Author: Sage Roll: !roll 1d20-1 Result: 6 Unmodified: (7)
[12:01 AM] Kali Alvarez: Kali attempts to swing the chair.
[12:01 AM] Jace Deckard: !roll 1d20+1
[12:01 AM] BOTWintermute: Author: Jace Deckard Roll: !roll 1d20+1 Result: 11 Unmodified: (10)
[12:01 AM] Kali Alvarez: !roll 1d20
[12:01 AM] BOTWintermute: Author: Kali Alvarez Roll: !roll 1d20 Result: 17 Unmodified: (17)
[12:02 AM] GM Boone: Kali straight up smacks the guy in the head with a chair like she's Stone Cold, and then Jace is pointing a gun at him, and his night is ruined and everything is terrible.
[12:03 AM] GM Boone: "Okay, okay! Jesus I don't get paid enough for this!" He drops his gun and puts his hands up.
[12:03 AM] Jace Deckard: Jace kinda feels like a dick but holds the gun steady. "You two finish the job. Back there." He nods to where the server is.
[12:04 AM] Sage: Sage glances at the bullet riddled servers. "Well i guess thats one way to get things done, Go ahead pipsqueak."
[12:05 AM] Kali Alvarez: Kali drops the chair, gives a shrug. "Got it." She heads over towards the servers, looking through for the one that was holding the back up files on nightwatch.
[12:06 AM] Jace Deckard: Jace motions to the chair to get the guard to sit down.
[12:06 AM] Sage: "You alright boyscout? looked like he hit you pretty good back there"
[12:06 AM] GM Boone: Kali finds the backup server. There is, handily, a tool kit sitting next to a nearby server rack. The guard slumps back into his seat.
[12:07 AM] Jace Deckard: Jace works his jaw. "It stings but I'll live. You alright?"
[12:07 AM] Kali Alvarez: Kali snags the tool kit in order to remove the server to destroy it.
[12:08 AM] GM Boone: The server chassis opens up easily enough. Inside are the easily breakable boards and chips, and some fancy, fragile solid state drives.
[12:09 AM] Sage: "not dead yet. So to speak. hows it going back there?"
[12:10 AM] Kali Alvarez: "Best part of the day." Kali takes each board, snapping it in pieces, and taking enjoyment in creating a mess out of the chips and drives. "I think I got it all. We should be good to go."
[12:10 AM] Jace Deckard: Jace uses his free hand to grab his wallet, pop it open, and pulls out a good few bills. He approaches the guard that took a chair to the face and pushes the cash against his chest. "For your trouble and cooperation. I wanna get myself and my friends outta here with no more trouble. Whaddaya say?"
[12:11 AM] Sage: Sage raises a hand. "bad time to mention there was someone outside knocking?"
[12:11 AM] GM Boone: The guard looks like one of those sad droopy-faced dogs. He takes the cash and sighs, defeated. "Okay."
[12:11 AM] Jace Deckard: Jace rolls his eyes. "Definitely a bad time. There another way out?" To the guard that he just paid off.
[12:12 AM] GM Boone: "Uh. There's just the two doors."
[12:13 AM] Jace Deckard: "Wonderful. I'm gonna give this back to you and I'm gonna trust you not to do a dumb, okay?" He motions Kali and Sage to head out then will give the gun back to the guard.
[12:14 AM] Kali Alvarez: Kali strides on out of the room, heading back towards the stairs.
[12:15 AM] GM Boone: The guard takes his gun in one hand, grabs a beer in the other, then turns his attention back to the last few minutes of Explosionforce. It involves several explosions.
[12:16 AM] Sage: Sage shoots Jace a pleading look. "One quick snack?"
[12:16 AM] Jace Deckard: "Go get the guard that was knocking. These two have had enough of a bad day."
[12:17 AM] Sage: He sighs dramatically and follows after Kali. "Fiiiine. boyscout."
[12:18 AM] Kali Alvarez: Kali gives a yawn, mostly wanting to get out of the building. "Hurry up."
[12:18 AM] Jace Deckard: Jace smiles but rolls his eyes and also follows Kali. He'll pull ahead of her and approach the door. If the guard is still there, he'll jerk open the door hard enough to hit the dude and hopefully knock him back out.
[12:18 AM] GM Boone: There is now a guard on the ground, groaning and stunned.
[12:19 AM] Jace Deckard: "There. One quick snack delivered."
[12:19 AM] Kali Alvarez: "ouch, that looks like it hurt."
[12:19 AM] Sage: "I'll take what I can get" With that he helps himself to a snack
[12:20 AM] Jace Deckard: Jace will usher Kali away and wait for Sage at the train before returning to the bar.
[12:20 AM[i][color=#99aab5][size=medium]] [/si


  10/24/2017 - The Very First Quest
Posted by: GM Whistler - 12-09-2017, 06:56 PM - Forum: Quest Logs - No Replies

[10:09 PM] GM Boone: You are all kicking back at Lucky Sevens in the heart of the RPZ. A squad combat match is playing on the televisions hanging around the bar, featuring La Republique versus the Fushang Tigers. Seven, the owner, is tending bar. She was once the most famous arena fighter in Vancity – undefeated in 93 fights. In a world of plastic surgeons on every street corner, with her money and influence, the deep disfiguring battle scars still marring her face are deliberate statements.
[10:10 PM] GM Boone: She watches as deliverymen move in and out through the back doors, wheeling in kegs and crates of liquor. A tinny roar erupts in unison from the televisions as La Republique takes out one of the Tigers with a concussion grenade.
[10:10 PM] Baz Balan: ((Weather?))
[10:11 PM] GM Boone: Outside it's overcast and typically chilly.
[10:11 PM] Sage: ((time of day?))
[10:12 PM] GM Boone: Evening, past dinner time. The sun is beginning to set.
[10:15 PM] Jace Deckard: Jace is leaning against a pool table, waiting his turn.
[10:15 PM] Sage: Sage is slumped at one of the tables, his head propped up on one hand, trying to stay awake
[10:16 PM] Baz Balan: Today wasn’t a great day. The land hadn’t been kind and neither was the wind. The day’s forage hadn’t even bought him the drink Bas was sulking into at the bar. He thinks to himself about how only a few weeks ago bandits had vandalized his truck and looted his shop. At least they didn’t beat him this time. Baz hadn’t been in one place long enough to have any friends in town, but ever since his unfortunate luck, he had been frequenting the Sevens.
[10:17 PM] Baz Balan: He shly looks up at the woman tending the bar, smiles politely and points at his drink indicating he'd like another.
[10:18 PM] GM Boone: Seven, typically stone-faced, pulls her attention away from the deliverymen momentarily and pours Baz his refill. From outside the bar, you hear the sudden muffled snap and crackle of small-caliber gunfire. There’s a screech, a crash, the sound of crumpling metal and shattered glass. Voices erupt, shouting, along with another small burst of gunfire.
[10:20 PM] Sage: Sage gets to his feet, surprisingly calm considering the clamor outside and yawns. No better way to start your night than with something that sounds painful and violent.
[10:21 PM] Baz Balan: ((Is Seven still by me?))
[10:21 PM] GM Boone: Seven is still at the bar after having served Baz. She lets out an annoyed huff. This is no rare occurrence. She leans over to glance at the scene out of the bar’s front window. Then she looks back at the deliverymen still hauling in inventory. Then she rolls her eyes and shakes her head.
[10:22 PM] Jace Deckard: Jace looks over, unimpressed but casually alert as gunfire around these parts isn't altogether uncommon. He also keeps a eye on his pool buddy, considering he doesn't trust him enough to not "nudge" his way towards a win while he's distracted.
[10:22 PM] Baz Balan: Baz's eyes, trained on the sound he says to Seven without looking "Expecting trouble tonight?"
[10:23 PM] GM Boone: "There's trouble every night." She surveys the bar, glancing over all of you, and announces to the room in a mostly flat and slightly irritated voice: “There’s a hundred bucks in it for anyone who goes out there to shut that shit down.”
[10:24 PM] Sage: Sage pats his pockets and finds nothing but an empty wallet and his medkit. "You care what happens to the guys who started it?"
[10:26 PM] Baz Balan: One hundred city dollars!? Baz's mind reeled with possibilities. He leaps to his feet and immediately follows the sound, all while patting down his harnesses making a mental check of his dagger and tools.
[10:26 PM] Jace Deckard: Jace swaps his pool stick for a (currently collapsed) compound bow. "Does anyone ever?" He responds to Sage, drily, looking at him askance. He looks to Seven for verification but only in passing as he's headed for the front door.(edited)
[10:27 PM] Baz Balan: Baz grins enthusiastically at the one-liner.
[10:29 PM] GM Boone: "They started it, they can get what's coming to them," Seven answers flatly. Once this haphazard mercenary crew is on its way, she returns to cleaning glasses and watching the deliveries.
[10:29 PM] GM Boone: On the street outside the bar, you see the cause of the commotion. There’s a kitted out silver and blue street racer crashed into a telephone pole, the front end crumpled and smoking. There are three young men crouching behind it, also wearing silver and blue, one bleeding heavily from a cut on his forehead.
[10:30 PM] GM Boone: Everyone, roll INT/LVL
[10:30 PM] GM Boone: format for rolling is: !roll 1d20+bonus
[10:30 PM] Jace Deckard: !roll 1d20
[10:30 PM] BOTWintermute: Author: Jace Roll: !roll 1d20 Result: 5 Unmodified: (5)
[10:31 PM] Baz Balan: !roll 1d20
[10:31 PM] BOTWintermute: Author: Sebastian Balan Roll: !roll 1d20 Result: 2 Unmodified: (2)
[10:31 PM] Sage: !roll 1d20+1
[10:31 PM] BOTWintermute: Author: Sage Stotto Roll: !roll 1d20+1 Result: 14 Unmodified: (13)
[10:33 PM] GM Boone: Jace and Baz don't know who these guys are or what the colours mean. Sage recognizes the gang. They're local street racers that call themselves the Blue Devils. They're known to be pretty harmless.
[10:33 PM] Baz Balan: ((can I roll perception to discern the cause of the crash?))
[10:34 PM] GM Boone: You don't need to, because 25ft away from the wreck you can see 4 young men and women armed with handguns, wearing green bandannas over their faces. They’re positioned behind parked cars and a dumpster, intermittently firing at the Blues. The Blues pop up from behind their wrecked car just enough to fire back. Bullets fly all over the street, but not towards you.
[10:35 PM] Sage: Sage keeps himself tucked carefully in the shadows of the door, watching the firefight and turning a bit green at the thought of getting involved. "You sure you two are up for getting involved in a gang shootout?"
[10:37 PM] Jace Deckard: Jace is looking around for cover (the rooftops, the street, etc.) because he's not comfortable advancing like a wrecking ball. "I'm thinking we should be asking you that question." He responds without looking for more than a half second at Sage and his case of nerves, still scanning his area.
[10:38 PM] Baz Balan: "Are you kidding me?" Baz says in disbelief, “She said she’d pay us one hundred dollars! I need that money. Besides, this wouldn’t have been the first time I’ve been shot at this week. Seven said just needs them shut down right?”
[10:39 PM] GM Boone: Jace observes an alley adjacent to Lucky Sevens, the opening of it facing the firefight. There is a dumpster in that alley that would provide half decent cover.
[10:42 PM] Baz Balan: Baz looks around for a decent vantage spot he could portal to
[10:42 PM] Jace Deckard: "Right." Jace agrees, then points to said alley. "If you don't want to get immediately shot in the face, there's a good spot."
[10:44 PM] Sage: Sage sighs. "A dumpster, what luck. They're not even shooting at us yet."
[10:44 PM] GM Boone: Baz sees a short building, maybe two storeys tall, between the Blues and the Greens that would provide a good vantage point over the fight. However, there is no cover on that rooftop.
[10:45 PM] GM Boone: While you're all talking, the Blues and Greens keep shooting at each other. Rolling Blues:
[10:45 PM] Jace Deckard: Jace smirks and looks to Sage. He's mostly teasing when he says, "I plan to be outside the dumpster taking cover but feel free to hop on in if you feel safer."
[10:45 PM] GM Boone: !roll 3d20+1
[10:45 PM] BOTWintermute: Author: GM Boone Roll: !roll 3d20+1 Result: 16,2,2 Unmodified: (15,1,1)
[10:46 PM] GM Boone: Rolling Greens:
[10:46 PM] GM Boone: !roll 4d20+1
[10:46 PM] BOTWintermute: Author: GM Boone Roll: !roll 4d20+1 Result: 11,12,19,16 Unmodified: (10,11,18,15)
[10:47 PM] GM Boone: The Blues are taking a beating and aren't in a position to deal much damage back. One of them takes two slugs in the arm and drops behind the car, yelling in pain.
[10:48 PM] Sage: Sage returns the smirk with a fanged one of his own, suggesting "I'm still considering the plan of using it to stash a body later, are you volunteering?"(edited)
[10:48 PM] Jace Deckard: "Nah." Jace grins and starts moving (quickly) towards the alley and his chosen cover system.
[10:51 PM] Sage: ((how much cover is available behind the car with the blue devils?))(edited)
[10:52 PM] GM Boone: The wrecked car offers partial cover. The enemy will take a -1 to hit you and damage is reduced by 25%
[10:53 PM] GM Boone: Jace is able to make it to the dumpster without incident as the gangsters are too busy shooting at each other and hurling juveline insults back and forth.
[10:53 PM] Baz Balan: Warping the space before him, Baz opens a portal to the rooftop, the connecting one inside the bar. Low to the ground he emerges, only his dark, crouched figure peaking over the edge. Taking in the new vantage point, he considers his options.
[10:53 PM] Sage: Sage curses under his breath and jogs after Jace as his other companion disappears
[10:53 PM] Baz Balan: ((Can I see anything differently from up here?))
[10:54 PM] GM Boone: Baz, roll PER/LVL with a +1 due to the vantage point.
[10:54 PM] Jace Deckard: Jace has his bow out once he reaches cover and crouches low, making sure not to leave himself an easy target. He takes a second to really look at the Greens and attempt to sight down the biggest threat.
[10:54 PM] Baz Balan: !roll 1d20+1
[10:54 PM] BOTWintermute: Author: Sebastian Balan Roll: !roll 1d20+1 Result: 4 Unmodified: (3)
[10:55 PM] Baz Balan: ((oof))
[10:55 PM] Jace Deckard: (( LOL happens to the best of us. ))
[10:56 PM] GM Boone: Baz doesn't see anything of note.
[10:57 PM] Baz Balan: Slowly his crouched form moves across the rooftop, making sure to stay out of sight as best he can. Baz peers down the side of building for a way down.
[10:58 PM] Baz Balan: ((This would be on the greens side))
[11:00 PM] Sage: Sage keeps himself low and against the side of the dumpster, grimacing at the smell. "You uhhh need a distraction or something? Forgot my gun in my other jacket."
[11:00 PM] GM Boone: Baz sees a rusty ladder leading down into a tight alleyway. However, the opening of the alleyway is almost directly in line with the Greens.
[11:01 PM] GM Boone: Jace spies one Green who seems to be calling the shots more than the others. If you are going to engage in combat, you may state your attack actions.
[11:01 PM] Sage: ((sage will ready an action to flail and draw fire away from Jace because he owns no weapons))
[11:02 PM] Jace Deckard: (( Lmaoooo that mental picture, tho. ))
[11:02 PM] Baz Balan: ((Is the rusty ladder, like one of those fire escape ladders? Like does it reach all the way to the ground?))
[11:03 PM] GM Boone: The ladder stops maybe a couple feet above the ground, but the drop won't hurt.
[11:04 PM] Jace Deckard: Jace is gonna hold still and line up a shot on the "leader" for this round. "Give me until the count of five, yeah? One ... two ... "
[11:04 PM] Baz Balan: ((Can Baz see his allies from up there as well?))
[11:05 PM] GM Boone: Yes
[11:07 PM] Baz Balan: Seeing his new found comrads ready themselves for an attack, he digs deep, waiting on the fringes of his firey nerves for the shot to be made. He readies his mind to reach into his abilities quickly if need be. Slowly he decends the rusty ladder.
[11:08 PM] GM Boone: !roll d100
[11:08 PM] BOTWintermute: Valid dice roll command not found. Command: !roll d100 Type !help roll for dice-rolling help.
[11:08 PM] GM Boone: derp.
[11:08 PM] GM Boone: !roll 1d100
[11:08 PM] BOTWintermute: Author: GM Boone Roll: !roll 1d100 Result: 62 Unmodified: (62)
[11:09 PM] Jace Deckard: " .... Five." Jace lets the arrow go. (Focus, +35)
[11:09 PM] GM Boone: The rusty ladder is more precarious than it looks, but it holds up while Baz descends
[11:09 PM] GM Boone: Roll attack, Jace.
[11:09 PM] Jace Deckard: !roll 1d20+2
[11:09 PM] BOTWintermute: Author: Jace Roll: !roll 1d20+2 Result: 14 Unmodified: (12)
[11:10 PM] Sage: Sage jumps up and steps forward into view, shouting. "Oy, shit head greenies! Who think's they're good enough to take on the Blue Devils! Come out and fight me!"
[11:11 PM] GM Boone: Jace lands with his shot, the arrow embedded deep into the Green leader's shoulder. He lets out a yelp, but before they can see where the shot came from, Sage steps into view and yells at them.
[11:11 PM] Baz Balan: ((Am I on the ground yet?))
[11:11 PM] GM Boone: Yes
[11:12 PM] Baz Balan: Baz quietly, but with haste makes his way the the closest Green. Staying in any shadows he can, as silently as he can.
[11:14 PM] GM Boone: Presently all eyes are on Sage, and the Greens don't notice Baz sneaking up on them. There is one Green almost right up against the wall, allowing Baz to stay in the shadows near the mouth of the alley.
[11:14 PM] GM Boone: The Blues take this opportunity to fire back at the Greens
[11:14 PM] GM Boone: !roll 3d20+1
[11:14 PM] BOTWintermute: Author: GM Boone Roll: !roll 3d20+1 Result: 8,15,19 Unmodified: (7,14,18)
[11:16 PM] GM Boone: The Blues land a couple good ones, picking away at the Greens. Their haphazard street gang armour is starting to look a little worse for wear. But now it is their turn to fire back.
[11:17 PM] GM Boone: !roll 4d2
[11:17 PM] BOTWintermute: Author: GM Boone Roll: !roll 4d2 Result: 1,1,2,1 Unmodified: (1,1,2,1)
[11:17 PM] Baz Balan: ((WOW))
[11:17 PM] Sage: ((can the enemy always roll d2's please?))
[11:17 PM] GM Boone: I'm just rolling for who they're attacking, lol.
[11:17 PM] Baz Balan: ((these guys are gooooons Tongue))
[11:18 PM] Baz Balan: ((sorry didn't see the d2))
[11:18 PM] GM Boone: Three of the Greens take aim at the Blues, seeing them still as the bigger threat. But one of them is sick of Sage's yelling and sends a bullet the vampire-medic's way.
[11:18 PM] GM Boone: !roll 3d20+1
[11:18 PM] BOTWintermute: Author: GM Boone Roll: !roll 3d20+1 Result: 3,3,9 Unmodified: (2,2,8)
[11:18 PM] GM Boone: Well, those guys suck.
[11:18 PM] GM Boone: !roll 1d20+1
[11:18 PM] BOTWintermute: Author: GM Boone Roll: !roll 1d20+1 Result: 12 Unmodified: (11)
[11:20 PM] GM Boone: Sage feels the bullet whip right past his ear.
[11:20 PM] Sage: ((Evasion of 11, so that's a hit?))
[11:21 PM] GM Boone: Vamp evasion is actually 12, I had to double check on the race page.
[11:21 PM] Sage: ((but he's got a lower dex, giving him a -1))(edited)
[11:21 PM] GM Boone: Oh that's right.
[11:21 PM] GM Boone: The bullet grazes the side of Sage's head and gives him a nasty bleed.
[11:22 PM] Baz Balan: With great care and a steady hand Baz pick pockets the closest green against the wall.
[11:22 PM] GM Boone: Baz, roll DEX/LVL.
[11:22 PM] Baz Balan: !roll 1D20+1
[11:22 PM] BOTWintermute: Valid dice roll command not found. Command: !roll 1D20+1 Type !help roll for dice-rolling help.
[11:23 PM] Sage: ((damage I should worry about?))
[11:23 PM] Baz Balan: !roll 1d20+1
[11:23 PM] BOTWintermute: Author: Sebastian Balan Roll: !roll 1d20+1 Result: 10 Unmodified: (9)
[11:24 PM] Jace Deckard: Jace has been readying another shot. But he tells Sage, "Get down before you lose an ear! Or worse."
[11:25 PM] GM Boone: !roll 1d20
[11:25 PM] BOTWintermute: Author: GM Boone Roll: !roll 1d20 Result: 6 Unmodified: (6)
[11:25 PM] GM Boone: Baz comes up empty-handed, but the Green is so focused on the fight that he doesn't notice.
[11:26 PM] Sage: Sage ducks back down, applying pressure to the wound. "I'm fine. Hardly even a scrape. Nice shot by the way."
[11:27 PM] Jace Deckard: Jace smiles but doesn't take his eyes off his target. "Thanks. Nice distraction technique."
[11:27 PM] Sage: "My specialty. Let me know when we're going for round two"
[11:28 PM] GM Boone: Jace and Sage, you may make your combat actions when ready.
[11:28 PM] GM Boone: Baz, you still have movement left for this turn if you want to take it.
[11:28 PM] Baz Balan: ((can I make an attack?))
[11:29 PM] GM Boone: You can attack or move.
[11:29 PM] Jace Deckard: "This is me letting you know that we're going for round two." Says to Sage with a grin and then fires.
[11:29 PM] Baz Balan: Being so close, and undetected Baz removes his dagger and plunges it into the closest vital organ of his Green.
[11:30 PM] GM Boone: When attacking, please state your total damage after your post just to make it easier for me.
[11:30 PM] Sage: Sage ducks around the other side of the dumpster and resumes his waving and namecalling.
[11:30 PM] GM Boone: And then roll when ready.
[11:30 PM] Jace Deckard: * (Focus, 35)
[11:31 PM] Baz Balan: ((roger that))
[11:31 PM] Jace Deckard: !roll 1d20+2
[11:31 PM] BOTWintermute: Author: Jace Roll: !roll 1d20+2 Result: 11 Unmodified: (9)
[11:31 PM] Baz Balan: ((am I rolling STR? + weapon? or how does melee work?))
[11:32 PM] GM Boone: Melee is STR
[11:33 PM] Baz Balan: !roll 1d20
[11:33 PM] BOTWintermute: Author: Sebastian Balan Roll: !roll 1d20 Result: 19 Unmodified: (19)
[11:34 PM] GM Boone: Jace's arrow goes wide, sticking into a sign behind one of the Greens advertising 'Holo Nudes'. Meanwhile, Baz stabs one of the Greens right in the kidney. He wails and staggers forward, then stumbles around until he faces his attacker.
[11:34 PM] GM Boone: The Blues return fire.
[11:35 PM] GM Boone: !roll 3d20+1
[11:35 PM] BOTWintermute: Author: GM Boone Roll: !roll 3d20+1 Result: 5,8,15 Unmodified: (4,7,14)
[11:36 PM] GM Boone: One of them hits. Both sides are looking like they've gone through the meatgrinder. The Green leader looks over his troops.
[11:36 PM] GM Boone: !roll 2d20
[11:36 PM] BOTWintermute: Author: GM Boone Roll: !roll 2d20 Result: 8,20 Unmodified: (8,20)
[11:37 PM] GM Boone: One of them, bloody and barely standing, shakes his head and says "I didn't sign up for this shit!" He shoves the leader and starts limp-running down the street
[11:37 PM] GM Boone: Three Greens remain. They now see all of you. Rolling for targets.
[11:38 PM] GM Boone: !roll 3d4
[11:38 PM] BOTWintermute: Author: GM Boone Roll: !roll 3d4 Result: 2,2,4 Unmodified: (2,2,4)
[11:39 PM] GM Boone: The leader, still with the arrow in his arm, urges his second to follow his lead. They both take aim at Jace. The last Green, bleeding heavily from the stab wound courtesy of Baz, brings his pistol up and looks for retribution.
[11:39 PM] GM Boone: !roll 2d20+1
[11:39 PM] BOTWintermute: Author: GM Boone Roll: !roll 2d20+1 Result: 16,12 Unmodified: (15,11)
[11:39 PM] GM Boone: !roll 1d20+1
[11:39 PM] BOTWintermute: Author: GM Boone Roll: !roll 1d20+1 Result: 21 Unmodified: (20)
[11:41 PM] [colo


  Spoiler Policy
Posted by: GM Whistler - 12-09-2017, 05:55 PM - Forum: General Discussion - No Replies

If you're discussing a new TV show/movie/game/book, all spoilers need to be tagged if it is less than 3 months old.

To tag spoilers: put [spoilers] in the thread title ex. "Thor Ragnarok was super awesome [spoilers]"

Use the spoiler plugin for specific spoilers in a post. ex. [*spoiler]this is a spoiler[*/spoiler] which, when you remove the stars, displays like this:



Anything older than 3 months is fair game, so read threads about them at your own risk.


  Quest Availability
Posted by: GM Whistler - 12-09-2017, 05:42 PM - Forum: Looking For Group - Replies (5)

Hi all,

I'm aiming to set up a rough quest schedule so I would like to see when everyone is available. I understand the holidays are coming up, so please separate your "holiday hours" from your regular hours.

Just post which days of the week work best for you, and a rough time frame (in EST for my sanity) when you can be available on those days. If your schedule fluctuates, that's fine, just indicate that your availability is tentative.

My availability:

Mon-Thurs: After 7:30 PM, some days after 6 PM but varies week to week, up until 10:30 PM
Friday: 7:30 PM to 1AM or later
Saturday: 1:30 PM to 1AM or later
Sunday: All day until 10:30 PM

Holidays: will be away from 23rd to Jan 1 so unable to host quests.