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18:35, 8th May 2024 (GMT+0)

OOC II.

Posted by MolochFor group 0
Lotus
player, 295 posts
Human Mystic Knight
Mercenary - 3rd Platoon
Thu 10 May 2007
at 22:28
  • msg #28

Re: OOC II

Silvermasque:
But seriously here, we're talking the Magic/Psionic military police force of the City of Mages. How far is he going to get?


Arven is definitely not a mage.  But just being "The City of Mages" doesn't mean much.  It wouldn't be the first time the 'flavour text' didn't match the rules.  There are no official rules that allow you to track a teleporter.
Silvermasque
player, 544 posts
Heavy Cyborg
Mercenary - 3rd Platoon
Thu 10 May 2007
at 23:14
  • msg #29

Re: OOC II


 Actually I think there are somewhere, in some obscure mage class. But even so, it would only take a capable Palladium-style summoner type to drag him back with the right preparation, and there have to be a hundred ways to hunt someone with magic or psionic techniques, particularly someone with his own personally reputation-based horror factor whom, let's face it, just can't hide.

 And besides, if there is so much as a single Shifter in the Tolkeen crowd, we /know/ where Arven just teleported, straight into a jail cell as he had his magic hijacked.

 Got to love Shifters. ^_^
Mephisto
NPC, 85 posts
Human - Shifter
Mercenary - 3rd Platoon
Thu 10 May 2007
at 23:26
  • msg #30

Re: OOC II

I'm a shifter and watched the whole thing. And you know what I'm gonna do about it? nothing. ANd stop saying you love me pussycat.
Lotus
player, 296 posts
Human Mystic Knight
Mercenary - 3rd Platoon
Thu 10 May 2007
at 23:28
  • msg #31

Re: OOC II

Well... my bets are on a successfull escape - even if it is roleplayed out.
Silvermasque
player, 545 posts
Heavy Cyborg
Mercenary - 3rd Platoon
Thu 10 May 2007
at 23:53
  • msg #32

Re: OOC II


 That's because you're a sissy Meph. ^_^

 But in all honesty, I can't see how one PC - /any/ PC can successfully escape the city of Tolkeen during the middle of a war after trying to murder one of its soldiers in front of a couple of dozen witnesses.

 It's just not believable, especially after what happened with Ren and Stimpy (and rightly so).
Zor Karno
player, 14 posts
Major - Pluto Company CO
Atlanean Ley Line Walker
Thu 10 May 2007
at 23:55
  • msg #33

Re: OOC II

Well it seems I have a lot to say in my "I'm the new CO speach".
Arven The Annihilator
player, 390 posts
Rahu Man - Gunslinger
Mercenary - 3rd Platoon
Thu 10 May 2007
at 23:59
  • msg #34

Re: OOC II

It was invisibility superior, both times. But yeah I doubt Arven could be caught right off the bat because of response time and current resources in the area. But he could easily be tracked down and captured by Tolkeen forces. Though whether they would want to allocate the personnel, time, money etc. is arguable. Honestly I think they have alot bigger fish to fry. Though Arven would be very happy if Silvermasque came after him.

As far as it not being believable why not? I hate to argue when it is my character involved because my opinion will basically be invalidated but I think you are possibly more wrong than right. For one thing Tolkeen is a big ass city with alot of crazy shit going on at the moment including being at war. It is jam packed with Mercs, Soldiers, armed citizens, crazy ass mages and all manner of demonic, monstrous forces. There are likely minor armed conflicts, violent brawls as well as rape, murder, sacrifices etc going on all over at an alarming rate. You think the evil ass elements in the city are not having a hey-day during all the chaos? I doubt much effort would be expended whatsoever once the situation was diffused and it turned out that no one was killed and that the parties involved were basically a bunch of nobodies. Sure Magnet Man got all fucked up but he can get new limbs easy enough. If the assailant was chased from the city why would they really give a shit anymore. Justice? Yeah whatever.
This message was last edited by the player at 00:14, Fri 11 May 2007.
Lotus
player, 297 posts
Human Mystic Knight
Mercenary - 3rd Platoon
Fri 11 May 2007
at 00:20
  • msg #35

Re: OOC II

Coordinating a manhunt with no preparation time is very hard.  I've done it at work before (usually unsuccessfully).  Being invisible and able to teleport makes it much harder.  My guess is that Tolkeen will just hire out some bounty hunters and Arven will eventually find himself cornered.  But Arven would likely destroy the first several bounty hunters that came after him - until his reputation swelled high enough to convince them to get more organized...  This would all be a few months from now though.

I do believe Arven will be able to escape Tolkeen.  But I also believe gunslingers are doomed to a violent death (moreso than most other fighter-types)
Zor Karno
player, 15 posts
Major - Pluto Company CO
Atlanean Ley Line Walker
Fri 11 May 2007
at 00:30
  • msg #36

Re: OOC II

Be funny if Arven ended up joining another Company....
Silvermasque
player, 546 posts
Heavy Cyborg
Mercenary - 3rd Platoon
Fri 11 May 2007
at 00:45
  • msg #37

Re: OOC II


 Yup that's the good one - beats everything except See the Invisible (which a stupid number of things have) and a *handful* of sensors in ideal positions (you make a small amount of noise and still have physical presence, though leave no footprints).
 Teleport is harder - Arven would need something like Mystic Portal to do the job because of his weight, but that's only 60-odd PPE, and well within the range of a minor TW item.

 As for why I think they'd likely have to chase him down? - Well, actually it's precisely the same reason as Arven. Tolkeen is a big-ass crazy city right now, crammed full of demons and ninjas and crazies, oh my.
 If anyone steps out of line, they either come down like a tonne of bricks, or it'll happen all over the place, which is the last thing they can afford with the Coalition swarming towards the front line. But that's just my view.

 That said, I didn't expect them to jail Arven, I was expecting a geas and a map pointing the way to the nearest collection of enemies to shoot holes in. He's wayyyy too dangerous to *not* use as a mobile assault system.
Arven The Annihilator
player, 391 posts
Rahu Man - Gunslinger
Mercenary - 3rd Platoon
Fri 11 May 2007
at 01:29
  • msg #38

Re: OOC II

I think he might just contact someone in Tolkeens legal deaprtment. Pay his fines and then go to work for Zed. So maybe at the groups next resupply they can all have one big happy reunion.
Lotus
player, 298 posts
Human Mystic Knight
Mercenary - 3rd Platoon
Fri 11 May 2007
at 11:46
  • msg #39

Re: OOC II

Jack:
Jack the dragon slowly sat down and released Lotus (so she could do her post)


Sorry, I forgot about the fact you had grabbed her.  I've rectified this bit of continuity with an edit to my post to include the following text:

Lotus:
   "You can put me down now."  Lotus more told the dragon than asked.  Although even she was not unaffected by the reality of being grabbed and held in the talons of a creature than could swallow her whole.  There was a tinge of nervousness in her voice, for just a moment.

Xion
player, 296 posts
Elven - Battle Mage
1st Lt. - 3rd Platoon
Fri 11 May 2007
at 13:19
  • msg #40

Re: OOC II

Guess I am making no friends now lol

Finally figured out how to play Xion I think...

also if I say anything dumb IC pay no attention, I am no military man at all :)
Avery Drake
player, 188 posts
Human - Robot Jock
Lieutenant - 3rd Platoon
Fri 11 May 2007
at 13:33
  • msg #41

Re: OOC II

Hey, I have no problem if Xion doesn't make any friends, as long as you play him. =P
Jack
player, 53 posts
Mystic Knight, DragonForm
Seargant, 1st Platoon
Fri 11 May 2007
at 13:54
  • msg #42

Re: OOC II

Mo worries! I had every intention of putting you down, you just posted a lot of stuff before I was able to post again! LOL!
Lotus
player, 302 posts
Human Mystic Knight
Mercenary - 3rd Platoon
Sat 12 May 2007
at 19:51
  • msg #43

Re: OOC II

   Well the platoon rosters have changed so much since the last posters were made, I thought I might put a few new ones together.  If any of the new characters that weren't in the first set of posters would like me to use specific images for them, please let me know.  Same goes for the old characters that might like me to use something new as well.

Here are some links to the old images: (I could only find two of them)

http://img107.imageshack.us/im...86/2ndplatoonep5.jpg

http://img155.imageshack.us/im...23/4thplatoonzk7.jpg

Anyway, please let me know!
Lotus
player, 303 posts
Human Mystic Knight
Mercenary - 3rd Platoon
Sat 12 May 2007
at 20:06
  • msg #44

Re: OOC II

This is the roster I'll be working with (I've removed Dalamar and Arven, so I think its up to date except for those characters who haven't been assigned a platoon)

There'll be three posters, each encompassing an entire platoon.


This message was last edited by the player at 20:07, Sat 12 May 2007.
Jeran
player, 11 posts
Human - Sorcerer
Mercenary - Pluto Company
Sat 12 May 2007
at 22:17
  • msg #45

Re: OOC II

Woo, 2nd Platoon has the advantage of numbers!
Portia Lynn
player, 6 posts
Human - Sorceress
1st Lt. - Pluto Company
Sat 12 May 2007
at 23:10
  • msg #46

Re: OOC II

And a commander who doesn't mind running those numbers through the meat grinder. ;)

Oh and Severin is in 2nd Platoon as well I am pretty sure.
This message was last edited by the player at 23:11, Sat 12 May 2007.
Photios Dimitrios Erasmus
player, 2 posts
Atlantean - Mage
Mercenary - 1st Platoon
Sat 12 May 2007
at 23:11
  • msg #47

Re: OOC II

Greetings everyone! New guy here, thought I'd say hello to the bunch.
Lotus
player, 304 posts
Human Mystic Knight
Mercenary - 3rd Platoon
Sat 12 May 2007
at 23:54
  • msg #48

Re: OOC II

On behalf of the bunch, welcome!
Zor Karno
player, 16 posts
Major - Pluto Company CO
Atlanean Ley Line Walker
Sun 13 May 2007
at 00:18
  • msg #49

Re: OOC II

Portia Lynn:
And a commander who doesn't mind running those numbers through the meat grinder. ;)


Don't worry if need be Zor will send people off to die...granted I will ask a player in a PM if they are OK with such a thing.

Also Zor will have (upon GM approval) a HQ Platoon, this may or not be an "on paper platoon."
Moloch
GM, 1047 posts
Pluto Company
Sun 13 May 2007
at 01:40
  • msg #50

Re: OOC II

I have all the old pics still Lotus.

I remember you used Denise Richards as Calliandra - change that one - Callie is 17 years old...

The Madness has left the company - he quit

There are also a few new additions and transfers coming in the upcoming briefing.
Ramenhotep
player, 8 posts
Sphinx - Diabolist
Mercenary - Pluto Company
Sun 13 May 2007
at 03:53
  • msg #51

Re: OOC II

Here's a ward rules question for all you avid PFRPG players... It relates to the Mystic Energy Drain ward.  As I'm playing a diabolist about to defend a town from the Coalition, this may come into play soon.


Questions:
1. Can a missile (or any explosive) detonate within the range of a Mystic Energy Drain - Fire ward?  The description implies that fires cannot be lit until the duration elapses.
2. If the answer to #1 is yes, might there be a special case for plasma missiles?
3. Using Mystic Energy Drain - Light, would it reduce the damage of lasers?

If you are not familiar with the function of this ward, here is a copy/paste of the rules as they are written in the PFRPG main book:


Mystic Energy Drain
   This powerful condition ward is always combined with a second
condition ward that serves a purely descriptive purpose, indicating what
the mystic drain ward is supposed to magically drain! This ward is often
combined with an area affect ward.
Note: If the mystic drain ward is activated before a spell is cast,
then that spell will be totally negated. However, if the ward is set up
with a Protection by Infliction, it will only go off after a spell strikes the
wearer of the ward. When this happens, the spell's effect/duration/damage
will be reduced by half as the spell has a chance to take partial effect.
One mystic drain ward will not negate another. While a diabolist
has immunity from his own wards, including this one, it is a personal
immunity; magical objects which he is actually touching or has on his
person will not function. If he wishes to cast a spell from a scroll it will
not work, and the scroll will be destroyed. If a ranged spell is cast into
the area of affect, a fire ball, for example, it will fade out as it enters
into the area of negated magic.
Damage: Varies. The mystic energy drain can be used only with the
following other conditions (and area affect)
Cold: Drains the chill from the air and raises temperatures to
make the area comfortably warm (by the standards of the Diabolist
who made the ward; will vary with different races).
Confusion: Drains away the effects of any confusion or disorientation
caused by magic, psionics, drugs or disease, returning the
character (at least for the duration of the ward) to his full alertness
and ability.
Dark: A dark area will suddenly become dimly lit, as if illuminated
by twilight or a single torch.
Fire: The magic will drain the energy from magical fires at a rate
equal to two torches per melee round. Once extinguished, the
torch/fire cannot be relit until the duration of the ward has elapsed.
Invisibility: Turns invisible beings visible for the duration of the
ward's magic.
Knowledge: All skill abilities are temporarily reduced by half.
Light: A light area will suddenly become dimly lit, as if illuminated
by a single candle, regardless of the time of day or number of
torches present.
Magic: Drains 2D6 P.P.E. (per person if combined with an area
affect ward) per melee round. Furthermore, the cost of casting a
spell or energizing a ward costs twice as much (the ward absorbs
half the energy) and the duration, range and damage of a spell, ward
or magic item affected by the mystic energy drain is reduced by
25%!

This message was last edited by the player at 03:54, Sun 13 May 2007.
Zor Karno
player, 17 posts
Major - Pluto Company CO
Atlanean Ley Line Walker
Sun 13 May 2007
at 04:13
  • msg #52

Re: OOC II

Some points to consider.....

First of all the Mystic Energy ward info as posted only mentions magical fires being effected, not conventinal ones.

Does darkness negate the energy of a laser during the night? No it keeps on going.

High Explosive, and Fragmentation grenades and motars don't use "magic flame" to go boom. The missiles may be set for impact detonation, so if the ignition motor of a missile is turned off, the fact the missile is moving through the air would means it will keep moving along a trajectory.

Plasma by its RL definition is gases heat to a billion degrees, thus is a lot more the "two torches."

Also what is to stop the CS from using missiles on an "air burst" function to rain fragments down atop enemy postions? This would avoid and Mystic Energy Drain Ward for flame
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