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General Discussion.

Posted by Captain Neck BiteFor group 0
Captain Neck Bite
GM, 370 posts
Vampires suck
Thu 10 Dec 2020
at 03:38
  • msg #1

General Discussion

A new thread because the other one is at its limit.
Symeril
player, 160 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 10 Dec 2020
at 03:38
  • msg #2

General Discussion

ME FIRST!!!
This message was last updated by the player at 03:53, Thu 10 Dec 2020.
Cole
player, 384 posts
PB 12, MA 21
Gunfighter
Thu 10 Dec 2020
at 04:02
  • msg #3

General Discussion

Thanks for the new OOC thread and the additional day to mull over options. You said armor and weapons so I have to ask if the gun accessories I picked are acceptable? The sights?

Beyond that...Cole is pretty set for ordinary gear. He wouldn't turn his nose up at say a PPE battery or maybe a TW Revolver but aside from those things,  he is good.

Now if he had rolled the Epic level...that'd be a different story
Chaplain Wolf
player, 268 posts
I am a minister of death
praying for war.
Thu 10 Dec 2020
at 04:08
  • msg #4

General Discussion

Bear in mind, I'm on the verge of doing some disgusting things with firearm upgrades here. I'm thinking of a Dorkly or CollegeHumor skit where they pulled a pistol out, and added accessories to it until it turned into some ridiculously finicky sniper rifle.
Symeril
player, 161 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 10 Dec 2020
at 23:45
  • msg #5

General Discussion

Got a question... can someone tell me the effects on weapon capacity a Long E-clip has and exactly what sourcebook and page number details that?

I can no longer find it or remember.  For some reason +50% capacity sticks in my mind...
This message was last edited by the player at 23:46, Thu 10 Dec 2020.
Cole
player, 386 posts
PB 12, MA 21
Gunfighter
Fri 11 Dec 2020
at 00:09
  • msg #6

Re: General Discussion

Symeril:
Got a question... can someone tell me the effects on weapon capacity a Long E-clip has and exactly what sourcebook and page number details that?

I can no longer find it or remember.  For some reason +50% capacity sticks in my mind...

There is no set rule for the difference between standard and long e-clips. On average 50% increase from standard seems the norm.

For example, the CP-50 (GM Guide page 122) has 21 shots on a standard e-clip and 30 form a long.

The CV-212 is the same way; 21 shots from the standard and 30 from the long.

However the JA-12 breaks the pattern. It has 10 shots from a standard e-clip and 30 from a long (300% increase!)

Then there is the K-30; 15 shots from a standard e-clip and 30 from the long (100% increase).

The K-E4 goes right back to the 50% increase pattern. It has 20 shots with the standard and 30 from the long.

The L-20 pulse rifle breaks the patter in the opposite direction. It has 40 shots per standard e-clip and 50 from the long, only a 25% increase.

This is going to be a GM call if the weapon doesn't already list what it gets from a long e-clip. If I were the one making the call though, I'd go with the 50%.
Captain Neck Bite
GM, 371 posts
Vampires suck
Fri 11 Dec 2020
at 03:08
  • msg #7

Re: General Discussion

In reply to Cole (msg # 6):

Yeah let's roll with 50%.
Chaplain Wolf
player, 270 posts
I am a minister of death
praying for war.
Fri 11 Dec 2020
at 04:26
  • msg #8

Re: General Discussion

Going for cybernetics:
Radio upgrade for Headjack
Motion Detector
Ultra-Ear
Bionic Lungs
Sound Filtration

Going for weapons: Really only need a few accuracy enhancing accessories, long e-clips to replace my stands, and a good sniper rifle - just in case I need a good sniper rifle. The game mechanics sadly do not enforce coldly offing someone from a distance under which the curvature of the earth and wind speeds would have to be accounted for with ballistics, so I can't think of a good weapon off the top of my head.

I'm otherwise fairly modest, beyond the desire for the microfusion grenade restoring.
Symeril
player, 165 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Fri 11 Dec 2020
at 04:47
  • msg #9

Re: General Discussion

In reply to Chaplain Wolf (msg # 8):

For a sniper weapon.. I might suggest the Juicer JA-12 Laser Rifle.

{Rifts - Game Master's Guide, p145.}
JA-12 Laser Rifle. Released in recent years, the JA-12 is a recreation
of a pre-Rifts German design meant primarily for Juicers. The
JA-12, like the JA-11, has an energy canister in addition to a normal
E-Clip. More importantly, however, the weapon was optimized for both
sniping and assault purposes. Not only can the laser fire accurate single
shots, it can also fire multiple-pulse bursts (losing its targeting capabilities),
and it also has a grenade launcher. Since it went into production,
the JA-12 has been known as "the one-man-army rifle." The main
shortcoming of the JA-12 is that it does not have a variable frequency
setting (the multiple pulse system cannot be reset), making it less effective
against Glitter Boys and similar laser resistant vehicles or robots.
Weight: 13 Ibs (5.85 kg). Mega-Damage: A single shot inflicts 4D6
M.D. A triple-pulse shot does 1D6xlO+10 M.D. (counts as one melee
attack, but does not get the special targeting bonuses). Each grenade inflicts
3D6 M.D. to a 10 foot (3 m) radius. Rate of Fire: Standard.
Range: Laser: 4000 feet (1219 m); Grenade: 2,000 feet (610 m). Bonuses:
+1 to strike on aimed/called shots, cumulative with other bonuses.
No bonus for auto-pulse or grenades. Payload: Standard E-Clip
has 10 shots; long E-Clip 30 shots. Energy canister (cannot be removed
but is rechargeable) holds an additional 30 energy shots. The grenade
launcher has a four-shot pump magazine and can be reloaded by hand.
Black Market Cost: 50,000 credits.

I know.. lasers don't do squat to Vamps.. BUT woodpulp and Silver filing Grenades do.
Plus, I'd expect Wolf would want a weapon that can hurt both Vamps and regular targets.
This message was last edited by the player at 04:50, Fri 11 Dec 2020.
Chaplain Wolf
player, 271 posts
I am a minister of death
praying for war.
Fri 11 Dec 2020
at 04:50
  • msg #10

Re: General Discussion

Nah. Doesn't have that quality I'm looking for. If I could get one of those Shemarrian Boom-Guns, we might be talking more my speed of what I'm looking for. That's probably the closest thing to a "bang, you are dead" weapon that operates at long range.
Symeril
player, 166 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Fri 11 Dec 2020
at 04:52
  • msg #11

Re: General Discussion

The Shemmarian Sniper Rifle does the same damage 1d6x10 MD...but this laser does the same damage +10MD at the same range.

There is another issue with long ranged sniper weapons against Vamps.. generally the only thing that will hurt them is silver or wood rounds.. problem is sniper weapons have a VERY high penetration.  The rounds tend to just blow right through vamps.. getting a silver or wooden round to stay lodged int he vamps heart is tricky!

Something Symeril has somewhat forgotten.. on purpose.
This message was last edited by the player at 04:55, Fri 11 Dec 2020.
Chaplain Wolf
player, 272 posts
I am a minister of death
praying for war.
Fri 11 Dec 2020
at 04:56
  • msg #12

Re: General Discussion

No, the Shemarrian Rail Gun cracks out 2d6x10 MDC, but weighs some nonsense like 128-158 lbs and tends to blow up when the machine holding it dies. That is my idea of a sniper weapon.
Symeril
player, 167 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Fri 11 Dec 2020
at 04:59
  • msg #13

Re: General Discussion

Opps my mistake yeah.. your not going to find one of those.. they have no listed price.. and nothing else comes that close other than the Glitter Boy Boom gun.. which I believe is on purpose.  The best you will find commercially is 1d6x10 MD... nothing else gets that close.. I've looked.  Well that IS at least "Man-portable".

Though there may be some Phase World Naruni weapons that come close... or maybe 'Empire of the Sun' Weapons which are kinda broken in some cases.
This message was last edited by the player at 05:02, Fri 11 Dec 2020.
Cole
player, 387 posts
PB 12, MA 21
Gunfighter
Fri 11 Dec 2020
at 07:02
  • msg #14

Re: General Discussion

While nothing quite compares to the Shemarrian Railgun, may I suggest you look at the NE-75H "Shoulder Cannon"?

It does 2d4x10+20 MD per single shot, has a range of 6,000ft (exactly the same as the Shemarrian railgun) and weighs only 30lbs. At 6 feet long from butt to muzzle, its a tad bit shorter I think than the Shemarrian railgun too. Oh and don't let the shoulder cannon name fool you, its designed to be operated like a rifle.

Considering the average damage of both weapons, they are effectively the same in that regard. The Shemarrian edges it out in payload and accuracy. The accuracy could be boosted by adding a Wilk's scope to it. It still wouldn't be as accurate as the Shemarrian but it would be close.

Its located in Dimension Book 3, page 54.
This message was last edited by the player at 07:06, Fri 11 Dec 2020.
Chaplain Wolf
player, 273 posts
I am a minister of death
praying for war.
Fri 11 Dec 2020
at 10:36
  • msg #15

Re: General Discussion

70 MDC average, with lower extremes then the ARCHIE tech, but I am more likely to get my hands on one then I am the other. Plus Naruni still operates in the Southwest as far as I can tell. Yes, I know World Book 11 says the CS got them all, but considering it did not dwell on the implications of messing with a anime robot killing merc company or attacking Los Alamo outright, I'm going to say they maybe missed a few.

80K, too, plus 400 credits for a full clip of proper ammo. Not exactly cheap, but lower price then the Bionic Lungs. Give it a few accessories, and I likey.
Cole
player, 388 posts
PB 12, MA 21
Gunfighter
Fri 11 Dec 2020
at 14:22
  • msg #16

Re: General Discussion

Happy to be of service!

Yah Naruni is still operating in North America. It says so in a couple of the books.  They are just more circumspect about it.

The NE-75H really is one of their better infantry level weapons, if not the best. Besides its stats to recommend it, its also not a big flashy tank, sure to catch the attention of CS or even NG.

I'd pick one up for Cole but I think he has enough; 2 pistols, 1 rifle and 1 infantry railgun. I suppose having what amounts to an anti-tank rifle could come in handy. Not against werewolves or vampires but against heavy enemy armor? Yah it would make a significant difference. Eh, ill content myself with what I got. Just adding those optics was nice. I'm sure there will be more opportunities to acquire cool stuff that goes bang. ^_^
Nathaniel
player, 181 posts
Sat 12 Dec 2020
at 03:30
  • msg #17

Re: General Discussion

H-11A Howitzer if your strong enough does 1d6*10 AoE or 2d410 armor piercing and has more range, but ammo problems (South America II). Also in the same book on pg 166 is the ATL-7 Anti-tank Laser Rifle for 3d6*10+20....but it is 1 shot per e-clip!

Not that either are great against Vampires, but the Howitzer could fire off silver/wood frag rounds as well. Metal probably still gets the full 100' radius. I doubt wood would get that much, but maybe.

To bad Nathaniel is more into vehicles than weapons ;-)

If you want to just make me happy...give me 10 GR-15AR with sniper attachments and silver based ammo. If you want to make me ECSTATIC drop Nathaniel a fusion based Veritech Hover Tank!
Symeril
player, 168 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sat 12 Dec 2020
at 03:40
  • msg #18

Re: General Discussion

In reply to Nathaniel (msg # 17):

Hahahha! The ATAC Alpha Hovertank is a beast! :)
Cole
player, 390 posts
PB 12, MA 21
Gunfighter
Sun 13 Dec 2020
at 05:01
  • msg #19

Re: General Discussion

I'm confused...why did Symeril yell at Cole? The part where she addresses Cole but looks at Wolf? Yah that, I'm confused because Cole made it pretty plain he wants to kill vamps but understands thats not what we came here to do and in fact trying to do so will likely bollocks up our real goal.

To be clear, I'm not mad, just trying to figure out why that was directed at Cole.
Symeril
player, 173 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 05:10
  • msg #20

Re: General Discussion

In reply to Cole (msg # 19):

Er.. she was not yelling at Cole, she was agreeing with him that she does indeed share his concerns and goals.  The same reason she addressed John-Smythe and Nathaniel.. addressing their concerns.

Or at least trying to.
This message was last edited by the player at 05:10, Sun 13 Dec 2020.
Cole
player, 391 posts
PB 12, MA 21
Gunfighter
Sun 13 Dec 2020
at 05:12
  • msg #21

Re: General Discussion

Oh She was agreeing with him. OK, yah no, I read it as her yelling at him. Opps. OK, all good. Pure text communication can cause misunderstandings. ^_^
Symeril
player, 174 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 05:16
  • msg #22

Re: General Discussion

In reply to Cole (msg # 21):

Yeah, text is VERY clumbsy for portraying tone and tense.

And for the record.. I'm not angry as a player nor is Symeril either... with Chaplin Wolf! She is just trying to be earnest and address everyone's concerns.

She KNOWS she certainly does not have all the answers... we STILL need a way to scout the lair to find our target... and she's personally at a loss to figure that one out.  She's wanting help... from everyone!
This message was last edited by the player at 05:17, Sun 13 Dec 2020.
Chaplain Wolf
player, 277 posts
I am a minister of death
praying for war.
Sun 13 Dec 2020
at 05:33
  • msg #23

Re: General Discussion

Ah, scouting 101? That makes this adventure a two-parter, but part one is quick, if tense. Part two is going to involve the fighting and the system, and will be much more involved.

If anyone cares for it.

If there is a theme about vampires, or fighting them, it is this: Knowledge is the only real weapon. Your strength at arms mean nothing if you are not informed. That is the theme of fighting vampires.

Especially since Robert's presence means some of the rules about vampires might be different. If we end up fighting vampires that are immune to silver and water but vulnerable to sawdust and always pause to count grains of rice or whatever, we are going to feel pretty dumb coming at them with silver and water. This is also ignoring the possibility of mortal guards... or summoned demons, warbots, or undead.

You can get Wolf behind scouting, and this isn't as boring as it sounds.
Cade
player, 283 posts
Sun 13 Dec 2020
at 06:28
  • msg #24

Re: General Discussion

Who mentioned the mage was going anywhere/getting moved?

I've been trying to follow but now I'm unsure if I missed something important somewhere.
Chaplain Wolf
player, 278 posts
I am a minister of death
praying for war.
Sun 13 Dec 2020
at 06:39
  • msg #25

Re: General Discussion

Nobody. That's kind of Wolf's point. Why is there a self-imposed time limit?
Symeril
player, 175 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 06:47
  • msg #26

Re: General Discussion

Compass dinner bell bringing All the vampires to us...
Cole
player, 392 posts
PB 12, MA 21
Gunfighter
Sun 13 Dec 2020
at 07:01
  • msg #27

Re: General Discussion

No one is ignoring mortal/non vampire guards.  Thats one of the key points in going in at night; 1, the vampires will be out feeding (so we won't have to care if they are immune to silver or count seeds), and 2, with the vamps gone, it will or should be, just the non vampires present. Who or whatever those turn out to be, unless they are automatons of some kind, they will need down time.

If they are awake all day to protect the vamps,  they should be down at night except maybe for a few guards if they are being tight on security. Maybe a few more protecting/guarding the wizard.

So long as those guards aren't something really off the wall, some race or monster that is say, only affected by cold iron or weapons that have been blessed by spring water, most of what we have will be able to handle them, IF it comes to that. Ideally we will go in, slip past whatever guards are awake, get the mage and get back out again without dropping a single body.

Now I get it, this is a RPG and so its hard to get away from the whole murder hobo shtick. Things probably will go sideways no matter how long and well we scout and plan. So we probably will end up taking on at least a few guards. I sincerely hope it won't be any pitched battles though! Just quick, clean kills or disabling.
Chaplain Wolf
player, 279 posts
I am a minister of death
praying for war.
Sun 13 Dec 2020
at 10:43
  • msg #28

Re: General Discussion

Since I cannot get the data I want quickly, and everyone wants to dive into a situation that has TPK written on it without thinking first, I'm going with my new quick plan.

I'm going to have to get back to the Walker, and save these ignorant city bastards from themselves as part of "Operation - Initial Distraction." Priorities, though: I will need to know where the party is coming out at, when they should be there, and what the backup location and time is. That way I am nowhere near that point, and the APC is ready to go at those areas.

That will be known when/if we see a map of the location we are going, which will likely be soon, given that we absolutely need some data about where we are going.

I'll be making these points in-character once we see how we are identifying where we are going.
Symeril
player, 176 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 14:11
  • msg #29

Re: General Discussion

Well, John-smythe could cast his cameoleon field on two of the light form Nathaniel brothers and we send them in to map and scout the lair. It 'seems' a likely successful tactic... anyone have something better?

Cause symeril agrees we need more intel before doing this and the extraction team knowing where exactly they are going is absolutely vital.
This message was last edited by the player at 14:12, Sun 13 Dec 2020.
Cade
player, 285 posts
Sun 13 Dec 2020
at 15:45
  • msg #30

Re: General Discussion

If John is casting the actual cameleon spell, that's a terrible scouting power because it's only effective if the person under the effects of the spell is moving slow.

We have a map of the place.

We just don't know where the mage is being held on that map.

Once we see it, it might help us narrow it down so we can enter closest to where we think he'd be.
Cole
player, 393 posts
PB 12, MA 21
Gunfighter
Sun 13 Dec 2020
at 18:26
  • msg #31

Re: General Discussion

I really don't see our current idea of going in during night when the vamps are away as many of a "TPK" situation than going in during the day. In the perfect world we certainly don't live in, we'd have all the answers to every question we could think of, plus time to build a mockup of their lair and run several training scenarios through it. Unfortunately thats not the world we are in.

We go in carefully as we can, trying to sneak through this. We get the wizard,  who hopefully comes willingly and quietly, and make our get away. We assume that at some point, something will go wrong, like the wizard isn't a prisoner, he is a willing participant or we botch a prowl roll and alert the guards.

Since we can't know how many and what type of guards, not a lot we can do but adapt on the fly. I would like a plan for a hostile wizard though. Something that keeps him alive obviously.

We should have two exit plans, the everything went great plan and the frack us, run! Plan.

Thats it, thats all we really need. Anything else would be nice but not necessary.
Nathaniel
player, 184 posts
Sun 13 Dec 2020
at 18:47
  • msg #32

Re: General Discussion

In reply to Cole (msg # 31):

Agreed. I think having the Walker out a couple of feat in the ocean would be a great fallback. We can just keep it there till morning, even if every single vampire in the world comes down to the beach. Waves are moving water, so they can't cross it....
Symeril
player, 177 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 18:54
  • msg #33

Re: General Discussion

Also, a chameleon spell is not a bad idea on our initial scouts.. of course if they are moving their fastest the spell is useless but scouts don't go running through the enemy installation.. they sneak around.  Of course, if they spot guards.. they move slowly around them.  But in empty hallways they can move much faster.  Added benefit that the Natheniel brothers are made of light.. and can generally pass through solid objects.

No. Its not perfect, but light doesn't make sound.. so they can be much more stealthy than say a corporeal scout sneaking about.. AND they can fly with no noisy technological engines giving them away!
This message was last edited by the player at 18:56, Sun 13 Dec 2020.
Nathaniel
player, 185 posts
Sun 13 Dec 2020
at 20:34
  • msg #34

Re: General Discussion

The Clones only move at a SPD of 8 when they are in light form....unless they use the special lightning speed part of the ability, but that would be very stupid under ground. Would the Chameleon keep them hidden at that speed?
Symeril
player, 178 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 21:24
  • msg #35

Re: General Discussion

In reply to Nathaniel (msg # 34):

Chameleon
Range: Self or Others by touch .
Du ratio n : Four and a half minutes ( 1 8 melees) per level of spell caster.
Saving Th row: None.
P.P. E . : Six
This spell enables the enchanted character(s) to seemingly alter the
color and pattern of his clothes and physical body, enabling him to
blend into the surrounding environment and disappear from sight.
Movement destroys the effectiveness of this magic. The character is
90% undetectable if unmoving. 70% undetectable if moving 2 feet (0.6
m) per melee round or slower. 20% undetectable if moving 6 feet ( 1 . 8
m) per melee round. Totally ineffective if moving any faster. This spell
is effective against normal vision, see the invisible and most optic systems.
A thermal-imager is likely to reveal the character, especially if he
is hiding in a cold environment. However, if the air temperature or a
machine he is hiding against is around the same temperature as his
body temperature (within five degrees), the character is concealed even
from it. Attacking someone automatically negates the effects of a Chameleon
spell.
This message was last edited by the player at 21:29, Sun 13 Dec 2020.
Nathaniel
player, 186 posts
Sun 13 Dec 2020
at 21:27
  • msg #36

Re: General Discussion

It will take a LONG time to scout things if we are moving 8 feet per minute.
Symeril
player, 179 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 21:29
  • msg #37

Re: General Discussion

In reply to Nathaniel (msg # 36):

And for Speed...

Speed ( S p d ) : This is how fast the character can run . The character' s
Speed x20 is the number o f yards o r meters h e can run i n one minute.
Speed x5 is the number of yards/meters covered in a melee round ( 1 5
seconds)
. Dividing the distance covered in a melee round by the character'
s number of attacks indicates how far he can move on each attack.
Nathaniel
player, 187 posts
Sun 13 Dec 2020
at 21:38
  • msg #38

Re: General Discussion

Which doesn't matter....70% undetectable if moving 2 feet per melee round or slower.

As I said, 8 feet per minute.....not 2 feet per action.
Chaplain Wolf
player, 280 posts
I am a minister of death
praying for war.
Mon 14 Dec 2020
at 01:10
  • msg #39

Re: General Discussion

Should honestly be worded as "2 feet per melee round or 20% of your speed, whichever is better", but these games are schizo on the topic of permissiveness. They'll let you be awesome, until they drown you in specific stupid rules meant to gimp your awesome. Ah, well. The point stands that one person could get in if they were slow, but when you are running out you will be seen by everyone. It's good if you are infiltrating with the intention of a high profile action at the conclusion.
St. John-Smythe
player, 73 posts
PB 6 / MA 9
Super Spy 7
Mon 14 Dec 2020
at 04:00
  • msg #40

Re: General Discussion

It's conceivably impossible to "sneak around and recce" a vampire nest. In addition to the vampire's senses, any turned mages or psychics would easily see through any of the methods John would have to hide the intruder. Our best bet will be to create a convincing diversion (take to the stage and announce the true nature of the concert) and while the nest empties to assault that diversion a separate group get into the nest and pull out the wizard.
Symeril
player, 180 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Mon 14 Dec 2020
at 04:24
  • msg #41

Re: General Discussion

Fine.

If you want something done right do it yourself...

Symeril will go in and find the mage with Robert if John-Smythe will cast his Chameleon spell on them both.. Don't worry your head about how we will make it work we'll figure it out.

Cole, Joran... you two coming along or bugging out as well?
Cole
player, 394 posts
PB 12, MA 21
Gunfighter
Mon 14 Dec 2020
at 06:41
  • msg #42

Re: General Discussion

Cole is fine with going in. He wants there to be two, not counting the NPC.
St. John-Smythe
player, 78 posts
PB 6 / MA 9
Super Spy 7
Mon 14 Dec 2020
at 21:53
  • msg #43

Re: General Discussion

Please note John's stats to the left.
Symeril
player, 185 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Mon 14 Dec 2020
at 21:59
  • msg #44

Re: General Discussion

Chcukle! So he's a two-bag!! :)
Nathaniel
player, 188 posts
Mon 14 Dec 2020
at 23:14
  • msg #45

Re: General Discussion

St. John-Smythe:
It's conceivably impossible to "sneak around and recce" a vampire nest. In addition to the vampire's senses, any turned mages or psychics would easily see through any of the methods John would have to hide the intruder. Our best bet will be to create a convincing diversion (take to the stage and announce the true nature of the concert) and while the nest empties to assault that diversion a separate group get into the nest and pull out the wizard.


YEAH, THAT IDEA!
Chaplain Wolf
player, 283 posts
I am a minister of death
praying for war.
Mon 14 Dec 2020
at 23:17
  • msg #46

Re: General Discussion

That is pretty close to what I have in mind, actually.
Joran
player, 282 posts
Yes, I'm an ogre...
...And a Mind Melter
Mon 14 Dec 2020
at 23:24
  • msg #47

Re: General Discussion

Actually, because their own powers of mind control, vampires would not have many minions able to shrug off their abilities.  Unless they were voluntary minions.
Chaplain Wolf
player, 285 posts
I am a minister of death
praying for war.
Wed 16 Dec 2020
at 05:09
  • msg #48

Re: General Discussion

There would be a few voluntary minions, but not many. Most vampires would favor the insurance of a double bite over the question mark of genuine loyalty. If they are loyal, the double bite is acceptable to them, and if they aren't, then the double bite assures they are - or at least reduces their capability for treachery.

EDIT: Everything between the "+" marks means I'm talking about it on a radio. Anything else is Wolf talking from inside a tank to the one person waiting inside of it. I'm assuming anyone talking to Wolf is doing so over a radio.
This message was last edited by the player at 05:11, Wed 16 Dec 2020.
Cole
player, 399 posts
PB 12, MA 21
Gunfighter
Wed 16 Dec 2020
at 15:11
  • msg #49

Re: General Discussion

OK just so there is no misunderstanding,  Wolf's plan is to immediately attack the concert? Not let the vampires think everything is perfectly normal and going as they planned?
Joran
player, 283 posts
Yes, I'm an ogre...
...And a Mind Melter
Wed 16 Dec 2020
at 22:27
  • msg #50

Re: General Discussion

It would work better if he waited until they attacked.
Chaplain Wolf
player, 287 posts
I am a minister of death
praying for war.
Thu 17 Dec 2020
at 03:27
  • msg #51

Re: General Discussion

Not immediately. He wants to wait until the sun sets and the party starts a bit before doing that.

I've considered that too, but I've been thinking for a bit, and the secondary objective isn't "sacrifice these people and their blood to achieve primary objective." It is "empty the crypts and keep the vampires distracted from wanting to go back." Vampires have appetites - they want to feed.

Throwing tear gas into the cafeteria is a pretty good way to get them to look at you instead of the barracks, especially if it is spoiling the food. They'll grab the weapons and come at me in force. I'm not worried that this will not work.

My concern is that it will work all too well. "Hooray! I got them all out of the crypts and wanting to kill me!"

SWARM OF GODDAMN VAMPIRES "Oh no! I got them all out of the crypts and wanting to kill me!"

I don't think that a swarm of creatures that want their fix are going to be concerned with tactics. The only thing they might do is swarm wide over the countryside to make sure I have no other CSA armor backing me up. Once they determine I am pretty much alone, or just have those weird laser lights backing me up, then they will get down to killing me.

And if this strikes you as stupid and reckless, okay - we are on the same page of how I am looking at this operation in the first place. But I believe this will increase the odds of success on your end and fulfill the obligations of actually being Good aligned.
Nathaniel
player, 192 posts
Fri 18 Dec 2020
at 19:59
  • msg #52

Re: General Discussion

Nate is piloting the Spider-Skull Walker while Wolf is the Gunner.

Nathaniel is in the APC further away from the city at the primary rendezvous point. That point is on the beach, but he can pilot it out into the surf if needs be.

The other 8 clones are in the air about a 1000 feet up, waiting for the vampires to start attacking the Walker.
Joran
player, 285 posts
Yes, I'm an ogre...
...And a Mind Melter
Fri 18 Dec 2020
at 21:38
  • msg #53

Re: General Discussion

Then Joran will have to go back for his RV.
Nathaniel
player, 193 posts
Fri 18 Dec 2020
at 21:46
  • msg #54

Re: General Discussion

One of the brother clones can pick it up where ever it ended up (probably near the APC) and make sure it gets where it belongs.
Symeril
player, 193 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Fri 18 Dec 2020
at 23:15
  • msg #55

Re: General Discussion

Actually, I always thought the apc was 'trailer hitched' to the WR-5050 anyways?
Chaplain Wolf
player, 290 posts
I am a minister of death
praying for war.
Sat 19 Dec 2020
at 01:50
  • msg #56

Re: General Discussion

Out of curiosity, has anyone's character looked at a in-game map, pointed to a location and said, "There. That is where we need to head out of the lair at. Get the vehicles ready at that point"? Because a distraction is kind of pointless if I don't know where I do NOT need to be at.

Coming out underneath the distraction would be counterproductive. If not, I believe that little bit of fluff wouldn't hurt.
Nathaniel
player, 194 posts
Sat 19 Dec 2020
at 02:02
  • msg #57

Re: General Discussion

Yes, Nathaniel stated where the primary and secondary fall back/retreat positions would be (ie where the APC would be). If the RV is trailer hooked to the APC, that is fine with me.

He did not point on a map, but pointed out the locations from the town.
Chaplain Wolf
player, 291 posts
I am a minister of death
praying for war.
Sat 19 Dec 2020
at 02:11
  • msg #58

Re: General Discussion

Excellent news. Now we can get these disaster dominoes falling correctly. Decadence takes a lot of hard work.
This message was last edited by the player at 02:13, Sat 19 Dec 2020.
Joran
player, 286 posts
Yes, I'm an ogre...
...And a Mind Melter
Sat 19 Dec 2020
at 09:11
  • msg #59

Re: General Discussion

Actually, having the Mountaineer in a separate location, where they can come out with their target and drive off to a previously chosen rally point, while all the other chaos is going on, could prove tactically sound.
Symeril
player, 195 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 20 Dec 2020
at 05:50
  • msg #60

Re: General Discussion

Just to give some gauge as to Vampires vs MD Vehicles, Structures and Powered Armor -

Rifts - World Book 1 - Vampire Kingdoms Revised {p. 17}
Combat: Attacks per Melee Round
Undead Vampires are demonic predators whose human appearance belies their true power and speed. Attacks per melee varies with the type of vampire.

Master: Five attacks per melee round to start, +1 attack at levels 3, 6, 9, 12 and 15. The very first Master is the one who initiates
the vampire plague and all vampires created after him in that bloodline acknowledge him as the Great Master or the First Master. Even the other Masters defer to the First Master.

Secondary: Six attacks per melee round to start, +1 attack at levels 5, 10 and 15.

Wild: Five. Does not improve.

Combat: Bite Attack
In combat, vampires use all the weapons and powers available to them, and that includes biting like a wild animal predator.
Bite attacks do 2D6 damage from Secondary and Wild Vampires; +4 [PS19] to damage from the bite of a Master Vampire.

Power bites (counts as two attacks) inflict 4D6 damage from Secondary and Wild Vampires; +8 to damage from the bite of a
Master Vampire.

Against Hit Point creatures such as humans, the vampire instinctively holds back to inflict S.D.C./Hit Point damage. Against
Mega-Damage opponents, be they humans in power armor, cyborgs, rival demons, dragons or other Mega-Damage beings, the
vampire instinctively cuts loose, inflicting 2D6 M.D. with normal bite attacks, 4D6 M.D. for power bites, +4 and +8 damage bonus
respectively for Master Vampires.
Also see Supernatural Strength for additional combat options.
Chaplain Wolf
player, 294 posts
I am a minister of death
praying for war.
Sun 20 Dec 2020
at 05:57
  • msg #61

Re: General Discussion

Of course they get to add their strength to MDC hits. Being able to stand at ground zero of a nuke and laugh at every weapon that isn't garbage isn't enough. They need more rules to buff them.
Cole
player, 402 posts
PB 12, MA 21
Gunfighter
Sun 20 Dec 2020
at 06:10
  • msg #62

Re: General Discussion

Chaplain Wolf:
Of course they get to add their strength to MDC hits. Being able to stand at ground zero of a nuke and laugh at every weapon that isn't garbage isn't enough. They need more rules to buff them.

Palladium has never been consistent with their supernatural strength rules or whether or not having MD strength adds to melee damage.
Symeril
player, 197 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 20 Dec 2020
at 07:05
  • msg #63

Re: General Discussion

Read closer.. ONLY master Vamps get their PS strength damage as a bonus.
This message was last edited by the player at 07:07, Sun 20 Dec 2020.
Nathaniel
player, 196 posts
Sun 20 Dec 2020
at 15:16
  • msg #64

Re: General Discussion

Cole:
Chaplain Wolf:
Of course they get to add their strength to MDC hits. Being able to stand at ground zero of a nuke and laugh at every weapon that isn't garbage isn't enough. They need more rules to buff them.

Palladium has never been consistent with their supernatural strength rules or whether or not having MD strength adds to melee damage.


They updated that in UE I believe for Supernatural Strength. Should be greater of Weapon Damage or Damage from Supernatural Strength. There are some previous books where certain MD melee weapon descriptions specifically state that they get weapon damage AND strength. However, all such examples that I have seen (which is not all I am certain) are rather on the low end at 1 or 2d6MD. Probably not going to change much.

Now if you could get that 1d6*10 SN-STR and add it on top of a Battle Fury Blade in fury mode.....
Symeril
player, 198 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 20 Dec 2020
at 18:09
  • msg #65

Re: General Discussion

To bad you didn't take the time to mount those wooden posts on the Spider-Walker's legs or you could be staking vamps with the feet of the tank.  You only needed the wooden stakes attached to the legs not 'AS' the feet only secured next to the leg.  Powered through the Vamp hearts with the wooden log next to it you could be shish-cabobing vamps right now!  Staking the Vamps through the heart is easier than shooting them through the heart.

Just walk the tank to the surf of the shoreline and the Vamps will not cling to the tank.. you DO move much faster than they do ~ 80mph over ANY terrain..with a Robotic Strength of 50! They can barely slow you even a little... even with P.S. 14 Supernatural!
You're too damned big!
This message was last edited by the player at 21:00, Sun 20 Dec 2020.
Cole
player, 404 posts
PB 12, MA 21
Gunfighter
Sun 20 Dec 2020
at 19:59
  • msg #66

Re: General Discussion

In reply to Nathaniel (msg # 64):

The current RUE rule is, in a word, stupid. If supernatural strength (or any other MD strength) doesn't add to MD melee weapons, forcing you to choose between either using your bare hands or a weapon...thats sheer, naked idiocy.

So you're telling me that when a Gargoyle punches me with his fist, it does MORE damage than picking up a giant hammer and using that same strength, plus leverage, to pummel me into chunky salsa? Really? Really Palladium? The giant hammer somehow CUSHIONED the blow?

Frack me! If I didn't love the setting I'd have abandoned Rifts and Palladium decades ago.
This message was last edited by the player at 20:35, Sun 20 Dec 2020.
Cade
player, 292 posts
Sun 20 Dec 2020
at 20:30
  • msg #67

Re: General Discussion

There's a reason so many groups that play Palladium games have a few pages worth of house rules.

The system was smashed together from notes created around a table by a GM who's GMing style included making up tons of stuff up on the fly.

It's a far cry from more modern sensibilities where things are (theoretically) play tested, balanced, and crafted so mechanics reinforce themes and styles.
Symeril
player, 199 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 20 Dec 2020
at 21:12
  • msg #68

Re: General Discussion

Cole:
The current RUE rule is, in a word, stupid. If supernatural strength (or any other MD strength) doesn't add to MD melee weapons, forcing you to choose between either using your bare hands or a weapon...thats sheer, naked idiocy.


Yeah... I always thought that was Stupid as well.

Cade:
The system was smashed together from notes created around a table by a GM who's GMing style included making up tons of stuff up on the fly.


That's the impression I kinda got too.. even though Many of the folks I've played Rifts with insisted it was all sensible and planned out... I was meh, on the subject.

Always felt the GM controls sensibility in a game regardless of the 'system-mechanics'.
Cade
player, 293 posts
Sun 20 Dec 2020
at 21:20
  • msg #69

Re: General Discussion

Those people have never listened to Kevin discuss how everything actually came into existence.
Chaplain Wolf
player, 295 posts
I am a minister of death
praying for war.
Mon 21 Dec 2020
at 02:04
  • msg #70

Re: General Discussion

Unfortunately, I have. Make no mistake - in my own way, I respect and admire KS as being one of the last of the dinosaurs. Of the old guard, he might be one of two confirmed left still in the business.

There might be another that isn't Steve Jackson, but they aren't occurring to me right now. Nearly everyone else is gone, absorbed, or replaced.

That said, Rifts is basically Palladium RPG, Robotech, TMNT and Other Weirdness, Nightbane, and probably a few other systems all slapped together with the hope that the players will work out the kinks in arrival. Basically, he was doing what Bethesda did before they became infamous for it. Put the buggy product out and let the smart modders go to work on it.

"Weir geenuses!"
Cade
player, 294 posts
Mon 21 Dec 2020
at 02:20
  • msg #71

Re: General Discussion

If you build a career and successful business out of a product that people have fun with, you're doing something right, might not be much, but it's something, and something is sometimes enough.

Granted I kind of fell off significantly in regards to keeping up with the state of Palladium as a business and such 10-12 years back so I don't know how well the ship's staying afloat.
Chaplain Wolf
player, 296 posts
I am a minister of death
praying for war.
Mon 21 Dec 2020
at 02:40
  • msg #72

Re: General Discussion

Change has been forced on them. The existence of Savage Rifts is a compromise with reality that would have been nearly unthinkable twenty years ago. They've learned what PR actually is and even use it occasionally. Beyond that, and a few little things meant to help them survive after a near-fatal implosion, they haven't changed much.
Symeril
player, 200 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Mon 21 Dec 2020
at 02:41
  • msg #73

Re: General Discussion

In reply to Chaplain Wolf (msg # 70):

I think Jeff Dee is still in the buisness ...of "Villains & Vigilantes" original writers still in RPG Gaming business.
Captain Neck Bite
GM, 382 posts
Vampires suck
Mon 21 Dec 2020
at 03:40
  • msg #74

Re: General Discussion

I love the Palladium games system warts and all. Not gonna lie dudes. It's such a beautiful mess. That said, at some point I want to run a Dungeon World games again. Have you guys played that system? It's a story based game system that revolves around modified 2d6 rolls. I like variety in dice, though, so I always come back to Kevin's warm embrace.

I'm thinking of taking a break after this game and just playing a RIFTS game. My only reservation is that so many GM's are strict and micro-managery.
Nathaniel
player, 198 posts
Mon 21 Dec 2020
at 03:45
  • msg #75

Re: General Discussion

Depends on the game master.

I just want a Star Wars Force & Destiny FFG game on these boards (at least one I get into) to actually survive... "=(
Chaplain Wolf
player, 297 posts
I am a minister of death
praying for war.
Mon 21 Dec 2020
at 03:47
  • msg #76

Re: General Discussion

This will likely be my last RIFTS game on RPOL, barring an exception by yourself or one of the players here. I haven't had good experiences here with this game on this site, and I only keep going back because I've refused to acknowledge basic pattern recognition until recently. Strict and micromanagery, lax to the point of refusing to deal with an obvious problem player, or in one case just straight up deceptive and malevolent - I've had quite the run here from GMs.

This is probably my most positive experience.
Symeril
player, 201 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Mon 21 Dec 2020
at 03:55
  • msg #77

Re: General Discussion

I love the Rifts setting, but I'm also not fooled into thinking its perfect.  Rifts need a good flexible GM to run it in such a way that all the players have fun.. which should always be rule one!

I just never get a chance to play many Palladium Games at all.

This is fun.
Cade
player, 295 posts
Mon 21 Dec 2020
at 04:30
  • msg #78

Re: General Discussion

I know a bit about the "X World" genre/system/whatever but I've never actually played in one of the various iterations.
This message was last edited by the player at 06:40, Mon 21 Dec 2020.
Cole
player, 405 posts
PB 12, MA 21
Gunfighter
Mon 21 Dec 2020
at 06:02
  • msg #79

Re: General Discussion

Like I said, I love the setting, not so fond of the system. Fortunately I can fix the system enough to make it workable. ^_^

I run one Rifts game here on RPOL. I inherited another and have kept it going for a couple years now but just don't have the time devote to it like I feel players deserve. I'm trying to wrap it up with a satisfying conclusion and not just kill it.

I've been running my Rifts game for oh several years now. You can ask Nate about it and how I am as a GM if anyone is curious. One thing I can tell you is that I post all the rules mods up-front. If I'm forced to fill in a rules gap on the fly I will but I like to be consistent. I know I appreciate consistency as a player so I do my best do deliver that as a GM.
Nathaniel
player, 199 posts
Mon 21 Dec 2020
at 16:49
  • msg #80

Re: General Discussion

In my 30 odd years of gaming Toc Rat is the #1 RIFTs GM I have ever had the pleasure to game with. Toc Rat (Cole) is one of the top 3 GM's that I have ever gamed with, PBP or FtF. One of our mutual friends Qwerty123 is another of those top 3, but Qwerty123's specialty is with Whitewolf products, specifically Mage and Exalted.

Any game that Toc Rat is running is a game I want to play in. Whether I can do justice to it or not is a different story ;-)
Cole
player, 407 posts
Tue 22 Dec 2020
at 02:54
  • [deleted]
  • msg #81

Re: General Discussion

This message was deleted by the player at 02:54, Tue 22 Dec 2020.
Symeril
player, 205 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Tue 22 Dec 2020
at 03:07
  • msg #82

Re: General Discussion

Just curious Neck-bitey... what were the Dee-bee guards packing for weapons?  Anything interesting?  Might give me some idea how well armed the rest of their forces may be.
This message was last edited by the player at 03:08, Tue 22 Dec 2020.
Captain Neck Bite
GM, 384 posts
Vampires suck
Tue 22 Dec 2020
at 03:15
  • msg #83

Re: General Discussion

Symeril:
Just curious Neck-bitey... what were the Dee-bee guards packing for weapons?  Anything interesting?  Might give me some idea how well armed the rest of their forces may be.


These dudes just had C-10 Rifles...
Chaplain Wolf
player, 299 posts
I am a minister of death
praying for war.
Tue 22 Dec 2020
at 03:21
  • msg #84

Re: General Discussion

Really? They should have been on the rooftops. The scopes on those are actually pretty good, and if combined with a spotter and a DOPE (Data Of Previous Engagement) for their weapons, they are stupid dangerous to anyone outside of MDC armor.

But the C-10 can be acquired in bulk, much like the C-12. Thanks to men like Lyboc, who hardly operates alone, the markets are likely flooded with them lately.
Symeril
player, 206 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Tue 22 Dec 2020
at 03:22
  • msg #85

Re: General Discussion

In reply to Captain Neck Bite (msg # 83):

Actual C-10 Coalition Light Assault Laser Rifles?  Not some Central American or Mexican knock-off?
Captain Neck Bite
GM, 386 posts
Vampires suck
Tue 22 Dec 2020
at 03:28
  • msg #86

Re: General Discussion

Symeril:
In reply to Captain Neck Bite (msg # 83):

Actual C-10 Coalition Light Assault Laser Rifles?  Not some Central American or Mexican knock-off?


Lol I like the idea of knock offs. Yep. We'll say they are about half as good as the originals.
This message was last edited by the GM at 03:34, Tue 22 Dec 2020.
Captain Neck Bite
GM, 387 posts
Vampires suck
Tue 22 Dec 2020
at 03:33
  • msg #87

Re: General Discussion

Chaplain Wolf:
This is probably my most positive experience.


I'm glad dude. I'm a messy GM for sure, no hiding it. I let things get pretty friggen gonzo, and I don't know really know the DEEP lore, but I love a grand insane story so much, especially the way players make crazy decisions, that I have somehow ended up with a group of players Ive been connected to for like 2-4 years now on Rpol. Must be doing something right I guess. :-)
Captain Neck Bite
GM, 388 posts
Vampires suck
Tue 22 Dec 2020
at 03:37
  • msg #88

Re: General Discussion

Cole:
Like I said, I love the setting, not so fond of the system. Fortunately I can fix the system enough to make it workable. ^_^

I run one Rifts game here on RPOL. I inherited another and have kept it going for a couple years now but just don't have the time devote to it like I feel players deserve. I'm trying to wrap it up with a satisfying conclusion and not just kill it.

I've been running my Rifts game for oh several years now. You can ask Nate about it and how I am as a GM if anyone is curious. One thing I can tell you is that I post all the rules mods up-front. If I'm forced to fill in a rules gap on the fly I will but I like to be consistent. I know I appreciate consistency as a player so I do my best do deliver that as a GM.


Rad. I don't know what I'll want to do after this campaign, and I actually get a little anxiety about not playing with Joran, Cade and Zeke anymore, just because we've been together a while. Kinda love those goofs.

Anyway, this game still has legs so I'll worry about that later.
Symeril
player, 208 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Tue 22 Dec 2020
at 03:50
  • msg #89

Re: General Discussion

Rifts GMG, p.111

11. A "knock-off is an exact or close to exact copy by another
manufacturer. However, most knock-offs are cheaper versions that use
inferior (cheaper) materials or labor, so while they may cost the same
or a bit less (typically 10-20% less), the quality of the product is also
less - it does not look as nice, is likely to have !D6xlO% less M.D.C.,
is likely to be !D4xlO% heavier, may jam more frequently, etc.
Captain Neck Bite
GM, 390 posts
Vampires suck
Tue 22 Dec 2020
at 03:53
  • msg #90

Re: General Discussion

Symeril:
Rifts GMG, p.111

11. A "knock-off is an exact or close to exact copy by another
manufacturer. However, most knock-offs are cheaper versions that use
inferior (cheaper) materials or labor, so while they may cost the same
or a bit less (typically 10-20% less), the quality of the product is also
less - it does not look as nice, is likely to have !D6xlO% less M.D.C.,
is likely to be !D4xlO% heavier, may jam more frequently, etc.


Word.
Symeril
player, 209 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Tue 22 Dec 2020
at 04:05
  • msg #91

Re: General Discussion

Something that wasn't entirely important.. NOW is Very important... does the Vampire lair have any electronic security or automated defenses?

Robert did not answer Symeril's question...

Symeril:
As she works she asks Robert, "...what's with these poor bald, blind, possibly-mindless victims?  Are they past any saving, meaning will they EVER be 'normal' individuals again?"



Also, you also did not say what Robert is doing with the radio warning from Betty?
This message was last edited by the player at 04:06, Tue 22 Dec 2020.
Captain Neck Bite
GM, 391 posts
Vampires suck
Tue 22 Dec 2020
at 04:17
  • msg #92

Re: General Discussion

Symeril:
Something that wasn't entirely important.. NOW is Very important... does the Vampire lair have any electronic security or automated defenses?

Robert did not answer Symeril's question...

Symeril:
As she works she asks Robert, "...what's with these poor bald, blind, possibly-mindless victims?  Are they past any saving, meaning will they EVER be 'normal' individuals again?"



Also, you also did not say what Robert is doing with the radio warning from Betty?


Edited my post.
Symeril
player, 210 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Tue 22 Dec 2020
at 04:26
  • msg #93

Re: General Discussion

'Shrug'... worth a try!

Symeril will stretch out her Telemechanic senses.. to see if she can sense any electronic security to the Vampire lair... if she can find any automated Defenses or security, she will try to seize control of it!

23:02, Today: Symeril rolled 21 using 1d100.  Telemechanics - Telepathy Hack Electronics [80%]. – [roll=1608609744.34235.349743]

She will order any exterior Security doors to close, lock, and power down!
Nathaniel
player, 200 posts
Tue 22 Dec 2020
at 14:48
  • msg #94

Re: General Discussion

Captain:

Your style of GMing would go pretty well with the Amber Diceless Roleplaying Game. No dice to roll, descriptions and story are at the forefront IMO.

:-)
Captain Neck Bite
GM, 392 posts
Vampires suck
Wed 23 Dec 2020
at 04:12
  • msg #95

Re: General Discussion

Nathaniel:
Captain:

Your style of GMing would go pretty well with the Amber Diceless Roleplaying Game. No dice to roll, descriptions and story are at the forefront IMO.

:-)


I think I've heard of that one. But I love dice too much for that. Naw, I'm thinking Dungeon World, Savage Worlds, or Fate. I haven't run a Fate game before and it has always sounded like a fun system,
Cole
player, 411 posts
PB 12, MA 21
Gunfighter
Wed 23 Dec 2020
at 04:36
  • msg #96

Re: General Discussion

My gaming circle has dabbled in Fate. Its a system so easy, its hard. No seriously, its just so counter to every other system. It took us a bit to get used to the concept of the player describing what happens, even and especially on a failed roll, but once we did, it was fine. I think our years of playing Exalted helped out with that.
This message was last edited by the player at 15:19, Wed 23 Dec 2020.
Chaplain Wolf
player, 301 posts
I am a minister of death
praying for war.
Wed 23 Dec 2020
at 05:17
  • msg #97

Re: General Discussion

I'm not sure if sewage would actually hurt vampires. It might, but that one seems like a coin toss to me.

EDIT (because of Perception failure): "It wouldn't smell nice, but it would kill vampires." Fair enough.
This message was last edited by the player at 05:30, Wed 23 Dec 2020.
Cole
player, 412 posts
PB 12, MA 21
Gunfighter
Wed 23 Dec 2020
at 15:23
  • msg #98

Re: General Discussion

I hope the wizard can survive the incoming sewer flood.
Captain Neck Bite
GM, 394 posts
Vampires suck
Wed 23 Dec 2020
at 16:26
  • msg #99

Re: General Discussion

Chaplain Wolf:
I'm not sure if sewage would actually hurt vampires. It might, but that one seems like a coin toss to me.

EDIT (because of Perception failure): "It wouldn't smell nice, but it would kill vampires." Fair enough.


 I assume buried somewhere in the books is a line that says poop water kills vampires.
Joran
player, 290 posts
Yes, I'm an ogre...
...And a Mind Melter
Wed 23 Dec 2020
at 16:31
  • msg #100

Re: General Discussion

Most of what you find in sewage is chemically separate from the water.  It mixes into it, but does not form.a solution.  Unlike, say, alcohol, like brews, spirits, and vintages.  Or bleach water.  But, while blood is made up of around 75% water, it is something else entirely.
Symeril
player, 215 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Wed 23 Dec 2020
at 16:47
  • msg #101

Re: General Discussion

Its the motion of the water and partially it cleanliness.

R: VK-R, p.80
Being immersed in clean, clear, still water, like a swimming
pool or horse trough, causes discomfort and but only inflicts 1D6
points of damage per melee round and cannot kill a vampire even
when Hit Points are reduced to zero or below
.

Stagnant, murky, or polluted water like an uncleaned swimming
pool, muddy water, and swamp water that doesn’t move
or barely moves
and is thick with algae, slime, moss and insect
larvae, does NO damage to vampires.

Even rainfall can hurt and kill a vampire exposed to its cleansing
waters.


But the sewers is designed to flow polluted waters out of the living areas of the city to deposit it first to a treatment plant and then back out to natural waters.  The point being the water is in motion.. which IS deadly to Vamps standing in it.. even up to just their ankles ~ its like acid.

Also remember this is Mexico.. their infrastructure of public works is shoddy at best even now-adays... there may be no treatment plant at all merely a sluiceway out to the ocean!

I think our Wizard will survive a bit of sewer water... unless for some reason the sewers are flooded.. which I would only expect after a big rainstorm.. but guess we'll find out shortly.
This message was last edited by the player at 17:07, Wed 23 Dec 2020.
Cole
player, 413 posts
PB 12, MA 21
Gunfighter
Wed 23 Dec 2020
at 17:01
  • msg #102

Re: General Discussion

This boils down to a GM call. The spirit of the rule seems to be that anything other than pure, running water, does no damage to vampires. Of course Palladium had to muddy the water (sorry couldn't resist) by stating polluted, non-moving water does no damage, rather than coming right out and saying polluted water does no damage, moving or stagnant. If the only thing that mattered was movement, then there would be no need to state whether or not the water was pure.

Whether or not it hurts that vampires though, is secondary in my mind. Of primary concern is whether or not, after having locked the controls unless a reboot is done, will the sewer waters flood the entire lair and drown the wizard. Remember, killing vampires is great and all but entirely secondary to our actual goal. We can kill any vampires that get in our way, sure, and enjoy the fact we did but if we don't get the wizard out, alive and in a condition able to fix the compass, it won't matter if we kill every vampire in the place.
Symeril
player, 216 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Wed 23 Dec 2020
at 17:07
  • msg #103

Re: General Discussion

'Shrug' It is a GM call.  But if it were not important they would not have stated that still clean water cannot kill a vampire either at 0 hit points, but still muddy or dirty water that is not in motion does no damage as well.  It DOES matter if the water is in motion.

As for shutting things off and locking systems up... Symeril is doing that for a reason. She ALWAYS has a plan. The REAL opposition has yet to make an appearance.
This message was last edited by the player at 17:56, Wed 23 Dec 2020.
Captain Neck Bite
GM, 395 posts
Vampires suck
Thu 24 Dec 2020
at 01:21
  • msg #104

Re: General Discussion

First of all: I want you all to remember the times when we seriously discussed whether sewage could hurt vampires.

Second: Looks like it wont damage them based on the books, so that's the decision: poop water doesn't hurt vampires.
Joran
player, 291 posts
Yes, I'm an ogre...
...And a Mind Melter
Thu 24 Dec 2020
at 02:10
  • msg #105

Re: General Discussion

That does not mean they are comfortable with it being in their lair.  If sewer water could hurt them, you could just pee on them and possibly kill them.
Captain Neck Bite
GM, 397 posts
Vampires suck
Thu 24 Dec 2020
at 02:18
  • msg #106

Re: General Discussion

Joran:
That does not mean they are comfortable with it being in their lair.  If sewer water could hurt them, you could just pee on them and possibly kill them.


Lol, are golden showers somewhere in the books? Forgive my crudeness. I blame Joran.
Chaplain Wolf
player, 303 posts
I am a minister of death
praying for war.
Thu 24 Dec 2020
at 02:20
  • msg #107

Re: General Discussion

I would presume urine would not work, and you'd probably just end up with a furious vampire on your hands. It is, however, a glorious way to disrespect the otherwise extremely egotistical vampire, and is therefore deserving of my endorsement.
Captain Neck Bite
GM, 398 posts
Vampires suck
Thu 24 Dec 2020
at 02:23
  • msg #108

Re: General Discussion

Chaplain Wolf:
I would presume urine would not work, and you'd probably just end up with a furious vampire on your hands. It is, however, a glorious way to disrespect the otherwise extremely egotistical vampire, and is therefore deserving of my endorsement.


Haha, well put dude.
Symeril
player, 217 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 24 Dec 2020
at 02:32
  • msg #109

Re: General Discussion

So.  Your going to suggest I do a thing as the GM because it will hurt Vampires then when I do it you change the rule?  Ok.  Your game.. Thats 1.
This message was last edited by the player at 02:32, Thu 24 Dec 2020.
Cade
player, 300 posts
Thu 24 Dec 2020
at 02:54
  • msg #110

Re: General Discussion

You are the one who went and found the text that shot down your own idea.

If you're going to do some crazy shit (pun intended if that floats your TP boat), just say you're doing it and let it roll on how it will.

The "rule of cool" does have a history of taking precedent.  Just gotta trust things will work out one way or another and not oversell.
Symeril
player, 219 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 24 Dec 2020
at 02:57
  • msg #111

Re: General Discussion

A GM is allowed to rule anyway he wants things to work in his game.. I made my case and he chose to see it differently than the rules state. I'm not here to argue rules.

That's not what annoys me.. its changing things when he told me it would work differently then not giving me the option to choose a different action. That's not fair.
Symeril
player, 220 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 24 Dec 2020
at 11:55
  • msg #112

Re: General Discussion

Joran - Woodpulp Rounds inflict 1d4 MD to normal targets but 3d6x10 direct to Vampire Hit points
Nathaniel
player, 202 posts
Thu 24 Dec 2020
at 16:31
  • msg #113

Re: General Discussion

Just a point of interest, but regardless of if the water is pure enough to hurt them (one hopes that river water is pure enough) does flowing water still impede them from crossing it via some supernatural revulsion or whatever. I forget at where and what book it is in, but my memory tells that vampires can't cross moving water.
Symeril
player, 221 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 24 Dec 2020
at 16:56
  • msg #114

Re: General Discussion

In reply to Nathaniel (msg # 113):

Rifts, Vampire kingdoms-revised, p.81
Water offers other barriers for the vampire. The undead
have a powerful phobia about water and cannot willingly cross
over running water unless there is a physical bridge to cross.
Even then, the water phobic creatures must roll to save versus
Horror Factor 16. A failed roll means the vampire cannot bring
himself to cross the bridge. The monster can try to overcome his
fear to cross a bridge by rolling to save vs Horror Factor as often
as four times an hour. Most vampires, however, only try under
dire circumstances. The rest of the time there is no effort to overcome
their fear, they just avoid rivers, streams, lakes and seas.
Vampires will NOT even try crossing bodies of water by turning
into a bat and flying over it.
Another way of getting across running water is to be transported
by somebody else, sealed in a (ideally waterproof) container
(coffin?) and taken over by boat, aircraft or other means, without
the vampire’s knowledge. If the demon knows he’s being taken
over water, he’ll protest and try to vacate the vehicle before getting
near water.


Rifts Sourcebook - Vampire Sourcebook, p. 63
Moving Water. If a ready supply of it can be accessed, water
is a very effective anti-vampire tool. In addition to moats,
hoses and sprinkler systems, "mini-waterfall fountains or "water
curtains" can be placed in doorways, vents and small areas to
prevent vampires from entering in mist or bat form. Any of these
methods will require a plumbing system, found in only the most
developed cities. Water pipes and aqueducts are rare enough in
the low-tech outer reaches of Mexico, and basically unheard of
within the Vampire Kingdoms, where restricting water access is
one way the vampires control their slave populations and ensure
against uprisings.
Many magic spells and Techno-Wizard water guns provide
their own magical water supply, and one of the reasons why they
are so useful in dry desert environments. Clever technological
devices might only be viable near wells, lakes or rivers, and even
then only when pumps can be set up, powered and defended.
When conditions are right, though, vampires are generally unprepared
for sprinklers set to timers or motion sensors, rivers
dammed and diverted to flood certain areas, and water curtains
placed over doorways.


Rifts Sourcebook - Vampire Sourcebook, p. 64
Water-Based Defenses
For coastal villages and those with access to plentiful wells
or modern plumbing systems, the power of water can be used to
fend off vampires. There are few reliable water systems in Mexico,
but defenders are willing to go to extreme lengths to build
pipes and aqueducts for defense.
Perimeter Sprinklers. A sprinkler system attached to a timer
or motion sensor might seem like a practical joke to normal humans,
but to vampires it is another matter entirely. Not only will
sudden water attacks cause damage and disorientation, but sprinklers
also work as area denial weapons, making certain zones basically
impassable to vampires unless they find a way around or
over them. Sprinklers don't require much thought, either, leaving
defenders free for other tasks.
Door Water Curtains. While vampires might be able to fly
over or go around many exterior water defenses, doorways, windows
and tunnels are a different matter. With just a few pipes and
a water supply, an Operator or someone specifically trained to
build "water curtains" can rig up a simple defense system. Humans,
D-Bees, werebeasts and animals can walk right through
the torrent of water without injury; they just get soaked by the
mini-waterfall. Vampires take 1D4x10 points of damage from
most water curtains as they are usually a heavy sheet of water
that drenches all who pass through it. Multiple water curtains
make it nearly impossible for vampires to access certain areas
without first cutting off the water supply or subjecting themselves
to repeated and perhaps severe damage. The sight of such water
curtains causes most vampires to hesitate (Horror Factor 16).
And what if it is holy water being cycled through?! It would be
like running through acid; 2D4x10 Hit Points of damage! Even
a heavy sprinkler system would do only 1D4 damage and has
a mere Horror Factor of 7. Note: Smart designers always have
a way to capture, collect and re-circulate as much of the water
released as possible so it can be used over and over again. Important
when using holy water and in desert environments.

This message was last edited by the player at 17:03, Thu 24 Dec 2020.
Nathaniel
player, 204 posts
Fri 25 Dec 2020
at 02:29
  • msg #115

Re: General Discussion

He has Pilot Tank/APC which is what the Walker falls under if I am not mistaken. He also has 'Combat Driving'. If there is some kind of elite form of Combat driving, he doesn't have it. The first roll was a 98/98, so I played it up as him not having failed, just found a problem. Then he rolled  39/98 which should have been a total success even at -50% for whatever challenges there might be.

Besides, the Skullwalker is suppose to be a distraction and it seems to have done more than that by getting a possible method of flooding the entire nest ;-)
Chaplain Wolf
player, 305 posts
I am a minister of death
praying for war.
Fri 25 Dec 2020
at 02:33
  • msg #116

Re: General Discussion

I was mostly asking if he can roll to dodge, really. That way you aren't dependent on my autododging.
Nathaniel
player, 205 posts
Fri 25 Dec 2020
at 03:32
  • msg #117

Re: General Discussion

As far as I know there are no Vehicles that have auto-dodge this side Protoculture from Robotech. Even then the Cyclone in Power Armor Mode is no longer a motorcyle and only has auto-dodge as part of a Leaping Dodge. The Katani Serpent Power Armor confers an autododge, but again it is a Power Armor. I know that aircraft can get a dodge roll with bonuses, but it was my impression that ground vehicles didn't get any bonuses (because I have never seen them). It is an impression and I was asking for a +2 due to Mechani-link in OOC-PM to the GM. :-0
Chaplain Wolf
player, 306 posts
I am a minister of death
praying for war.
Fri 25 Dec 2020
at 03:53
  • msg #118

Re: General Discussion

I was rolling my own autododge in past turns. Figured it was better to apologize than to ask, in this case. Still, if I can't do that, it's cool.
Captain Neck Bite
GM, 399 posts
Vampires suck
Fri 25 Dec 2020
at 03:56
  • msg #119

Re: General Discussion

Chaplain Wolf:
I was rolling my own autododge in past turns. Figured it was better to apologize than to ask, in this case. Still, if I can't do that, it's cool.


Yeah you're autododge wouldn't translate over to the spidey mobile.
Chaplain Wolf
player, 307 posts
I am a minister of death
praying for war.
Fri 25 Dec 2020
at 04:23
  • msg #120

Re: General Discussion

Ah well. Updated, and ready to roll.
Symeril
player, 222 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Fri 25 Dec 2020
at 04:43
  • msg #121

Re: General Discussion

Usually you need to have Elite Robot Vehicle combat to even GET a dodge and higher level to get their auto-dodge.  THIS is why Powered Armor Combat is so popular in Rifts.. as even with the Basic Power Armor combat.. you get a dodge.  Not an auto-dodge.. but you can at least dodge.
Nathaniel
player, 206 posts
Fri 25 Dec 2020
at 05:54
  • msg #122

Re: General Discussion

Yeah, he doesn't have the Elite for the Spider-Walker, only Basic. However, he never picked a 'Other Skill' for 9th level. So he could pick it up, but I am wondering if there is an Elite for APC's ;-)
Chaplain Wolf
player, 308 posts
I am a minister of death
praying for war.
Fri 25 Dec 2020
at 06:10
  • msg #123

Re: General Discussion

I wondered that as well. I've certainly been looking for one in regard to tanks or hovertanks. I would love a campaign that revolved around one of those Iron Heart tanks with the electric battery, and the core of the adventure of the day is "well, we are running out of charge, so let's see what we can do to help today." It would be so grounded and so Rifts at the same time.
Symeril
player, 223 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Fri 25 Dec 2020
at 06:35
  • msg #124

Re: General Discussion

OH CRAP! Wait! I'm WRONG!!!  They have apparently Changed ALL of that in the "Rifts - Main: Ultimate Edition", p. 351-353

Robot (and Power Armor) Combat: Basic
Characters with this skill are taught the fundamentals of operating
all types of power armor suits such as the Flying Titan, SAMAS, Glitter
Boy, and others, as well as basic types of robot vehicles. Power armor
is a robot exoskeleton that is worn like a suit of armor. Power
armor is usually much smaller, lighter and faster than a robot vehicle
like the UAR- I Enforcer. Any vehicle bigger than 12 feet (3.6 m) and
which requires the pilot to sit down or has a "crew compartment" or
can accommodate passengers is a robot vehicle, not power armor.
The emphasis of training is on piloting, not combat, hence the low
bonuses, but the individual is able to operate all types of robots and
power armor on a basic level. Requires the Pilot: Robots & Power
Armor skill (the ability to pilot power armor and 'bots without benefit
of any bonuses). Note: To get superior combat bonuses, one needs to
take the skill, Robot (and Power Arm or) Combat: Elite.
All bonuses are in addition to the pilot's own hand to hand combat
training and attribute bonuses. They do not apply to the pilot's physical
abilities outside the power armor.
Basic Com bat Bonuses: Applies to all types of power armor and
robot vehicles. See Elite for specific types.
+ 1 extra attack/action per melee round, plus those of the pilot.
+ 1 to strike in hand to hand combat.
+ 1 to parry in hand to hand combat.
+1 to dodge.
+ 1 to roll with impact.
Critical Strike is the same as the pilot's hand to hand skill.
Strike bonuses for built-in weapons are limited to bonuses the pilot
may have fr om the skills Weapon Systems and/or W.P. Heavy Mega Damage
Weapons (applies to rail guns and missile launchers, as well).

Damage : As per Robot P.S. Each power armor description will list
the damage under the "Elite" hand to hand stat block. The basic skill,
however, only lets the pilot do a restrained and full strength punch and
an ordinary kick, no leap kick, stomp or special attacks.

Power Armor Body Block/Tackle/Ram : 104 M.D. plus a 01-50%
chance of knocking an opponent down, causing him to lose initiative
and one melee attack/action. Counts as two of the power armor' s melee
attacks.

Robot Body Block/Tackle/Ram : M.D. equal to Robot Punch M.D.
plus a 01-60% chance of knocking down an opponent that is approximately
the same size or larger. Increase the odds of knocking down an
opponent that is half the size or smaller than the robot to 01 -80%. The
victim suffers M.D. and loses initiative and two melee attacks/actions.
Counts as two of the robot 's melee attacks.


Robot (and Power Armor) Combat : Elite
Superior combat training in various types of power armor and giant
robot vehicles. The emphasis of training is on combat. When "Elite"
combat is taken for a specific type of robot or power armor, the bonuses
from "Elite" combat training supercede those the character might
have fr om Basic Combat training. (Use Elite bonuses only, do not add
Elite and Basic together. The bonuses fr om Basic training apply only to
robot vehicles with which the character has no special Elite training.)
All bonuses are in addition to the pilot's own hand to hand combat
training and attribute bonuses. They do not apply to the pilot's physical
abilities outside the robot vehicle.


Flying Power Armor
Types: Comparatively small power like armor the Coalition
SAMAS (all types), Flying Titan, Triax Predator, NO Samson, NO Red
Hawk, Chipwell Sky power armor and other small, humanoid-shaped
power armor that are under 1 1 feet (3 . 3 m) tall and have fl ight capabilities.
Power Armor Com bat E l ite Bonuses: Or as listed under the individual
robot descriptions.
+ I extra attack/action per melee round, plus those of the pilot at
level one, + 1 additional attack at levels 3 , 6, 9 and 1 2.
Critical Strike is the same as the pilot ' s .
+ 2 o n in itiative.
+2 to strike with energy and long-range weapons.
+2 to strike in hand to hand combat.
+3 to parry.
+2 to dodge on the ground.
+5 to dodge when flying or leaping.
+2 to disarm .
+3 to pull punch.
+4 to roll with impact.
Punch Damage: As per Robot (or Augmented) P.S.

Power Punch : Double damage, but counts as two melee attacks.

Tear or Pry with Hands: 1 D4 M.D.

Kick Damage: As per Robot (or Augmented) P. S .

Body B 1ocklRam : Equal t o the Robot P.S. punch damage.

Full Speed Running Ram : Double Robot P.S. punch damage, plus
01-60% likelihood of knocking an opponent off his feet if the opponent
is the same size or smaller (reduce by half if twice as big). Victim takes
M.D. and is knocked off his feet, losing initiative and two melee attacks/
actions.


Ground-Based Power Armor
Types: Comparatively small power armor like the Coalition
Mauler, Terror Trooper, Olitter Boy Killer, Triax Flanker and Terrain
Hopper, and other small, humanoid-shaped power armor that are under
14 feet tall (4.3 m; most are under 1 0 feetl3 m) and do not have flight
capabilities.
Power A r m o r Com bat E lite Bonuses: Or as listed under the individual
robot descriptions.
+ 1 extra attack/action per melee round, plus those of the pi lot at
level one, + 1 additional attack at levels 3 , 5 , 1 0 and 1 5 .
Critical Strike i s the same as the pilot's.
+ 1 on initiative.
+2 to strike with energy and long-range weapons.
+3 to strike in hand to hand combat.
+2 to parry.
+2 to dodge on the ground.
+3 to disarm .
+3 to pull punch.
+2 to roll with impact.
Punch Damage: As per Robot (or Augmented) P.S.

Power Punch : Double damage, but counts as two melee attacks.

Tear or Pry with Hands: 1 D4 M.D.

Kick Damage : As per Robot (or Augmented) P.S.

Body Block/Ram : Equal to the Robot P.S. punch damage.

Full Speed Running Ram : Double Robot P.S. punch damage, plus
01-50% likelihood of knocking an opponent off his feet if the opponent
is the same size or smaller (reduce by half if twice as big). Victim takes
M.D. and is knocked off his feet, losing initiative and two melee attacks/
actions.



Heavy Vehicular Style Robots
Types: Large, heavy ground robots that either have mUltiple legs,
nonhuman shape and/or vehicular appearance or locomotion, like the
Coalition Spider-Skull Walker, Scorpion-Skull Walker, the Triax Bug
and Crab, and other big or bulky robots that do not have a humanoid
shape; most are large to huge, and don 't have flight capabilities.
Robot Com bat E l ite Bonuses:
+ 1 extra attack/action per melee round, plus those of the pilot at
level one, + 1 additional attack at levels 4, 8, and 1 2.
Critical Strike is the same as the pilot's.
+ 1 on initiative.
+3 to strike with energy weapons and long-range weapons (in addition
to W.P. skills of the gunner or pilot; typically Weapon Systems
and W.P. Heavy Mega-Damage Weapons are the only two that apply to
robots and armored vehicles.
+ 1 to strike and parry in hand to hand combat.
+ 1 to dodge standing stationary.
+2 to dodge when already in motion.
+ 1 to roll with impact.
Punch/Kick Damage: As per Robot P . S .

Power Punch/Kick: Double damage, but counts a s two melee attacks.

Kick Damage : As per Robot P.S.

Body Block/Ram : Equal to the Robot P . S . punch damage.

Full Speed Running Ram : Triple the Robot P . S . punch damage, plus
01-80% likelihood of knocking opponent off his feet if the opponent is
the same size or smaller. Victim takes M.D. and is knocked off his feet,
losing initiative and two melee attacks/actions.
Stomp: I D6 M.D. ; effective only against objects smaller than one
third the robot's total height.
Heavy Ground Robots
Types: Large, heavy ground robots like the Coalition UAR- l Enforcer,
IAR-2 Abolisher, and IAR-3 Skull Smasher, Titan series robot
vehicles (including the Titan Combat and Exploration ' bots), the Triax
Forager, NO-Hunter Mobile Gun, NO-V I 0 Super Robot, and other big,
humanoid-shaped 'bots that tower 20 feet (6. 1 m) or larger and don 't
have flight capabilities.



Robot Combat Elite Bonuses:
+ 1 extra attack/action per melee round, plus those of the pilot at
level one, + 1 additional attack at levels 3 , 6, 1 0 and 1 5 .
Critical Strike i s the same as the pilot ' s .
+ 1 o n initiative.
+ 1 to strike with energy weapons, in addition to W.P. skills (typically
Weapon Systems and W.P. Heavy Mega-Damage Weapons are
the only two that apply to robots and armored vehicles).
+2 to strike in hand to hand combat.
+3 to parry.
+ 1 to dodge standing stationary.
+2 to dodge when already in motion, running or leaping.
+ I to disarm a giant-sized opponent.
+2 to pull punch.
+3 to roll with impact.

Punch Damage: As per Robot P . S .

Power Punch : Double damage, but counts a s two melee attacks.

Tear or Pry with Hands: 1 D6 M.D.

Kick Damage: As per Robot P.S.

Body Block/Ram : Equal to the Robot P . S . punch damage.

Full Speed Running Ram : Double the Robot P . S . punch damage

This message was last edited by the player at 06:36, Fri 25 Dec 2020.
Cole
player, 415 posts
PB 12, MA 21
Gunfighter
Fri 25 Dec 2020
at 18:39
  • msg #125

Re: General Discussion

Merry Christmas everyone!
Captain Neck Bite
GM, 400 posts
Vampires suck
Sat 26 Dec 2020
at 03:25
  • msg #126

Re: General Discussion

Cole:
Merry Christmas everyone!


Thanks, you too!
Chaplain Wolf
player, 309 posts
I am a minister of death
praying for war.
Sat 26 Dec 2020
at 03:31
  • msg #127

Re: General Discussion

It is indeed Christmas, and an excuse to be merry.
Symeril
player, 225 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sat 26 Dec 2020
at 05:06
  • msg #128

Re: General Discussion

Rifts - Vampire Kingdoms 'Revised', p.24

Vampire Mind Control Stats:
Range: Line of sight; the vampire must look the intended victim
directly in the eyes and issue a verbal command
. If the intended
subject of Mind Control cannot hear the vampire, the Mind Control
does not work. Furthermore, if a character saves vs Mind
Control three times in a row within a short period of time, he is
immune to any further attempts from that specific vampire for the
next 48 hours, and +2 to save vs Mind Control from any other
vampires for the next 24 hours. Note: The vampire’s eyes glow
red or yellow whenever this power is used.

Cade
player, 302 posts
Sun 27 Dec 2020
at 04:20
  • msg #129

Re: General Discussion

I don't think Symeril planned to separate from everybody else?

Mainly as she mentioned specifically trying to not outpace those of us who didn't bring our highly mobile suits of flying power armor.
Cole
player, 418 posts
PB 12, MA 21
Gunfighter
Sun 27 Dec 2020
at 04:37
  • msg #130

Re: General Discussion

Cade:
I don't think Symeril planned to separate from everybody else?

Mainly as she mentioned specifically trying to not outpace those of us who didn't bring our highly mobile suits of flying power armor.

I think Cade managed to change her mind. She headed off to find the wizard while the rest of us fight vampire and stuff. I could be wrong about that though.
Symeril
player, 227 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 27 Dec 2020
at 04:41
  • msg #131

Re: General Discussion

No Cade is right, Symeril did not want to out-pace the party, keeping her speed set to their pace so they can benefit from the Globe of Daylight as we proceed.
Cade
player, 304 posts
Sun 27 Dec 2020
at 06:46
  • msg #132

Re: General Discussion

You could also have waited for us to catch up.  :D
Symeril
player, 229 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 27 Dec 2020
at 12:55
  • msg #133

Re: General Discussion

Well.. it seemed the GM was pushing for a change in the drama speed so .. I just went with it. 'shrug'  Didn't want to directly contradict the GM on his post.

I just figured Neckbity had his reasons as he supposedly read all the previous posts and understood what our intentions as a team were.
Captain Neck Bite
GM, 403 posts
Vampires suck
Mon 28 Dec 2020
at 03:42
  • msg #134

Re: General Discussion

We'll do some hand waving and say the crew catches up with you as you pave a way forward. I thought the crew was going to stay behind and buy you time.
Cole
player, 419 posts
PB 12, MA 21
Gunfighter
Mon 28 Dec 2020
at 04:05
  • msg #135

Re: General Discussion

Captain Neck Bite:
We'll do some hand waving and say the crew catches up with you as you pave a way forward. I thought the crew was going to stay behind and buy you time.

So I'm not the only one that thought that!
Chaplain Wolf
player, 311 posts
I am a minister of death
praying for war.
Mon 28 Dec 2020
at 04:19
  • msg #136

Re: General Discussion

On my end, Chaplain can usually detect an enemy and shoot them. What's going on is probably a lot of radar chaff in the air, and he's wanting to see if he can find out where a concentration of enemies are at so he can shoot them... through the walls, if needs be. He needs them thinking about him, and not about strategy.
Joran
player, 293 posts
Yes, I'm an ogre...
...And a Mind Melter
Tue 29 Dec 2020
at 03:22
  • msg #137

Re: General Discussion

Sorry, been dealing with family things, and first day of work in four.  Now playing lasertag.  Will post later.
Symeril
player, 232 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Wed 30 Dec 2020
at 01:17
  • msg #138

Re: General Discussion

In reply to Joran (msg # 137):

Thanks Joran.. that's just the break Symeril needed!  I'll wait until Cptn Nechbity posts the results before I post again.
Captain Neck Bite
GM, 405 posts
Vampires suck
Wed 30 Dec 2020
at 04:42
  • msg #139

Horror Factor

I forgot to have you guys roll vs Horror Factor. I didn't want to use your JIC rolls because those are old. I'l wait until tomorrow to give you guys a day to edit posts and roll!
Chaplain Wolf
player, 313 posts
I am a minister of death
praying for war.
Wed 30 Dec 2020
at 04:46
  • msg #140

Horror Factor

I'm good. Got a 22.
Joran
player, 295 posts
Yes, I'm an ogre...
...And a Mind Melter
Wed 30 Dec 2020
at 09:10
  • msg #141

Horror Factor

I think Joran is good, too.
04:09, Today: Joran rolled 23 using 1d20+6.  Vs Horror Factor.
Cole
player, 421 posts
PB 12, MA 21
Gunfighter
Wed 30 Dec 2020
at 14:20
  • msg #142

Horror Factor

Cole rolled 29 using 1d20+11.  Save Vs HF

If Cole didn't manage to save, we are royally screwed.
Symeril
player, 233 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Wed 30 Dec 2020
at 15:15
  • msg #143

Horror Factor

In reply to Cole (msg # 142):

Eh.. its not THAT bad, you loose initiative... go last, loose a single attack, and can't dodge/parry the first attack made against you.

It slows you don't a bit but is not the end, you can attack freely and roll initiative after that.

But yeah... something with a Horror Factor of 30..we probably should not be fighting.
This message was last edited by the player at 15:16, Wed 30 Dec 2020.
Cole
player, 422 posts
PB 12, MA 21
Gunfighter
Wed 30 Dec 2020
at 15:52
  • msg #144

Re: Horror Factor

Symeril:
But yeah... something with a Horror Factor of 30..we probably should not be fighting.

Yup, thats what I was going for. HF 30?! Holy mother of God! That goes way past Master vampire, past Vampire Intelligence, past a Splugorth and straight to Great Old One territory.
Symeril
player, 234 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Wed 30 Dec 2020
at 17:12
  • msg #145

Re: Horror Factor

This is bizarre. Cyber-knights are supposed to be one of the few predominantly "HEROIC" classes in the Rift's Genre... AND Yet..even at 15th level... my Horror Factor Bonus is only +5, and there is no way to ever really increase it!
Cole
player, 423 posts
PB 12, MA 21
Gunfighter
Wed 30 Dec 2020
at 18:31
  • msg #146

Re: Horror Factor

Yah Gunfighters get good bonuses to HF. They progress at +1 at levels 1,3,5,7,9 and 12. So just by level bonuses alone, they get +6 by 12th.

Add in Cole being an Atlantean (+4) and one of his skills giving a bonus to HF (H2H Commando I think) and not much fazes him.
Joran
player, 296 posts
Yes, I'm an ogre...
...And a Mind Melter
Wed 30 Dec 2020
at 22:45
  • msg #147

Re: Horror Factor

Having a Horror Factor and a Mind Melter certainly work in Joran's favor, though not as favorably as Cole.
A Nightbane can have a seriously wicked Horror Factor if the GM decides to ignore the HF 20 cap.  If I pick the right features, I am sure I can reach that HF 30.
Chaplain Wolf
player, 314 posts
I am a minister of death
praying for war.
Wed 30 Dec 2020
at 23:05
  • msg #148

Re: Horror Factor

Horror Factor is a holdover from Nightbane. Given the kind of crap that is native to the Rifts setting, I've always just chalked that up as a straight up supernatural effect, like a specific and subtle form of mind control. I know the official explanations, and my brain just kills the author at that point.
Symeril
player, 235 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Wed 30 Dec 2020
at 23:46
  • msg #149

Re: Horror Factor

Actually Horror Factor first showed up in 'Beyond the Supernatural', the horror setting.
Cole
player, 424 posts
PB 12, MA 21
Gunfighter
Wed 30 Dec 2020
at 23:59
  • msg #150

Re: Horror Factor

Symeril:
Actually Horror Factor first showed up in 'Beyond the Supernatural', the horror setting.

Thats where I first saw it too ^_^
Joran
player, 297 posts
Yes, I'm an ogre...
...And a Mind Melter
Thu 31 Dec 2020
at 02:16
  • msg #151

Re: Horror Factor

It also appears in the second edition of Palladium Fantasy RPG.
Symeril
player, 236 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 31 Dec 2020
at 02:43
  • msg #152

Re: Horror Factor

Horror Factor also appeared in 1st Edition Palladium Fantasy... but it was ill-defined there... kinda seemed slap-dashed into the rules without much thinking on it.

But this is Palladium.. what isn't slap-dashed together?!?

Though.. I DO wish they would have put the Rune Weapon Soul-drinking sword "Death's Kiss" in the sample module in the 1st Ed Palladium Fantasy... into the 2nd Edition books revamped for modern palladium rules.  THAT was a cool weapon!
This message was last edited by the player at 02:46, Thu 31 Dec 2020.
Cade
player, 306 posts
Thu 31 Dec 2020
at 05:11
  • msg #153

Re: Horror Factor

Captain Neck Bite:
Also, be sure to save vs psionics in each post going forward, just to be on the safe side.



Is this against vampiric mind control woogliness?
Symeril
player, 237 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 31 Dec 2020
at 06:16
  • msg #154

Re: Horror Factor

Just a note.. Joran's TK Force Field is air tight.. unless he didn't really "englobe" the Vamp Lord and only domed him to the ground.

Also, Symeril is under the effects of her Mind Block..does she still need to save vs psionics?
This message was last edited by the player at 06:24, Thu 31 Dec 2020.
Captain Neck Bite
GM, 408 posts
Vampires suck
Thu 31 Dec 2020
at 06:25
  • msg #155

Re: Horror Factor

Symeril:
Just a note.. Joran's TK Force Field is air tight.. unless he didn't really "englobe" the Vamp Lord and only domed him to the ground.


Yeah he PM'd me about it. Vamp also got a dodge roll when it started to form in the first place. I didn't realoze it was a force bubble, I thought it just bound him. Even at a -6 he passed the dodge roll, so I'm going to let the resolution stand for this one. But I'll remember next time. In any case, you guys got rid of his dumbass for now, with minimal scrapes and bruises. Sorry about my confusion.

Cade:
Captain Neck Bite:
Also, be sure to save vs psionics in each post going forward, just to be on the safe side.



Is this against vampiric mind control woogliness?


Yep.
This message was last edited by the GM at 06:26, Thu 31 Dec 2020.
Chaplain Wolf
player, 315 posts
I am a minister of death
praying for war.
Thu 31 Dec 2020
at 06:31
  • msg #156

Re: Horror Factor

Well, Nate and I have a screen between us and them, so unless they can hit us through a view screen, I think we will be fine.
Cole
player, 425 posts
PB 12, MA 21
Gunfighter
Thu 31 Dec 2020
at 14:56
  • msg #157

Re: Horror Factor

I think we did pretty darn well all things considered.

I'll make an IC post this morning.
Symeril
player, 240 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Thu 31 Dec 2020
at 22:17
  • msg #158

Re: Horror Factor

Eh... Symeril feels she failed the party when they needed her the most.
Cole
player, 427 posts
PB 12, MA 21
Gunfighter
Thu 31 Dec 2020
at 22:38
  • msg #159

Re: Horror Factor

Symeril:
Eh... Symeril feels she failed the party when they needed her the most.

Um...why?

Right now rereading everything, if this were a book or show, its pretty clear Symeril is doing the heavy lifting.

For example, Cole had one job; get the mage out. What happened? He broke the straps sure but then immediately Symeril grabbed the wizard and flew for the exit.

Big bad Master Vampire shows up. What happens? Symeril scares him off. Sure he left behind four mooks but Symeril proceeded to pummel them into oblivion.

So why do you say you failed?
Symeril
player, 241 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Thu 31 Dec 2020
at 23:03
  • msg #160

Re: Horror Factor

Well to her mind.. she faltered in the face of the Vamp Lord.. and she gave him the chance to mind control a party member with that delay... Cade could have hurt herself or any of you because Symeril got spooked and didn't lay the whup-ass on that vamp lord to hold his attention!

Symeril would never have forgiven herself if Cade had been killed or severely maimed by that creature... especially after Symeril kinda 'botched' following her superior plan and Cade was soo very brave to face the Vamp Lord in melee!

She should have waited at the door for everyone to rally there before smashing it open guns blazing... yeah she popped her smoke at the door, but she never took into account that Cole or Cade might not have the needed optics to see through it to properly snipe at the Vamp lord from cover where he could not meet their eyes to mind control them.

Its possible that had everyone been there at the door together ready to enter all at once Joran could have pinned the vamp in a TK Bubble and the party snatched the Wiz and made with the plan and gotten away all to plan.

Symeril botched ALL of that!

Perhaps she's just a perfectionist... she's not use to working with a team.  Most Cyber-knights do their fighting solo... only themselves at risk.
This message was last edited by the player at 23:06, Thu 31 Dec 2020.
Nathaniel
player, 209 posts
Thu 31 Dec 2020
at 23:10
  • msg #161

Re: Horror Factor

Well Symeril, you just come on over and cry on Nathaniel's shoulder. I am pretty sure that he can think of something that will help you take your mind off this minor travesty.

;-)
Cade
player, 308 posts
Thu 31 Dec 2020
at 23:35
  • msg #162

Re: Horror Factor

Well it's perfectly in character for her to have a self pity party in part because she thinks the rest of us are a bunch of jobbers.
Cole
player, 428 posts
PB 12, MA 21
Gunfighter
Thu 31 Dec 2020
at 23:56
  • msg #163

Re: Horror Factor

Cade:
Well it's perfectly in character for her to have a self pity party in part because she thinks the rest of us are a bunch of jobbers.

I would have said Sidekicks instead of jobbers ^_^
Captain Neck Bite
GM, 409 posts
Vampires suck
Fri 1 Jan 2021
at 03:39
  • msg #164

Re: Horror Factor

Symeril:
Well to her mind.. she faltered in the face of the Vamp Lord.. and she gave him the chance to mind control a party member with that delay... Cade could have hurt herself or any of you because Symeril got spooked and didn't lay the whup-ass on that vamp lord to hold his attention!

Symeril would never have forgiven herself if Cade had been killed or severely maimed by that creature... especially after Symeril kinda 'botched' following her superior plan and Cade was soo very brave to face the Vamp Lord in melee!

She should have waited at the door for everyone to rally there before smashing it open guns blazing... yeah she popped her smoke at the door, but she never took into account that Cole or Cade might not have the needed optics to see through it to properly snipe at the Vamp lord from cover where he could not meet their eyes to mind control them.

Its possible that had everyone been there at the door together ready to enter all at once Joran could have pinned the vamp in a TK Bubble and the party snatched the Wiz and made with the plan and gotten away all to plan.

Symeril botched ALL of that!

Perhaps she's just a perfectionist... she's not use to working with a team.  Most Cyber-knights do their fighting solo... only themselves at risk.


If it's any consolation I got the force field wrong, and Cade is actually immune to hypnotic suggestion. I really need to start reading your character sheets.
Symeril
player, 242 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Fri 1 Jan 2021
at 07:28
  • msg #165

Re: Horror Factor

lol. Well we are usually our own worst critics... when she gets the chance she will apologize, needed or not for her perceived failings... but we're still in the combat zone and need to evac fast.

Though something to consider if we have driven off the majority of the Vamps... we may only have mop-up left to do, if we play our cards right...depending upon if the populous can pull their heads out of their asses..we could make this place a pretty nice Base of Operations with the fresh watery sea breeze to keep the Vamps at bay.

We would have to have the locals thoroughly excavate the collapsed Vamp HQ to make sure none were hiding int he rubble.. but this could be a the makings of a Base of operations.
Joran
player, 298 posts
Yes, I'm an ogre...
...And a Mind Melter
Sat 2 Jan 2021
at 00:15
  • msg #166

Re: Horror Factor

We have just made a powerful enemy.....
Captain Neck Bite
GM, 412 posts
Vampires suck
Sun 3 Jan 2021
at 03:53
  • msg #167

Headed East?

So are you guys headed east along the coastline then?
Chaplain Wolf
player, 317 posts
I am a minister of death
praying for war.
Sun 3 Jan 2021
at 04:16
  • msg #168

Headed East?

Sounds good, even if it makes our route predictable.

I'm pinned by new responsibilities, so it might be a bit before I can post coherently.
Chaplain Wolf
player, 319 posts
I am a minister of death
praying for war.
Tue 5 Jan 2021
at 05:13
  • msg #169

Headed East?

I am assuming that Chaplain did not hear the conversation suggesting "go to this nexus." Shall I resume with him suggesting a shallow ocean drive? He figures if the vehicles are airtight, that they should take their chances with the beings in the sea as opposed to the certainty of the beings of the night, and just wait out the sun. Then drive there in the day, deal with the ritual.

After all, if we go into the sea, they don't know where the hell we are going, unless they know what this mage knows already. Hell, based on my yelling, they might be assuming we are a CS raid team that is after a wizard.
Symeril
player, 250 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Tue 5 Jan 2021
at 05:18
  • msg #170

Headed East?

Sorry no. Symeril is not focused on that right now.. she's tired.  Plus going to the Nexus with a horde of Vampires on our tail would likely be a bad idea.  The Vamps can draw on the power of the Nexus and THEY far outnumber our wizards who can do the same...best wait until sunrise!
Cade
player, 312 posts
Tue 5 Jan 2021
at 05:37
  • msg #171

Headed East?

I already voted to go play in the ocean, but Cade's not driving, so not her call.
Cole
player, 432 posts
PB 12, MA 21
Gunfighter
Tue 5 Jan 2021
at 14:27
  • msg #172

Headed East?

Cole hears that long walks at night along the sea shore are supposed to be romantic and stuff...^_^
St. John-Smythe
player, 89 posts
PB 6 / MA 9
Super Spy 7
Tue 5 Jan 2021
at 14:32
  • msg #173

Headed East?

In reply to Symeril (msg # 170):

Actually the line runs longitudinally between us and the ocean, we'll be moving over it vamp use notwithstanding.
Symeril
player, 251 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Tue 5 Jan 2021
at 15:35
  • msg #174

Headed East?

In reply to St. John-Smythe (msg # 173):

This is close to Central America..crossing ley line is unavoidable.. but a NEXUS a d crossing of multiple ley lines at a single point THAT can be avoided until we are ready for it...

Cole:
Cole hears that long walks at night along the sea shore are supposed to be romantic and stuff...^_^


I grew up a-dreamin' of bein' a cowboy
And lovin' the cowboy ways
Pursuin' the life of my high-ridin' heroes
I burned up my childhood days
I learned all the rules of a modern-day drifter
Don't you hold on to nothin' too long
Just take what you need from the ladies, then leave them
With the words of a sad country song

My heroes have always been cowboys
And they still are, it seems
Sadly, in search of, but one step in back of
Themselves and their slow-movin' dreams

Cowboys are special with their own brand of misery
From bein' alone too long
You could die from the cold in the arms of a nightman
Knowin' well that your best days are gone
Pickin' up hookers instead of my pen
I let the words of my youth fade away
Old worn-out saddles, and old worn-out memories
With no one and no place to stay

My heroes have always been cowboys
And they still are, it seems
Sadly, in search of, and one step in back of
Themselves and their slow-movin' dreams

Sadly, in search of, and one step in back of
Themselves and their slow-movin' dreams


^_^
This message was last edited by the player at 15:36, Tue 05 Jan 2021.
Joran
player, 300 posts
Yes, I'm an ogre...
...And a Mind Melter
Tue 5 Jan 2021
at 22:57
  • msg #175

Headed East?

Sorry I haven't posted.  Been busy with family and getting things ready at work for in-person school sessions to start back up.
Symeril
player, 253 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Wed 6 Jan 2021
at 02:36
  • msg #176

Headed East?

Rifts: Vampire Kingdoms- Revised, p.81

"Water offers other barriers for the vampire. The undead
have a powerful phobia about water and cannot willingly cross
over running water unless there is a physical bridge to cross.
Even then, the water phobic creatures must roll to save versus
Horror Factor 16. A failed roll means the vampire cannot bring
himself to cross the bridge. The monster can try to overcome his
fear to cross a bridge by rolling to save vs Horror Factor as often
as four times an hour. Most vampires, however, only try under
dire circumstances. The rest of the time there is no effort to overcome
their fear, they just avoid rivers, streams, lakes and seas.
Vampires will NOT even try crossing bodies of water by turning
into a bat and flying over it.

Another way of getting across running water is to be transported
by somebody else, sealed in a (ideally waterproof) container
(coffin?) and taken over by boat, aircraft or other means, without
the vampire’s knowledge. If the demon knows he’s being taken
over water, he’ll protest and try to vacate the vehicle before getting
near water."

This message had punctuation tweaked by the player at 02:36, Wed 06 Jan 2021.
Chaplain Wolf
player, 322 posts
I am a minister of death
praying for war.
Wed 6 Jan 2021
at 02:45
  • msg #177

Headed East?

Yeah, but Chaplain doesn't have Lore: Demons, so he's stuck with what he's been able to figure out about them. He knows running water burns them like acid, so that's what he's going with. He doesn't know about their mental limits, and wouldn't trust it anyways if he did - a powerful enough being can override morale issues.
Symeril
player, 254 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Wed 6 Jan 2021
at 02:47
  • msg #178

Headed East?

Symeril does have lore demons.
Chaplain Wolf
player, 324 posts
I am a minister of death
praying for war.
Sat 9 Jan 2021
at 05:43
  • msg #179

Headed East?

The goal is to submerge the Walker, so I'm aiming for a bit further out. I have no weaponry capable of hurting the enemy meaningfully - even if I had attached those stakes. Spider-Walkers are terribad in hand to hand. I'm assuming the APC is going for a partial submerging from the description - basically letting the waves hit it.

If I'm wrong, I'll hear it soon enough.

EDIT: I figure I'm in a MDC mech that will cheerfully dump tear gas on itself. The vehicle is probably airtight.
This message was last edited by the player at 05:44, Sat 09 Jan 2021.
Symeril
player, 259 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Sat 9 Jan 2021
at 07:31
  • msg #180

Headed East?

In reply to Chaplain Wolf (msg # 179):

Actually, the Robot Combat: Basic gives the same bonuses as Symeril's Power Armor Combat: Basic.  And in hand to hand your Robot vehicle has YOUR PP {physical prowess} bonuses to its melee and unarmed combat when YOUR piloting.  Unless your an Elite Robot Pilot OCC, then you get substantial bonuses in combat.
Chaplain Wolf
player, 325 posts
I am a minister of death
praying for war.
Sat 9 Jan 2021
at 08:35
  • msg #181

Headed East?

No, I mean my main guns are burned out due to back to back malfunctions, even if they did fire silver or wood, and blow for blow, a pack of vampires would tear my mech apart with little dealt to them in return. It lost 200 MDC after one melee already. I can take a hint.
Symeril
player, 260 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Sat 9 Jan 2021
at 10:12
  • msg #182

Headed East?

In reply to Chaplain Wolf (msg # 181):

Yeah the spider walker took a beating... we will need some down time to fully repair it.  BUT it CAN be repaired.. it DID what it was meant for ~ It Tanked that shit!

With some repairs and a few simple modifications {add some wood-stakes to its legs maybe add some silver spikes or silver surfacing in vital places like entry hatches, perhaps weapon barrels ~ most Wild Vampires will not even TOUCH silver}... and you will be high-riding the Spider Skull again!
This message was lightly edited by the player at 10:13, Sat 09 Jan 2021.
Chaplain Wolf
player, 327 posts
I am a minister of death
praying for war.
Mon 11 Jan 2021
at 04:21
  • msg #183

Headed East?

So, need any advance rolls from me?
Symeril
player, 262 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Tue 12 Jan 2021
at 03:03
  • msg #184

Headed East?

Someone will have to go wake her.. Symeril went to bed, as all her ISP is expended she's really tired and practically powerless at the moment.
Chaplain Wolf
player, 329 posts
I am a minister of death
praying for war.
Tue 12 Jan 2021
at 04:44
  • msg #185

Headed East?

Hooray - I am level nine now. I might be approaching usefulness with a sword now.
Cade
player, 318 posts
Tue 12 Jan 2021
at 05:16
  • msg #186

Headed East?

Through the mighty power of twice attempted observation, I am declaring the "lobster shaped crafts" are in fact nothing more than really really fancy inflatable pool toys, and can be dealt with by just deflating them with something remotely sharp.
Chaplain Wolf
player, 330 posts
I am a minister of death
praying for war.
Tue 12 Jan 2021
at 06:20
  • msg #187

Headed East?

Like a sword?

yay I am a useful
Cole
player, 438 posts
PB 12, MA 21
Gunfighter
Tue 12 Jan 2021
at 15:23
  • msg #188

Headed East?

Sorry for one line response, I'll edit it or make another later.
St. John-Smythe
player, 93 posts
PB 6 / MA 9
Super Spy 7
Tue 12 Jan 2021
at 18:21
  • msg #189

Headed East?

In reply to Cade (msg # 186):

Really? Does that mean the whole lair was made by digbots?
Chaplain Wolf
player, 333 posts
I am a minister of death
praying for war.
Fri 15 Jan 2021
at 03:42
  • msg #190

Headed East?

My posting might get a bit sporadic soon. Personal drama on my end, yadda yadda. This is an understatement of what is going on in my life, but I'm covering my bases in case things go completely south for me.
Nathaniel
player, 218 posts
Fri 15 Jan 2021
at 04:12
  • msg #191

Headed East?

Best wishes and prayers Wolf!
Symeril
player, 264 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Fri 15 Jan 2021
at 04:17
  • msg #192

Headed East?

Yeah it's all good man.. were here for you! You WILL get through this I'm sure whatever it is... we'll all be routing for you!
Symeril
player, 265 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Fri 15 Jan 2021
at 04:46
  • msg #193

Headed East?

St. John-Smythe:
OOC: John is tossing the Carpet of Adhesion spell on the master vampire, this will stick him down to the ground and catch anyone foolish enough to touch him, as well.
spell duration is 80 melee rounds, but a save allows someone to extricate themselves in 2d6 melee rounds


Not to rain on your parade...but

Rifts: Vampire Kingdoms - Revised {p.76}
Carpet of Adhesion and Magic Net are both excellent means
to temporarily stop a vampire, but the undead can easily escape
by turning to mist.


HOWEVER, that shiny powered armor won't change into mist with him.. so he must decide..stay in armor or leave protective armor behind? :)
St. John-Smythe
player, 95 posts
PB 6 / MA 9
Super Spy 7
Fri 15 Jan 2021
at 04:55
  • msg #194

Headed East?

Exactly, that's why the carpet was placed on the master vampire and not on the ground beneath him. No one can claim John is adverse to grabbing a little spare power armor when the opportunity arises.
Symeril
player, 267 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Fri 15 Jan 2021
at 20:45
  • msg #195

Headed East?

Damn skippy!
Captain Neck Bite
GM, 426 posts
Vampires suck
Sat 16 Jan 2021
at 00:36
  • msg #196

Re: Headed East?

Chaplain Wolf:
My posting might get a bit sporadic soon. Personal drama on my end, yadda yadda. This is an understatement of what is going on in my life, but I'm covering my bases in case things go completely south for me.


Np buddy. Take good care.
Chaplain Wolf
player, 334 posts
I am a minister of death
praying for war.
Sat 16 Jan 2021
at 14:34
  • msg #197

Re: Headed East?

I'll try and post tonight if I can.

EDIT: So much for that. I need sleep for brain to post. Maybe tomorrow.
This message was last edited by the player at 00:12, Sun 17 Jan 2021.
Cole
player, 441 posts
PB 12, MA 21
Gunfighter
Tue 19 Jan 2021
at 06:41
  • msg #198

Re: Headed East?

Does Cole have a compass?
Captain Neck Bite
GM, 432 posts
Vampires suck
Wed 20 Jan 2021
at 03:21
  • msg #199

Re: Headed East?

Cole:
Does Cole have a compass?


I don't think so. Nate has the blue one, Zeke has the broken one, and Robert has a...red one I think?
Cole
player, 442 posts
PB 12, MA 21
Gunfighter
Wed 20 Jan 2021
at 22:50
  • msg #200

Re: Headed East?

OK cool.

Please excuse my poor posting rate of late. I will make an IC post late tonight.
Symeril
player, 278 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Thu 21 Jan 2021
at 22:08
  • msg #201

Re: Headed East?

Sigh... so which IS it?

Rifts: Gamemaster's Guide, p.40 {copywright 2001} ~
Understanding High-Tech Weapons

Pulse Weapons: Many high-technology weapons, automatic weapons
and the energy weapons of the future can fire multiple simultaneous
rounds or bursts. Some Rifts® high-tech weapons, like the pulse
rifle, are designed to automatically release three rapid-fire energy
pulses, instead of one shot, every time the trigger is pulled. The three
energy pulses are so quick that they appear as one blast and only one
roll to strike is required.
Pulse weapons are burst -weapons and the burst rule applies even to
"aimed pulse" blasts (really three simultaneous energy blasts; i.e.,
burst: +1 to strike).
Note: One might notice that over the years, many of the new weapons
introduced to Rifts are, in one way or another, pulse weapons. This
has largely rendered any confusion over how to handle automatic fire
moot, since so few weapons can do it (comparatively) and the chances
of a character having such a weapon are also getting smaller. But what
about the old -weapons that have damage for single blasts but not a
burst, but list Attacks per Melee: Standard, or Aimed, Burst, or Wild
shot. It is fair to assume that the weapon can fire a short, two pulse
burst that does double the damage of a single shot. Each double pulse
counts as one attack, but uses up two shots from the payload.
Weapons capable of aimed shots are often considered to be "assassin"
weapons. Some have a switch that allows it to fire either a single
shot or a burst/pulse. The aimed shot is always a careful and
deliberate act of targeting and the shooting of one round/bullet or a single
energy blast. The act of carefully aiming takes a bit of extra time
but provides far greater accuracy and still counts as one melee attack
per each aimed shot.


AND...

Rifts: Main Ultimate Edition, p.361 {copywright 2016}
Weapon Modifiers

Bonuses & Penalties Depending on Circumstance
To shoot something the attacker must roll 1 020 and needs an 8 or
higher to strike. HOWEVER, the shooter may also have bonuses to hit
from Weapon Proficiency skills and penalties from conditions and circumstances.
Bonuses : The only bonuses that apply to using guns and other
ranged weapons are the specific Weapon Proficiency, Sniping skill bonus
if the character has that skill, any applicable bonus from the
weapon itself, and the ones that follow . . .
Aimed Shot Bonus : Only a single shot can be accurately "Aimed"
(no bursts or shooting wild). The skilled shooter is +2 to strike, but the
attack counts as two melee attacks.
This applies to a single shot fired
from a revolver, pistol, bolt-action rifle, semi-automatic rifle, shotgun
or grenade launcher.

Note : An "Aimed shot" can only be tried with a
single "sniper-style" shot, not a burst or when shooting wild.
A "Called S hot" target specification. This is a shot that homes in
on a specific part of a larger target, such as a bull' s-eye, an opponent ' s
head, hand, gun, radio, radio antenna, sensor cluster, spotlight, tires,
etc., but counts as two melee attacks.
To make a "Called Shot," the player must "call" or "announce" his
character' s intention; i.e. "I'm going to shoot the gun from his hand,"
aim and shoot. A carefully Aimed and Called Shot also gets the benefit
of the +2 bonus to Aim but counts as three melee attacks/actions. On
the other hand, a quickly aimed Called Shot only counts as two melee
attacks, but does not count as a true Aimed shot and does NOT get the
+2 bonus to strike.


SO.  Which is it... is an Aimed shot 1 attack action or 2 attack actions?  If we use the latest copywright should we ignore the earlier edition where the rule contradict?
Chaplain Wolf
player, 338 posts
I am a minister of death
praying for war.
Thu 21 Jan 2021
at 22:16
  • msg #202

Re: Headed East?

Depends on the weapon. Some weapons can shoot a burst as an aimed shot. Some can't. The resolution seems to be "How many attacks are you willing to put into it?"
Cole
player, 444 posts
PB 12, MA 21
Gunfighter
Thu 21 Jan 2021
at 22:17
  • msg #203

Re: Headed East?

I thought this had been settled already? We are using RUE rules.
Cade
player, 324 posts
Thu 21 Jan 2021
at 22:21
  • msg #204

Re: Headed East?

Maybe?

I think I commented I didn't have them so I'd use what I had.

Though really the rules are more a suggestion anyway, so does it really matter?
Captain Neck Bite
GM, 434 posts
Vampires suck
Fri 22 Jan 2021
at 03:46
  • msg #205

Re: Headed East?

Cole:
I thought this had been settled already? We are using RUE rules.


This.
Symeril
player, 279 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Fri 22 Jan 2021
at 04:46
  • msg #206

Re: Headed East?

Cool. I thought both books said the same thing and when I found out not, I was uncertain.  I had always thought the Gamemaster Guide was the most recent rules update ~ I was wrong.  Thx for the verification!
This message was last edited by the player at 04:47, Fri 22 Jan 2021.
Cade
player, 325 posts
Fri 22 Jan 2021
at 05:56
  • msg #207

Re: Headed East?

As stated, I don't have a copy of RUE.

So, I guess someone correct me if I use a rule that got changed.
Symeril
player, 281 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Fri 22 Jan 2021
at 06:05
  • msg #208

Re: Headed East?

In reply to Cade (msg # 207):

You can find it here...  The trove - Books - RIFTS - RIFTS palladium - Core Books
This message was last edited by the player at 06:19, Fri 22 Jan 2021.
Cade
player, 327 posts
Fri 22 Jan 2021
at 06:10
  • msg #209

Re: Headed East?

That's against the site's TOS Symeril.
Chaplain Wolf
player, 340 posts
I am a minister of death
praying for war.
Sat 23 Jan 2021
at 17:03
  • msg #210

Re: Headed East?

Say, how many more evasion rolls should I go for?
Cole
player, 446 posts
PB 12, MA 21
Gunfighter
Sat 23 Jan 2021
at 18:31
  • msg #211

Re: Headed East?

Wolf, was that a White Zombie reference in your last post?
Chaplain Wolf
player, 341 posts
I am a minister of death
praying for war.
Sat 23 Jan 2021
at 18:35
  • msg #212

Re: Headed East?

Not intentionally, no. I was referencing something else.
Captain Neck Bite
GM, 437 posts
Vampires suck
Sun 24 Jan 2021
at 03:51
  • msg #213

Re: Headed East?

Chaplain Wolf:
Say, how many more evasion rolls should I go for?


Just roll equal to your attacks per melee.
Symeril
player, 283 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Sun 24 Jan 2021
at 14:57
  • msg #214

Re: Headed East?

In reply to Chaplain Wolf (msg # 212):

Soemthing to remember Chaplin.. with AoE attacks... the single target hit takes full damage everything in the AoE only takes half damage!  Still 300 MDC is no Joke! That HURTS!!!  IF.. you fired all in the same place to overlap the explosions...
This message was last edited by the player at 14:58, Sun 24 Jan 2021.
Symeril
player, 286 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Tue 26 Jan 2021
at 17:00
  • msg #215

Re: Headed East?

Hey since we are fighting on a nexus of ley-lines, can Symeril access that PPE energy to power her palladin demon death-strike class ability?

Currently she is down to one PPE!
This message was last edited by the player at 17:02, Tue 26 Jan 2021.
Cole
player, 448 posts
PB 12, MA 21
Gunfighter
Tue 26 Jan 2021
at 18:54
  • msg #216

Re: Headed East?

Symeril:
Hey since we are fighting on a nexus of ley-lines, can Symeril access that PPE energy to power her palladin demon death-strike class ability?

Currently she is down to one PPE!

According to the rules, no, because the pyramid is sucking up all the energy. Now if you want to hop off your dragon and actually touch the pyramid, then you could start enjoying the bonuses. Of course like everything else, if the GM says we can draw from the nexus, then we can ^_^



HEre is the reference from the books:
"The focus and control of available P.P.E. The stone pyramids
might be thought of as mystic dams used to harness, control, and
direct ley line energy. This means that the energy and bonuses of
increased power normally available from untapped ley lines is not
available from ley lines or nexuses with a pyramid on them. These
normal bonuses are available only when actually on or inside the
controlling pyramid. Only the stone masters enjoy super increased
abilities and even they cannot tap that energy unless they actually
stand on or inside the pyramid."
Chaplain Wolf
player, 344 posts
I am a minister of death
praying for war.
Tue 26 Jan 2021
at 19:28
  • msg #217

Re: Headed East?

I don't know right off what kind of action it will be to reload the autolauncher. If it is a full melee action, I'll have to abandon it unless someone can suppress the enemy with the same vigor I seem to be doing. If it is only an attack, though, I'll be doing this for another three or four rounds, unless the enemy decides they are no longer interested in the WWI reenactment.
Symeril
player, 287 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Tue 26 Jan 2021
at 19:36
  • msg #218

Re: Headed East?

In reply to Cole (msg # 216):

Symeril IS standing on the pyramid, right in front of the currently prone Sam, interposing between him and the Vampire Lord... her 'dragon' is 2 miles away.
Cole
player, 449 posts
PB 12, MA 21
Gunfighter
Tue 26 Jan 2021
at 19:37
  • msg #219

Re: Headed East?

Symeril:
In reply to Cole (msg # 216):

Symeril IS standing on the pyramid, right in front of the currently prone Sam, interposing between him and the Vampire Lord... her 'dragon' is 2 miles away.

Then according to the rules, you can get the bonus PPE.
Cade
player, 330 posts
Wed 27 Jan 2021
at 04:50
  • msg #220

Re: Headed East?

If I remember correctly Joran is a minor MDC creature, which doesn't fit in your two option paradigm Captain.
Captain Neck Bite
GM, 444 posts
Vampires suck
Thu 28 Jan 2021
at 03:59
  • msg #221

Re: Headed East?

Cade:
If I remember correctly Joran is a minor MDC creature, which doesn't fit in your two option paradigm Captain.


Oh word.

Joran - If you roll bad, you have 1 MDC, If you roll good, you keep your points.
Symeril
player, 293 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Thu 28 Jan 2021
at 18:57
  • msg #222

Re: Headed East?

Cole:
OCC
Healing at normal mortal human (atlantean) rate without serious medical aid from 1HP is going to take Cole a while guys. Thanks to Symeril's first aid he won't die from blood loss but it will be a long, slow road to recovery without other measures.


Don't worry about it.  It won't be an issue once Symeril and Joran have a chance to get some rest we can heal the party back to full... much MUCH faster than normal healing.  But right now Symeril needs to rest to get her ISP and PPE back before she can do any major healing.
Chaplain Wolf
player, 347 posts
I am a minister of death
praying for war.
Thu 28 Jan 2021
at 19:05
  • msg #223

Re: Headed East?

In a pinch, I should still have the IRMSS kit. Chaplain intends to find everyone first - but immediate medical attention can override that concern. When it comes back around, he'll use one use on Cole.
Symeril
player, 295 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Thu 28 Jan 2021
at 19:08
  • msg #224

Re: Headed East?

Symeril's IRMSS kit only has two doses left in it... so she used just simple paramedic, figuring to save the IRMSS kit for someone who was below 0 hp.
This message was last edited by the player at 19:08, Thu 28 Jan 2021.
Cole
player, 452 posts
PB 12, MA 21
Gunfighter
Thu 28 Jan 2021
at 19:34
  • msg #225

Re: Headed East?

I appreciate it guys but not that worried. Now that the bleeding has been stopped he won't die. He just won't be getting out of that bunk without special healing for a while ^_^
Captain Neck Bite
GM, 451 posts
Vampires suck
Mon 1 Feb 2021
at 03:23
  • msg #226

Wrapping Up

Hey gang. With the last thread I am wrapping this campaign. It might seem abrupt, but I feel like this is a good place to stop. My family and I are moving to a new apartment, so I'm going to be pretty slammed the next few weeks. I plan to be back after my break for a new campaign using a different system. Going to go with something more rules light and a smaller party.

This was a fun game, although truth be told, not my best. The compass storyline was a pain in the ass, lol. A break will help recharge my creative battery.

I'll use this game page to stay touch base when we get settled in the new place.

Thanks for playing!
Joran
player, 307 posts
Yes, I'm an ogre...
...And a Mind Melter
Mon 1 Feb 2021
at 05:40
  • msg #227

Wrapping Up

Thanks for running it.  I had fun.
Nathaniel
player, 227 posts
Mon 1 Feb 2021
at 14:51
  • msg #228

Wrapping Up

Not really abrupt, in my opinion. We had a gigantic brawl in which a nexus was destroyed. Most of us are level 10 and well on the way to lv11 for our characters. Been interesting and weird and all over the place, but enjoyable.
Chaplain Wolf
player, 350 posts
I am a minister of death
praying for war.
Mon 1 Feb 2021
at 18:30
  • msg #229

Wrapping Up

I'm highly amused that Wolf is the only one going through the portal.
Cole
player, 455 posts
PB 12, MA 21
Gunfighter
Fri 30 Jul 2021
at 02:27
  • msg #230

Wrapping Up

Is this game back on?
St. John-Smythe
player, 102 posts
PB 6 / MA 9
Super Spy 8
Fri 30 Jul 2021
at 03:28
  • msg #231

Wrapping Up

I believe some of the characters are practicing for the long, slow fade of aging to a natural death...

no?


...just me, then.
Chaplain Wolf
player, 351 posts
I am a minister of death
praying for war.
Fri 30 Jul 2021
at 05:16
  • msg #232

Wrapping Up

Unless the GM returns or calls us to another game, this one is over.

At least it did conclude.
Symeril
player, 302 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 5
Fri 30 Jul 2021
at 12:59
  • msg #233

Re: Headed East?

Meh, a game is only dead as the players let it be ~ In my opinion.  But yeah, unless someone contacts the old GM and gets control turned over to someone we can only reply to open threads.

Wolf IS correct this game concluded... it did not die, which is an admirable thing in Rpol venue!

But I have noticed a lot of comments n the discord chat recently of folks bemoaning no Rifts games.  We are all still involved with Rpol..so I figured why not keep posting if WE are still interested? 'Shrug'
Joran
player, 309 posts
Yes, I'm an ogre...
...And a Mind Melter
Fri 30 Jul 2021
at 18:09
  • msg #234

Re: Headed East?

I'm in some Rifts games.
Chaplain Wolf
player, 352 posts
I am a minister of death
praying for war.
Fri 30 Jul 2021
at 18:29
  • msg #235

Re: Headed East?

There's interest on my end, but the primary issue is that without the GM running it, we are better off starting a new game run by one of us, then trying to pick up the corpse of this game, propel it forward, and tell ourselves that it is still alive.

The game died peacefully. I'm going to let it go, until it shows me it is alive. If anyone wants to point the way to another game, though, and is okay with my dumb ass coming along, I'm cool with that.
Ezekiel 'Zeke' Holliday
player, 98 posts
Fri 6 Aug 2021
at 01:27
  • msg #236

Re: Headed East?

I agree, I think a new game would be best.
Joran
player, 311 posts
Yes, I'm an ogre...
...And a Mind Melter
Fri 6 Aug 2021
at 08:19
  • msg #237

Re: Headed East?

Agreed, though continuing the epilogue is a little fun.
This message had punctuation tweaked by the player at 08:22, Fri 06 Aug 2021.
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