Couple of random questions from a rookie GM

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Couple of random questions from a rookie GM

Unread post by Meneliki »

Hi guys,

Quick intro: Rifts has a part of my life for over 20 years now. I've been GMing a friend of mine(yep, just 1 player.. I know.. I know.. ;) ) for years, but it's always been fairly loose with the rules/rolling. We've decided to start a new campaign where everything is legit and by the book. We're a couple hours in, having a lot of fun with it so far.

I did have a couple of basic questions, though:

1) Attacks Per Melee. Lets say your OCC starts with 3 attacks per melee. That means that be it hand-to-hand combat, or ranged combat, you can attack 3 times right? What if you pick a skill that lends an additional attack? e.g. hand to hand: Expert or whatever. +1 attack per melee. Does that only apply to hand to hand combat or can you shoot a gun 1 more time? im assuming no? Its just that the char sheet has a rigid "Attacks per melee" box, so does that refer to ranged or hand to hand? Or do they just merge? I ask because after he rolled up his character (level 1 Ley Line Rifter) and added up his skill bonuses, he ended up with 5 attacks per melee which seems a bit extreme. Any ideas what(if anything) im doing wrong?

2) Robot Pilot OCCs. In the description of the Robot Pilot OCC under the power armor pilot subset it tells you to start with a NG-Samson and one other of choice.. how do you transport a 2nd power armor? Do they have some kindof autopilot? Or are you meant to stash them somewhere?

Sorry for the newbish questions. I've got more, but I'll leave it at that for now.

Thanks in advance!

-Meneliki
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Re: Couple of random questions from a rookie GM

Unread post by Killer Cyborg »

Meneliki wrote:Hi guys,

Quick intro: Rifts has a part of my life for over 20 years now. I've been GMing a friend of mine(yep, just 1 player.. I know.. I know.. ;) ) for years, but it's always been fairly loose with the rules/rolling. We've decided to start a new campaign where everything is legit and by the book. We're a couple hours in, having a lot of fun with it so far.

I did have a couple of basic questions, though:

1) Attacks Per Melee. Lets say your OCC starts with 3 attacks per melee. That means that be it hand-to-hand combat, or ranged combat, you can attack 3 times right? What if you pick a skill that lends an additional attack? e.g. hand to hand: Expert or whatever. +1 attack per melee. Does that only apply to hand to hand combat or can you shoot a gun 1 more time? im assuming no? Its just that the char sheet has a rigid "Attacks per melee" box, so does that refer to ranged or hand to hand? Or do they just merge? I ask because after he rolled up his character (level 1 Ley Line Rifter) and added up his skill bonuses, he ended up with 5 attacks per melee which seems a bit extreme. Any ideas what(if anything) im doing wrong?


The number of ranged attacks is the same as the number of HTH attacks as a rule.
5 attacks in 15 seconds of combat isn't really a lot. With a gun, that means you're squeezing the trigger roughly once ever three seconds if you're making single shots. With HTH, that means you're punching (or whatever) once every 3 seconds or so.

2) Robot Pilot OCCs. In the description of the Robot Pilot OCC under the power armor pilot subset it tells you to start with a NG-Samson and one other of choice.. how do you transport a 2nd power armor? Do they have some kindof autopilot? Or are you meant to stash them somewhere?


You have to have a big vehicle if you want to transport both, or you have to have one suit stashed somewhere while you pilot the other.
Unless your other suit is a fairly small one, like Terrain Hopper or something, in which case you the suit might be able to fit into a box/case/whatever and be physically carried around.
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Re: Couple of random questions from a rookie GM

Unread post by glitterboy2098 »

are you sure it says another PA or robot? could it be a non-PA/bot of choice? if the later i'd say get a truck or something to move your PA/bot around
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Re: Couple of random questions from a rookie GM

Unread post by Meneliki »

Thanks for the replies!
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Re: Couple of random questions from a rookie GM

Unread post by boxee »

Yes it is a second Powered Armor of choice. I would say you have the second suit somewhere you can go get it if the first suit is badly damaged or destroyed.

The "of choice" part can be a problem.
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Re: Couple of random questions from a rookie GM

Unread post by Q99 »

boxee wrote:Yes it is a second Powered Armor of choice. I would say you have the second suit somewhere you can go get it if the first suit is badly damaged or destroyed.



Indeed. I imagine black market supply cache and such- you know someone who keeps an eye on it for you, or that sort of thing.


A lot of the time, the Samson ends up being the backup. And/or the 'lay low' suit, since Samsons are the most common armor out there in the wider market.
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Re: Couple of random questions from a rookie GM

Unread post by Crow Splat »

Depending on the size of the party, I usually give them an SDC vehicle of some sort that can haul all their crap. For a single person with two suits of PA, I would probably give them either a half or three-quarter ton pickup, maybe with a camper shell or retractable soft shell.
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Re: Couple of random questions from a rookie GM

Unread post by boxee »

I would give them a low MDC vehicle 10 MDC makes that truck much more durable. If it is a group vehicle a mountaineer ATV can easily have the room for your back up armor.
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Re: Couple of random questions from a rookie GM

Unread post by Crow Splat »

boxee wrote:I would give them a low MDC vehicle 10 MDC makes that truck much more durable. If it is a group vehicle a mountaineer ATV can easily have the room for your back up armor.


For most of my Rifts games, I tend to not allow MDC starting vehicles, unless it's explicitly written as starting gear, just because I want to have my players work for it. And I don't want combat to turn into mad max.

But for light MDC starting vehicles, the ones from Golden Age Weaponsmiths in Mercenaries are a good, cheap options.
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Re: Couple of random questions from a rookie GM

Unread post by drewkitty ~..~ »

Meneliki wrote:Hi guys,

Quick intro: Rifts has a part of my life for over 20 years now. I've been GMing a friend of mine(yep, just 1 player.. I know.. I know.. ;) ) for years, but it's always been fairly loose with the rules/rolling. We've decided to start a new campaign where everything is legit and by the book. We're a couple hours in, having a lot of fun with it so far.

I did have a couple of basic questions, though:

1) Attacks Per Melee. Lets say your OCC starts with 3 attacks per melee. That means that be it hand-to-hand combat, or ranged combat, you can attack 3 times right? What if you pick a skill that lends an additional attack? e.g. hand to hand: Expert or whatever. +1 attack per melee. Does that only apply to hand to hand combat or can you shoot a gun 1 more time? I'm assuming no? Its just that the char sheet has a rigid "Attacks per melee" box, so does that refer to ranged or hand to hand? Or do they just merge? I ask because after he rolled up his character (level 1 Ley Line Rifter) and added up his skill bonuses, he ended up with 5 attacks per melee which seems a bit extreme. Any ideas what(if anything) i'm doing wrong?

2) Robot Pilot OCCs. In the description of the Robot Pilot OCC under the power armor pilot subset it tells you to start with a NG-Samson and one other of choice.. how do you transport a 2nd power armor? Do they have some kind of autopilot? Or are you meant to stash them somewhere?

Sorry for the nebbish questions. I've got more, but I'll leave it at that for now.

Thanks in advance!

-Meneliki

Depends on what level of canon books you are up too. RMB ...aahumm usually people go with the intended chars get 2 APM for living to start w/o any skills, so when you add in the hand to hand bonuses the char is up to 4 APM, and with boxing the APM is up to 5 APM. (Except for with h2h assassin where they add up to 3 APM @ L1, w/box its 4 APM.) any other APM after that is gained through leveling up.
With the RGMG, the above is made clearly canon and added in the 'no-h2h' category in which the char still has 2 APM for living but gets +1 APM at L1 along with some non-attack actions.

Coming to RUE most h2h start with 4 APM and boxing still gives another APM. while No h2h chars only have 1 APM & 2 non-combat actions.
IF a char takes a higher level of H2H when leveling up then the old h2h skill is OverWritten and the new h2h starts at the level of the char.
Note: any other h2h's that divert from the basics will follow the rules laid down in those special h2h's.
Note 2: N&S/MC martial Art Forms have Exactly what they say they have. They do not get any 2 APM for living nor do the bonuses from two MAF stack together. (in other words the two MAF are kept separate.)

All of these APM can be used for melee or ranged attacks or actions.
Each time the char gains a APM it is totaled with the rest and still can be used with ether ranged or melee combat.

In relation to casting spells.
RMB: there are a couple opinions the 1st is that one spell takes up half the mage's APM, and there is the other in which the magic can use all her APM but only two of them can be spell attacks.

With RUE: (Invocations) Low level spells. mid level spells, and high level spell each take a different about of APM to cast. Ritual spells takes at least 15 minutes to cast, longer as the level of the spell increases.
Note: Other settings have different spell casting rules.
-------------
In RUE the Robot pilot OCC has two body armors (light & heavy) as part of starting equipment....but only one Robot Vehicle or Power Armor.
The closest thing in the RMB is the CS Mil. Spec. and with that CC it is vehicle as per assignment.
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Re: Couple of random questions from a rookie GM

Unread post by boxee »

drewkitty ~..~ wrote:
Meneliki wrote:Hi guys,

Quick intro: Rifts has a part of my life for over 20 years now. I've been GMing a friend of mine(yep, just 1 player.. I know.. I know.. ;) ) for years, but it's always been fairly loose with the rules/rolling. We've decided to start a new campaign where everything is legit and by the book. We're a couple hours in, having a lot of fun with it so far.

I did have a couple of basic questions, though:

1) Attacks Per Melee. Lets say your OCC starts with 3 attacks per melee. That means that be it hand-to-hand combat, or ranged combat, you can attack 3 times right? What if you pick a skill that lends an additional attack? e.g. hand to hand: Expert or whatever. +1 attack per melee. Does that only apply to hand to hand combat or can you shoot a gun 1 more time? I'm assuming no? Its just that the char sheet has a rigid "Attacks per melee" box, so does that refer to ranged or hand to hand? Or do they just merge? I ask because after he rolled up his character (level 1 Ley Line Rifter) and added up his skill bonuses, he ended up with 5 attacks per melee which seems a bit extreme. Any ideas what(if anything) i'm doing wrong?

2) Robot Pilot OCCs. In the description of the Robot Pilot OCC under the power armor pilot subset it tells you to start with a NG-Samson and one other of choice.. how do you transport a 2nd power armor? Do they have some kind of autopilot? Or are you meant to stash them somewhere?

Sorry for the nebbish questions. I've got more, but I'll leave it at that for now.

Thanks in advance!

-Meneliki

Depends on what level of canon books you are up too. RMB ...aahumm usually people go with the intended chars get 2 APM for living to start w/o any skills, so when you add in the hand to hand bonuses the char is up to 4 APM, and with boxing the APM is up to 5 APM. (Except for with h2h assassin where they add up to 3 APM @ L1, w/box its 4 APM.) any other APM after that is gained through leveling up.
With the RGMG, the above is made clearly canon and added in the 'no-h2h' category in which the char still has 2 APM for living but gets +1 APM at L1 along with some non-attack actions.

Coming to RUE most h2h start with 4 APM and boxing still gives another APM. while No h2h chars only have 1 APM & 2 non-combat actions.
IF a char takes a higher level of H2H when leveling up then the old h2h skill is OverWritten and the new h2h starts at the level of the char.
Note: any other h2h's that divert from the basics will follow the rules laid down in those special h2h's.
Note 2: N&S/MC martial Art Forms have Exactly what they say they have. They do not get any 2 APM for living nor do the bonuses from two MAF stack together. (in other words the two MAF are kept separate.)

All of these APM can be used for melee or ranged attacks or actions.
Each time the char gains a APM it is totaled with the rest and still can be used with ether ranged or melee combat.

In relation to casting spells.
RMB: there are a couple opinions the 1st is that one spell takes up half the mage's APM, and there is the other in which the magic can use all her APM but only two of them can be spell attacks.

With RUE: (Invocations) Low level spells. mid level spells, and high level spell each take a different about of APM to cast. Ritual spells takes at least 15 minutes to cast, longer as the level of the spell increases.
Note: Other settings have different spell casting rules.
-------------
In RUE the Robot pilot OCC has two body armors (light & heavy) as part of starting equipment....but only one Robot Vehicle or Power Armor.
The closest thing in the RMB is the CS Mil. Spec. and with that CC it is vehicle as per assignment.


Not by the book. Page 84 has as NG-Samson and one other POWER ARMOR of choice. Page 85 under standard equipment "In addition to the bot or powered armor noted earlier the character also has a suit of light MDC body armor, a suit of heavy armor, one weapon per each W.P........." clearly they do get all. I can see where you missed the powered armor suits if you just glossed over the character.
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Re: Couple of random questions from a rookie GM

Unread post by boxee »

Crow Splat wrote:
boxee wrote:I would give them a low MDC vehicle 10 MDC makes that truck much more durable. If it is a group vehicle a mountaineer ATV can easily have the room for your back up armor.


For most of my Rifts games, I tend to not allow MDC starting vehicles, unless it's explicitly written as starting gear, just because I want to have my players work for it. And I don't want combat to turn into mad max.

But for light MDC starting vehicles, the ones from Golden Age Weaponsmiths in Mercenaries are a good, cheap options.



Always greatly dislike when a GM says "I want to have my players work for it." .
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Re: Couple of random questions from a rookie GM

Unread post by Nightmask »

boxee wrote:
Crow Splat wrote:
boxee wrote:I would give them a low MDC vehicle 10 MDC makes that truck much more durable. If it is a group vehicle a mountaineer ATV can easily have the room for your back up armor.


For most of my Rifts games, I tend to not allow MDC starting vehicles, unless it's explicitly written as starting gear, just because I want to have my players work for it. And I don't want combat to turn into mad max.

But for light MDC starting vehicles, the ones from Golden Age Weaponsmiths in Mercenaries are a good, cheap options.



Always greatly dislike when a GM says "I want to have my players work for it." .


Particularly for things either inherent to the character class or are basically a common item (which basic transportation would be, even if it's MDC it's still just transportation, you shouldn't have to work for basic transportation).
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Re: Couple of random questions from a rookie GM

Unread post by Crow Splat »

Nightmask wrote:
boxee wrote:
Crow Splat wrote:
boxee wrote:I would give them a low MDC vehicle 10 MDC makes that truck much more durable. If it is a group vehicle a mountaineer ATV can easily have the room for your back up armor.


For most of my Rifts games, I tend to not allow MDC starting vehicles, unless it's explicitly written as starting gear, just because I want to have my players work for it. And I don't want combat to turn into mad max.

But for light MDC starting vehicles, the ones from Golden Age Weaponsmiths in Mercenaries are a good, cheap options.



Always greatly dislike when a GM says "I want to have my players work for it." .


Particularly for things either inherent to the character class or are basically a common item (which basic transportation would be, even if it's MDC it's still just transportation, you shouldn't have to work for basic transportation).


Who said MDC vehicles were basic transportation? And I specifically said if it was written in the class then they got it.. I am talking about a freebie vehicle when nobody in the group picked a class that starts with one. The example is a PA pilot that gets no transport but his PA and 2 suits to start. So I would give him just enough to haul his gear BEYOND what he is allowed to start with RAW.

I'm generally a pretty loose GM but beggars can't be choosers. Your class doesn't start with a vehicle but you want a Rolling Thunder ATV? Well your going to have to earn that one no matter how much you greatly dislike it. But in the mean time, here's a pickup that you can scrounge up some mdc plating for if you want.
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Re: Couple of random questions from a rookie GM

Unread post by Meneliki »

Thanks for all the infos! :)

I had a couple more questions:

1) PS Bonus to melee damage. A character with a very high, but non-supernatural PS. The book indicates that you get a bonus to damage for high PS. is this just for your kicks/punches or does it apply to melee weapons as well? If so, does it apply extra mega damage for MD melee weapons? (e.g. psi sword, etc) Or is it strictly for SDC combat?

2) The book's (RUE) description of the Cyber Knight's armor confuses me a bit. It mentions the Armor rating of 16, which makes me think he's still got an SDC body. It goes on to say, 'that's why the knights wear an exterior suit of MD armor - 50MDC main body'... then in the equipment section it talks about a 'personalized set of knight armor - 1D4x10 + 55 MDC'... it also says at level 4, his 'exterior armor' (50 MDC) becomes a living part of him.. and at higher levels, the AR increases further... my understanding was that AR doesn't apply to MDC armor.. so hes got his cyber-body, with more cyber armor ontop of that, with a third layer of MDC armor ontop of THAT? lol, sorry I like to think I'm not stupid but the description really has me confused. TL;DR - what the hell is a cyber knight wearing!? lol

Thanks for your patience.. :)
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Re: Couple of random questions from a rookie GM

Unread post by dragonfett »

Meneliki wrote:Thanks for all the infos! :)

I had a couple more questions:

1) PS Bonus to melee damage. A character with a very high, but non-supernatural PS. The book indicates that you get a bonus to damage for high PS. is this just for your kicks/punches or does it apply to melee weapons as well? If so, does it apply extra mega damage for MD melee weapons? (e.g. psi sword, etc) Or is it strictly for SDC combat?

2) The book's (RUE) description of the Cyber Knight's armor confuses me a bit. It mentions the Armor rating of 16, which makes me think he's still got an SDC body. It goes on to say, 'that's why the knights wear an exterior suit of MD armor - 50MDC main body'... then in the equipment section it talks about a 'personalized set of knight armor - 1D4x10 + 55 MDC'... it also says at level 4, his 'exterior armor' (50 MDC) becomes a living part of him.. and at higher levels, the AR increases further... my understanding was that AR doesn't apply to MDC armor.. so hes got his cyber-body, with more cyber armor ontop of that, with a third layer of MDC armor ontop of THAT? lol, sorry I like to think I'm not stupid but the description really has me confused. TL;DR - what the hell is a cyber knight wearing!? lol

Thanks for your patience.. :)


To answer number one, it applies to all normal melee damage, but NOT MD melee damage (unless otherwise specified by the melee weapon).

For number two, when it says the cyber-armor becomes a living part of the Cyber-Knights body, it simply means that the cyber-armor regenerates from damage taken over time. The Cyber-Knight is still an SDC being (unless it's race is naturally MDC) that has MDC cyber-armor (which at higher levels can repair itself), and wears a suit of MDC armor because (almost all) MDC absorbs all incoming attacks.
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Re: Couple of random questions from a rookie GM

Unread post by Tor »

The SDC bonus from a high PS won't be high enough to add a point of MD until it's 115 so it basically doesn't come up, but I think you should still add it for situations where it could cause a difference, like wielding an MD magic sword against a vampire or promethean.
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Re: Couple of random questions from a rookie GM

Unread post by Nightmask »

Crow Splat wrote:
Nightmask wrote:
boxee wrote:
Crow Splat wrote:
boxee wrote:I would give them a low MDC vehicle 10 MDC makes that truck much more durable. If it is a group vehicle a mountaineer ATV can easily have the room for your back up armor.


For most of my Rifts games, I tend to not allow MDC starting vehicles, unless it's explicitly written as starting gear, just because I want to have my players work for it. And I don't want combat to turn into mad max.

But for light MDC starting vehicles, the ones from Golden Age Weaponsmiths in Mercenaries are a good, cheap options.



Always greatly dislike when a GM says "I want to have my players work for it." .


Particularly for things either inherent to the character class or are basically a common item (which basic transportation would be, even if it's MDC it's still just transportation, you shouldn't have to work for basic transportation).


Who said MDC vehicles were basic transportation? And I specifically said if it was written in the class then they got it.. I am talking about a freebie vehicle when nobody in the group picked a class that starts with one. The example is a PA pilot that gets no transport but his PA and 2 suits to start. So I would give him just enough to haul his gear BEYOND what he is allowed to start with RAW.


Who says they aren't? At the least adventurers are listed as finding a variety of MDC vehicles as being popular/common. it's not like having an MDC vehicle to transport things around in is even remotely outrageous, it's just a vehicle. Being MDC shouldn't be a problem.

Crow Splat wrote:I'm generally a pretty loose GM but beggars can't be choosers. Your class doesn't start with a vehicle but you want a Rolling Thunder ATV? Well your going to have to earn that one no matter how much you greatly dislike it. But in the mean time, here's a pickup that you can scrounge up some mdc plating for if you want.


Except they aren't beggars though, they're adventurers. They're the PC adventurers, starting with MDC transportation particularly to cover transportation of one's starting gear shouldn't be a problem. It's not like it's giving them any kind of unfair advantage or somehow unbalancing things.
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Re: Couple of random questions from a rookie GM

Unread post by His Dudeness »

Giving them a cheap vehicle with light MDC plating would work for a new party starting out at level one, but if you're starting at a higher level, giving them a better vehicle would be understandable and believable. Unless you want to start every adventure with the PC's scrounging up a vehicle, I would have them start with a high end light MDC vehicle, to a mid range medium MDC vehicle. But only if starting at higher levels.

Or you could have the players pool their resources, but as it's only the single player, you're kinda stuck if you want to go by the book.
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Re: Couple of random questions from a rookie GM

Unread post by drewkitty ~..~ »

boxee wrote:
Not by the book. Page 84 has as NG-Samson and one other POWER ARMOR of choice. Page 85 under standard equipment "In addition to the bot or powered armor noted earlier the character also has a suit of light MDC body armor, a suit of heavy armor, one weapon per each W.P........." clearly they do get all. I can see where you missed the powered armor suits if you just glossed over the character.

I stand corrected...I was just looking at the standard equipment section.

For a loner that travels the two PAs is a bit of a hassle. As a GM I would change that 'and' into an 'or'.
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Re: Couple of random questions from a rookie GM

Unread post by guardiandashi »

Meneliki wrote:Thanks for all the infos! :)

I had a couple more questions:

1) PS Bonus to melee damage. A character with a very high, but non-supernatural PS. The book indicates that you get a bonus to damage for high PS. is this just for your kicks/punches or does it apply to melee weapons as well? If so, does it apply extra mega damage for MD melee weapons? (e.g. psi sword, etc) Or is it strictly for SDC combat?

2) The book's (RUE) description of the Cyber Knight's armor confuses me a bit. It mentions the Armor rating of 16, which makes me think he's still got an SDC body. It goes on to say, 'that's why the knights wear an exterior suit of MD armor - 50MDC main body'... then in the equipment section it talks about a 'personalized set of knight armor - 1D4x10 + 55 MDC'... it also says at level 4, his 'exterior armor' (50 MDC) becomes a living part of him.. and at higher levels, the AR increases further... my understanding was that AR doesn't apply to MDC armor.. so hes got his cyber-body, with more cyber armor ontop of that, with a third layer of MDC armor ontop of THAT? lol, sorry I like to think I'm not stupid but the description really has me confused. TL;DR - what the hell is a cyber knight wearing!? lol

Thanks for your patience.. :)


as mentioned the str damage bonus is always sdc unless the weapon specifically says otherwise. in most cases it doesn't matter until the total damage would (could) reach 100 total sdc as at that point you can start doing mdc with melee strikes, on the other hand, there are times when massive sdc damage bonuses can be good.

I always read the cyber armor as along the lines of dermal/sub dermal armor plating what it basically means is they have implanted mdc material replacing, or under the skin, especially around the vitals. another way of looking at it is the cyber armor is essentially full coverage IE covers the entire body, (but under the skin) but the flaw is that in order to be able to move (and other things) the armor has "weak spots" so it is possible to hit the person (and their cyber armor) but effectively blow through or hit a "chink" where the armor doesn't provide "full" protection.

wearing additional armor (when possible) is just smart. I am going to use an analogy to spaced, or reactive armor. in those cases the idea is the "outer" armor takes/soaks/disrupts the hits so that the easily replaceable armor gets damaged while the "core" armor is undamaged allowing the unit to continue operating normally or with only some "minor" impairment.
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Re: Couple of random questions from a rookie GM

Unread post by boxee »

Meneliki wrote:Thanks for all the infos! :)

I had a couple more questions:

1) PS Bonus to melee damage. A character with a very high, but non-supernatural PS. The book indicates that you get a bonus to damage for high PS. is this just for your kicks/punches or does it apply to melee weapons as well? If so, does it apply extra mega damage for MD melee weapons? (e.g. psi sword, etc) Or is it strictly for SDC combat?

2) The book's (RUE) description of the Cyber Knight's armor confuses me a bit. It mentions the Armor rating of 16, which makes me think he's still got an SDC body. It goes on to say, 'that's why the knights wear an exterior suit of MD armor - 50MDC main body'... then in the equipment section it talks about a 'personalized set of knight armor - 1D4x10 + 55 MDC'... it also says at level 4, his 'exterior armor' (50 MDC) becomes a living part of him.. and at higher levels, the AR increases further... my understanding was that AR doesn't apply to MDC armor.. so hes got his cyber-body, with more cyber armor ontop of that, with a third layer of MDC armor ontop of THAT? lol, sorry I like to think I'm not stupid but the description really has me confused. TL;DR - what the hell is a cyber knight wearing!? lol

Thanks for your patience.. :)


hi cyber armor does not cover the entire body so it has a AR rating. Some MDC armors have an AR usually a vest or long coat. They are in the new west and the NGR books. The AR means you hit a place not covered by the armor. For the cyber knight it is an extra layer of protection, and is better then nothing at all. Hope this helped. :)
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Re: Couple of random questions from a rookie GM

Unread post by boxee »

Crow Splat wrote:
Nightmask wrote:
boxee wrote:
Crow Splat wrote:
boxee wrote:I would give them a low MDC vehicle 10 MDC makes that truck much more durable. If it is a group vehicle a mountaineer ATV can easily have the room for your back up armor.


For most of my Rifts games, I tend to not allow MDC starting vehicles, unless it's explicitly written as starting gear, just because I want to have my players work for it. And I don't want combat to turn into mad max.

But for light MDC starting vehicles, the ones from Golden Age Weaponsmiths in Mercenaries are a good, cheap options.



Always greatly dislike when a GM says "I want to have my players work for it." .


Particularly for things either inherent to the character class or are basically a common item (which basic transportation would be, even if it's MDC it's still just transportation, you shouldn't have to work for basic transportation).


Who said MDC vehicles were basic transportation? And I specifically said if it was written in the class then they got it.. I am talking about a freebie vehicle when nobody in the group picked a class that starts with one. The example is a PA pilot that gets no transport but his PA and 2 suits to start. So I would give him just enough to haul his gear BEYOND what he is allowed to start with RAW.

I'm generally a pretty loose GM but beggars can't be choosers. Your class doesn't start with a vehicle but you want a Rolling Thunder ATV? Well your going to have to earn that one no matter how much you greatly dislike it. But in the mean time, here's a pickup that you can scrounge up some mdc plating for if you want.


Its your game man run it like you want if the players are having fun your doing great. Did not mean to start a fight please forgive me.
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Re: Couple of random questions from a rookie GM

Unread post by Meneliki »

hi cyber armor does not cover the entire body so it has a AR rating. Some MDC armors have an AR usually a vest or long coat. They are in the new west and the NGR books. The AR means you hit a place not covered by the armor. For the cyber knight it is an extra layer of protection, and is better then nothing at all. Hope this helped. :)


Ahhhhhh ok, I think I understand. So a "naked" cyber knight still has a 50 mdc 'main body' for the purposes of ranged combat, but for SDC h2h it has an AR to determine whether you strike the armor(bounce!) or the exposed flesh (sdc damage!). On top of all of this, he wears his 'suit' of armor.

Gotcha.

What about Mega Damage melee attacks Vs. his cyber-armor? does the AR apply or do they just strike the MDC 'main body' ? Would you need a 'called shot' to strike any other part?

Thanks again!
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Re: Couple of random questions from a rookie GM

Unread post by boxee »

Kind of, the AR is always there, you could do "called shots" to hit an area not covered. But normally hit locations are not used so you roll to hit and have to get above the AR to bypass the armor.
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Re: Couple of random questions from a rookie GM

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By default, all shots hit the main body unless the character uses a called shot. Armor with an Armor Rating is so ineffective that even the main body isn't fully protected.
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Re: Couple of random questions from a rookie GM

Unread post by Crow Splat »

Cyber-Knight's cyber armor covers the arms too. So even a called shot would have to bypass AR against this locations or hit the mdc plate. I usually describe it to new players like a Kevlar vest. It's better than nothing when getting shot at but it doesn't cover everything. So the AR is to see if you hit the vest or not.
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Re: Couple of random questions from a rookie GM

Unread post by Kagashi »

I own two vehicles. But I only drive one at a time. The other one stays in my garage when not using it. Same thing with the suits of PA.
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Re: Couple of random questions from a rookie GM

Unread post by Killer Cyborg »

Meneliki wrote:Thanks for all the infos! :)

I had a couple more questions:

1) PS Bonus to melee damage. A character with a very high, but non-supernatural PS. The book indicates that you get a bonus to damage for high PS. is this just for your kicks/punches or does it apply to melee weapons as well? If so, does it apply extra mega damage for MD melee weapons? (e.g. psi sword, etc) Or is it strictly for SDC combat?


It arguably applies to all melee weapons, but as a rule the bonus is SDC. Attacking somebody with a 1d6 MD vibro-knife and a PS of 30 would mean that you inflict 1d6 MD +15 SDC damage.
There are certain weapons listed in the books (like gargoyle weapons) that specifically allow wielders with supernatural PS punch damage to the weapon damage, but those are an exception, and the static damage bonus from high PS is still just an SDC bonus.

2) The book's (RUE) description of the Cyber Knight's armor confuses me a bit. It mentions the Armor rating of 16, which makes me think he's still got an SDC body. It goes on to say, 'that's why the knights wear an exterior suit of MD armor - 50MDC main body'... then in the equipment section it talks about a 'personalized set of knight armor - 1D4x10 + 55 MDC'... it also says at level 4, his 'exterior armor' (50 MDC) becomes a living part of him.. and at higher levels, the AR increases further... my understanding was that AR doesn't apply to MDC armor.. so hes got his cyber-body, with more cyber armor ontop of that, with a third layer of MDC armor ontop of THAT? lol, sorry I like to think I'm not stupid but the description really has me confused. TL;DR - what the hell is a cyber knight wearing!? lol


Cyber-Armor was originally just a cybernetic enhancement that Cyberknights started with but that anybody (who can get cybernetics at all) could get.
RMB 236
This is a unique lightweight armor that is grafted right to the skin. The armor plates are less than an eighth of an inch thick and form-fitted around the contours of the body. Cyber-armor is only grafted to the chest, shoulders, shoulder blades, and thighs for two reasons. One, the body needs to breathe through skin pores and secondly, additional armor would greatly impare movement (reduce attacks, bonuses, and speed by half).
The rest of the body is not protected. Consequently, this is one of the few mega-damage armors that has an Armor Rating: AR 16.


Basically, it makes you a half-donkeyed cyber-turtle, which is usually a lot better than having no MDC at all, even if permanently sticking plates to your flesh might make wearing a swimsuit a bit more funky-looking.

Years later, Palladium decided that cyberknights weren't cyber enough, so they changed the rules for CK's cyber armor to make it become a biological part of them instead of a mechanical device that was integrated into a biological body, because they apparently feel that--along with zen anti-technology super-powers--is somehow more cyber.
They also decided that CKs needed more powerful cyber-armor, so it got beefed up a bit.

But as far as I can tell, it's essentially the same: it's a just-in-case back-up armor to wear under your normal armor or clothing, in the hopes it'll save your life if your regular armor is breached or left at home or something.
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