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21:45, 6th May 2024 (GMT+0)

OOC IV.

Posted by MolochFor group 0
Jack
player, 111 posts
Great Horned Dragon
Mystic Knight - Mercenary
Thu 13 Mar 2014
at 13:36
  • msg #794

Re: OOC IV Tolkeen

Which skiff is Leviticus on?
Jack
player, 112 posts
Great Horned Dragon
Mystic Knight - Mercenary
Thu 13 Mar 2014
at 19:54
  • msg #795

Re: OOC IV Tolkeen

Wearing a dragon-skin anything around a dragon might have consequences lol. At least they're not on the same skiff =)
Na - Wa
player, 302 posts
Psi-Stalker Scout
Mercenary
Fri 14 Mar 2014
at 02:11
  • msg #796

Re: OOC IV Tolkeen

So Nutari might be a little mad he didn't let Na-Wa feed Silonar.....
Leviticus
PC, 9 posts
Mystic, Ramen
Volunteer
Fri 14 Mar 2014
at 02:38
  • msg #797

Re: OOC IV Tolkeen

Jack:
Wearing a dragon-skin anything around a dragon might have consequences lol. At least they're not on the same skiff =)


He killed it himself. Not sure if that makes it better than buying it at a shop or not.
Na - Wa
player, 303 posts
Psi-Stalker Scout
Mercenary
Fri 14 Mar 2014
at 02:51
  • msg #798

Re: OOC IV Tolkeen

Leviticus:
He killed it himself. Not sure if that makes it better than buying it at a shop or not.

"Na-Wa say be careful! Black Bunny Rabbit might eat you!"
Jack
player, 113 posts
Great Horned Dragon
Mystic Knight - Mercenary
Fri 14 Mar 2014
at 03:46
  • msg #799

Re: OOC IV Tolkeen

hahahaha!

Black Bunny Rabbit. I love my nickname. =)
Mike
GM, 3443 posts
Pluto Company
Sat 15 Mar 2014
at 21:59
  • msg #800

Re: OOC IV Tolkeen

Just a reminder that all 3 groups (3rd Platoon, The Prisoners, and Jendan's strike team) will all end up in the final siege of Tolkeen.

Let me know if you do NOT want to participate in PVP combat, and I will ensure you are not placed in that situation.

I will provide many options for players to choose during the final siege (flee, save civilians and leave with htem etc) Although after a certain point, players will be on their own to fight or flight. People will get separated, and chaos will be all around. You will have to start to choose at what point do you decide that it is time to flee... or will you stay and fight to the death.

Jendan's strike team will have the advantage of being on the winning side, although it won't be easy...
Mike
GM, 3449 posts
Pluto Company
Sun 16 Mar 2014
at 13:47
  • msg #801

Re: OOC IV Tolkeen

Question for the committee regarding a psi-nullifier and TW weapons :


What effect would he have on TW weapons? I see one of three outcomes:
1, The weapon automatically compensate and basically just get fewer shots than normal (We have some ideas on how to make that work, easily and on the fly)
2. Every attack in his radius just fails.
3. TW Weapons aren't affected (since they aren't addressed in the power)

I am thinking option #1 or #2... leaning toward # 2

Thoughts?
Silvermasque
player, 1592 posts
Human White Tiger Cyborg
Mercenary Officer
Sun 16 Mar 2014
at 14:28
  • msg #802

Re: OOC IV Tolkeen


 Hmmmm... Randomly finding this on the net since my books are back in the big city:

Psi-Nullification & Interference: As a living battery of negative psychic energy, the Psi-Nullifier has the ability to disrupt or interfere with magic and psionics that are directed against him or in close proximity. This is a natural defense mechanism developed by the mutant to protect against hostile psychic and magic attacks. It is an involuntary reaction that occurs automatically whenever psionic or magic forces are directed against him or within 10 feet (3 m) of him.
As soon as a psychic, magic practitioner or supernatural menace comes within range or focuses their mental will or magic for an attack against the Psi-Nullifier, he instinctively floods his attacker(s) with a wave of negative psychic energy. This negative energy destroys positive psionic and magic energies, cancelling them out completely or reducing their power. Every one point of I.S.P. expended by the Psi-Nullifier negates three positive I.S.P. points, or one positive P.P.E. point of magic power!
The Psi-Nullifier automatically releases enough negative psychic energy to cancel or diminish most psi-powers or magic spells used within his disruption range. As a disruption of magic, the Psi-Nullifier instinctively expends 1D6 I.S.P. which negates an equal amount of P.P.E., which, in most cases, will be enough to prevent the spell from being successfully cast due to insufficient P.P.E.! The spell caster's only defense, when he knows that he is confronted by a Psi-Nullifier, is to expend seven more P.P.E. than is normally necessary to cast the spell. This can turn into a mental chess game, because the Psi-Nullifier can anticipate the mage to compensate and willingly expend a specific amount of I.S.P. to disrupt the spell, provided it is greater than six (7, 10, 13, 18, 25, whatever). Under all circumstances, the P.P.E. expended by the spell caster, whether the spell is successfully cast or not, is lost in the attempt.
Against psionic powers, the Psi-Nullifier also instinctively expends 1D6 negative I.S.P. which negates 3x that amount in positive I.S.P. unleashed by his attacker (i.e. one negative I.S.P. negates three of his opponent's, two negates six, three negates nine, and so on). If the amount of negative I.S.P. dispels an amount equal to or greater than the I.S.P. needed to cast the psionic power, it is completely negated! The attacker spends the necessary I.S.P., but nothing happens.
If the negative I.S.P. destroys half the positive I.S.P., the psionic power works, but at half its strength: reduce range, duration, damage and penalties by half. If the negative I.S.P. destroys a third or less of the positive I.S.P. needed, then reduce the effectiveness and power level of that attack by 20%.
Additionally, each point of negative I.S.P. energy counts as a -5% penalty against the success ratio of psi-powers that require skill and interpretation (Object Read, Ectoplasmic Disguise, Telemechanics, etc.); at least while within the radius of the Psi-Nullifier's influence.
Like the spell caster above, an enemy psychic's only countermeasure is to expend more I.S.P. than is normally necessary to use the psionic power. Likewise, the Psi-Nullifier can willingly increase the amount of negative I.S.P. (as above) to further prevent attempts to circumvent his nullification power.
Note: The nullification power is a reflex action that responds to all (even multiple) psionic and magic attacks directed at him (including area affect spells) as well as any unleashed within 10 feet of him. It is an involuntary action, so the character cannot hold it back or decide when not to defend against psychic attack to conserve I.S.P. It is a natural and instinctive response to danger. It happens even when the Psi-Nullifier is rendered unconscious and while he is asleep.
This unique power cannot be used against enemies who are aiming their attacks against others, unless the Psi-Nullifier is aware of their intention and willingly uses his nullification power to protect an ally or an innocent. The nullification power must be released the moment the spell or psi-power is cast, but Psi-Nullifiers have an uncanny ability to do so (roll initiative, with the Psi-Nullifier having a +6 bonus to let loose his negative I.S.P. in time to negate or reduce it). Maximum range for such a preemptive strike is 100 feet (30.5 m) +10 feet (3 m) per level of experience.


 This is of course deeply unhelpful. By the rules as written, magic items of any kind work just fine, but I would be inclined to argue that some should be disrupted in some fashion: TW weapons ought to fail on a per-trigger-pull basis, but in doing so would drain the appropriate amount of ISP from the nullifier, whilst permanent magic items should probably work just fine since they're not spending P.P.E. The difficulty is that the rules and the description don't gel - the rules say a user of magic, the description references magical energy, so I figure to basically split the difference.
Max Damage
player, 55 posts
Green Human
Mercenary Soldier
Sun 16 Mar 2014
at 18:35
  • msg #803

Re: OOC IV Tolkeen

I always imagined psi-nullifiers as reacting to PPE being channeled or manifested. They don't destroy/discharged PPE batteries that come into their range of effect.

So I would look at the techno-wizard devices in question.
If it's a conventional machine that is powered by a PPE battery, I would say the psi-nullifier has no effect. So if it's an electric car retrofitted to run on Ley Line power, or a laser rifle that runs on a PPE battery, it should still work.

However, if the TW device is creating a Fireball, or Levitate effect, or generally anything else that is usually the effect (or combined effect) of spells, then the psi-nullifier kills it.

I think the above would be unaffected whether the TW device is being powered by a PPE battery or directly by the user (who is also just a PPE battery).
Max Damage
player, 56 posts
Green Human
Mercenary Soldier
Sun 16 Mar 2014
at 19:29
  • msg #804

Re: OOC IV Tolkeen

Also, sorry if I missed it, but what's the time of day/weather around 3rd Platoon now that we've been traveling for a bit?
L.C.
player, 123 posts
Call me Chuck
Psi-Nullifier
Tue 18 Mar 2014
at 07:08
  • msg #805

Re: OOC IV Tolkeen

So we're leaning towards interpretation 2 then?
Mike
GM, 3451 posts
Pluto Company
Tue 18 Mar 2014
at 13:44
  • msg #806

Re: OOC IV Tolkeen

Time of day, is still early morning. I will get a more exact time in my next GM post :)

Yup, looks like option # 2 for TW weapons. (I'm sure there will be exceptions)
Jack
player, 115 posts
Great Horned Dragon
Mystic Knight - Mercenary
Thu 20 Mar 2014
at 01:45
  • msg #807

Re: OOC IV Tolkeen

.....is that a yes or no? LOL!
Mike
GM, 3453 posts
Pluto Company
Thu 20 Mar 2014
at 12:20
  • msg #808

Re: OOC IV Tolkeen

That would be a yes Mr. Jack - Generally if a nullifier is shot with a TW gun, the "blast" will be nullified.
Jack
player, 117 posts
Great Horned Dragon
Mystic Knight - Mercenary
Thu 20 Mar 2014
at 15:37
  • msg #809

Re: OOC IV Tolkeen

Sorry my post was in regard to Nuitari's initial order that was very ambiguous. lol
Mike
GM, 3454 posts
Pluto Company
Fri 21 Mar 2014
at 16:42
  • msg #810

Re: OOC IV Tolkeen

Oh right, that was a "do whatever you think is best" order. Nuitari knows you can morph and teleport, and decided you were best for the job.

Anyways, I am sick, and can't sit up (for long) will post soon
Max Damage
player, 58 posts
Green Human
Mercenary Soldier
Mon 31 Mar 2014
at 13:02
  • msg #811

Re: OOC IV Tolkeen

Hey Jack, that report you gave was face-to-face with the Lieutenant, or over the radio to everyone?
Jack
player, 119 posts
Great Horned Dragon
Mystic Knight - Mercenary
Mon 31 Mar 2014
at 14:08
  • msg #812

Re: OOC IV Tolkeen

Just to Nuitari so people don't go running o....oh too late 3rd's doing that already lol!
Max Damage
player, 61 posts
Green Human
Mercenary Soldier
Wed 2 Apr 2014
at 02:33
  • msg #813

Re: OOC IV Tolkeen

Do Max and Heinrich hear/see the briefing?
We'd probably try to get Heinrich on the skiff before the assault, and Max would want to suit up in his power armour. Not sure if/how that fits in.
Mike
GM, 3459 posts
Pluto Company
Wed 2 Apr 2014
at 11:52
  • msg #814

Re: OOC IV Tolkeen

Yes, everyone would have heard the brief

Sure, would take 15-20 seconds to suit up in your armor. The charge would wait for that sort of thing.
Max Damage
player, 62 posts
Green Human
Mercenary Soldier
Wed 2 Apr 2014
at 12:47
  • msg #815

Re: OOC IV Tolkeen

Alright. Let's say Max is suited up and we're both on the skiff then.
Mike
GM, 3464 posts
Pluto Company
Wed 9 Apr 2014
at 18:30
  • msg #816

Re: OOC IV Tolkeen

Sorry, busy few days - will post soon!
Mike
GM, 3468 posts
Pluto Company
Tue 29 Apr 2014
at 12:22
  • msg #817

Re: OOC IV Tolkeen

Work has finally returned to normal. We had lost a guy in our department, and for some reason his work load landed on me. I usually post from work, in the downtime... of which there has been none.

Then I also got a PS4, and it is paintball season... so my free time at home has been occupied with such things as of late...

I will try to get everything back up to speed as quickly as possible.
Mike
GM, 3470 posts
Pluto Company
Sat 19 Jul 2014
at 12:45
  • msg #818

Re: OOC IV Tolkeen

Rifts is not interesting me as of late.... Anyone interested in a Palladium Fantasy game...?
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