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Re: Oh Dear. (Going to far...)

Posted: Fri Mar 09, 2012 6:07 am
by Akashic Soldier
Noon wrote:I Can't say that if I was seriously expected to try and play this (ie, try to avoid my character getting killed, actually think about stuff, etc), I would like it.

GM does crazy crap - deal with it? Why bother, just more and more crazy crap will turn up without any relevance to prior PC choices (except in the most shallow sense).


Everything my PC's do shapes the adventure and what happens next. What are you talking about? You make it sound like I am the kind of GM that expects a player to announce he specifically is looking for a key in the draw before I let them roll a perception check to search the room. I am not.

Noon wrote:As a spectator (not trying to play a character or do any bookwork) sure, it's funny. Except even then I'm left wondering how much the players are grinding their teeth and I'm not that big into schadenfreude.


I try to keep the game entertaining, I find that is best achieved via satire and keeping my PC's challenged. I've come a long way since the first game. I am pretty confident in my abilities to run a game now. If everyone walks away wanting to come back and with a smile I am happy.

Noon wrote:Unlike the cyborg boy, I'd suggest having some situations which the PC's must make a choice right now, or the situation (in actual real life minutes) will go bad. Eg, A house is on fire, people will die - in a few real life minutes. Don't let the players bluff and bluster for extra time in real life - either their characters whistle and walk past, or do something. Just let the NPC's burn to death after X time and when the players try and shout they do something then, of all times, don't try and do some zany crazy scenario, just flip them the bird and say "The people are dead".

And don't roll a D4!


I do. So far I've had no complaints besides the Ronin and well, we all saw how that ended. Other than that I have had zero complaints and everyone seems to be enjoying themselves and that is my goal. I am attempting to have the next few session be lighter on the players who are feeling like things are tough but that being said I welcome any constructive criticism. If this isn't the type of the game you like that is totally cool. The other thing is... Paradise was messed up and most of the people were insane so insane things happened there. It is NOT how I run the setting and if you read the latter posts you will see that entire events unfolded based off the things my players did or did not do. I work very hard thinking of ways for my players characters have an emotional investment or interest in events as they occur.

In the burning down scenario there is a good chance that I have a single PC who would say "Well that stinks!" but the others would literally be like "What can we do we're not fire fighters?" which is a legit response.

By the way SCREW to anyone else who says get rid of the D4 rule--I have come to love my D4 rule. :lol:
If their action or question are irrelevant "Can I tie my shoes faster than he can?" then out it comes. That's how I handle random encounters and keep the game flowing so I get so much done in a session.

Though now that the Al-Lan got himself stuck in At'Lan's mind I no longer have an excuse to attack the party with random ninja from time to time. :(
So now I am going to use Space Australian Animal-men Mutants from After the Bomb instead. :D

Re: Oh Dear. (Going to far...)

Posted: Fri Mar 09, 2012 11:53 pm
by DhAkael
Time for the drop-bear commando's to come a-courtin' :D :demon:

And for the record (this being adressed to [name withheld]); I tend to just skim these posts.
Not because I dislike them, or feel that the GM is a complete and total soddin' yutz.
It's just I have my own campaign to take care of, so I honestly really can't judge how good/bad this is without actually playing.

YES, these 'slices of life' posts make me scream out "WOT!?" Like David Tennant at the end of every season of Dr. Who he was in, however...this is in a "oe my gawds that's hysterical" :lol: way.

Turth be told, I've done much crazier and MUCH MUCH more sadistic things to my crew(s) over the years and have only had 1 dissenter at a time whinge & whine. Usually I don't need to lift a finger and the other PLAYERS tend to toss them out on their kesiters for being such dullard kill-joys.

My two deci-creds worth.

To [name withheld] you don't like reading these...why in the name of C'thullhu's school-girl violating tentacles are you even on this thread then?

Re: Oh Dear. (Going to far...)

Posted: Sat Mar 10, 2012 1:36 am
by Noon
Akashic Soldier wrote:
Noon wrote:I Can't say that if I was seriously expected to try and play this (ie, try to avoid my character getting killed, actually think about stuff, etc), I would like it.

GM does crazy crap - deal with it? Why bother, just more and more crazy crap will turn up without any relevance to prior PC choices (except in the most shallow sense).


Everything my PC's do shapes the adventure and what happens next. What are you talking about?

Well, apart from selling drugs, what actual goals do the PC's have that they then pursued and events occured because of that goal pursuit? I'm talking goals the PC's have, not goals they started following in reaction to stuff you threw in?

When what the PC's do is follow the goal the GM made up for them (as they have no goals of their own, beyond drug dealing), they aren't shaping what happens next.

Noon wrote:As a spectator (not trying to play a character or do any bookwork) sure, it's funny. Except even then I'm left wondering how much the players are grinding their teeth and I'm not that big into schadenfreude.


I try to keep the game entertaining, I find that is best achieved via satire and keeping my PC's challenged. I've come a long way since the first game. I am pretty confident in my abilities to run a game now. If everyone walks away wanting to come back and with a smile I am happy.

I think you said yourself one player was pushing to head to a fight basically naked. This is where players do random crap because that's it. If your happy with that (and happy with trying to stall them and trying to get them to armour up) and they are happy with that, cool. Check out the Hol RPG sometime.

Noon wrote:Unlike the cyborg boy, I'd suggest having some situations which the PC's must make a choice right now, or the situation (in actual real life minutes) will go bad. Eg, A house is on fire, people will die - in a few real life minutes. Don't let the players bluff and bluster for extra time in real life - either their characters whistle and walk past, or do something. Just let the NPC's burn to death after X time and when the players try and shout they do something then, of all times, don't try and do some zany crazy scenario, just flip them the bird and say "The people are dead".

And don't roll a D4!


I do. So far I've had no complaints besides the Ronin and well, we all saw how that ended. Other than that I have had zero complaints and everyone seems to be enjoying themselves and that is my goal. I am attempting to have the next few session be lighter on the players who are feeling like things are tough but that being said I welcome any constructive criticism. If this isn't the type of the game you like that is totally cool. The other thing is... Paradise was messed up and most of the people were insane so insane things happened there. It is NOT how I run the setting and if you read the latter posts you will see that entire events unfolded based off the things my players did or did not do. I work very hard thinking of ways for my players characters have an emotional investment or interest in events as they occur.

Yeah, and a great deal of GM's burn out and get sick of putting in that hard effort. I'm actually describing the easier way - but I guess I'll not even sound like I'm giving constructive criticism.

In the burning down scenario there is a good chance that I have a single PC who would say "Well that stinks!" but the others would literally be like "What can we do we're not fire fighters?" which is a legit response.


And what?

Have the house and it's people burn.

It's not there to punish a 'legit responce'.

It shows a dreadful, scary world where just because you do the right/legit thing, doesn't mean people don't die in agony.

Or don't. But your cyborg victim seems to indicate your interested in some moral dilemma. I'm just giving you a tip (made up by a bunch of other people over time (I'm just repeating it and pretending I'm wise in knowing it)) on getting that to a punch, rather than them lookin' at the cyborg boy then just running away and pretending it never happened.

By the way SCREW to anyone else who says get rid of the D4 rule

I'll just roll a D4 and...a 4! Sorry, your campaign is destroyed by ninjas! From Australia!



To name Dhak-held,

To [name withheld] you don't like reading these...why in the name of C'thullhu's school-girl violating tentacles are you even on this thread then?

Because not everyone avoids/throw out on their kesiters those who disagree with them.

I mean, that's what big corporate CEO's do - surround themselves with yes men. Probably a good idea to avoid the CEO's pattern of selecting who he listens to.

Re: Oh Dear. (Going to far...)

Posted: Sat Mar 10, 2012 2:44 am
by Akashic Soldier
Noon wrote:Well, apart from selling drugs, what actual goals do the PC's have that they then pursued and events occured because of that goal pursuit? I'm talking goals the PC's have, not goals they started following in reaction to stuff you threw in?


Alfonse is the hardest. His goal is simply to "advance himself." He is trying to get an easy life but he does not commit to anything and as a Ley Line Walker his first response is to just walk away from something when things get hard. Which seems inevitable because he is highly anti-social and involved in often highly criminal activities. As such I have found it difficult giving him suitably epic ways of improving his lot in life. Instead I have given him small opportunities here and there. I am still trying to come up with a way that he can

Jack Ryder's motivation is to find adventure. He was inspired by books (which he collects--though I am pretty sure he is illiterate). This is also hard to cater too because of the broadness of the scope of his desire but I think I can solve this by letting the players pick and choose where they are going to go next in the world and playing out the journey. Which I did a little of during last weeks session.

The Ronin (who was originally the corner stone of my story basically on the insistence of the player) was wandering America trying to develop his skills and abilities so he could one day return to Japan and defeat the evil ninja empire that had taken over his home and avenge his father the original Emperor. (Hense the constant ninja assassins). I gave him several opportunities to peruse these goals (which you would see if you read everything here) from giving him a chance to save relatives he thought were dead (who he saved and then ignored) to having ties to his family being overthrown as the main antagonist of the first arc. Who he slew in an epic battle (without questioning him).

Malone is a member of a disbanded mercenary company who are now out on their own drifting around the country looking for a big enough gig to pull them back together. He is a bounty hunter and though he has only been in a single game so far and I could not seed a big job story hook (I only found out his story 20 minutes before we began that session) I did give him three bounties to collect.

When what the PC's do is follow the goal the GM made up for them (as they have no goals of their own, beyond drug dealing), they aren't shaping what happens next.


I run my game like a reactive world. My players are free to do (or not do) as they like. Their action or inaction will trigger events to occur. I also have an antagonist for each player who make counter moves against said players character so that the story continues to move rather than stagnate or leave the players feeling "Well, what should we do now?"

Noon wrote:Unlike the cyborg boy, I'd suggest having some situations which the PC's must make a choice right now, or the situation (in actual real life minutes) will go bad. Eg, A house is on fire, people will die - in a few real life minutes. Don't let the players bluff and bluster for extra time in real life - either their characters whistle and walk past, or do something. Just let the NPC's burn to death after X time and when the players try and shout they do something then, of all times, don't try and do some zany crazy scenario, just flip them the bird and say "The people are dead".

And don't roll a D4!


Noon wrote:Yeah, and a great deal of GM's burn out and get sick of putting in that hard effort. I'm actually describing the easier way - but I guess I'll not even sound like I'm giving constructive criticism.


No you really sound like you are being aggressive, trolling, and have not read the later posts but to answer your questions as if you were being genuine encase you were. I don't mind putting in the extra work for each player. Burn out does not seem to be an issue because my players are normally very proactive so all I have to do is keep them going and make sure they have a reason to keep going especially since Alfonse's will quickly wash his hands of a situation if it looks like he might be endanger. Although a fully legit response (and thankfully Jack is slowly rubbing off on him) it does make things difficult when he would rather go make Mega than face up to his responsibilities as a Ley Line Walker.

Noon wrote:And what?

Have the house and it's people burn.

It's not there to punish a 'legit responce'.

It shows a dreadful, scary world where just because you do the right/legit thing, doesn't mean people don't die in agony.


Me doing this is what made the Ronin quit. Rather than save the people or try to find a way of saving people he would simply murder his enemies. When his enemies started attacking him with innocent people rather than using their own troops he broke down and eventually couldnt handle it and quit. Said that it was too morally grey. He expected his character to be a shining hero of light without needing to act like one. He wanted the praise but didn't want to risk his characters life taking the risks to get it. Basically.

Noon wrote:Or don't. But your cyborg victim seems to indicate your interested in some moral dilemma. I'm just giving you a tip (made up by a bunch of other people over time (I'm just repeating it and pretending I'm wise in knowing it)) on getting that to a punch, rather than them lookin' at the cyborg boy then just running away and pretending it never happened.


Ironically Malconn the cyborg (who is a man, they just nicknamed him a Cyborg boy) has had his parts replaced and is now a fully functional Combat Cyborg and one of the parties allies. Although they wrestled with parting with the money required to fix him in the end Jack took it on himself to get the Borg fixed up. And yes, I wanted morality to play a part in my game. I wanted peoples choices to matter. I wanted my players to have the lives of people in their hands and see just how rough and tumble Rifts can be. There were no negative consequences for letting Malconn, however because they repaired him and got him the surgery he required now they have an ally they can call on for help in the future.

I'll just roll a D4 and...a 4! Sorry, your campaign is destroyed by ninjas! From Australia!


1. The Ninjas were an annoyance at best. They were all SDC and normally unarmed and their only advantage was in combat strategy. Most died within 30 seconds of their ambush and the survivors often fled. As I mentioned above this was tied to plot developments and everyone at the table (except the Ronin who even laughed when he wasn't taking himself too seriously) found it entertaining.

2. Jack Ryder is the only person from Australia. The Mutants (which are not Ninja) were from SPACE AUSTRALIA it is a parallel dimension where every planet is a country and humans are kept as pets by anthropomorphic native animals. This is explained if you had read everything.

3. I would never destroy Earth on a random roll.

4. This attitude is why I think you are trolling. At no point did the Ninja appear out of thin air, each scene was believable (which was half the fun and challenge for me) and it kept my game moving. I have received several comments on how surprised people are that I get so much done in a single game session and a lot of this is because of my handy D4 roll and highly pro-active players. I can always use the four to trigger an event or cue or get the blood pumping around the gaming table without showing bias.

EDIT: 1. Yes, 1. yes with complications, 3. No, 4. Unpredicted ambush or attack from an arch-nemesis' minions.


It is a simple system but it WORKS. It is not a decide all solution. I do not sit there rolling a D4 any time anyone declares an action. :nh:

Noon wrote:To name Dhak-held,

Because not everyone avoids/throw out on their kesiters those who disagree with them.

I mean, that's what big corporate CEO's do - surround themselves with yes men. Probably a good idea to avoid the CEO's pattern of selecting who he listens to.


Noon, I made this thread because I had never run a game before. I wanted advice. A lot of people enjoy reading this so I continue to keep it updated but I am no longer as uncertain as I was and as I mentioned I have received no complaints from my players who enjoy the game. Sometimes it can be "a bit heavy" and they feel like their character need a break... but that is to expected when you are dealing with a lot of the crap these guys had to deal with in Paradise City. It was a sh!tstorm in there. The Splynn had destroyed the culture of the people and driven the majority of the people in their mad with their illusion of law.

Yes, one of my players buckled and quit which does not make my game look great but I honestly believe that is just because we (Myself, Jack's Player and Alfonse's Player) were enjoying Rifts and refused to QUIT and play the Exalted Game he wanted to run. And we did this because we were enjoying Rifts and had outgrown Exalted and the idea that heroism or adventure is determined by stats and power sets YEARS ago.

Now if you don't like my game, if you don't find it entertaining, please feel free not to reply to this or comment further. Especially if you are going to attack me just because there are people here who do enjoy reading this topic, that is called trolling and it is poor form and can get you banned. Just a warning.

Now, if you do intend to offer constructive criticism, comments on NPC motivations, possible story elements that might interest my players that I had no considered or anything else I am MORE than happy to hear what you have to say. So far (in my humble opinion) I have had astounding success with my game and every player (even the reluctant Ronin) have been given awesome stories they can retell and laugh over with their friends and faced (and even conquered) overwhelming physical and moral challenges in their journey to discover themselves.

I might have a motley crew of unlikely heroes but my PC team constantly impress me and I like to think that my careful consideration of their preferences, personality, and back history makes my game exactly the kind of game most intelligent players would enjoy. Everyone is important (not because they're the most powerful but because of who they are and what they do), everyone has their own "baddie" to shake their fist at, and the NPC's have plots, agenda's and goals that are not always in the PC's best interests.

Re: Oh Dear. (Going to far...)

Posted: Sat Mar 10, 2012 10:17 pm
by Giant2005
I love your campaign and love reading about it so keep up the posts!
Having said that, I am going to express my disappointment in the handling of Rasma.
I can understand the players incentive to try and soothe him with music from the knowledge they were given (well that is if they are the type to even care about stopping him in the first place :D ) but without it playing out how it did, I'm not sure I would have believed it would work (player, not character - a character with limited knowledge of the Splugorth would absolutely believe it to work).
As I was reading it, I expected the initial song to put him to sleep to have been more of an aural combination lock than an actual song. The ability for him to be neutralized by any old random melody is a massive design flaw which I wouldn't expect the Splugorth to implement if they were going to the expense of creating such a monstrosity. And the odds of stumbling onto that combination lock randomly would be so astronomical that it is virtually impossible.
Obviously either the musical vulnerability was an oversight by the Splugorth or Jack really did manage the impossible task of stumbling onto that combination, I just thought I'd mention it anyway.

Re: Oh Dear. (Going to far...)

Posted: Sat Mar 10, 2012 11:31 pm
by Akashic Soldier
Giant2005 wrote:I love your campaign and love reading about it so keep up the posts!
Having said that, I am going to express my disappointment in the handling of Rasma.
I can understand the players incentive to try and soothe him with music from the knowledge they were given (well that is if they are the type to even care about stopping him in the first place :D ) but without it playing out how it did, I'm not sure I would have believed it would work (player, not character - a character with limited knowledge of the Splugorth would absolutely believe it to work).
As I was reading it, I expected the initial song to put him to sleep to have been more of an aural combination lock than an actual song. The ability for him to be neutralized by any old random melody is a massive design flaw which I wouldn't expect the Splugorth to implement if they were going to the expense of creating such a monstrosity. And the odds of stumbling onto that combination lock randomly would be so astronomical that it is virtually impossible.
Obviously either the musical vulnerability was an oversight by the Splugorth or Jack really did manage the impossible task of stumbling onto that combination, I just thought I'd mention it anyway.


Jack used an instrument that was made out of a magical tree and crafted by the magic of a Chinese Dragon and used an ancient aboriginal Dreamtime trance song. Hope that helps clear things up a little.

Re: Oh Dear. (Going to far...)

Posted: Sun Mar 11, 2012 3:30 am
by Giant2005
Akashic Soldier wrote:
Giant2005 wrote:I love your campaign and love reading about it so keep up the posts!
Having said that, I am going to express my disappointment in the handling of Rasma.
I can understand the players incentive to try and soothe him with music from the knowledge they were given (well that is if they are the type to even care about stopping him in the first place :D ) but without it playing out how it did, I'm not sure I would have believed it would work (player, not character - a character with limited knowledge of the Splugorth would absolutely believe it to work).
As I was reading it, I expected the initial song to put him to sleep to have been more of an aural combination lock than an actual song. The ability for him to be neutralized by any old random melody is a massive design flaw which I wouldn't expect the Splugorth to implement if they were going to the expense of creating such a monstrosity. And the odds of stumbling onto that combination lock randomly would be so astronomical that it is virtually impossible.
Obviously either the musical vulnerability was an oversight by the Splugorth or Jack really did manage the impossible task of stumbling onto that combination, I just thought I'd mention it anyway.


Jack used an instrument that was made out of a magical tree and crafted by the magic of a Chinese Dragon and used an ancient aboriginal Dreamtime trance song. Hope that helps clear things up a little.

That absolutely does - that entire sentence roughly translates (in my head) to: Jack created an extremely potent sleep spell. And that makes perfect sense.
Now get back to work and post us another update!

Previously in RIFTS!

Posted: Sun Mar 11, 2012 4:46 am
by Akashic Soldier
El Chupacabra's La Puerta!
"The Goat Sucker's Door"

***


With two thirds of Paradise City in ruin and the measly 5,100 survivors rallied together and rebuilding their homes the troupe are faced with having to deal with the slumbering giant under the murder dome. Worse, the tunnel leading the ravenous Rasma did not collapse so anyone could wander down there and disturb the creature's sleep. After heated debate over what exactly they can do Alfonse Frank and Jack Ryder make their way to the enormousness tunnel mouth amidst the rubble and broken scattered corpses of several dozen Juicer athletes. When suddenly their conversation is interrupted by the roar of Doctor Bastardsto's War Throne and the sharp barb of one of his famous half-witisms.

Alfonse and Jack poise themselves for action as with the gesture Doctor Bastardstro announces the presence of The Electric Kitten Force and his mighty titan of neon-radiance and steel... JOLTRON!

The Earth beneath the dome explodes and peppers the street in debris as Joltron (which looks like Lion Force's Voltron if it were made out of cats instead of lions and caste in neon colors) rises up and levitates over the city for a moment, then engages thrusters and pushes higher into the sky revealing the mighty behemoth Rasma to be bound in a micro-fusion nanite cable cage. The great beast struggles against the binding but is bound by its own strength and unable to wriggle free of the high-tech bonds as Bastardstro cackles manically!

"You may have one the battle Jack Ryder but we will see who wins the war!"

EDIT: The Electric Kitten Force (E.K.F) are five attractive women who were trained by and loyally devoted to Mr. Pants. Although their mighty mech Joltron was created by Doctor Bastardstro they are resentful of the old pervert and outraged by his desire to weaponize the Legendary Jack Ryder who they wish to murder to avenge the death of their beloved Mr. Pants. However, they also realize that the Not-So-Good Doctor controls Joltron and that working directly against him (and his personal war against the Splugorth) could result in losing control of one of the most powerful weapons on the planet (and perhaps their only instrument of vengeance).


As Alfonse and Jack back up as teargas fills the street and Doctor Bastardstro and Joltron vanish into the light of the sun they almost sigh with an unspoken thanks that combat did not break out but Jack is notably frustrated by the fact that Bastardstro become even more dangerous by gaining control of The Splynn-City Killer Rasma.

A Few Days Later...
Alfonse is cutting his toe nails or something equally as ghastly at the dinner table when his eyes glaze over and the crispy papery sound of pages turning fills his head accompanied by the familiar voice of his brother in Law Miguel Manwell.

Miguel Manwell wrote:Alfonse my brother are you there. Is this thing working? Hello-Hello? It had better these scroll has cost us all we have left.


Alfonse makes an arcane gesture and transmits his thoughts back to Manwell via a casting of the same spell used on the scroll to find out what his brother wants. He learns that his brother-in-law, sister, their six children and several people from his old community had made it over the Rio Grande and had settled a small area by the river (of 400 people) and had liberated some goats and cattle and had built themselves a happy little community away from the rigors of Meh-heh-coh.

EDIT: No one took an issue with illegal people smuggling! :ok:


Though the reason he was being contacted was because they had been suffering recent attacks from the dreaded El Chupacabra and they needed a Wizard to banish the creature. Alfonse knowing that the Chupacabra is not real and merely an ancient myth passed down through his people groans and agrees to come down, throw around some rice, and calm everyone down.

One Roadtrip Montage filled with fire fights with the CS, an arcane battle with what looks like a Velociraptor Raptor in red Wizard Robes and a traditional circle dancing ceremony with a clan of Brutosaurs Later the team arrive at their destination!

Miguel welcomes his beloved brother, but it is getting late so he ushers them in out of the squallier and into their caravan where he sits with them and explains that for the last few months they have been attacked by the dreaded Goat-Sucker. Alfonse gives his sister and Miguel a dirty look and has a heated argument with them about knowing better than to buy into the hysteria while Jack entertains the six little ones with some slick soccer moves. Miguel insists that it is not a myth it is real and that it has been more than goats and cattle that have been mutilated... they have also had several small children stolen!

As the last rays of light cut over the horizon Alfonse insists that Miguel takes him to see one of the farmers who had been attacked after much argument, they hug, confess their manly love or something and quickly make their way to the farmstead. When they arrive it is more of a caravan with a rickety three foot chicken wire fence with barbwire weaved through it that just happened to be filled with goats than it is an actual farm but Alfonse recognizes the farmer, greets him and they talk. The farmer insists that he must get inside before dark so they must make it quick but he helps the skeptical inquisitors into the yard and shoos away the goats to lead them through the yard to a corner of the yard that the other livestock avoid where they find the mummified husk of a dead goat. Alfonse kneels down and prods it a little and insists it could have been anything but admits that its blood has been sucked and "If it will shut you up then fine I will banish the dreaded Chupacabra" and rolls his eyes under his LLW gasmask.

Jack and Alfonse talk it through and Alfonse explains that the discrepancies in witnesses' sightings (Some describing a scrawny mange-ridden dog with no lips and big teeth and other as a gargoyle-like creature) is because its is a story and its probably just a Cyote or something stupid and he will "Lightning-its-face and then they can go home and be done with it." Jack sets up the fire and ties up a goat as bait and the two sit down together around the fire under the full moon and wait for the monster to arrive on the scene.

Alfonse then takes the farmer's fattest Milk Goat (at the reluctant protest of its owner and refuses to accept taking any of his male or even less fat goats) and then spends the evening milking the goat and drinking it whenever he gets bored.

Several Hours Pass...
Then, when the moon is highest in the sky Malone snores within his Big Boy and rolls to one side in the drivers sleep and draws the attention of Alfonse and Jack who watch as the doors lock and the radio turns on slowly. At this point Jack firmly expresses the stupidity behind a plan that involves them sitting out in the open as they turn slowly back to the fire and see the bloodless corpse of the goat laying dead on the other side of the and a snarling beast that looks like something between a thylacine and a wolf snarling back at them from within the darkness.

With a single bound the creature clears the fire and its hackles raise as it approaches the two adventures with ghoulish blood lacquering its maw. Alfonse conjures an lightning arc but his surprise causes the bolt to fly wild and blast apart one of the jury rigged power-lines and cut the power out of one of the caravans so Jack backs up to the truck and produces his trusty Australian Boom Boom and levees it at the creature, steadies his aim, and fires!

The creature's head explodes and its body slumps limp and a feeling of relief momentarily comes over the team. Momentarily being the key word here. Because within seconds of its death ropey tendrils of blood jet out from the gaping hole in the creatures head like-so-much spiderweb and seizes the splintered remains of its skull and pulls them back together. With a huff, snort, and shake of its head the creature dislocates its jaw in a stress-yawn and then its hackles rises again and it continues its menacing advance!

As Alfonse attempts to relocate to a more tactical position Jack dons the mantle of the Black Wolf and transforms himself into a wolf in an attempt to communicate with the creature but with no success and quickly returns to his human shape as his super-keen sense of smell is overwhelmed by the foul stench of pestilence hanging in the air around the creature. After several more repeated attempts to put the malevolent-mauling-monstrosity to peace via the heavy application of ammo and electrifying Ley Line Wizardry the two stoic combatants coordinate their attacks and then manage to snag the beast with a burst from the Alterran Net Gun that Lei stole during their skirmish with the Skarn.*

EDIT: *The traitorous Octoman Splugorth Sympathizer and their primary antagonist upon their arrival in Paradise City.
Storyteller's Take Note: The standard Net Gun issued to Alterran (Blind Warrior Women) slavers by the Splugorth is without a doubt one of the most powerful and dangerous weapons you can allow your PC's to get their hands on. Though this weapon does not look like much at first glance its ability to utterly disable any single combatant without regard for their stats or abilities means that as soon as a target struck by the Area of Effect burst rolls under 16 on the Dodge attempt they are instantly trapped for 20 minutes!
This means that the ONLY way to combat this weapon is make sure your antagonists out number the number of attacks the player using this weapon can make each round and to ensure that your NPC's have a high dodge bonus. Without these factors this weapon will allow anyone wielding it to defeat any other foe with minimal effort. Once imprisoned within the Magic Net the creature within the net is powerless to retaliate or act can only struggle helplessly as your players gather around it and casually shoot it (normally with called shots to the head) until it is dead.


Unnerved by the creature and unsure what exactly it is they throw it into the fire. With a jarring howl of pain the mangy canine struggles helplessly against the mystical mucus membrane as it is consumed by the flames and cooked alive.

"Well, its done" says Alfonse dusting his hands and going and rousing Miguel and his family from their peaceful slumber.

With their success the team high fives and turns in for the night. In the morning the team went to speak to Old Lady Hidalgo who claimed to have had two of her young grand children plucked right out of their beds and carried off by two Winged Chupacabras! Still unsure what exactly what he is dealing with Alfonse struggles with trying to care enough to give it seriously thought, but cannot come up with a satisfactory explanation and so the two heroes listen to the old Mexican woman's story. Then, after Alfonse brings her to tears from his careless and inconsiderate interrogation methods and Jack has soothed the old woman back to a somewhat calm state of grieving they leave and begin discussing setting another ambush.

They speak to the farmers and come up with a plan to build a make-shift fence in the center of town to lure in the gargoyle beasts to a single location. Unfortunately the craftsmanship of the locals was so terrible (Result: 80+% on the carpentry roll) that many of the animals kept escaping and so most of the locals bailed out the last moment and took their animals back to their normal pens.

EDIT: I don't know how these people made it across the Rio Grand because they rolled between 80-90% in every single Craft-based roll they were asked to make over the course of this adventure. Their workmanship was lazy and shoddy and would constantly fall apart. This was funny at the time and helped explain why their quality of living was so destitute but it did become a frustration for the players. Especially Alfonse who later in the adventure during his solo endeavor snapped and said to me "Why did I bring this guy (Miguel) with me? He's a total liability, I am burning so much P.P.E. healing him!!" to which I could only shrug and say "Why did you invite him?"


This time the creatures do not take the bait or show up and for the most part the night is uneventful. When morning comes around and the two heroes yawn and turn in for the night, well, day. They wake up later in the afternoon and ask if there are any nearby woodlands. Miguel explains that there is a wood near the cave where the Chupacabra is said to lair but no one goes there because they are afraid that it will devour their soul.

"Why didn't you tell us there was a haunted cave?!" snapped Alfonse slapping Miguel.
"I dunno ese. You is a Wyyzard I figure you know what you are doing." (Yes I was going a bad and perhaps racist Mexican accent)
[Insert Alfonse's heated Hispanic yelling here.]
"Calm down ese -- you didn't ask and is far away!"

Alfonse and Jack simultaneously face palm (Okay not really, but the vacant look of disbelief was as synergistic as an Olympic swimming event.) Jack fills up a jerrycan with petrol and Alfonse tries convincing Miguel to come with them to show them where it is but he insists that he has to provide for his family so cannot. Alfonse offers him 50 credits, which he proudly refuses in front of his wife and children (and steals with a successful Pick Pockets roll) then selflessly agrees to to take them out of the goodness of his own heart.

The team arrive at the cave; it is a limestone cave surrounded by woodlands and when he checks Jack notices there has been recent traffic in and out of the cave. Then as they look they are overcome with an overwhelming sense of repulsion, fear and dread. The urge to leave and flee is strong but even without it Miguel was more than happy to leave and so goes with it and heads back home. The remaining two PC's struggle with the sensation and overcome it (by making their Horror Factor saves) and try to find the source of the impulse. After failing Jack looks at Alfonse and then unscrews the lid on the jerrycan and tosses it into the cave mouth so it begins filling the entry with fuel... then uses his elite-sharpshooting skills to blast the can apart with a plasma burst from his rifle and set mouth of the cave ablaze. Alfonse helps this along by casting Fuel Flames so that the area becomes a massive cloud of roiling fire. The feeling of fear fades almost instantly subsides as the fire spreads across the opening of the cave and then a little naked boy no older than seven in loose fitting superman underpants digs out from under the fire and hisses at them. The child is bald and has no irises, pail and his mannerism are bestial.

The boy tells them to go away and that he is not going to share his food and tries to beat up Jack to scare him off but he is easily overpowered and pinned to the ground. The interrogate the little mutant (Psi-Stalker) and learn that he has no name but has been feeding on the Chupacabra that live in the cave. As neither player knows what a Psi-Stalker is (and as neither player has Knowledge Psionics or D-Bee's I don't immediately tell them). The team is kind of creeped out by him and not sure what to do with him/it but while they're drilling him for questions and he is defiantly telling them that this is his place and go "GO AWAY" he rolls a natural 20 and manages to break Jack's hold and then burrows into the ground like a Mole and vanishes from sight.

EDIT: The Story of the Mole-boy: Although my players never found out the truth behind the Mole Boy as Alfonse unofficially dubbed him, the origin of this young Psi-Stalker is like the origin of so many Psi-Stalkers. Joshua Romero was a 7 year-old boy from the Mexican boy who was living with his grand mother and brother when he was abducted from his caravan by a supernatural evil and dragged back to the dark cave as a source of food for the hideous gargoyle Chupacabra beasts. Although his brother was drank dry when the Gargoyles attempted to feed on Joshua the psychological trauma triggered the awakening of his latent Psi-Stalker genes. The sudden physical and psychological mutation and increased strength, speed, and predatory instinct allowed Joshua to escape the fate of his brother but caused deep psychological damage and fractured his memories of his home. Over the next several months Joshua survived in freshly dug tunnels (thanks to his new Psi-Stalker physiology) and fed off the life-energiesof the enigmatic Chupacabras Joshua forgot more and more of his already fractured memories and became more and more predatory. If caged and reunited with his grand mother or the relocated Mexican community Joshua's memories would have slowly returned to him like a distant dream slowly becoming reality. However, as you will read later in this entry... this was not to be The Mole Boy's ultimate fate.


After realizing that it was the odd Mole Boy's Psionics that were giving them the eerie feeling the team check their straps and belts, retie their laces and head into the cave. After exploring rather deep into the cave with the assistance of Alfonse's Globe of Daylight spell the team come to a fork in the path and head down the right passage way to find a massive drop into a huge underground river that is charged with the energy of a Ley Line and filled with large healthy fish. Though Alfonse doesn't notice the roof Jack does, fleeing from the light was something and not just one something he is sure there were many though they stay out of the light so the team can't get a good look at them. The Mole Boy burrows out of the wall (still burred up to his waist) and tells them to go away and to leave his food alone again, hissing at them and throwing stones. Jack grabs him by the arms and tries to pull him out of the wall again but The Mole Boy is able to slip free (another decent roll) thanks to a layer of dirt on his polished white skin and vanishes back into the wall as Alfonse finishes weaving a second Globe of Daylight Spell so they can see what it is exactly they are dealing with....

Hundreds, if not thousands of these gargoyle-like bat creatures slightly smaller than a normal human child scurry across the roof out of the light, the ones that cannot, hiss, blister and fall helplessly into the Ley Line fueled river below where they jitter violently like stop-motion nightmares given form as the flesh is peeled off their skin and their leathery wings burn away like tissue paper.

After seeing this and the sheer number of these creatures the players back up out of the passage and when Jack asks Alfonse what they are dealing with he yells at Jack (because he was frustrated he doesn't know I think?) and explains "They're kind of like Vampires" but doesn't go on to explain to him how or why. After a bit of pacing and indecision Alfonse continues on to say"But they can't be because Vampires eat people and turn people into vampires and these are animals feeding on animals and that's not what Vampires do."

EDIT: During this exchange Alfonse explained his knowledge of Vampires to Jack as a product of "Coming from Mexico where the vampires run free!" in a very over-dramatic and "If these are Vampires now everything is ****** here!" (Here meaning North America). This over the top rant was great but I guess you really had to be there to appreciate it or else it will just look like Alfonse had a melodramatic cussing fit. :lol:
Storytellers Take Note: My player has never read the South America books or Vampire Kingdoms, all of this stems from me telling him that "Mexico would be a pretty good place if it wasn't for all the aliens and Vampires" and him accidentally finding the Vampire stats on a printed page in my computer room with their weaknesses conveniently removed. :angel:


So after calming down a little the players head to the right passage. Then as they get deeper into the cave they notice that although the walls within the radius of Alfonse's spell appear like normal limestone cave walls, within the shadows along the edge of his light the walls seem to be made out of green jade and calved with Aztec faces. After 10-15 minutes of walking they enter a large cavernous chamber with stalactites and stalagmites spanning from the roof to the floor and see that there are another two passages. Once blocked by an oaken door with iron rivets and another leading into darkness... but as they approach with the Globe of Daylight and it washes over them they are revealed to be a cave wall. The players search for secret doors but find nothing but then when they go to leave they find through experimentation that the tunnel and door only seems to exist if daylight is not touching it.

Alfonse rattles the door but finds it locked so shrugs and so cautiously heads down the tunnel with Jack and Lei. The walls are calved like an Aztec temple with human faces and large bats devouring sacrifices (as is common in Aztec hieroglyphs) and when they get about half way down the rabbit hole Alfonse and Lei feel a pulse of powerful psychic energy wash over them and Alfonse immediately knows they are no longer on Rifts Earth. Continuing down the tunnel to the light at the end the players emerge into a world with a red sky with rivers of blood and great step pyramids with countless hundreds of Vampric Aztec shaman in headdresses perched on the ledges sacrificing other naked vampire women on great bloody alters. The skies are filled with bat-like dragons and they can see hundreds of the bat-like and canine Chupacabra all of which are looking at them.

With a massive high-frequency sonic roar the Vampiric Dragon's and Bat-Demons scream and then dive through the skies towards the horrified Player Characters. Who, in an almost comical fashion, calmly walk backwards and then, to quote Alfonse, "Run like a little *****!" back up the corridor. After outrunning the cloud of vampiric flesh and beasties filling the tunnel behind them and diving back through the Dimensional Breach into the real world the players quickly back up into chamber with the door take a deep breath and then rattle the door again.

Alfonse then casts his communications spell again except this time he contacts Travis. That's right, the Ley Line Walker Tailor who he helped flee Paradise City during the Rasma attack that hates his guts because Alfonse is an inconsiderate jerk. Well, he then calls in his favor for saving Travis' life and asks for him to come and have a look at this magic door. He intentionally and knowingly leaves everything else intentionally vague and does not mention that they are in a life or death struggle with El Chupacabra.

Six hours (and much Ley Line hoping later) Travis arrives and then radio's through to be picked up by the Rio Grand (which runs along a major Ley Line) and so temporary NPC Malone drives out to pick him up in his Big Boy and drives him to the cave and drops him off.

EDIT: I do not like NPCing PC's. It is one of my BIG hangups. So I will find reasons for a PC who cannot be present NOT to be there or leave rather than play them. Just my own personal little thing.


Travis is met by the rest of the team though he is not pleased that he has been made to go out of his way and jump across half America on such short notice and reminds Alfonse that after this they're all square and he never wants to hear from him again.

EDIT: Who is Travis?
Travis Trayz Buckle is a Principled Ley Line Walker who is wanted by the Coalition States. As former member of the military who turned coat and moved to Lazlo he is mostly harmless but such an act of treachery made him an example of what can happen to the best of us so he is rather well-known among Coalition Soldiers as a traitor and this made life difficult as even in Lazlo he was viewed as someone who would bring more trouble to the community than good. As such Travis bounced around America making a steady living as a tailor until he finally happened upon the City of Paradise. He lived in Paradise as a tailor for ten years without incident and had made new friends and established himself. When Alfonse came to him seeing to get his Ley Line armor repaired Travis was happy to see a fellow Ley Line Walker without ties to another cabal and so extended his hand in friendship and revealed he too was one of the Enlightened and thought perhaps they could get to know one another and trade spells as it had been nearly a decade since he had learned any new magic. He now views this as a lapse in judgement. After lending Alfonse his own LLW armor while he repaired Afonse's (for three days), Alfonse decided to simply keep Travis' new cooler looking LLW Armor while he got enough money to pay for his old armor to be fixed. That is right, he lied about having the money and then tried to rip Travis off thinking that he would understand. Needless to say after the property issue was resolved three weeks later the two agreed (with Travis insisting) to part ways and that they would never see one another again. However during Rasma's rampage the team helped save Travis and get him out of the city bounds and past the rioters and crowds leaving him feeling reluctantly in debt to Alfonse who really did go above and beyond to make sure he made it out of Paradise City in one piece.


Heading back inside there is no incident but after looking at the door and studying the structure and reading the Dragonese runes on the door which translate to:
Neigh but the line of Adam and those whose hands are untouched by magic shall know my mysteries.

Travis asked if he even asked Jack to try opening it, "Because I am pretty sure you didn't even read this. Did you?" Alfonse shrugged and laughed it off. Travis eyes narrowed bitterly and Jack opens the door without resistance. "Can you even read Dragonese?" snapped Travis. Alfonse shrugged again. "It's the language of Magic, are you without a doubt the worst Spell-Caster I have ever met in my life."

"Yeah well, do you know Globe of Daylight?"

"No, why?"

"We're not going back out so you can either come with us or head out that way by your self."

"You bastard."

In they go, the four of them now into the jaws of death! Literally! As they step to walk through the door a giant mouth appeared over the door way and chomps down on Alfonse as he rudely barges his way in first! Only I roll a 1 on the Spell Strength roll and every single person makes their saving throw against Illusion by at least 5 or higher so the teeth harmlessness dispel into motes of lights. Jack laughs it off and says that he suddenly has a better feeling about this whole thing and takes out his Silver-Plated Knife and pushes in past Alfonse to engage another three rabid canine Chupacabra!

20. "Looks like its a Critical Dude!"

20! "Wow another Critical!"

20!? "A.. another critical?!" :shock:

The three Chupacabra are slain instantly by Jack Ryder who just takes each one by the neck and slits their throats like they were sacrificial cattle.

EDIT: The players have now learned that Silver works! And it was completely by chance because the only Melee weapon Jack was carrying at the time happened to be the Silver Plated Knife that he got out of his starting equipment package!


Everyone is feeling really confident! That heavy, sickly stench hanging in the air isn't discouraging anyone!

End Session!

This adventure was completed by Alfonse on his own because Jack was unable to make the next session but I never could have predicted what would happen next!

Next:
El Chupacabra's La Puerta! (Part II)
Alfonse vs. The Chupacabra!
Can a Ley Line Walker dropout and a 14-year old Mystic really defeat 357 Vampires, at once?

Re: Oh Dear. (Going to far...)

Posted: Sun Mar 11, 2012 6:32 am
by Giant2005
So what are those creatures? I was thinking Vampires for a start until that first one was killed in the fire.

Re: Oh Dear. (Going to far...)

Posted: Sun Mar 11, 2012 6:34 am
by Noon
Now, if you do intend to offer constructive criticism, comments on NPC motivations, possible story elements that might interest my players that I had no considered or anything else I am MORE than happy to hear what you have to say.

Can you give an example of someone who has given what you would judge as constructive criticism (not just said they love it)? Then I can look at their post and see if I can write the same way. I mean, as I judge it I have given constructive criticism. But then we all tend to treat our subjective judgement as objective truth at times, don't we?

You kind of got into the the characters motivations, even said yourself how their hard to work with. I think you want to talk on the subject but I'm a random to you and it's hard to trust someone who's introduction is disagreement. Hopefully you find someone you can trust to talk about that stuff if you need to.

Re: Oh Dear. (Going to far...)

Posted: Sun Apr 08, 2012 8:31 am
by Giant2005
Almost a month since the last update. Methinks someone is trying too hard to have a life - you should know better.

Re: Oh Dear. (Going to far...)

Posted: Sun Apr 08, 2012 11:24 pm
by Akashic Soldier
Giant2005 wrote:Almost a month since the last update. Methinks someone is trying too hard to have a life - you should know better.


I am sorry I have been focusing on my writing. I did not realize it had been a whole month already!

I'll get to this as soon as I have moment.

Re: Oh Dear. (Going to far...)

Posted: Mon Apr 09, 2012 10:14 am
by Giant2005
Akashic Soldier wrote:
Giant2005 wrote:Almost a month since the last update. Methinks someone is trying too hard to have a life - you should know better.


I am sorry I have been focusing on my writing. I did not realize it had been a whole month already!

I'll get to this as soon as I have moment.

Okay so maybe you didn't know better but now you do :wink: .
Put down that writing utensil and pick up the writing utensil in this thread. That sentence would have been so much easier if people still used pens and pencils...

Re: Oh Dear. (Going to far...)

Posted: Sat May 12, 2012 1:59 pm
by Akashic Soldier
Moved to HERE.