Do you plan on having any huge "secrets of the past" revealed to the PCs? Something life changing?
Texas is a big place!
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Declared the ultimate authority on what is an error and what is not by Axelmania on 5.11.19.Axelmania wrote:You of course, being the ultimate authority on what is an error and what is not.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Glistam wrote:I think this is a pretty awesome idea. When figuring the locations of the vaults, consider where they were in pre-rifts times, not just where they are now. Their locations should make sense from a pre-rifts standpoint. I would also try to remain flexible about what's in each vault. The PC's could get unlucky and the first few they visit might be duds and they may give up early.
Declared the ultimate authority on what is an error and what is not by Axelmania on 5.11.19.Axelmania wrote:You of course, being the ultimate authority on what is an error and what is not.
crashmurdoch wrote:Actually I wasn't planning on having Vault 14 unlisted, I just haven't decided where to put it yet.
The idea behind the two looted Coalition Vaults is that they were the basis for most of the Coalition's technology and included things like the plans for the Samas style armor (about 80% complete which explains the variation in appearance). I was contemplating having one of these Vaults in Old Bones (Chicago Ruins) but if it's already looted then the P.C.s would be taking a big risk for nothing.
Hmm, maybe Old Bones would be a good location for Vault 3. Though that may mean I'll have to move the start location to New Lazlo or Tolkeen.
Also some of the vaults are still sealed. Others have been opened by the locals who are using the equipment, but may be willing to trade for some of it and the "weird old knicknacks" that they found inside (books, DVDS, CDS). Others will have become lairs for monsters, and one was actually discovered by a dragon and used as the basis for his hoard before he died (the one at the end of the Sharptooth trial).
I'm also contemplating having the PCs discover the Orb of Solomon in one of these Vaults (Coalition War Campaign: Part One). However this might side track them from this exploration mission. Maybe if they start getting bored with exploring.
Okay I'm rambling... time to read some more of your thoughts.
Declared the ultimate authority on what is an error and what is not by Axelmania on 5.11.19.Axelmania wrote:You of course, being the ultimate authority on what is an error and what is not.
keir451 wrote:Amazing Nate; Thanks for your support!
Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!
Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today.
crashmurdoch wrote:Well my philosophy was simple, put the Vaults somewhat near interesting stuff in Rifts North America to draw the characters to those areas.
crashmurdoch wrote:Glistam wrote:It makes sense to me. When civilization collapses the first places where the new generations of survivors are going to look for remnents of old technology and civilization are the cities. So place the vaults there so they can be found. If that seems so far-fetched, then maybe the vaults were haphazardly put together at the last minute by cataclysm survivors and they used whatever they could get to - half-destroyed military complexes, bank vaults, a survivalist's bomb shelter, a particularly deep basement, etcetera...
Perhaps once NEMA realized that the chaos of the cataclysm would far outlast their ability to protect humanity, they made their last act a final, coordinated effort to create these "vaults." NEMA knew they would fall, but before they were consumed in the madness of the new world they would at least make sure that humanity could rise again.
Though these aren't my words, this was sort of my thinking as well.
keir451 wrote:Amazing Nate; Thanks for your support!
Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!
Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today.
crashmurdoch wrote:Glistam wrote:In my scenario it's a small splinter group within NEMA that defies their organization and goes off to do this, along with a handful of civilian volunteers. They all come to believe (realize), about one year after the apocalypse, that NEMA is fighting a losing battle. They desert NEMA in order to collect any and all pre-cataclysm knowledge they can get their hands on, and preserve it in any way they can.
They don't build vaults, they utilize suitable structures/facilities that they can find, or know about. One such location could be a small U.S. military complex about 80 miles away from Chicago...
Actually, this is a Chaos Earth scenario/campaign that's been percolating in my brain for a while now. This topic has inspired me to start actually working on fleshing it out.
I'm glad my work inspires others to come up with their own campaigns or something similar to mine.
I actually like the idea of the rogue faction of Nema, I might use that. Maybe there's a line of "guardians" that have held onto the knowledge of the vaults for centuries and have been guarding them against the wrong people opening them. Perhaps these guardians have been whittled down over the years until now there are only a few left, few enough that the just want to make sure that the vaults end up in the right hands before their long watch ends. Actually come to think of it "The Long Watch" is a good name for that group!
As far as the vaults, yeah I'm thinking they are all different with one exception, the entryway. The Vault builders have come up with a specific type of door or locking mechanism that will protect the treasures inside, and with a lock complex enough that mankind would have to have a certain level of tech to open, or at least a certain understanding of mechanics to get around. The locking mechanisms could be brought with them, and perhaps the structure was enhanced with M.D.C. material to keep out the worst.
I have shot down some locations, as it seems that they wouldn't work or don't exist anymore. For example if there was a Vault at Area 51, it would have been found already. I'm sure Golden Age or whomever owns the complex now has thoroughly scavenged that place for anything useable. Also I had thought of putting a Vault in Cheyenne Mountain, but the Rockies were pretty much destroyed and replaced by the barrier wall, so it wasn't an option either.Glistam wrote:I linked this topic to a friend of mine and then asked him "Would you play in that game?" His response to me was, "I'd play the **** out of it."
Awesome! Glad to hear it!
walk into a bar....crashmurdoch wrote:So I had an idea. A Psychic, Shifter, and a Cyber-Knight
keir451 wrote:Amazing Nate; Thanks for your support!
Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!
Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today.
Crow Splat wrote:But if you go with Austin, you have to fill the vault with art and music, a majority of which must be terrible because it's Austin and those folks are weird.
keir451 wrote:Amazing Nate; Thanks for your support!
Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!
Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today.
crashmurdoch wrote:Re: Texas Vault location, the two major players in Texas are the Pecos Empire and the CS State of Lone Star. So you have some flexibility in main bad guys, or you could go small scale and have it as a nest for monster type (either RMB random or some other).
One of my players is contemplating playing a mutant Honey Badger, and if he does I'll put it somewhere in the Lone Star Territory as a reason to get the P.C.s into his home area. (He'll most likely be a Lone Star runaway).Re: Archie3 complex. I don't think Archies complex(s) should be the vault in question. It could be in the D.C. area though. Weather its under the control of the Republicans or some other player...
I wasn't intending to place the vault in or in very close proximity to his complex. More than likely it will be in the area that Archie considers part of his territory.Re: PT14. Suggestions, Alaska or Porto Rico (sp) offer great flexibility in what you can do there IINM. And major power blocks aren't there. You could also have it that Vault 14 construction was never completed/started but the location assigned.
Where would I find information on Alaska? I'm assuming that Puerto Rico is in either South America or South America 2. I'm still thinking about Vault 14, and these are some good leads, though I'm trying to keep it in the main continental US.
His Dudeness wrote:What about building the complexes in places that are a little out of the way but close enough to be near the story elements you wish to use. Instead of a vault in D.C. you could build one one in central Virginia, somewhere between D.C. and Quantico.
Instead of NYC, maybe the Anarondecks (SP?).
His Dudeness wrote:Yes.
Sorry about the triple post. I was waiting for the posts to be approved.
His Dudeness wrote:Where was this adventure supposed to go after you found all of the vaults?
Babachewy wrote:Mt. Rushmore is an excellent choice for a vault. I was surprised to learn when I visited that they carved a great big vault into the granite hoping to house things like original copies of the US Constitution: https://en.wikipedia.org/wiki/Construct ... of_Records
I heard this featured in the National Treasure movies, but I never saw those.