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Post by SpringForest on Dec 23, 2016 16:55:27 GMT -6
But I really wanted to RP the party meeting for the first time. Because Shira and Celica's first meeting will be hysterical. Also, according to the book, Splurrgoth Raiders(Atlanteans) only raid along the coast, and they rarely go further inland. Cause, you know, they come from the ocean. Well, it doesn't have to be a part of it. That's why I said it was optional.
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Post by Neo on Dec 23, 2016 17:09:09 GMT -6
I have an idea we could use. Do you want me to PM it to you?
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Post by SpringForest on Dec 23, 2016 17:11:03 GMT -6
I have an idea we could use. Do you want me to PM it to you? Yeah, but if you didn't want the mercenary idea, I could always go back to the idea I had before.
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Post by SummerCrow on Dec 23, 2016 19:32:20 GMT -6
She still has MD armor and a few MD weapons, it's just that her primary weapons (knife/fist/foot) do SDC.
Are we... going to know how it's starting before the start?
Are we aiming for New Year's Week as starting time?
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Post by SpringForest on Dec 23, 2016 19:34:02 GMT -6
She still has MD armor and a few MD weapons, it's just that her primary weapons (knife/fist/foot) do SDC. Are we... going to know how it's starting before the start? Are we aiming for New Year's Week as starting time? *loud shrug*
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Post by SummerCrow on Dec 23, 2016 19:53:01 GMT -6
Don't you type at me in that tone of gesture, young man.
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Post by SummerCrow on Dec 24, 2016 2:31:39 GMT -6
Since Euro's Celica's native tongue and it's primarly made of German, Russian, and Polish, I've been trying to learn a few simple phrases, at least.
Poland. Poland, what the ****. Poland, we need to talk about this verbal disaster you call a language. My ears refuse to process more than 2 seconds at a time. My tongue can't perform the friggin' Olympic-level acrobatics required to say hello. Jesus Christ, Poland.
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Post by Neo on Dec 24, 2016 17:57:09 GMT -6
I finally have the Rifts Game Master Guide! Mystic, you really need this. Like, really really. It has practically everything in it.
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Post by SpringForest on Dec 24, 2016 19:01:53 GMT -6
I finally have the Rifts Game Master Guide! :D Mystic, you really need this. Like, really really. It has practically everything in it. I just got it today! GM high five! :D
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Post by Neo on Dec 24, 2016 19:27:20 GMT -6
I finally have the Rifts Game Master Guide! Mystic, you really need this. Like, really really. It has practically everything in it. I just got it today! GM high five! *high fives* There's so, so much to read in it! I need to look up how much a good handgun costs. And you should read through all the GM advice. I've been reading it too, and there's some really helpful stuff.
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Post by Neo on Dec 24, 2016 20:36:23 GMT -6
I knew the book would be so much easier to use than the PDF.
For people who need to know how much their character can throw:
Throwing heavy or awkward objects: Effective range is 1 foot per 1 PS. So a character with 20 PS could throw a heavy object effectively up to 20 feet. Beyond that range penalties apply; GM's discretion. A character cannot throw more than they can carry. For example, Shira could throw a small lightweight car up to 28 feet away with no penalties.
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Post by Neo on Dec 24, 2016 21:36:30 GMT -6
So, reading the book, seems like we did some stuff wrong last practice session. When an ability with the effect "Character loses initiative and one action" or similar is used, the effect is immediate, not delayed until the next round. A character who is knocked down, for example, loses their next action and they are moved to the bottom of the turn order for that round. The effects only last that current round, and the turn order is refreshed normally at the start of the next round.
Another example: Shira goes dragon form in the middle of a battle. 3 enemies fail to save against her spooky scary dragon HF. For this example, let's say those 3 enemies all act next, right after Shira, and Celica goes after them. The 3 enemies affected by Shira's HF are stunned, immediately lose their next action, and are placed down at the bottom of the turn order. Now, in this new turn order, Celica goes after Shira for the rest of the melee round.
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Post by Neo on Dec 24, 2016 21:45:08 GMT -6
Also, to clarify how Shira's metamorphosis ability works in battle:
Currently, Shira requires a "full melee round" to transform in battle. That's worded pretty poorly. What it means, is that Shira has to spend ALL her current melee actions to transform. So, if she only has 3 actions left instead of 4(her max at level 1), she can still transform into a dragon. It just requires 3 actions. Shira becomes a dragon immediately; there is no delay, and her HF kicks in immediately. However, she can't do anything else until the start of the next round.
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Post by SummerCrow on Dec 24, 2016 21:46:38 GMT -6
Oh, Neo. That's such an unrealistic example. We all know Celica'll never pass one of Shira's HF checks.
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Post by Neo on Dec 24, 2016 21:56:38 GMT -6
Also also, I strongly suggest we use the updated(new) rules for dodging ranged attacks.
-10 ONLY when at point blank range(Within 4 feet) -5 to dodge at close range(Within 15 feet) -3 to dodge at near range(Within 60 feet) -2 at any other range.
Can use all normal bonuses to dodge, except hand-to-hand. Can ONLY attempt to dodge if you can see the attack coming(shooter/caster is within your direct LoS). Otherwise, it's an automatic hit.
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Post by Neo on Dec 24, 2016 21:58:51 GMT -6
Oh, Neo. That's such an unrealistic example. We all know Celica'll never pass one of Shira's HF checks. At least until she gets used to the whole spooky scary dragon thing.
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Post by Neo on Dec 24, 2016 22:14:56 GMT -6
Malefio, this is important for your character.
Noncombatants: Characters who don't have any Hand-to-Hand skills can perform 2 non-combat actions per round at level 1. So Slimex would have 2 Combat/Melee Actions and 2 Non-Combat Actions at level 1. A non-combat action involves anything other than fighting, and can be used for movement, driving, skills, opening doors, helping others, etc. You can also spend a non-combat action to use a non-offensive Psionic or Magic Power, IF it is directed at helping others, or interacting with the environment. For example, you could spend a non-combat action to use Telekinetic Push to force open a badly/cheaply locked door or to use Healing Touch on an ally.
At level 3, you gain +1 attack action per round, +1 dodge, and +1 non-combat action.
At level 6, you gain +2 non-combat actions.
At level 9, you gain +1 attack action and +1 non-combat action.
Also, melee attacks(NOT magic or psionic) cost you 2 Melee Actions.
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Post by Neo on Dec 24, 2016 22:31:07 GMT -6
*sees MD rating for Nuclear Missiles*
.... Well, those are about as OP as you'd expect.
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Post by SummerCrow on Dec 24, 2016 22:39:10 GMT -6
Oh, Neo. That's such an unrealistic example. We all know Celica'll never pass one of Shira's HF checks. At least until she gets used to the whole spooky scary dragon thing. Twenty sessions into the campaign, she finally passes one, and Mystic decides she doesn't have to roll it any more. Cut to next time, me forgetting I don't have to roll it anymore, and getting a one. Back to failing it every time. Though now because she's enamored by the cute or something. Aww, look at its cute li'l frills... *sees MD rating for Nuclear Missiles* .... Well, those are about as OP as you'd expect. It's 'K, don't, y'know, tell us... We'll be over here in the not-having-the-master-edition corner. Let me know any updates I need to do to #Spellbook and I really need to remember to actually do the Elemental Spellbook.
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Post by Neo on Dec 24, 2016 22:47:52 GMT -6
At least until she gets used to the whole spooky scary dragon thing. Twenty sessions into the campaign, she finally passes one, and Mystic decides she doesn't have to roll it any more. Cut to next time, me forgetting I don't have to roll it anymore, and getting a one. Back to failing it every time. Though now because she's enamored by the cute or something. Aww, look at its cute li'l frills... *sees MD rating for Nuclear Missiles* .... Well, those are about as OP as you'd expect. It's 'K, don't, y'know, tell us... We'll be over here in the not-having-the-master-edition corner. Let me know any updates I need to do to #Spellbook and I really need to remember to actually do the Elemental Spellbook. Nuclear Warheads do anywhere from 1d4x100 to 2d4x100 MD, with a 1000-1800 mile range, a speed of 2010MPH, and a typical blast radius of 40-50 ft, plus the mushroom radiation cloud, which is pretty much insta-death to anything that needs to breathe.
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