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Messages - BerkaZerka

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7501
Bounty Heads / Re: Character Archetypes Write-Ups
« on: May 04, 2008, 09:27:06 pm »
Professional
Age 26; Gender Female; Height 5’10”; Weight 145; Eyes Brown; Hair Red; Skin White

Abilities
Str 2; Agi 5; Con 3; Int 4; Wis 3; Pre 3; Vitality (0) 13; Wounds (–2) 8
Saves
React 10; Endure 8; Will 8; Luck 3; Surge 3
Movement
Init 13; Move 30 ft (Run 60)
Attacks
Unarmed Strike 11/2S; Deck Pistol 17/8L/40ft (12); Sniper Rifle 17/14L/(800ft) (20); Crossbow 16/9L/300ft (12)
Combat Skills
Dodge 11 (3); Feint 6; Grapple 5; Melee 8; Ranged 16 (5+3); Target 7; Throw 8; Unarmed 11 (2)
All Other Skills
Balance 8; Bluff 9 (3); Climb (7.5’) 8 (3); Conceal 7 (1); Diplomacy 6; Disable Device 12 (5); Disguise 6; Drive 8; Electronics 8 (1); Escape 8; Gamble 6; Gather Info 8 (2); General Knowledge 7; Gunsmith 12 (5); Hide 13 (5); Intimidate 6; Jump (10’l/2’h) 5; Listen 9 (3); Move Silently 11 (3); Open Locks 13 (5); Ride 8; Search 10 (3); Sense Motive 9 (3); Spot 11 (5); Streetwise 9 (3); Swim (7.5’) 5; Taunt 6; Treat Injury 6
Edges
Marksman; Sniper; Skill Focus – Ranged; Underworld Ties
Flaws
Bounty Head

Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
Breaking and entering kit, camouflage (all types), cell phone (a new one for each job), crossbow, deck pistol, electronic binoculars, electronics tools, high fashion wear, lock picks, micro comlink, pocket secretary, sniper rifle with electronic scope, white noise generator

Sports Car: Handling +2; Armor 0; Structure 20; Systems 10

7502
Bounty Heads / Re: Character Archetypes Write-Ups
« on: May 04, 2008, 09:26:37 pm »
Private Investigator
Age 30; Gender Male; Height 5’9”; Weight 160; Eyes Gray; Hair Black; Skin White

Abilities
Str 3; Agi 3; Con 3; Int 3; Wis 4; Pre 4; Vitality (0) 15; Wounds (–2) 8
Saves
React 8; Endure 8; Will 9; Luck 3; Surge 3
Movement
Init 12; Move 30 ft (Run 90)
Attacks
Unarmed Strike 6/3S; Deck Pistol 10/8L/40ft (12)
Combat Skills
Dodge 9 (3); Feint 7; Grapple 6; Melee 6; Ranged 9 (3); Target 6; Throw 6; Unarmed 6
All Other Skills
Balance 6; Bluff 7; Climb (7.5’) 6; Conceal 7; Diplomacy 11 (4); Disguise 11 (4); Drive 6; Electronics 7 (1); Escape 6; Gamble 7; Gather Info 12 (5); General Knowledge 6; Hide 10 (4); Intimidate 7; Interrogation 11 (4); Jump (15’l/3’h) 6; Listen 11 (4); Move Silently 10 (4); Open Locks 10 (4); Political Sciences 7 (1); Ride 4 (–2); Search 11 (5); Sense Motive 12 (5); Spot 11 (4); Streetwise 12 (5); Swim (7.5’) 6; Taunt 7; Treat Injury 7
Edges
Linguist (English; Japanese; French; Latin); Low Profile; Information Broker; Judicial Ties
Flaws
Soft

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600Audio recorder, breaking and entering kit, bug detector, bugs (6), cell phone, deck pistol, electronic binoculars, hidden video recorder, high fashion wear, laser microphone, line tap, lock picks, notebook computer, permit to carry a firearm, pocket secretary, professional disguise kit, tracking device, tranquilizer (10), video recorder, voice stress analyzer, white noise generator

Luxury Car: Handling 0; Armor 0; Structure 20; Systems 10

7503
Bounty Heads / Re: Character Archetypes Write-Ups
« on: May 04, 2008, 09:26:17 pm »
Mercenary
Age 27; Gender Male; Height 6’4”; Weight 250; Eyes Blue; Hair Blond; Skin Tan

Abilities
Str 5; Agi 3; Con 4; Int 3; Wis 3; Pre 2; Vitality (0) 27; Wounds (–2) 14 (Armor 10)
Saves
React 8; Endure 9; Will 8; Luck 3; Surge 3
Movement
Init 11 (9); Move 30 ft (Run 150)
Attacks
Unarmed Strike 10/5S; Grapple Moves; Combat Axe 10/8L; Military Sidearm 11(12)/10L/50ft (8 ); Police Riot Gun 12/10L/100ft (8 )
Combat Skills
Dodge 10 (4); Feint 5; Grapple 12 (4); Melee 11 (5); Ranged 11 (4+1); Target 10 (4); Throw 9 (3); Unarmed 10 (4)
All Other Skills
Balance 6; Bluff 3 (-2); Climb (7.5’) 11 (3); Conceal 9 (3); Demolitions 11 (5); Diplomacy 3 (-2); Disguise 6; Drive 6; Escape 6; Gamble 6; Gather Info 3 (-2); General Knowledge 6; Gunsmith 10 (4); Hide 6; Intimidate 12 (4); Jump (25’l/5’h) 11 (3); Listen 6; Move Silently 6; Operate Heavy Machinery 8 (2); Ride 6; Search 6; Sense Motive 6; Spot 9 (3); Survival 8 (2); Swim (7.5’) 8; Taunt 5; Treat Injury 9 (3)
Edges
Toughness; Hard To Kill; Marksman; Rapid Shot
Flaws
Uncouth

Equipment Normal Load 100; Encumbered 200; Limit 300; Drag 1200
Camouflage (all types), casual wear, cell phone, combat axe, demolitions kit, dynamite (12), electronic binoculars, electronic compass, gasmask, micro comlink, military sidearm with laser sight and 3 extra clips, outdoor kit, pain killer (10), pocket secretary, police armored vest, police riot gun, sports equipment

Utility Vehicle: Handling 0; Armor 0; Structure 20; Systems 10
Vehicle-mounted cable winch

7504
Bounty Heads / Re: Character Archetypes Write-Ups
« on: May 04, 2008, 09:25:33 pm »
Hacker
Age 25; Gender Male; Height 6’; Weight 145; Eyes Black; Hair Black; Skin Yellow

Abilities
Str 3; Agi 4; Con 3; Int 5; Wis 2; Pre 3; Vitality (–1) 13; Wounds (–2) 8
Saves
React 9; Endure 8; Will 7; Luck 3; Surge 3
Movement
Init 11; Move 30 ft (Run 90)
Attacks
Unarmed Strike 7/3S; Deck Pistol 11/8L/40ft (12)
Combat Skills
Dodge 10 (3); Feint 6; Grapple 6; Melee 7; Ranged 10 (3); Target 13 (5); Throw 7; Unarmed 7
All Other Skills
Artistry 10 (5); Balance 13 (5+1); Bluff 6; Climb (7.5’) 6; Computers 17 (5+4); Conceal 10 (5); Diplomacy 11 (5); Disguise 5; Drive 7; Electronics 13 (5); Entertain 11 (5); Escape 8 (+1); Gamble 5; Gather Info 6; General Knowledge 8; Hide 10 (3); Intimidate 6; Jump (15’l/3’h) 6; Listen 5; Move Silently 10 (3); Physical Sciences 11 (3); Ride 7; Search 8; Sense Motive 5; Spot 5; Swim (7.5’) 6; Taunt 6; Treat Injury 5; Tumble 13 (5+1)
Edges
Acrobatic; Computer Geek; Linguist (English; Japanese; Spanish; Chinese; French; Russian); Skill Focus (Computers)
Flaws
Cry Baby

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Computer workstation, deck pistol, diagnostic workstation, electronics tools, high fashion wear, notebook computer, pocket secretary, SOL phone, VR goggles

Sports Car: Handling +2; Armor 0; Structure 20; Systems 10

7505
Bounty Heads / Re: Character Archetypes Write-Ups
« on: May 04, 2008, 09:24:47 pm »
Gearhead
Age 18; Gender Female; Height 5’2”; Weight 125; Eyes Blue; Hair White; Skin Tan

Abilities
Str 3; Agi 4; Con 2; Int 4; Wis 4; Pre 3; Vitality (0) 24; Wounds (–2) 7
Saves
React 9; Endure 7; Will 8; Luck 3; Surge 3
Movement
Init 13; Move 30 ft (Run 90)
Attacks
Unarmed Strike 10/3S; Brass Knuckles 12/4S; Heavy Tool 10/4S
Combat Skills
Dodge 12 (5); Feint 11 (5); Grapple 6; Melee 12 (5); Ranged 7; Target 7; Throw 11 (4); Unarmed 10 (3)
All Other Skills
Balance 7; Bluff 6; Climb (7.5’) 6; Computers 9 (2); Conceal 7; Construction 9 (2); Demolitions 12 (5); Diplomacy 7; Disable Device 12 (5); Disguise 6; Drive 9 (2); Electronics 9 (2); Escape 7; Gamble 7; Gather Info 6; General Knowledge 7; Hide 7; Intimidate 6; Jump (15’l/3’h) 6; Listen 7; Mechanics 16 (5+4); Move Silently 7; Open Locks 10 (3); Operate Heavy Machinery 9 (2); Pilot 10 (3); Ride 7; Search 7; Sense Motive 7; Spot 7; Swim (7.5’) 6; Taunt 10 (4); Treat Injury 7; Weaponsmith 10 (3)
Edges
Gearhead; Skill Focus (Mechanics); Toughness; Spacecraft (Frigate)
Flaws
Cocky

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Computer workstation, construction tools, demolitions kit, diagnostic scanner, dynamite (12), emergency beacon, mechanics tools, permit to carry explosives, permit to pilot spacecraft, pocket secretary, SOL phone, street punk wear, vac suit, zero-g harness

Motorcycle: Handling +3; Armor 0; Structure 10; Systems 10

Frigate: Handling +0; Armor 25; Structure 100; Systems 40
20mmL police ship guns 7/16L/PB
Air-to-Air Missile 7/26L A40’r/νL/§L (6)
Chaff Defense (6)



7506
Bounty Heads / Re: Character Archetypes Write-Ups
« on: May 04, 2008, 09:24:19 pm »
Fixer
Age 22; Gender Male; Height 5’6”; Weight 140; Eyes Brown; Hair Black; Skin Brown

Abilities
Str 2; Agi 3; Con 3; Int 3; Wis 4; Pre 5; Vitality (0) 14; Wounds (–2) 8
Saves
React 8; Endure 8; Will 9; Luck 3; Surge 3
Movement
Init 12; Move 30 ft (Run 60)
Attacks
Unarmed Strike 6/2S; Deck Pistol 9/8L/40ft (12)
Combat Skills
Dodge 11 (5); Feint 8; Grapple 5; Melee 6; Ranged 8 (2); Target 6; Throw 6; Unarmed 6
All Other Skills
Appraise 11 (5); Balance 6; Bluff 13 (5); Climb (7.5’) 5; Computers 8 (2); Conceal 7; Diplomacy 13 (5); Disguise 7; Drive 8 (2); Escape 6; Forgery 11 (5); Gamble 7; Gather Info 13 (5); General Knowledge 9 (3); Hide 6; Intimidate 8; Jump (10’l/2’h) 5; Listen 10 (3); Move Silently 6; Political Sciences 9 (3); Ride 6; Search 6; Sense Motive 12 (5); Spot 12 (5); Streetwise 12 (5); Swim (7.5’) 5; Taunt 8; Treat Injury 7
Edges
Charismatic; Well Informed; Corporate Ties; Underworld Ties
Flaws
Chain Smoker

Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
Business wear, cell phone, deck pistol, notebook computer, pocket secretary, white noise generator

Luxury Car: Handling 0; Armor 0; Structure 20; Systems 10

7507
Bounty Heads / Re: Character Archetypes Write-Ups
« on: May 04, 2008, 09:23:57 pm »
Feng-Shui Master
Age 36; Gender Male; Height 5’8”; Weight 350; Eyes Green; Hair Bald; Skin White

Abilities
Str 4; Agi 2; Con 4; Int 3; Wis 4; Pre 3; Vitality (0) 17; Wounds (–2) 9
Saves
React 7; Endure 9; Will 9; Luck 3; Surge 3
Movement
Init 13; Move 25 ft (Run 100)
Attacks
Unarmed Strike 5/4S; Grapple Moves; Deck Pistol 9/8L/40’ (12)
Combat Skills
Dodge 8 (3); Feint 6; Grapple 12 (5); Melee 5; Ranged 8 (3); Target 6; Throw 5; Unarmed 5
All Other Skills
Appraise 9 (3); Balance 5; Bluff 6; Climb (6’) 7; Computers 10 (4); Conceal 7; Diplomacy 10 (4); Disguise 7; Drive 7 (2); Electronics 10 (4); Escape 5; Gamble 12 (5); Gather Info 6; General Knowledge 6; Hide 3 (-2); Intimidate 7; Jump (20’l/4’h) 7; Listen 10 (3); Move Silently 5; Physical Sciences 11 (5); Ride 5; Search 9 (3); Sense Motive 12 (5); Spot 10 (3); Swim (6’) 7; Taunt 10 (4); Treat Injury 11 (4)
Edges
Fen-Shui Master; Feng-Shui Powers (x3)
Feng-Shui Powers
Read Aura; Danger Sense; Divine Location
Flaws
Big ‘Un

Equipment Normal Load 75; Encumbered 150; Limit 225; Drag 900
Business wear, cell phone, computer workstation, deck pistol, electronics tools, Lopan, pocket secretary

Luxury Car: Handling 0; Armor 0; Structure 20; Systems 10

7508
Bounty Heads / Character Archetypes Write-Ups
« on: May 04, 2008, 09:23:30 pm »
Bounty Hunter
Age 28; Gender Male; Height 6’2”; Weight 175; Eyes Blue; Hair White; Skin White

Abilities
Str 3; Agi 4; Con 3; Int 3; Wis 3; Pre 4; Vitality (0) 14; Wounds (–2) 8
Saves
React 9; Endure 8; Will 8; Luck 4; Surge 3
Movement
Init 12; Move 30 ft (Run 90)
Attacks
Unarmed Strike 10/3S; Grapple Moves; Deck Pistol 11(12)/8L/40ft (12); Police Riot Gun 11/10L/100ft (8 ); Spray Mace 13/♠/10’ flat (5)
Combat Skills
Dodge 12 (5); Feint 7; Grapple 11 (5); Melee 7; Ranged 10 (3); Target 6; Throw 7; Unarmed 10 (3)
All Other Skills
Balance 7; Bluff 10 (3); Climb (7.5’) 9 (3); Conceal 6; Diplomacy 7; Disable Device 12 (5+1); Disguise 6; Drive 7; Electronics 7 (1); Escape 7; Gamble 6; Gather Info 10 (3); General Knowledge 6; Hide 11 (3+1); Intimidate 7; Interrogation 7 (1); Jump (15’l/3’h) 9 (3); Listen 6; Move Silently 11 (3+1); Open Locks 13 (5+1); Ride 7; Search 9 (3); Sense Motive 9 (3); Spot 9 (3); Streetwise 11 (5); Swim (7.5’) 6; Taunt 7; Treat Injury 6
Edges
Lucky; Mobility; Saboteur; Stealthy
Flaws
Ego Signature

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Deck pistol with laser sight and 3 extra clips, electronic binoculars, electronic compass, handcuffs (2), laser microphone, lock picks, micro comlink, notebook computer, permit to carry a firearm, permit to hunt bounty, pocket secretary, police riot gun, SOL phone, spray mace, street punk wear, urban camouflage, white noise generator

Utility Vehicle: Handling 0; Armor 0; Structure 20; Systems 10
Motorcycle: Handling +3; Armor 0; Structure 10; Systems 10


7509
Official Rules Questions / Re: Character Sheet
« on: May 04, 2008, 09:22:34 pm »
We had a minor problem with Character Sheet included in the BHB Core Book, where some of the font got a little pixilated.  That has been corrected in the Character Sheets provided here.

BZ

7510
Official Rules Questions / Character Sheet
« on: May 04, 2008, 09:21:52 pm »
Bounty Head Bebop Character Sheet

See attachment below  :)

(Note that you must be logged in to see attachments...)

BZ

7511
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:20:10 pm »
Place Holder.

BZ

7512
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:19:53 pm »
Thinking he can finish off the Lieutenant here and now, Cold Rock spends his last Surge Point to make another attack of his own – again unopposed due to the Lieutenant’s lack of further Actions for defense.

Ranged roll: Cold Rock TN 11: rolls an 8 (success)
Putting the muzzle of his sidearm up against the Lieutenant’s head, Cold Rock fires doing 18L damage (10L + X-Roll of 8 = 18L).  That drops the Lieutenant’s Wound Points from 9 to 0, killing him.

Dropping the Lieutenant to the ground, Cold Rock releases the CEO’s daughter from the chair and hefts his drooling partner Louis over his shoulder.

“Psychics”, Cold Rock says – “Ya just can’t take ‘em anywhere!”

Then taking the girl by the hand, Cold Rock leaves the warehouse with her and his unconscious friend, to return the girl to her father and collect the reward.

The Lieutenant meanwhile, spends a Luck Point and is Left For Dead – perhaps he’ll be back later for vengeance…

 

7513
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:19:34 pm »
Spending a point of Surge for another Action, Cold Rock lunges up under the Lieutenant’s guard and locks him in a vicious stranglehold, dealing 16S damage (strength 6 + 2X-Roll of 5 = 16S).  The Lieutenant’s Vitality Points drop from 25 to 9.  Further, because the attack was a Crit, the Lieutenant is instantly KO’d.

Because the Lieutenant has already spent Surge this round, he cannot do so to Resist the KO.

Round Two:
On the next round, the Lieutenant spends a Surge Point to regain consciousness and attempts to escape the chokehold.

Escape vs. Grapple roll: Lieutenant TN 8: rolls a 15 (failure) vs. Cold Rock TN 15: rolls a 14 (extra success)
The Lieutenant fails to escape however and Cold Rock maintains the hold.

Seeing that there is currently no other threat, Cold Rock decides to hold the choke with one Action, while drawing his sidearm with another.  If he can maintain the hold for another two rounds, he’ll KO the Lieutenant again.

Round Three:
Escape vs. Grapple roll: Lieutenant TN 8: rolls a 5 (success) vs. Cold Rock TN 15: rolls a 6 (success)
The Lieutenant makes another attempt to escape but fails again, he too using his second Action to draw his deck pistol.

Cold Rock meanwhile, spends an Action to maintain the hold and uses his other Action to fire his sidearm into the Lieutenant’s side.  It goes unopposed because the Lieutenant has no more Actions this round for defense.

Ranged roll: Cold Rock TN 11: rolls a 4 (success)
The shot does 14L (10L + X-Roll of 4 = 14L), dropping the Lieutenant’s Vitality Points from 9 to 0 and his Wound Points from 14 to 9.

Round Four:
Escape vs. Grapple roll: Lieutenant TN 7: rolls a 4 (success) vs. Cold Rock TN 15: rolls an 18 (failure)
The Lieutenant makes another attempt to escape (with a –1 Wound Penalty) and this time succeeds.  He brings up his deck pistol and fires at Cold Rock (with a –1 Wound Penalty), but Cold Rock takes a Defensive Action (Grapple again, since the Lieutenant is still in Close Quarter Combat range).

Ranged vs. Grapple roll: Lieutenant TN 13: rolls a 16 (failure); Cold Rock TN 15: rolls a 4 (success)
The shot misses Cold Rock.  Sensing that this might be the end for him, the Lieutenant spends his last Surge Point for an Extra Action and fires again (with a –1 Wound Penalty).  Cold Rock uses Evasion and his last Action for another defense again.

Ranged vs. Grapple roll: Lieutenant TN 13: rolls a 4 (success); Cold Rock TN 15: rolls a 12 (success)
The Lieutenant again misses, as Cold Rock keeps batting away the pistol just in time.

7514
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:19:10 pm »
Willpower vs. Psychosis roll: Louis TN 10: rolls a 10 (Crit) vs. GM’s roll TN 9: rolls a 19 (failure)
Again, Louis’s luck holds out and the Muscle is flung into the ceiling beams for another 30SL, shattering his body against the metal, before it drops lifelessly to the concrete floor below (30SL – 10 from armor = 20SL; Wound Points drop from 14 to 0).

“I’m gone man!  D-Don’t kill me!” Goon One stammers as he gets to his feet and points himself towards the door.

Cold Rock and Louis let the man run, then turn to the door the goons had been guarding.  Opening it, they go in to find the CEO’s daughter sitting tied to a chair.  Standing behind her with a sword to her throat is a tall willowy Syndicate Lieutenant.

“Well now, isn’t this a sticky situation”, the Lieutenant said, waiting to see what the two intruders would do next.

Taunt vs. Sense Motive roll:  Cold Rock TN 7: rolls a 17 (failure) vs. Lieutenant TN 9: rolls a 12 (failure)
Cold Rock slowly puts his gun away and motions for the Lieutenant to come at him, noting that he will be a much greater challenge than a tied-up little girl.  The taunt works and the Lieutenant lunges forward at Cold Rock with his sword.

New Combat:
Initiative roll: Cold Rock TN 13: rolls a 6 (success); Louis TN 11 due to –2 Penalty: rolls an 8 (success); Lieutenant TN 11: rolls an 18 (failure)

Wave One:
Louis 10
Cold Rock 6

Wave Two:
Lieutenant 18

Round One:
Willpower vs. Psychosis roll: Louis TN 10 due to –2 Penalty: rolls an 18 (failure) vs. GM’s roll TN 9: rolls an 8 (success) (Psychotic Break: Catatonia; Wisdom reduced to 0)
As the Lieutenant rushes Cold Rock, Louis sees his chance to Fling the Lieutenant into the wall.  Unfortunately, Louis has now pushed his luck too far and the strain of focusing his psychic powers is suddenly too much for his mind.  He falls to the floor in a heap, staring blankly at the ceiling.

Cold Rock meanwhile, Delays to let the Lieutenant come to him and prepares to engage him in a Grapple Choke.  The Lieutenant however, uses a point of Surge for an Additional Action, allowing him to move and attack on his first round.  Because he has only one Action himself, Cold Rock elects to use it for Defense, planning to spend a point Surge himself afterwards for his own attack.

Melee vs. Dodge roll: Lieutenant TN 13: rolls a 16 (failure) vs. Cold Rock TN 12: rolls an 18 (failure)
Swinging his sword madly, the Lieutenant misses as Cold Rock ducks under his blade.

MTN 10 or Crit Grapple roll: Cold Rock TN 15: rolls a 15 (Crit)

7515
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:18:41 pm »
The Third Round Starts:
Wave One:
Goon Two 10
Louis 4
Muscle 4
Cold Rock 2

Wave Two:
Goon One 15

Goon Two would now go, and has two Actions, but seeing that he was softened up a bit, Cold Rock elects to spend a Surge Point to interrupt his action – in an attempt to finish him off.  The initiative order changes to the following:

Wave One:
Cold Rock 10
Goon Two 10
Louis 4
Muscle 4

Wave Two:
Goon One 15

Cold Rock uses his Rapid Strike Edge to make back-to-back Attack Actions, employing Martial Throw with a Grapple Body Slam attack.  He plans to pick up Goon Two and slam him down on Goon One.  Goon Two elects to Defend with his own Grapple skill.

MTN 10 or Crit Grapple vs. Grapple roll: Cold Rock TN 15: rolls a 16 (failure) vs. Goon Two TN 11: rolls an 11 (Crit)
Having failed to a Crit, Cold Rock’s player decides that this attack needs to succeed for the heroes to stand any chance of getting out alive – so he spends two Luck Points:  One to negate the Crit, and one to give himself a +4 Bonus to his TN.  This raises the TN from 15 to 19, turning the 16 (failure) into a 16 (extra success).

Cold Rock successfully picks up Goon Two and throws him to the ground.  To determine whether he hits Goon One will require another Attack roll.  Goon One uses one of his two actions to Dodge the attack, trying to roll out of the way, though Cold Rock does get a +2 Bonus due to Goon One still being prone.  Because Goon Two is considered an Improvised Weapon however, Cold Rock’s attack also suffers a –4 Penalty for a net Penalty of –2.

Throw vs. Dodge roll: Cold Rock TN 7: rolls an 11 (failure) vs. Goon One TN 10: rolls a 15 (failure)
Goon One manages to roll out of the way as his companion slams into the ground and takes 16S damage, dropping Goon Two’s Vitality Points from 7 to 0 and his Wound Points from 14 to 5 (6 Strength + X-Roll of 5 + 5 from Martial Throw = 16S).  Further, because it was Stun damage that dropped his Vitality Points to zero, Goon Two is also knocked out cold.

Louis meanwhile, knows he has to do something about the Muscle if he is to survive, so he risks another Fling attack (though his Willpower roll suffers a –2 Penalty due to his wounds).

7516
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:18:13 pm »
Cold Rock tries to grab the pistol, but the Goon anticipates it and fires a round into Cold Rock’s chest.  While his armor prevents him from taking serious damage, he is still thumped pretty hard by the impact and loses 13 Vitality Points, dropping his Vitality Points from 19 to 6 (8L + X-Roll of 5 = 13L)

Louis is next and now has two Actions each round.  Unaware that the Muscle has not really been KO’d by his psychic attack, Louis elects to pistol whip Goon One as he is on the ground.  Because Goon One only has one Action this round, he elects to try to Defend with a Parry (Melee skill, because he also has his pistol in hand) rather than make an attack, planning on getting up and firing at Louis in the next round.  Louis gets a +2 bonus to his TN due to his target being prone and a +2 bonus because the Goon is still Flat-Footed.

Melee vs. Melee roll: Louis TN 10: rolls a 19 (failure) vs. Goon One TN 11: rolls a 12 (failure)
Louis takes a swing at Goon One’s head, but the goon deflects the blow with his own pistol.  Note that Opposed attacks are always Opposed Straight  rolls.  Louis’s failure was higher than the Goons, but still needed to succeed in this case to have any effect.

At this point, the Muscle acts, having only one action.  He elects to fire his assault riffle at the one that just rang his bell, using Burst Fire.  Because Louis still has an Action left, he’ll use it for a Defense Action to Dodge the attack. Burst Fire gives the Muscle a +2 bonus to his TN, plus he has higher ground, which gives him an additional +1 bonus.

Ranged vs. Dodge roll: Muscle TN 16: rolls a 16 (Crit) vs. Louis TN 10: roll a 4 (success)
Louis is hit by the burst fire and takes 20L damage (14L + X-Roll of 6 = 20L). In addition, because the roll was a Crit (hit the TN exactly) the Muscle elects to apply the damage directly to Louis’s Wound Points – which will kill him outright.  Louis’s player decides to spend a Luck point to negate the Crit.  So instead of being killed, Louis’s Vitality Points drop from 15 to 0 and his Wound Points go from 7 to 2 – he is in very bad shape.

It is Cold Rock’s turn, but he now only has one Action, because he already spent one for his defense against Goon Two’s attack.  He elects to play tit-for-tat and fires his military sidearm at the goon.  The goon has no more Actions, so the attack cannot be defended against and is made with an unopposed roll.

Ranged roll: Cold Rock TN 11: rolls a 9 (success)
Cold Rock puts a round in Goon Two’s gut, dropping his Vitality Points from 26 to 7 (10L + X-Roll of 9 = 19L)

Goon One has already spent his action this round on his defense against Louis’s attack.

 

7517
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:17:46 pm »
Because the Muscle has not yet spent his Surge Point (as his turn was interrupted by Louis), he instead spends it to resist being KO’d.  This means, that while he is now conscious and free to act, the surprise effect from the ambush is still in effect and he will still lose this turn after all.

Further, because Louis interrupted the Muscle’s turn, the new initiative order becomes:

Wave One:
Goon Two 10
Louis 4
Muscle 4
Cold Rock 2

Wave Two:
Goon One 15

It is now Cold Rock’s turn.  Since the ambush was successful, the GM rules that Cold Rock and Louis managed to get into Close Quarter Combat range before their attack, so taking an Action to move into range won’t be necessary.  Cold Rock elects to try a Martial Throw and makes a Grapple Trip attack.  Because of his Martial Artist Edge, he can also choose to apply Lethal damage if successful, but in this case chooses Stun damage, because of its ability to KO the target on a Crit or when dropping Vitality Points to zero.

Because the goon is Stunned, Cold Rock gets a +2 bonus to his TN – further, the goon cannot take any Defensive Actions, so Cold Rock’s roll will go unopposed.

Grapple roll: Cold Rock TN 17: rolls a 2 (success)
The trip is successful and Goon One is forced Prone; he also takes 8S Damage, due to Cold Rock’s Martial Throw Edge (6 Strength + X-Roll of 2 = 8S) – Goon One’s Vitality Points go from 26 to 18.


The Second Round Starts:
Wave One:
Goon Two 10
Louis 4
Muscle 4
Cold Rock 2

Wave Two:
Goon One 15

Because this is the first round that Goon Two can act, he only gets one Action – so he fires his deck pistol at Cold Rock.  Because he is within 5’ of Cold Rock, the attack is considered a Close Quarter Combat attack.  Cold Rock takes a Defense Action (which is subtracted from the two actions he will have on his own turn) and opposes the attack with his Grapple skill.

Ranged vs. Grapple roll: Goon Two TN 13: rolls a 5 (success) vs. Cold Rock TN 15: rolls a 16 (failure)

7518
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:17:28 pm »
Ambush Resolution, Initiative, And Round One:
Cooperative Hide roll with Cold Rock as Leader vs. Individual Spot rolls: Cold Rock TN 12: rolls an 11 (success) vs. Goon One TN 9: rolls a 15 (failure); Goon Two TN 9: rolls an 8 (success); Syndicate Muscle TN 9: rolls a 2 (success); Note that Cold Rock’s roll of 11 is not a Crit in this case, as the Cooperation effort raised the original TN from 11 to 12
Sneaking closer, Cold Rock and Louis leap from out of hiding, surprising the goons unprepared, and combat begins.  Because they are surprised, the goons must wait until the second round of combat before taking actions.  Unseen by Cold Rock and Louis however, the Syndicate Muscle waits on a catwalk above the door they entered, watching the area below.  While neither he nor Cold Rock and Louis could see each other, until just now – he has also been surprised by Cold Rock and Louis’s sudden appearance.  Because he is not an Extra, he has Luck and Surge and plans to spend a point of Surge to Shake Off Stun on his turn – allowing him to act normally during the first round.

Hide vs. Spot roll: Syndicate Muscle TN 10: rolls an 11 (failure) vs. Cold Rock TN 11: rolls a 4 (success); Louis TN 11: rolls a 7 (success)
At this point, a Hide vs. Spot roll is made to see if Cold Rock and Louis notice the armored muscle with the assault rifle on the catwalk above – in this case, they both do.

Initiative roll: Cold Rock TN 13: rolls a 2 (success); Louis TN 13: rolls a 14 (failure); Goon One TN 11: rolls a 15 (failure); Goon Two TN 11: rolls a 10 (extra success); Muscle TN 10: rolls a 4 (success)
Note that extra successes are irrelevant for Initiative rolls.  In the event of ties, the GM can resolve actions simultaneously, or chose to have whoever has the highest Dex go first.

Wave One:
Goon Two 10
Muscle 4
Cold Rock 2

Wave Two:
Goon One 15
Louis 14

For the first round, everyone is limited to a single Action and we’ll skip the two goons, because they are surprised.

Normally, the Muscle would go first, but Louis’s player decides to spend a point of Surge to interrupt the Muscle’s Action to try using his psychic power Fling.

Willpower vs. Psychosis roll: Louis TN 12: rolls an 11 (extra success) vs. GM’s roll TN 9: rolls a 16 (failure)
The power works as expected and the syndicate Muscle is hurled back violently, slamming into the wall hard enough to buckle the steel siding.

He takes 30SL damage – reducing his Vitality Points from 27 to 0, but his armor blocks the remaining 3 points that would normally flow over from Vitality Points into Wound Points.  The Muscle is also KO’d because the SL damage dropped his Vitality Points to zero.

7519
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:17:05 pm »
After finding the warehouse in question, Cold Rock and Louis park their car in a dark ally, where they hope it will go unnoticed, while they try to sneak into the warehouse.

Conceal roll: Cold Rock TN 9: rolls a 4 (success)

M10 Spot roll vs. Cold Rock’s roll of 4: Guard on Patrol TN 9: rolls an 8 (failure)
As they lurk outside the building, a guard on patrol walks past the ally where they hid the car, but fails to notice it.

Cold Rock and Louis meanwhile, find a side door leading into the warehouse, but it is locked.  Taking out some tools from his breaking and entering kit, Cold Rock begins to work on the door.

Open Locks roll: Cold Rock TN 11: rolls a 3 (success)
In a matter of moments, the simple hard lock on the door is opened.

Move Silently vs. Listen roll: Cold Rock TN 11: rolls a 1 (faulty success); Louis TN 11: rolls a 17 (failure) vs. Syndicate Goons TN 6: rolls a 13 (failure)
Quietly entering the warehouse, Cold Rock and Louis move to get behind some crates, where they can look into the warehouse to see the layout.  As they do so however, Cold Rock inadvertently steps on the tail of a cat sleeping on some rags by the crates.  The cat yowls loudly and runs out into the warehouse.

“What was that?!?” a voice was heard from the other side of the crates.  

“Don’t be so jumpy, it’s just a cat” replied another.

“All the same, I don’t like this, when we going to hear from the kid’s father?”

“Don’t worry about it – leave them details to the boss.”

Hide vs. Spot roll: Cold Rock TN 11: rolls a 5 (success); Louis TN 11: rolls a 13 (failure) vs. Syndicate Goons TN 9: rolls a 14 (failure)
Having not been discovered in spite of the noise, Cold Rock and Louis attempt to sneak a look over the crates, but Louis’s player rolls a lower failure than the goons, so they will spot him.  Thinking that it is important not to fail right now, Louis’s player spends a point of Luck to add a +4 Bonus to the roll (changing his TN from 11 to 15 – which changes the 13 (failure) to a 13 (extra success).

Getting a good look at the layout and ducking down just in time to avoid being seen, Cold Rock and Louis see that there are two syndicate goons armed with deck pistols and standing watch outside a closed office door.

Cold Rock suggests that if they can sneak closer, they stand a fair chance of ambushing them, with the possibility of knocking them out before they can sound an alarm.


7520
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:16:44 pm »
Armed with this new information, the pair drives out to the docks in search of the warehouse.

At the warehouse, a number of syndicate goons and two syndicate agents are guarding the CEO’s daughter.
 
Syndicate Goons (Extras)
Abilities
Str 4; Agi 3; Con 4; Int 3; Wis 3; Pre 2; Vitality (0) 26; Wounds (–2) 14
Saves
React 8; Endure 9; Will 8
Movement
Init 11; Speed 30 ft (Run 120)
Attacks
Unarmed Strike 10/4S; Grapple Moves p.148; Deck Pistol 13/8L/40 Ft (12); Combat Knife 11/6L
Combat Skills
Dodge 10 (4); Feint 5; Grapple 11 (4); Melee 11 (5); Ranged 12 (5+1); Target 10 (4); Throw 9 (3); Unarmed 10 (4)
All Other Skills
Balance 6; Bluff 5; Climb (7.5’) 10 (3); Conceal 9 (3); Diplomacy 5; Disable Device 11 (5); Disguise 5; Drive 9 (3); Escape 6; Gamble 6; Gather Information 5; General Knowledge 6; Gunsmith 10 (4); Hide 9 (3); Intimidate 12 (5); Jump (20’l/4’h) 10 (3); Listen 6; Move Silently 9 (3); Operate Heavy Machinery 9 (3); Ride 6; Search 6; Sense Motive 6; Spot 9 (3); Swim (7.5’) 7; Taunt 5; Treat Injury 6
Edges
Hard To Kill, Marksmen; Rapid Shot; Toughness
Flaws
Uncouth
Equipment Normal Load 75; Encumbered 150; Limit 225; Drag 900
Business wear, deck pistol with 3 extra clips, combat knife, cell phone, micro comlink

Syndicate Muscle
Abilities
Str 5; Agi 4; Con 4; Int 3; Wis 3; Pre 2; Vitality (0) 27; Wounds (–2) 14 (Armor 10)
Saves
React 9; Endure 9; Will 8; Luck 3; Surge 3
Movement
Init 12 (10); Speed 30 ft (Run 150)
Attacks
Unarmed Strike 12/5S; Grapple Moves p.148; Police Assault Rifle 13/14L/200 Ft (33); Combat Knife 12/7L
Combat Skills
Dodge 11 (4); Feint 5; Grapple 12 (4); Melee 12 (5); Ranged 13 (5+1); Target 10 (4); Throw 10 (3); Unarmed 12 (5)
All Other Skills
Balance 7; Bluff 5; Climb (7.5’) 11 (3); Conceal 9 (3); Diplomacy 5; Disable Device 11 (5); Disguise 5; Drive 10 (3); Escape 7; Gamble 6; Gather Information 5; General Knowledge 6; Gunsmith 10 (4); Hide 10 (3); Intimidate 13 (5); Jump (20’l/4’h) 11 (3); Listen 6; Move Silently 10 (3); Operate Heavy Machinery 10 (3); Ride 7; Search 6; Sense Motive 6; Spot 9 (3); Swim (7.5’) 8; Taunt 5; Treat Injury 6
Edges
Hard To Kill, Marksmen; Rapid Shot; Toughness
Flaws
Uncouth
Equipment Normal Load 100; Encumbered 200; Limit 300; Drag 1200
Business wear, police armored vest, police assault rifle with 3 extra clips, micro comlink

Syndicate Lieutenant
Abilities
Str 3; Agi 5; Con 4; Int 3; Wis 3; Pre 3; Vitality (0) 25; Wound Points (–1) 14
Saves
React 10; Endure 9; Will 8; Luck 3; Surge 3
Movement
Init 11; Move 30 ft (Run 90)
Attacks
Unarmed Strike 12/3S; Sword 13/6L; Deck Pistol 14/8L/40ft (12)
Combat Skills
Dodge 12 (4); Feint 10 (4); Grapple 6; Melee 13 (5); Ranged 12 (4); Target 6; Throw 8; Unarmed 12 (4)
All Other Skills
Balance 8; Bluff 6; Climb (7.5’) 9 (3); Conceal 6; Diplomacy 6; Disguise 6; Drive 8; Escape 8; Gamble 6; Gather Info 6; General Knowledge 6; Handle Animal 11 (5); Hide 11 (3); Intimidate 11 (5); Interrogation 11 (5); Jump (15’l/3’h) 9 (3); Listen 6; Move Silently 10 (3); Operate Heavy Machinery 10 (3); Ride 8; Search 6; Sense Motive 9 (3); Spot 9 (3); Streetwise 11 (5); Swim (7.5’) 9; Taunt 6; Treat Injury 6
Edges
Hard to Kill; High Pain Threshold; Toughness; Underworld Ties
Flaws
Distinctive Features – scars
Equipment Normal Load 100; Encumbered 200; Limit 300; Drag 1200
Business wear, cell phone, deck pistol with 3 extra clips, micro comlink, pocket secretary, sword 


7521
Official Rules Questions / Re: Sample Skill Use and Combat
« on: May 04, 2008, 09:12:55 pm »
Reading The Result of Die Rolls Used in This Example
During the game, three types of die rolls used: Straight Rolls, Opposed Rolls, and Opposed Straight Rolls.

  • Straight Rolls: A simple roll, where the Target Number (TN) or less must be rolled to succeed.
  • Opposed Rolls: This is where one roll is Opposed by another.  In this case, the highest successful roll wins, or in the case where neither roll is successful, the highest failure wins.
  • Opposed Straight Rolls: This is an Opposed roll where the task cannot succeed on a failed roll, regardless of the success or failure of the Opposing roll.

In this example, we will be showing the results of all rolls in the following format –
First, the type of roll in bold, followed by the character to which the roll belongs, then the Target Number of the roll, and then the roll itself, ending with a note in parenthesis to indicate the success or failure of the result.

Night On The Docks

Using his Information Broker, Cold Rock Johnson has learned of a contact within the underworld, which might know where the CEO’s daughter is being held.

Driving to a seedy looking bar, Cold Rock and Louis enter, scanning the crowd of dangerous-looking patrons for their contact.

Spot roll: Cold Rock TN 11: rolls a 12 (failure); Louis TN 11: rolls a 6 (success)
While Cold Rock does not see the contact, Louis picks him out of the crowd and points him out to Cold Rock.

The patrons meanwhile, stop what they are doing and glare at the two of them as they walk towards the back of the bar, where their contact sits alone at a booth.  It is clear that Cold Rock is well known here; and not welcome.

Sense Motive roll: Cold Rock TN 11: rolls an 8 (success); Louis TN 8: rolls a 7 (success)
While it doesn’t appear that the patrons want any real trouble, Cold Rock and Louis notice that their contact seems a bit agitated, as if he is having second thoughts about the meeting.

Here the GM has determined that the contact has been influenced by the general attitude of the bar and plans to back out of his deal.  His starting attitude is Unfriendly.

Recognizing the potential to lose the contact before the meeting begins; Louis attempts to ease the situation by buying the man a drink while Cold Rock engages in a bit of smalltalk.

Diplomacy roll: Cold Rock TN 12: rolls a 10 (extra success); Louis TN 11: rolls a 3 (success)

The drink seems to help, but it’s Cold Rock’s extra success with his smalltalk, that really opens up the contact.

The contact’s attitude goes from Unfriendly to Friendly and a deal is struck – the contact reveals the location of a warehouse, where he believes some syndicate goons are holding the CEO’s daughter ransom.

7522
Official Rules Questions / Sample Skill Use and Combat
« on: May 04, 2008, 09:12:20 pm »
Sample Skill Use and Combat

The following is an example of Skill Use and Combat used during the game.  In this sample, the psychic Louis le Foom and has teamed up with the famous bounty hunter, Cold Rock Johnson, to rescue a kidnap victim from a warehouse on the bad side of town.  The victim is a young girl and daughter of a corporate CEO with a severe gambling problem – who due to his vice, cannot pay back his debts or come up with the excessively high ransom.  

It is up to Cold Rock Johnson and Louis le Foom to save the day.  Below are our heroes in ‘Stat Block’ format:

 
Cold Rock Johnson
Age 38; Gender Male; Height 6'4"; Weight 195; Eyes Blue; Hair Blond Crewcut; Skin Perfect Tan

Abilities
Str 6; Agi 3; Con 5; Int 3; Wis 3; Pre 4; Vitality (0) 19; Wounds (–2) 15 (Armor 10)
Saves
React 8; Endure 10; Will 8; Luck 3; Surge 3
Movement
Init 15 (13); Move 30 ft (Run 180)
Attacks
Unarmed Strike 9/6S~L; Grapple Moves; Military Sidearm 11/10L/50 Ft (8 ); Spray Mace 14/Endure Save or Nausea a number of rounds equal to X-Roll/10 Ft flat (5)
Combat Skills
Dodge 12 (5+1); Feint 6; Grapple 15 (5+1); Melee 9 (3); Ranged 11 (5); Target 9 (3); Throw 9 (3); Unarmed 9 (3)
All Other Skills
Balance 9 (3); Bluff 12 (5); Climb (7.5’) 14 (3+1); Conceal 9 (3); Diplomacy 12 (5); Disable Device 11 (5); Disguise 6; Drive 9 (3); Electronics 7 (1); Entertain 12 (5); Escape 6; Forgery 11 (5); Gamble 10 (4); Gather Info 12 (5); General Knowledge 6; Hide 11 (5); Intimidate 12 (3); Jump (30’l/6’h) 13 (3+1); Listen 9 (3); Move Silently 11 (5); Open Locks 11 (5); Pilot 9 (3); Ride 3; Search 9 (3); Sense Motive 11 (5); Spot 11 (5); Streetwise 11 (5); Swim (7.5’) 10 (+1); Taunt 7; Treat Injury 6
Edges
Evasion; Martial Throw; Rapid Strike; Agile; Athletic; Base of Operations; Combat Reflexes; Grappler; Martial Artist; Hard to Kill; Information Broker; Media Ties; Popular
Flaws
Dark Secret; Enemy (Previous Bounties); Greedy; Phobia (Fear of Deep Water)
Equipment Normal Load 150; Encumbered 300; Limit 450; Drag 1800
Limousine, high fashion wear, police armored vest, military sidearm, spray mace, handcuffs, micro comlink, breaking and entering kit, electronic binoculars, electronic compass, SOL phone, permit to carry a firearm, permit to hunt bounty, permit to wear armor

Louise le Foom
Age 56; Gender Male; Height 6'1"; Weight 250; Eyes Brown; Hair Bald; Skin Pale

Abilities
Str 3; Agi 3; Con 2; Int 4; Wis 5; Pre 3; Vitality (–1) 15; Wounds (–2) 7
Saves
React 8; Endure 7; Will 12; Luck 4; Surge 3
Psychosis 9
Movement
Init 13; Move 30 ft (Run 90)
Attacks
Unarmed Strike 6/3S; 9mm Deck Pistol 10/8L/40 Ft (12)
Combat Skills
Dodge 10 (4); Feint 6; Grapple 6; Melee 6; Ranged 9 (3); Target 11 (4); Throw 6; Unarmed 6
All Other Skills
Balance 6; Bluff 6; Climb (7.5’) 6; Computers 11 (4); Conceal 8; Diplomacy 11 (5); Disguise 8; Drive 6; Escape 6; Gamble 8; Gather Information 11 (5); General Knowledge 10 (3); Hide 11 (5); Intimidate 6; Jump (15’l/3’h) 6; Life Sciences 12 (5); Listen 11 (3); Move Silently 11 (5); Ride 4 (–2); Search 10 (3); Sense Motive 8; Spot 11 (3); Surgery 10 (4); Swim (7.5’) 6; Taunt 6; Treat Injury 12 (4)
Edges
Psychic (Telekinesis); Psychic Power (x3); Iron Will; Lucky
Psychic/Feng-Shui Powers
Light Touch; Heavy Hand; Fling
Flaws
Cry Baby; Phobia: Fear of Cats; Soft

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
Deck pistol with one extra clip, cell phone, business wear, pocket secretary, notebook computer, first aid kit, surgical tools, trauma packs 4, antibiotics 8, antitoxins 21, pain killers 9, tranquilizers 6

Luxury Car: Handling 0; Armor 0; Structure 20; Systems 10

Notes
Louis le Foom is a somewhat intellectual and detached individual, with no family or anyone he can really get close to.  He values his privacy and feels that others can’t relate to him anyway, so he tends to avoid purely social gatherings.

He was once an up and coming surgeon, until his psychic powers unexpectedly manifested in the middle of a surgery and drove him temporarily mad.  Since the embarrassing dismissal and loss of his medical license, Louis has taken to performing illegal street surgery for many of the bounty hunters and criminals alike that pass through his home city.


7523
Media & Mayhem / Media & Mayhem
« on: May 04, 2008, 08:17:51 pm »
As the description says, this is our Catch-All Forum – The place for pretty much anything that doesn’t fit on another more specific forum.

Feel free to start your own new topics, but as we mentioned in the Introductions, keep all topics and posts family friendly :)

BZ

7524
Bounty Heads / Bounty Heads
« on: May 04, 2008, 08:17:39 pm »
Got a mean Bounty? Stat up your own Cowboys, Heroes, and Bad Guys here!

Feel free to start your own personal collections or just post on this general thread  :)

When stating your own characters, you can use your own format or check out our

Copy and Paste Character Write-Up Template 

BZ

7525
The Solar Frontier / The Solar Frontier
« on: May 04, 2008, 08:17:25 pm »
This Forum is for talk about BHB (Bounty Head Bebop of course), House Rules, Setting Ideas, or Adventure Seeds that you might have.

Let’s share the wealth of creativity – Start a New Topic today! :)

BZ


7526
Official Rules Questions / Official Questions and Answers
« on: May 04, 2008, 08:17:12 pm »
This Forum is for Official Questions and Answers about the Bounty Head Bebop RPG and Inverted 20 System.

Feel free to respond to other folks’ questions if you know the answers – though we'll be checking them frequently to confirm accuracy  :)

BZ

7527
Community Conversation / Community Conversation
« on: May 04, 2008, 08:16:44 pm »
All discussion, questions, and issues relating to the Bounty Head Bebop Comlink and its Community goes here.

Feel free to start your own new Topics :)

BZ

7528
Introductions / Welcome To The Bounty Head Bebop Comlink
« on: May 04, 2008, 08:14:48 pm »
Hi all!

BerkaZerka here to welcome everyone to the Bounty Head Bebop Comlink – the place to hang out and discuss all things Bebop – whether our game, the animes that inspired it – or anything else for that matter.

We just ask that everyone keep it on the up and up – PG 13 type stuff – and to avoid discussing real-world politics or religion.

That said – Welcome – throw down a post and stay awhile!

Note that we have had a problem with spam accounts and are currently reviewing each account before accepting it for membership.  If your membership is accidentally rejected or delayed too much between the time you submit it and I see it, by all means – email admin @ bountyheadbebop.com to let us know you’re a real person and we’ll set you up right away  :)

BZ

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