Experience and Fate Chips.   Posted by The Stray.Group: 0
Alouette
 player, 1267 posts
 Automaton/Angel
 P4 T8(2) W0 F0 B3 Cha -3
Fri 14 Sep 2012
at 06:31
Re: Experience and Fate Chips
Carl: 1 white, 1 red
Alouette: 4 white, 1 red,
William Pierce
 player, 372 posts
 Notorious Gunman
 P6 T7 W1 F0 W0R1B0
Fri 14 Sep 2012
at 07:39
Re: Experience and Fate Chips
William:one red.
Murphy: 2 white, two red, one blue
Charging Bear
 player, 894 posts
 Native Warrior
 P6T6 W:- F:- FC:W0R3B0
Fri 14 Sep 2012
at 11:50
Re: Experience and Fate Chips
CB - 3 Red
Jake - 2 White, 2 Red
Augustus Spotswood
 player, 267 posts
 Scientist! 4W1R1B
 P2T6F/W/ C -2
Fri 14 Sep 2012
at 12:51
Re: Experience and Fate Chips
Augustus has...4 White, 1 Red, 1 Blue

The Dust Adders have 3 White

This message was last edited by the player at 12:52, Fri 14 Sept 2012.

The Stray
 GM, 2090 posts
 The Marshal
 'round these parts
Thu 20 Sep 2012
at 17:25
Re: Experience and Fate Chips
Fate chip award!

Characters with less than three chips can redraw up to 3. For the Extras, if they have less than 2 chips, they draw back up to 2

In addition:

Murphy: Draw 1 red chip for helping Carl get through his panic, and 1 blue chip for good use of an Adventure card.

Carl: Draw 1 red chip for dealing with a Hindrance and playing up Carl's claustrophobia.

Darla of the vampire girls may draw chips, as she is now a Wild Card.

Gus Shaw and Adrian Vega may each draw 1 Red chip for picking up weapons capable of harming the Ghost Warriors.
John Smith
 player, 313 posts
 Bennies W:0 R:0 B:1
 P: 7/8 T: 6 W: 0 F; 0
Sun 23 Sep 2012
at 20:17
Re: Experience and Fate Chips
Ack, of course I haven't been paying attention. John Smith had 1 Blue Chip remaining.
After Drawing up to 3, John has 1 Blue Chip and 2 White Chips

This message was last edited by the player at 20:20, Sun 23 Sept 2012.

The Stray
 GM, 2112 posts
 The Marshal
 'round these parts
Sun 30 Sep 2012
at 09:02
Re: Experience and Fate Chips
Legendary Beatdown Award!

Alouette gains 1 Legend Chip for taking down The Harbinger.

There is also One Legend Chip added to the fate pot.

As a side effect of the power used to defeat The Harbinger, Alouette gains the Hard To Kill edge for free.

Gus Shaw gains the Command Edge for free.

John Smith gains the Brawler edge for free.

Adrian Vega...well, he's got something special waiting for him anyhow. ;)
The Stray
 GM, 2151 posts
 The Marshal
 'round these parts
Sat 20 Oct 2012
at 04:58
Re: Experience and Fate Chips
Monster Beatdown award!

Since the 'glom was part of the harbinger fight, the characters involved get some rewards:

Darla of the vampire dance hall girls is now a Wild Card. Carmilla can advance her Fighting score (though she remains an Extra)

William Pierce has already gained his award...the mighty Ghost Gun Relic.

Father O'Rourke gets an Advance (which he should have gotten long before) and uses it for the Healer edge.

Danny Boy gains an Advance, which he uses for the Supernatural Attribute (Strength) edge.

Jake Lawrence gains Trismestigus as a Relic. It adds +2 to his Knowledge (Occult) checks when he takes an action to consult it, which zooms up to +4 when dealing with Aetheric Entities (or manitou, as they're otherwise known). It also allows him to substitute his Spellcasting for Weird Science when using Mad Science Gizmos made by others (it doesn't allow him to make his own, sadly). Each time he uses it, he must make a Spirit check or gain a Dementia like a Mad Scientist.
The Stray
 GM, 2172 posts
 The Marshal
 'round these parts
Sat 3 Nov 2012
at 04:06
Re: Experience and Fate Chips
It's that time again!

some mood music

Experience!

I hereby award 5 Experience Points for the Chapter 15 threads! That means...

Advance!

The Players are now at 40 XP, so everyone gets an Advance. Furthermore, we're now at Veteran Rank, so Veteran Edges are now available for purchase! Let me know what you'd like to purchase with your Advance.

Fate Chips!

Everyone discard and then draw 6 fate chips. Remember that there are 2 Legend Chips in the pot, so roll d37. Remember to draw for each character you control.

Joker's Wild!

To help people get more chips, I'm instituting the following house rule:

Whenever anyone draws a Joker in combat, every character may draw a Fate Chip. This affects both player and NPC combat draws. The GM will also get a chip to add to the NPC pot (though not a draw for each Wild Card).

Adventure Cards!

Chose which cards you want to keep, and discard the rest. You're now at Veteran Rank, so draw 4 Adventure Cards.

All Wounds and Fatigue Healed!

Everyone can remove their wounds and fatigue levels. If you had wounds before, they're downgraded to simple scrapes and while you may still hurt, you aren't adversely affected by the wounds any more.

This message was last edited by the GM at 04:07, Sat 03 Nov 2012.

Alouette
 player, 1323 posts
 Automaton/Angel
 P4 T8(2) W0 F0 B3 Cha -3
Sat 3 Nov 2012
at 08:49
Re: Experience and Fate Chips
Hey, if Alouette discards, shouldn't that be 3 legend chips in the pot?
The Stray
 GM, 2174 posts
 The Marshal
 'round these parts
Sat 3 Nov 2012
at 18:08
Re: Experience and Fate Chips
In reply to Alouette (msg # 59):

Alouette can keep the legend chip. That was a reward for a job well done with the Harbinger.
The Stray
 GM, 2186 posts
 The Marshal
 'round these parts
Sun 18 Nov 2012
at 22:52
Re: Experience and Fate Chips
In accordance with the Joker's Wild house rule, everyone can draw 1 random fate chip.

This message was last updated by the GM at 04:53, Wed 21 Nov 2012.

The Stray
 GM, 2187 posts
 The Marshal
 'round these parts
Wed 21 Nov 2012
at 04:54
Re: Experience and Fate Chips
On Charging Bear's thread, the Shrike drew a joker in combat. In accordance with the Joker's Wild house rule, everyone can draw 1 random fate chip.
The Stray
 GM, 2210 posts
 The Marshal
 'round these parts
Thu 6 Dec 2012
at 17:11
Re: Experience and Fate Chips
In the Serpent's Belly thread, two Jokers were drawn for Initiative. Everyone gets 2 Fate Chips.
The Stray
 GM, 2221 posts
 The Marshal
 'round these parts
Mon 10 Dec 2012
at 22:54
Re: Experience and Fate Chips
In The Serpent's Belly thread, someone drew a Joker, so all the players may draw a random Chip.

How are you guys liking the Joker's Wild rule?
Adrian Vega
 player, 519 posts
 I'm dead...and I'm pissed
 P4 T8 W0 F0 Cha 0 W4R5B2
Mon 10 Dec 2012
at 22:57
Re: Experience and Fate Chips
It's kind of awesome!

16:56, Today: Adrian Vega rolled 29 using 1d35, rerolling max with rolls of 29.

Another Red.

I imagine it's going to come in handy when shit hits the fan, which in Blackthorn, is pretty much all the time  :)

This message was last edited by the player at 22:57, Mon 10 Dec 2012.

Mad Irish Murphy
 player, 189 posts
 Irish Dust Adder
 P6 T5 W0 F0 Cha 0 W4R1B0
Tue 11 Dec 2012
at 08:24
Re: Experience and Fate Chips
The Stray:
In The Serpent's Belly thread, someone drew a Joker, so all the players may draw a random Chip.

How are you guys liking the Joker's Wild rule?

It's great. Just one question: I haven't used it so far, but wouldn't Murphy's Luck edge kick in here as well? Or is this too much to ask? :-)
The Stray
 GM, 2226 posts
 The Marshal
 'round these parts
Tue 11 Dec 2012
at 09:02
Re: Experience and Fate Chips
In reply to Mad Irish Murphy (msg # 66):

Luck only counts at the beginning of the session. Sorry, no dice.
Mad Irish Murphy
 player, 191 posts
 Irish Dust Adder
 P6 T5 W0 F0 Cha 0 W4R1B1
Tue 11 Dec 2012
at 09:19
Re: Experience and Fate Chips
The Stray:
In reply to Mad Irish Murphy (msg # 66):

Luck only counts at the beginning of the session. Sorry, no dice.

Yeah, thought so.
The Stray
 GM, 2272 posts
 The Marshal
 'round these parts
Mon 6 May 2013
at 19:37
Re: Experience and Fate Chips
Everyone who has fewer than 3 chips, draw 3 random chips.
Mad Irish Murphy
 player, 202 posts
 Irish Dust Adder
 P6 T5 W0 F0 Cha 0 W1R1B1
Mon 6 May 2013
at 19:41
Re: Experience and Fate Chips
21:39, Today: Mad Irish Murphy rolled 64 using 3d35, rerolling max with rolls of 24,30,10. Chips.
White, Blue and Red

21:40, Today: Augustus Spotswood rolled 54 using 3d35, rerolling max with rolls of 26,27,1. Chips.

2 Red, 1 White
The Stray
 GM, 2292 posts
 The Marshal
 'round these parts
Fri 13 Sep 2013
at 05:23
Re: Experience and Fate Chips
It's time once again for The Joker's Wild!
some mood music

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip.
Adrian Vega
 player, 566 posts
 I'm dead...and I'm pissed
 P4 T8 W0 F0 Cha 0 W4R3B2
Fri 13 Sep 2013
at 05:26
Re: Experience and Fate Chips
01:25, Today: Adrian Vega rolled 24 using 1d35, rerolling max with rolls of 24.

Red.
Augustus Spotswood
 NPC, 309 posts
 Scientist! 2W2R1B1L
 P2 T6 F/ W-0 C -2
Fri 13 Sep 2013
at 05:29
Re: Experience and Fate Chips


22:28, Today: Augustus Spotswood rolled 15 using 1d35, rerolling max with rolls of 15. Fate chip.

white for me.  And me, too!
William Pierce
 player, 491 posts
 Notorious Gunman
 P6 T7 W0 F0 W0R3B1
Fri 13 Sep 2013
at 05:31
Re: Experience and Fate Chips
07:30, Today: William Pierce rolled 23,27 using d35,d35, rerolling max with rolls of 23,27. joker chips!

Reds for William and Patrick!