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 11 
 on: Today at 09:33:14 AM 
Started by Valentina - Last post by TheTSKoala
Cecil the Lion was killed by an American Dentist.  I'm not sure why that makes me more disgusted, but it does.

 12 
 on: Today at 08:47:50 AM 
Started by Morgenstern - Last post by Morgenstern
  I'll be picking this project up again as a roleplaying setting (some Origins, listing setting appropriate interests, nations and the big companies as Renown tracks, ect.) and I've been pushing hard to get all the New Pie base classes done so I thought I'd put this here for people looking forward to fighting from inside the many cool machines created by the StormSURGE storyline Smiley.

ACE
  Vehicles are one of the great force multiplies of the modern age and you control yours like an extension of your own body.
  In your campaign, an Ace could be...

•   A maverick combat pilot as dangerous in a barroom brawl as in the cockpit of his fighter
•   A coolly calculating bounty hunter who never gets left behind when the mark runs for it
•   A hardened survivor that’s lost everything... except his car
•   An eager bush pilot ready to do more with his piloting skills than just dusting crops
•   An internationally wanted wheelman who always makes the news with his spectacular getaways

  Power: Vehicular warfare. Through a combination of superior skills and carefully tuned machines you are simply the best when there are engines to rev and tight turns to made. Your abilities adapt to any timeframe, from street racers to robotic battle-mecha to star-fighters.
  Party Role: Specialist/Combatant. While the majority of your abilities enhance the use of vehicles, you are still a respectable threat in a dust-up.
  Build: Dip into Ace to put a sweet, sweet ride in your garage. Commit to Ace to become a legend on the streets while collecting some surprisingly practical survival skills.

Class Abilities
  The Need for Speed (core ability): You always keep a little something extra in the tank for emergencies. Once per session as a free action you may reveal the depths of your driving skills, gaining a temporary Transport feat of your choice until the end of the current session. You may spend 2 action dice to exchange this feat for a different Transport feat of your choice at any time.

  Magnum Opus: At Level 1 you gain one or two vehicles with a combined Reputation value of up to 10 + your class level + your Profession ranks. These vehicles do not count against your prize limit and are fully repaired or replaced during each downtime of 3 days or more. You may redesign or reselect these vehicles each time you level up or have a downtime of 1 month or more.
  At Level 10, your Magnum Opus vehicles are considered “elite” designs and may include an additional common or trademark feature at no cost (see page XX).
  At Level 20, you may divide your Reputation budget between up to three Magnum Opus vehicles.

  Ride or Die: At Levels 2, 11, and 19, you gain DR 1 and any vehicle you are operating gains a 1 point teamwork bonus to resistance against all vehicle damage types.
  (Teamwork stacks, but cannot exceed +4)

  Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 you gain an additional Ranged Combat, Gear, or Transport feat.

  Road Warrior I: At Level 4, your maximum rank in Expertise increases by 1 for every Transport feat you have (maximum +4). Your maximum rank in Profession increases by 1 for every Gear feat you have (maximum +4). Your maximum rank in Survival increases by 1 for every Ranged Combat feat you have (maximum +4).
  Road Warrior II: At Level 8, once per adventure, you automatically succeed with a vehicular Maneuver check if you have the appropriate field for that vehicle (DC up to 50).
  Road Warrior III: At level 12, add and distribute Armor equal to your ranks in Profession to any vehicle you own.
  Road Warrior IV: At Level 16, your maximum morale is increased by your ranks in Survival.
  Road Warrior V: At Level 20, you may now automatically succeed with vehicular Maneuver checks up to three times per adventure.

  That's How I Roll: At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.

•   Bag ‘Em for Transport: When you apply bonds they cost +2 action dice to be slipped.
•   Bring the Thunder: Your reputation cost to pulls strings with Military factions is halved, round up.
•   Hoard: Your maximum Prizes increase by 3.
•   I make this look good: Once per session as a free action you gain a temporary Style feat of your choice until the end of the current session.
•   On Your Feet: Once per scene as a full action you may automatically rally an adjacent character. They rally with Health equal to your Determination modifier (minimum 2) and Morale equal to your Grace score. Their maximum morale is reduced by their Career Level until the end of the scene.
•   Respected: you gain 40 reputation that must be spent on Respect.
•   Sneak Attack: You gain 2 additional dice of sneak attack damage.
•   This is a Street Fight: Your base melee attack bonus is equal to your career level when using improvised melee weapons.

  Nerves of Steel: At Level 14 your Precision rises by 5 and your Guile rises by 2.

 13 
 on: Today at 07:30:54 AM 
Started by Antilles - Last post by Ares
Puh, that's a relief. Now we just have to prevent them from calling out - preferably by removing their larynx Evil

 14 
 on: Today at 07:16:52 AM 
Started by Antilles - Last post by Mister Andersen
Well, we didn't totally tank that

Character   
Initiative
   
Actions
Aiden   
23
   ...
Sister Talya   
14
   ...
Janus      ...
Creamor   
13
   h1: emerge from chest. h2: tail attack on the acolyte: 1d20+10=26. Damage: 1d8+10=11; dmg save DC 15: 1d20+3=20, pass
Father Donelly      ...





Barden      h1: Throw knife at acolyte: 1d20+4=24. Damage: 1d6+3=7; damage save DC 13: 1d20+3=10, fail.
h2: throw knife at soldier: 1d20+4=9, 1d4+3=4, fail.
Brother Lambert      Dead





Soldier      h1: open door. h2: ready sword
Lars   
4
   ...

GM Dice: 8 (players) + 2 x 2 (menace) = 12

 15 
 on: Today at 05:25:46 AM 
Started by jameswllorimer - Last post by jameswllorimer
Reserved for forthcoming starting post.

 16 
 on: Today at 05:21:55 AM 
Started by jameswllorimer - Last post by jameswllorimer
Ok.. so things got away from me a bit, and I don't want to start this half-arsed... so please just bear with me for another 24-48 hours. Feel free to spit-ball any ideas in the meantime, or anything IC background you might want to post - There's an IC thread now available.

 17 
 on: Today at 03:41:26 AM 
Started by bits - Last post by TheVastator
yes, you can import text, just copy/paste it in a journal/character Smiley
where could I find your npc generator? I'd like to check that out.

 18 
 on: Today at 12:58:06 AM 
Started by Valentina - Last post by Valentina
The United States Supreme Court, corporations, and corruption.

 19 
 on: July 27, 2015, 09:32:15 PM 
Started by Crafty_Pat - Last post by Valentina
Flashy MIG-28 takeoff footage.
Or, "it's always been cool to be an Ace."

 20 
 on: July 27, 2015, 08:57:38 PM 
Started by RusVal - Last post by RusVal
So that short video has an article attached to it.  Interesting thing at the end of the article about weapon attachments, which you can see in the video somewhat.

So, like everything in XCOM, you need to do some research before you can start grabbing loot from dead bodies to actually use the attachments.  Essentially, XCOM needs to research duct tape.  Tongue

But yeah, two attachments are extended magazines (which increases ammo, duh), and autoloaders (which make reloading a free action).  I'm guessing autoloaders are represented by that extra magazine taped to the side... and I just realized that the shotgun in the reveal trailer might have the autoloader upgrade because it had that shell rack on the side of it.
Still we are learning things from that trailer, those sneaky gits.  Cool

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