Rifts®: Path of One.

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Akashic Soldier
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Rifts®: Path of One.

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WARNING!
The following thread may contain strong violence, sexual themes and material that is offensive to some readers.
Rifts®: Path of One is set in a violent and deadly world filled with supernatural monsters, false gods, magic and insanity. Some readers may find the violence, magic and supernatural elements of this game inappropriate for young readers. We suggest parental discretion. Please note that neither myself or anyone at Palladium Books® condone or encourage the occult, practice of magic, use of drugs or violence.

RIFTS®: PATH OF ONE
The Next session commences on the ???th of ??? at ??? AEST (Australian Eastern Standard Time)
With story by: Liam Gray, Clifford Gardiner, Craig Hughes, Dave Marble, David Scoop, Duanne Gray, Gerard Shore, Troy Marsh, and Zac Gray.
Special Thanks: Kevin Siembieda, Erick Wujcik, C.J. Carella, Greg Diaczyk, and Matthew Clements; without whom none of this would have been possible.
Themes: Evolution, friendship, the price of peace, magic, oceanic exploration, and transdimensional travel.


AVERAGE GAME RATING
[03/02/2013] Session 001: It's a hard-knock life (★★★★ — Great!)
[06/02/2013] Session 002: Hatching the stone egg (★★★ — Good!)
[16/02/2013] Session 003: A name in the sand, part I (★★★ — Good!)
[23/02/2013] Session 004: A name in the sand, part II (★★★★ — Great!)
[02/03/2013] Session 005: A name in the sand, part III (★★★★ — Great!)
[16/03/2013] Session 006: A name in the sand, part IV (★★★★★ — Flawless!)
[23/03/2013] Session 007: Exile, Gobi's Quest (★★★ — Good!)
[30/03/2013] Session 008: The Left and Right Fight (★★★★ — Great!)
[06/04/2013] Session 009: The Inner Sanctum (★★★★★ — Flawless!)
[13/04/2013] Session 010: Trouble in Tritonia, part I (★★★★ — Great!)
[27/04/2013] Session 011: Trouble in Tritonia, part II (★★★ — Good!)

House Rules
I do not expect everyone to read these and they are not a set of crazed or dramatically different rules. Mostly, the are clarifications and a few very minor changes. The aforementioned PDF is not free to distribute, alter, or publish on sites other than http://www.palladiumbooks.com. Those who do so may be subject to face legal action.

Code of Conduct - Ground Rules
Spoiler:
1. Attend. If you cannot attend regular games than do not play. I love enthusiasm, and I try to do a bit of everything for everyone, but it hurts everyone if I put in hours of time plotting out story specific events for your character and you either fall asleep because of the time zone or can't commit and don't show up. If such is the case please feel free to read the thread and be supportive, but be mature enough not to join the game. I only want committed players.
2. Play Nice. Do not plot to murder or betray your team mates (fellow players). There is enough in the big bad Megaverse as it is without the group turning on one another in senseless PVP. If you want to kill other players go play a video game.
3. No Sexual Deviancy. This is not to say your characters cannot seduce people or have wild romances, but don't expect me to play out sex scenes or allow you to talk smut to other player characters. It makes everyone uncomfortable.

Current Player Roster
Spoiler:
Alabac Mohammad
Alignment: Unprincipled (Selfish).
R.C.C./O.C.C.: Amphib, Tritonian Scientist (3rd)
Experience Point Record: 3,215
Player: Zac Gray.
Character Summary:

Caldor-Kai * Retired *
Alignment: ???
R.C.C./O.C.C.: Sand Dragon, Hatchling (1st)
Experience Point Record:
Player: Troy Marsh.
Character Summary:

Crank Clarion
Alignment: Scrupulous (Good).
R.C.C./O.C.C.: Junk Crab (3rd)
Experience Point Record: 2,150
Player: David Scroop.
Character Summary: Crank's parents were part of a nomadic village and they through him out when he was 8 and told to only return when he had found a unique technology as well as building and impressive shell and finding a mate from another Junk Crab family; as was their tradition. He wandered around before he was found by another Junk Crab group who were under the employ of a Dr. Shore and they took him in to help him get a start on his mission.

Dagon Ur-Ennugi
Alignment: ???.
R.C.C./O.C.C.: Amphib, Shifter (3rd)
Experience Point Record: 3,225
Player: Dave Marble.
Character Summary:

Gobi
Alignment: ???.
R.C.C./O.C.C.: Lemurian, Lemurian Experimenter (4th)
Experience Point Record:
Player: Gerard Shore.
Character Summary:

Michael
Alignment: Scrupulous (Good).
R.C.C./O.C.C.: Human, ???
Experience Point Record: 1,125
Player: Craig Hughes.
Character Summary:

Robert Castell
Alignment: Principled (Good).
R.C.C./O.C.C.: Sea Titan, Slayer (4th)
Experience Point Record: 3,125
Player: Duanne Gray.
Character Summary: Roberts family consisted of him and his mother, after his fathers sudden disappearance when he was a baby his mother raised him on her own, while growing he developed a interest in books about finding treasures and wanted to explore the world and learn tons of new things... Robert was destined to explore the oceans and find treasures and lost worlds until the horrors of the "Island" swayed his path to a one of battle he now heads down the road of the Slayer after vowing to destroy all supernatural threats to his friends, family and home.

Suri
Alignment: Scrupulous (Good).
R.C.C./O.C.C.: Lemurian, Lemurian Experimenter (4th)
Experience Point Record: 2,000
Player: Clifford Gardiner.
Character Summary: Suri's mother is a Biomancer and her father is a Serpent hunter. She spends most of her time tending to the animals near by the house, her brothers and Kami the shadow serpent. She really prefers people to get along and will always try to be the voice of reason whenever possible.

Tyson
Alignment: ???
R.C.C./O.C.C.: Human, Mind Melter (1st)
Experience Point Record: ???
Player: Troy Marsh.
Character Summary:

NPCs & Antagonists

Session History
Spoiler:
Session #001: Its a hard-knock life.
Summary: A group of 8-year old children are abducted by a pair of mated dragons while on their way to see Dr. Shore in Tritonia, then abandoned on a mysterious island.

Session #002: Hatching the stone egg.
Summary: Recovering from their exodus across the island, the children set about gathering food and building up their campsite. Wait, what are these strange lights in the sky?! Introducing Caldor-Kai; the dragon born of the wild ocean.

Session #003: A name in the sand, part I.
Summary: With the Water Horse defeated and nursing his wounds on the bottom of the lake, the troop must evaluate their situation and face some harsh realities. What mysteries and other strangeness does the island have in store for the young-lings and what if all they had to do was sacrifice one of their own to go home?
Next week: A test of friendship and loyalty. Plus, a brand new villain; who--or what--is Black Peter?!

Session #004: A name in the sand, part II.
Summary: Next week Alabac has been given new life but at what cost? Plus, how will the troop cope with being in unfamiliar territory... wait whats this?! Cygnus declares war! All this and more, in the stunning conclusion to A name in the sand. Whoever said childhood was easy!

Session #005: A name in the sand, part III.
Summary: Having defeated Black Peter and dethroning Gobi, the troop make their way back across the island in search of new camp site. It promises to be a quiet session. Yeah, right. Step aside Black Peter you've had your fun. Now, its Apotamkin's turn.

Session #006: A name in the sand, part IV.
Summary: The troop stand before Knox, the eastern fortress. What awaits them within? Find-out next week in, A name in the sand, part IV!

Session 007: Exile, Gobi's Quest.
Summary: Gobi has abandoned his friends, or has he? After driving away Caldor-Kai and leaving his peers to the ravages of the island, Gobi sets off on a In a perilous quest to join the forces of Cygnus. But is all as it seems or does this young chess prodigy have one last trick up his sleeve?

Session 008: The Left and Right Fight.
Summary: With their magical sand castle fortress in ruins, the Children of Iméra are forced south bound in search of new beginnings, but Gobi isn't far behind. Plus, what horrors have they unleashed, and are they really doing to return to the Hell Mouth?! Lookout Suri! Even with your powers you're not match for a living wall and the power of The Red Man!

Session 009: The Inner Sanctum.
Summary: The Hell Mouth beckons, but are its promises of freedom just another illusion!
Plus, the resurrection of Suri but will she ever be the same!
And the secrets of Hrrac Island finally revealed!

Session 010: Trouble in Tritonia.
Summary: This week, on Rifts!
Byron Blue, Tritonia, part I
May 10th, 107 P.A.

In ancient China, the solar eclipses were regarded as heavenly signs that foretell the future of the Emperor, but in Lemuria and Tritonia they are considered periods of great unrest. Times of great dread where magic is at its zenith and great and terrible rifts appear, swallowing up any who are careless or unfortunate enough to draw too near. This is significant, because families are hiding away in their home and Tritonia is on full lock down as the stars align.
It has been five years since the traumatic events of Hrrac Island, and much has changed for the Children of Iméra. The location is Byron Blue, a Tritonian mega-corporation, run by gluttonous funnyman Hugo Byron. The dilemma, a kidnapping; a disappearance, not of magic or mysticism, nor motivated by greed, but for science. Will those abducted be able to escape from their incarceration and escape the automated defenses, or are our heroes doomed to spending the rest of their lives as Tritonian lab specimens?

Session 011: Trouble in Tritonia, part II.
Summary: Even with his combat training it only took six members of Byron Blue's Security Team to bring down Rob, so how is the group going to fare now that there are eight of these chumps?! Why has Byron captured them anyway, what does he have to gain, and what the hell is happening to Crank?! All this and more next week in Trouble in Tritonia, part II - the shocking conclusion!


Character Creation Clarifications
Spoiler:
1. Unless it explicitly says roll an extra 1D6 if your attribute is 16+ in your R.C.C. write up than you do not roll the extra dice. Period.
2. No Attributes over 30. Likewise, no P.P. attribute over 25.
3. All R.C.C./O.C.C. combinations must first be approved by the Game Master.
4. No evil-aligned/treacherous characters. This includes Aberrant. I do not expect everyone to always get along and hold hands but I will not tolerate intentional character assassination. If you have differences, work them out, or don't play. Its really that simple.
5. No parodies, knockoffs, or ludicrous homages. For Example: You cannot play Arrow the 5th long lost brother of the TMNT or Phonic; Sonic's the Hedgehog's musically inclined purple cousin. Create an original character. I don't mind if he is inspired by someone else or has certain things in common but atleast try to make your character something truly your own.
6. All players are advised to take Language (Native): Oceanic or Language (Other): Oceanic.
7. Although I encourage everyone uses a physical character sheet I ask that each of my players fill out the following:

Name: X
Alignment: X
Motivation: X
R.C.C.: X
O.C.C.: X (Level of experience. For Example: 1st).
Attributes: I.Q. XX, M.E. XX, M.A. XX, P.S. XX, P.P. XX, P.E. XX, P.B. XX, Spd. XX.
Hit Points: X
S.D.C.: X
Natural M.D.C.: X or None.
Horror Factor: X or None.
P.P.E.: X or None.
I.S.P.: X or None.
Bonuses: All bonuses include any applicable modifiers from skills or abilities.
Attribute Bonuses: Skill bonus, Trust/Intimidate, Charm/Impress, etc. List saving throw bonuses in the category below.
Combat Bonuses: Actions/Attacks per Melee: X, +X on Initiative, +X to strike, +X to disarm, +X to entangle, +X to pull punch, +X to damage, +X to parry, +X to dodge, +X to roll with impact, Spell Strength: X; +X at levels X, X, X, and X (And any other combat-related bonuses that may applicable).
Saving Throw Bonuses:
Natural Abilities:
● X
● X
● X
O.C.C. Abilities:
● X
● X
● X
O.C.C. Skills:
Language (Native): Choose One (XX%).
Hand to Hand: X.
O.C.C. Related Skills: Plus X additional skills at levels X, X and X.
Secondary Skills: Plus X additional skills at levels X, X, and X.
Magic: List all spells and P.P.E. costs. For Example: Banishment (65), Befuddle (6), Blind (6), Blinding Flash (1), Calling (8), Carpet of Adhesion (10), Charismatic Aura (10), Charm (8), Cloak of Darkness (6), Compulsion (20), Constrain Being (20), Control/Enslave Entity (80), Death Trance (1), etc.
Psionics: List all psi-powers and their costs or None.
Equipment:
Money:
Last edited by Akashic Soldier on Wed May 01, 2013 11:29 pm, edited 89 times in total.
"I flew back to the states just to vote for Trump."
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
I will not answer posts/questions/accusations by people on my foes list.
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Rifts® Online: Megaversal Highway.
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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Nekira Sudacne »

Akashic Soldier wrote:Official Banner

Character Creation Clarification
1. Unless it explicitly says roll an extra 1D6 if your attribute is 16+ in your R.C.C. write up than you do not roll the extra dice. Period.
2. No Attributes over 30. Likewise, no P.P. attribute over 25.


If it is your apparent goal to keep PP combat bonus's reasonable, rather than an arbitrary cap of 25, would it not make sense to give +1 every three PP points instead of 2? so it'd be '16, 17, 18' +1, '19 20 21' +2, '22 23 24' +3, '25 26 27' +4, and '28, 29, 30' +5. Not only does this feel more fair sinse your not running into an arbitrarily lower cap than anyone else, it actually keeps overall bonus's lower by making you need to get higher to get the maximum +5, while slightly rewarding taking an RCC with a higher bonus without just making them more likely to go over the cap and "wasting" a great roll.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Akashic Soldier »

Nekira Sudacne wrote:If it is your apparent goal to keep PP combat bonus's reasonable, rather than an arbitrary cap of 25, would it not make sense to give +1 every three PP points instead of 2? so it'd be '16, 17, 18' +1, '19 20 21' +2, '22 23 24' +3, '25 26 27' +4, and '28, 29, 30' +5. Not only does this feel more fair sinse your not running into an arbitrarily lower cap than anyone else, it actually keeps overall bonus's lower by making you need to get higher to get the maximum +5, while slightly rewarding taking an RCC with a higher bonus without just making them more likely to go over the cap and "wasting" a great roll.


25.

I am not opposed to it being gradually raised through the game. Thank you for your suggestion, but its easier to cap (and it wasn't an arbitrary number, I gave it a great deal of thought). Its much 'easier' than needlessly changing the tables around, plus that confuses new players.
"I flew back to the states just to vote for Trump."
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
I will not answer posts/questions/accusations by people on my foes list.
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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Nekira Sudacne »

Akashic Soldier wrote:
Nekira Sudacne wrote:If it is your apparent goal to keep PP combat bonus's reasonable, rather than an arbitrary cap of 25, would it not make sense to give +1 every three PP points instead of 2? so it'd be '16, 17, 18' +1, '19 20 21' +2, '22 23 24' +3, '25 26 27' +4, and '28, 29, 30' +5. Not only does this feel more fair sinse your not running into an arbitrarily lower cap than anyone else, it actually keeps overall bonus's lower by making you need to get higher to get the maximum +5, while slightly rewarding taking an RCC with a higher bonus without just making them more likely to go over the cap and "wasting" a great roll.


25.

I am not opposed to it being gradually raised through the game. Thank you for your suggestion, but its easier to cap (and it wasn't an arbitrary number, I gave it a great deal of thought). Its much 'easier' than needlessly changing the tables around, plus that confuses new players.


Fair enough. Just a friendly suggestion, if you have specific reasons for picking 25, that's of course your own call. Good luck! Whatever my feelings on Lemuria are I know a great GM can take any setting and make it work :ok:
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Athos »

I can't use skype voice because my satellite connection is too slow, but if you decide to go OpenRPG, let me know :)

Couple questions though, just out of curiosity...

1) Do your custom combat rules, like melee round phases slow the game down?
2) If someone gets 3 actions in a phase, do they go all at once? Or are they interspersed with others acting in the phase?
3) If they go all at once, does that make it easy for those with lots of actions and high init to slaughter the slow before they can shoot back? For example, if you had a wilks or Ja-12, and got 3 actions in a phase, would you be able to shoot 3 1d6x10 attacks all at once?
4) If you have a phaeton juicer that gets +2d6 to their PP, are they still limited to 25? If so, why is the juicer so slow in comparison to non-nerfed juicers, is there a reason?
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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Akashic Soldier »

Athos wrote:I can't use skype voice because my satellite connection is too slow, but if you decide to go OpenRPG, let me know :)


Sorry buddy, I only use voice chat. Typically Skype or ventrilo. If you are interested, then give the vent a test with your friends and see if it works or lags up. Otherwise, its just the way it is. Sorry man. It keeps the games more personal and (in my opinion) more fun. Plus, most of my guys laze around everywhere in the room or on the floor so they're not always reading the screen.

Couple questions though, just out of curiosity...

Athos wrote:1) Do your custom combat rules, like melee round phases slow the game down?


Not at all.

Athos wrote:2) If someone gets 3 actions in a phase, do they go all at once? Or are they interspersed with others acting in the phase?


I've been running it they take them all at once just for the sake of speed and ease.

Athos wrote:3) If they go all at once, does that make it easy for those with lots of actions and high init to slaughter the slow before they can shoot back? For example, if you had a wilks or Ja-12, and got 3 actions in a phase, would you be able to shoot 3 1d6x10 attacks all at once?


Yup. Though this has never happened to date. Typically the "really fast" characters (the Juicer in the last game) just got two attacks instead of one or a single power punch or called shot. Where as other characters would have to "wind up" or "take aim" and then fire on their next phase.

Athos wrote:4) If you have a phaeton juicer that gets +2d6 to their PP, are they still limited to 25? If so, why is the juicer so slow in comparison to non-nerfed juicers, is there a reason?


Simply, game balance. People are so quick to think that unless your attributes are 60 than your character is crap. This simply isn't true. I try to make sure attributes play a huge roll in my game because they reflect your character's capabilities and I try to reflect "average" attributes in most of the NPCs with the Players being exceptional or remarkable individuals. To this end, I have capped P.P. at 25 mostly because it is my preference as a Game Master to introduce a single "bad guy" or a powerful "mook" that can fight the entire party at once rather than rely on always using squads of guys. This means that players can still have godlike P.P. (honestly, look at the attributes of some of the Gods! :lol: ) if that is their character's "thing" but it helps screen the munchy online gamers that refuse to play any character--regardless of concept--with a P.P. attribute lower than 27. It also means that "challenging" NPC villains don't end up SO horrendously powerful that they squish the party with only one or two of the players having a chance of harming/effecting them. Its just way easier on everyone that way and there is always something someone can "TRY" to contribute. I try to run a game where even if the Rogue Scientist can't get in there like the Crazy or the Juicer and go fist to fist with the villain than there is SOMETHING of use they can do to contribute or a chance that they will be able to defend themselves.

I am the kind of tyrannical G.M. that, if someone came to me and said "My character's thing is that he is an acrobat or a tumbler or a marksman of the group" and another player was just "a good sword fighter" with the same P.P. than I'd nerf the swordsman's P.P. attribute a point or two so that "the marksman" was the agile guy in the group. I do all of this at character generation, not during game. It just means that each person's character has "their thing."

More than anything though, it comes down to me liking that attributes reflect the setting. If someone brings me a character concept and I read through their back story about being a hardened mercenary that survived in a hell dimension where everything was brutal trench warfare and then I am going over their character and they for no damn reason other than they "legitimately rolled it" have a Physical Beauty Attribute of 32. Than I'll question it, and if the answer does not seem reasonable to me... I'll nerf it. Player characters do not need to be hotter than Aphrodite to be attractive and do not need to be stronger than Thor to be strong. :lol:
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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Eclipse »

Out of interest, are you going to keep a brief campaign diary? It would be interesting to read through is all..
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Akashic Soldier »

Eclipse wrote:Out of interest, are you going to keep a brief campaign diary? It would be interesting to read through is all..


I'll try for sure. I typically do but the last few months my time has been stretched so thin that it has been difficult to plan the game, work, and then recount the game, without my deadlines being at risk.
"I flew back to the states just to vote for Trump."
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
I will not answer posts/questions/accusations by people on my foes list.
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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Eclipse »

Understandable :)
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Nekira Sudacne »

Akashic Soldier wrote:More than anything though, it comes down to me liking that attributes reflect the setting. If someone brings me a character concept and I read through their back story about being a hardened mercenary that survived in a hell dimension where everything was brutal trench warfare and then I am going over their character and they for no damn reason other than they "legitimately rolled it" have a Physical Beauty Attribute of 32. Than I'll question it, and if the answer does not seem reasonable to me... I'll nerf it. Player characters do not need to be hotter than Aphrodite to be attractive and do not need to be stronger than Thor to be strong. :lol:


That sounds to me more like players not taking their attributes into account when writing backstories, or writing it before rolling. I mean, if I decided I wanted to play a battle hardened mercenary who spent 10 years fighting some demon-infested hellhole, and I randomly rolled a 32 PB, what I am supposed to do with that? say I didn't roll it? Granted, I would probablly put that roll into IQ myself, to justify how a mortal managed to survive that long going up aginst hellbeasts on a week by week basis.

Strength? your not strong enough. PP? Not agile enough. PB? Well...at 32 PB you could set yourself up as some powerful demon lords courtesan for protection, but then you wouldn't be fighting.

a mercenary from a demon-conquered world with an IQ of 32, that i'd buy. no matter how much the demons on YOUR side want to squish you like the rest, you come up with plan after plan to justify your next day of life, plotting victory after victory, knowing the first time you fail is the day you die...so you spend all the time they waste burning and looting swiping and hiding bits and peices of rations and items aside to escape...

Crap, now you got me wanting to make a character for a game that'll never happen :lol:
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Re: Rifts: Yet Unnamed Lemuria Game

Unread post by Akashic Soldier »

Nekira Sudacne wrote:Crap, now you got me wanting to make a character for a game that'll never happen :lol:


And I didn't even need to say "Game Master powers activate," that's a first.
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Hey Guys

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The Game starts this Saturday at the normal time. I will HOPEFULLY have posted all the details before then. Its just I have been super busy lately.
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Re: Rifts: Yet Unnamed Lemuria Game

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Aussiegrif wrote:Sorry guys for not gaming last week, been road tripping with the family. Hope to be gaming this saturday though :D


We MIGHT have Troy this weekend (still waiting on confirmation) but won't have Craig and Zac is going to be late. He is flying in from Central Australia and will be showing up for the game (in person) at around midnight. :lol:
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Re: Rifts: Yet Unnamed Lemuria Game

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Make sure to setup the Coffee I.V system he is going to need it.
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Re: Rifts: Yet Unnamed Lemuria Game

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kaid wrote:Make sure to setup the Coffee I.V system he is going to need it.


Totally right. :lol:

I'll just spend the night beaning him with rubber bands each time he dozes off. You know, because I am a mega-class jerk of titanic proportions. :D ;) :P
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Re: Rifts: Yet Unnamed Lemuria Game

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GAME LAUNCH IN:
1 hour.
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Game Announcement

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Hey Guys,
Can I please get feedback from the game last night so I can rate it between ★ to ★★★★★. Likewise, if there are any lingering questions I will be happy to answer them here (within reason of course). Finally, could people please post their experience point totals from the first game session if possible and a brief write up about your character's short past. A few lines is really enough considering you are children. I am mostly interested to know what kind of families you come from. Of course if you do not have a family (like Caldor-Kai) than something that loosely describes your character will be fine.


P.S.: Sorry last night was a little slow but part of good storytelling is pacing. I hope that if nothing else you guys can appreciate the opertunity of not being set upon by bloodthirsty dinosaurs. Plus, you guys did fantastically against the Water Horse. Remember, you only lose when you're dead or you give up. ;)

Weekly Thread Bonus: +500 Experience Points for Anyone that can correctly tell me why Alabac was the only person in the troop that didn't have one of the enigmatic magical runes manifest on his body! :D
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Re: Rifts®: Path of One.

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What would you rate last night's game session?

Roe2121 wrote:He stole the pearls from the cove.

Incorrect.
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Re: Rifts®: Path of One.

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Aussiegrif wrote:I would rate last nights session a 3 out of 5; mainly because I didn't know who was what character and what their characters were actually like because I missed out on the first session but there was some really fun roleplaying last night (sorry again for cutting off at 1am, but 8 hours straight of driving right before the game really wore me out).


Use the Current Player Roster in the first post. ;)
Learn it before next week. *lashes David across the back with a standard issue GM cat-o-nine tails.

Crank Clarion: Parents were part of a nomadic village and they through him out when he was 8 and told to only return when he had found a unique technology as well as building and impressive shell and finding a mate from another Junk Crab family; as was their tradition. He wandered around before he was found by another Crab group who were under the employ of a Dr. Shore (?) and they took him in to help him get a start on his mission.


Updated.
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Re: Rifts®: Path of One.

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Roe2121 wrote:His Code of life (DNA) cannot support the magic that the "marking" uses?


Both are wrong. However, because you used the correct Lemurian terminology ("Code of Life") have 50 Experience Points. :P

No more guessing for you Cliff. You've had three. Let some other folks fail to perceive my brilliantly convoluted metaplot.
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Re: Rifts®: Path of One.

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Aussiegrif wrote:Could the reason be that he is of a selfish alignment when all of the others alignments (at least those that are known) are good?


Keen eye! But no. ;)

His alignment was scrupulous (as far as I know) but I set him back to unprincipled at the end of the last game because that is how he has been acting/thinking.
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Re: Rifts®: Path of One.

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Duanne98015 wrote:ok for zacs character is it because his race is actually man made?


Good thinking! But no. :)

Duanne98015 wrote:and i give it a 4/5 rating but now most people need a few days to heal up lol


Do you mean weeks? Remember, unless you have Al use his psychic abilities on you most of you guys do not heal at all because the living conditions are too poor and he doesn't exactly have a lot of I.S.P. :angel:

You're cold and alone, currently your only reliable food source is what the dragon fishes for you (assuming he doesn't get bored of getting food for you), and your bodies are all beaten and broken.

Scared yet? :P

Like I said, time for a reality check. You guys are in trouble. You need a plan. The next game starts three days later on the week anniversary of being standard on the Island with the slow realization that no one is coming to rescue you.

:twisted:
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Game Update #1-2.

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Jack Ryder wrote:4/5 stars bro. But this game definately has a huge amount of potential.


Thanks! :ok:

Jack Ryder wrote:As for the marks, they seemed to respond to the magical pulse for lack of better words, that resulted from my birth. So, I'd guess they are a magic seal or something that were put on the particular children when they were placed on this island.


Incorrect (but good guess!). You're half right.

Jack Ryder wrote:Could have been my parents trying to develop protectors for me. Could be a greater power that is observing the children's growth as a obscure experiment.


Nope.

Jack Ryder wrote:That's where the convoluted plan of yours completely loses me :-) whatever it is I really want to know :roll:


Is that sarcasm? *beans Jack Ryder with a nerf ball* :P

Love all the speculation though guys and I am glad you are talking things out here on the board so that you have "game plans" for your character to bring up when we run next session. Let me recap the situation for you guys.

Events are as follows:
1. Caldor-Kai's parents attacked a series of transport vessels carrying children to Tritonia for their yearly examination by Dr. Abdul-Malik Shore. Their submarines/boats were ripped asunder and in the confusion the children were sucked out of the vessels by an intense water current and into Shimmering Water.
2. The children who were pulled into the Shimmering Water were disorientated, lost track of time, and washed up on the beach.
3. After some wandering the beach and conversation the children find that they shared their fate with 11 other children. Many of the children were familiar with one another as fellow patients of Dr. Shore.
4. The children explore the island and realize that there are two suns in the sky. A golden sun and a ghostly white sun. Robert, Michael, and Suri reach the conclusion that they are no longer on Rifts Earth.
5. Realizing the seriousness of the situation the three adventurers set out across the miles of beach inland towards a tropical pine tree forest after "angry howler monkeys" and food. By the time they arrive nightfall sets in and they recover some coconuts and sleep in the forest leaving the other children to manage themselves back on the beach five miles away.
6. Crank' s miniature blow torch starts a fire that stops the other children from burning to death and he is able to catch and kill some sea gulls (no easy task) to feed himself and the troop.
7. Robert argues with Suri, Gobi, and Michael "Trees are so not alive. They're just houses for animals!" and then runs off on his own.
8. Robert finds the waterfall and cliff; at the bottom of which is a cove with a small central island and a large (about 7 foot) sandstone egg--Caldor-Kai's egg. Robert encounters Alabac Mohammad swimming in the cove collecting the pearls from the bottom of the cove and the two form Expeditionary Force T (for Tritonian) and make their way back along the cliff together towards the beach where they can regroup.
9. Expeditionary Force L (For Lemurian) consisting of Gobi, Suri, and Michael continue further inland and Expeditionary Force T begin making their way back to the campsite but are set upon by a large feline (approximately the size of a Bob Cat or Lynx). Expeditionary Force L is mostly fine as it leaves them alone but Robert is almost killed as he is pinned beneath the great cat and shredded with its claws. However, at the last minute Rob gauges out one of the cats eye with his thumb and then orders Alabac to regroup with the others who had fled--which he does. The cat, having lost its eye, flees and Robert catches back up to the others. They all travel back along the coast line and then regather on at campsite.
10. The 12 children set out along the coast line on a 17 mile exodus to relocate the camp nearer fresh water and more obvious food sources.
11. The troop set up a crude shelter and campsite.
12. Expeditionary Force L head out into the wilderness but become lost. After much wandering through the forest they encounter a large lake. Suri explores encountering a grey horse that can stand on water. The horse attacks her, frightening her but such is her shock that she disbelieves in her situation. The horse fades from sight and is revealed to be an illusion. Turning she encounters a bipedal horse-like creature floating in the center of the lake. Suri dubs this entity "The Water Horse." Realizing it has failed to "herd" her back towards the center of the lake it makes a rapid pursuit. She is able to get to shore and into the forest. The Water Horse does not follow her out of the water.
13. Suri regroups with Gobi and Michael and begin making their way back down the river (avoiding the lake).
14. Robert motivates and inspires the remaining 8 children (including Alabac), earning their loyalty.
15. Expeditionary Force L encounter a family of Gorillas and Michael--who was delirious at this point--makes persistent eye contact with the large male; triggering a bluff charge. Poor advise from Suri results in the Gorilla striking Micheal (her adopted human brother) and he is grievously injured. However, the group is able to escape into the river away from Silver-back and continue their way home.
16. Expeditionary Force L arrive at the campsite and Michael is treated by Alabac who reveals that his parents were pushing him into medical school and due to his unusual Ambphib biology and disciplined upbringing has already developed minor psychic healing abilities.
17. A day passes and Crank--after seeing the efforts of his peers to construct shelter--decides he can do better and begins gathering wood to make a more permanent and fortified building (a small lodge or cubby house) for the children. Unfortunately, while recovering vines he triggers an attack by a strange plant like monster which swallows Gobi before Crank is able to use his monstrous Junk Crab strength to drag it out into the water. During this intense battle Gobi is injured by the digestive acids but manages to escape. However, in his rage and frustration while fighting the vicious vine Robert is imbued with godlike supernatural strength and much to his own surprise tears the beast asunder with a backhand as the "Ρρ" symbol appears on his forehead.
18. Shocked by Robert's incredible strength and his boastful attitude "I told you guys I was awesome!" the group is stunned as a massive series of lights appear in the sky similar to the Aurora Borealis (The Northern Lights) fill the sky and the following strange symbols appear on the children. As mentioned, all of them EXCEPT Alabac*.

Alabac: None.
Crank: Σσς
Gobi: Υυ
Michael: Νν
Robert: Ρρ
Suri: Ββ
*Note: Other similar symbols appeared on each of the twelve children.

19. Fearful of the lights in the sky, Crank drew on his magical powers to attempt to scramble any signal and repulse whatever strange radiation that might be causing these strange runes to appear on their body. Strangely, this transformed Crank into an adult Junk Crab. Following his lead several other children (starting with Robert) concentrated on being big and grew to adulthood. However, many of the children were frightened and fled the campsite towards the water fall.
20. The children that fled looked down from the waterfall and saw that the stone egg was hatching and brilliant blue light of which intensity to almost be blinding was beaming through the cracks. The troop investigate and are distracted by it, their forms once again reverting to that of a child.
21. The stone egg hatched and Caldor-Kai was born into the world. The lights in the sky faded and the young dragon was encountered by an enthusiastic Junk Crab.
22. Caldor-Kai recovers the pearls stolen by Alabac Mohammed and places them back with the rest of his birthing horde.
23. Caldor-Kai learns that the children require food and so uses his dragon power to fish the rivers and the surrounding ocean to feed the children. The troop becomes dependent upon Caldor-Kai for food.
24. The group forms Expeditionary Force D (for Dragon) consisting of Caldor-Kai, Crank, Robert, and Suri. Then head towards the lake too finally prove or disprove the existence of The Water Horse.
25. Caldor-Kai, Crank, and Suri leave Robert by the river and swim out to the center of the river where they encounter large shadows deep in the water beyond the periphery of their vision and begin a hot pursuit. However, no matter how hard they try they cannot seem to catch them!
26. A ghostly image of Suri appears to Robert as he skims rocks by the shore. He is started and then grabbed by the spirit and pulled beneath the water. He struggles to get to the surface for air but is repeatedly held beneath the water time and time again. He quickly grows so frightened that he will die that he loses control of his bladder and urinates.
27. Crank and Suri's chemoreceptors smell the change in the water from Robert urinating in it and then begin swimming back with Caldor-Kai to scold him. They arrive after a long struggle as Robert breaches the surface for air only to be thrust under and held in place. Caldor-Kai and Crank swim rapidly towards the ghostly Suri as the real Suri looks on with horror--still fearful of The Water Horse and its strange powers.
28. The Water Horse realizes it is outnumbered and does not wish to run afoul of a dragon so flees as quickly as it is able. However, Caldor Kai is in hot pursuit and attempts to bite him. The attack is stopped successfully as it holds open the dragon's mouth so it cannot chomp down on it. However, it is then struck by a torrent of searing hot sand that makes it assume its true form. Fearful of the dragon's power, the Water Horse offers the dragon all the treasures of the dead that line the bottom of its lake, but Caldor-Kair retorts with "All of the treasures in these waters are living" and the battle continues. Realizing it is no match for the dragon in single combat the Water Horse dives and is eventually able to outdistance the dragon and hide amidst the darkness at the bottom of its lake.
29. Suri and Crank await Caldor-Kai's return. Then talk of their course of action. The Dragon wishes to leave and sees the battle as won. However, Clank is attracted by a piece of magical armor burred in the shore and so sneaks away from the rest of the Expedition Force in the hope of salvaging it for his shell. Unfortunately, this too proves to be an illusion and the Crab is seized by the Water Horse and dragged back down beneath the water in a powerful headlock.
30. After freeing Crank and once again chasing off the Water Horse, Expeditionary Force D return back up river to the campsite. Many of them were injured during the battle with the Water Horse and they return to a campsite full of crying and confused children who want their parents.

Important Note: I'd appreciate if you guys started naming locations. It'd make it easier for me to keep track of events. So, in game someone should take on the "role" of namer or something like that. :P
Last edited by Akashic Soldier on Wed Feb 13, 2013 11:36 am, edited 1 time in total.
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Re: Rifts®: Path of One.

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Duanne98015 wrote:ok he didnt have the mystical symbol because he was still taking his meds


Correct!

Robert Castell gains 500 Experience Points.
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Game Update: Names in the Sand.

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GAME LAUNCH IN:
10 hours and 45 minutes.
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Re: Game Update: Names in the Sand.

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Added NPCs & Antagonists:
● Abran Cortez
● Cygnus Freud

GAME LAUNCH IN:
NOW.
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Re: Rifts®: Path of One.

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Well, things didn't go EXACTLY as I planned last night but its a step forward. Thoughts/Comments?
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Re: Rifts®: Path of One.

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Duanne98015 wrote:I give the game 2.5/5 stars (not a big fan of Fae and we just keep encountering them non stop)

well the fact that no one tried to barter for some of my years back was kinda lame but just proves that everyone in the group isnt willing to sacrifice themselves or interests for someone else.

For the Scrupulous characters
7. Always try to help others.

Anyway that outta the way my new character is going to be a Meran warlock. (haven't thought of a name yet)
who is still in training and hasn't chosen his selected element yet, and is tired of sitting in the background watching us go in circles, cause obviously no one knows what their doing, its food and shelter and no one is trying to actively look for a way off the island everyone just sitting around twiddling their thumbs, and when **** went wrong everyone just ran away instead of helping or trying to stop it.

(correct me or not no one tried to stop Alabac from annoying the dark evil Fae? it was only after he pissed on the things legs and it attacked him that anyone tried to help him)


Blunt. But a very fair assessment of the situation. ;)
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Re: Rifts®: Path of One.

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Roe2121 wrote:We have yet to encounter a good npc on the island who is willing to help us :)


The NPCs you guys traded to Cygnus to get Alabac back from the dead was a good aligned NPC who would have done whatever you asked him to do to help you.
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Re: Rifts®: Path of One.

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Duanne98015 wrote:it would be like giving a flame thrower to a baby and expect it not to pull the trigger.


And sort of reasoning is EXACTLY why Black Peter wanted Rob out of the picture. :P

Weekly Thread Bonus: 500 additional experience points for anyone who can tell me the name of the poor blonde girl that Black Peter duplicated so that he could keep his word?
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Re: Rifts®: Path of One.

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Roe2121 wrote:Sarah :P


That was WAY easier than I thought it would be. I only mentioned her name once. Congrats. Suri gains 500 experience points.
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Re: Rifts®: Path of One.

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Roe2121 wrote:I took note because remember I did try to gain her trust and that. and I did say her name multiple times too :)


Fill out the form under character creation in the first post. Everyone else do it as well please.
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Re: Rifts®: Path of One.

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Roe2121 wrote:Sarah :P


Added NPCs & Antagonists:
● Sarah Sabellico


Next Up: Parker and Scarlet (The boy that had lost his eye and the girl with red hair).
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Re: Rifts®: Path of One.

Unread post by kaid »

I know junkcrab fu!

Hehe go junk crabs! Seriously one of the first RCC I have seen that made me immediately bust out character sheets and my dice when I first started paging through lemuria I did not even finish the rest of the book till I had rolled up a lil junk crab.
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Update #2.

Unread post by Akashic Soldier »

kaid wrote:I know junkcrab fu!


Don't you read! Its Junkcrabian. :P ;) :lol:

Added to PCs (see first post):
● Clank Clarion


Added to NPCs & Antagonists (see first post):
● Jason Parker
● Koshin-Kai
● Scarlet Cayce Aerihman


BETA-POWER (β) - Demon Talon: This is the ability to transform one of her arms (or both given enough time and experience) into a demonic midnight appendage with serrated fingers. Each arm counts as having supernatural P.S. equal to its host, has 105 M.D.C. and is impervious to fire, heat and radiation. Thus, the character can parry magical weapons, a flaming sword, etc. with their bare hand(s), juggle hot coals or plunge them into boiling lava without injury or pain. The rest of his body is NOT impervious to heat and fire and suffers normal damage from such attacks. The clawed hands are also formidable weapons in their own right.
Mega-Damage: Claw strike: 3D6 M.D. plus usual punch damage from Supernatural P.S., and damage is 50% greater to demons, Deevils and other evil supernatural beings.
Bonuses: +10% to all Climbing and Digging/Mining skills, +2 to parry and disarm, hands can be used to parry the hand to hand attacks of demonic beings and can even parry magical M.D. weapons such as a flaming sword.
Known to: Suri [Locked].

ETA-POWER (η) – Heart of Water: Currently unknown.
Known to: Dagon Ur-Ennugi [Locked].

RHO-POWER (ρ) - Kinetic Sponge: Currently unknown.
Known to: Robert Castell [Locked].

SIGMA-POWER (Σ) - Demon Sight: This ability enables the character to recognize demons, Deevils, vampires, and similar demonic, evil supernatural beings, even when they are disguised by magic or shape-shifted to look like an innocent mortal. The hero knows exactly what the evil supernatural being is, just by looking at him. Likewise, the character recognizes vampires and other undead hiding in plain sight among mortals, and has a 75% chance to recognize demonic possession even in its subtlest form. This ability provides the hero with additional awareness and resistance against evil supernatural forces; see Bonuses. Note: This special sight is effective only against supernatural evil, not other types of shape shifters or creatures of magic such as dragons, nor magic disguises, illusions and
concealment.
Bonuses: +2 on Perception Rolls involving evil supernatural beings, +1 to save vs Horror Factor, +2 to save vs possession, +2 to save vs demonic/vampire mind control, and attempts of seduction leveled against him are half as effective.
Bonus Skills: Lore: Demons & Monsters and Mythology, both at 80% +1% per level of experience.
Known to: Crank Clarion [Locked].

EDIT: Attention!
While giving stats to Koshin-Kai I noticed that The Sand Dragon R.C.C. has the skill Pilot: Sail Boat. However, this skill has Sewing and Rope Works as prerequisites. Thus in accordance with the current erratas, henceforth all Sand Dragons (including Caldor-Kai) will be considered to have Sewing (+0%) and Rope Works (+0%) as bonus skills. This means these two skills will start at base skill percentage plus I.Q. bonus (if applicable).
Last edited by Akashic Soldier on Fri Feb 22, 2013 10:45 pm, edited 2 times in total.
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Re: Rifts®: Path of One.

Unread post by Akashic Soldier »

Here he is guys. My "pet NPC." :P
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Re: Game Update: Names in the Sand.

Unread post by Akashic Soldier »

GAME LAUNCH IN:
3 Hours and 0 Minutes.
Last edited by Akashic Soldier on Sat Feb 23, 2013 1:04 am, edited 1 time in total.
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Game Announcement #4

Unread post by Akashic Soldier »

GAME LAUNCH IN:
10 Minutes.


● Duanne might be 5-10 minutes late.
● Gerard's internet still seems to be out so it is unlikely he will be in attendance.
● Troy is unable to be in attendance tonight due to the flooding.
● We have a new player called David Marble who will be playing a fish-headed Amphib Shifter called Dagon Ur-Ennugi.
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Re: Game Announcement #4

Unread post by Giant2005 »

Akashic Soldier wrote:
GAME LAUNCH IN:
10 Minutes.


● Gerard's internet still seems to be out so it is unlikely he will be in attendance.

My internet is good now! I'm there!
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Re: Game Announcement #4

Unread post by Akashic Soldier »

Giant2005 wrote:My internet is good now! I'm there!


Awesome!!

GAME LAUNCH IN:
NOW!
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Re: Rifts®: Path of One.

Unread post by Akashic Soldier »

You know the routine:

Game ratings, comments, observations, theories, etc.
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Re: Rifts®: Path of One.

Unread post by Giant2005 »

4.5/5 Gobi becoming the most powerful being in the Megaverse was pretty frustrating but a good experience for him. He believed himself to be infallible and everyone should listen to his wisdom... And then he got three people killed. He is feeling incredibly guilty and has lost faith in his own awesomeness although still hopes to keep the others convinced he is still as awesome as he thinks they think he is (Even I had to read that multiple times to see if it made sense). I like the opportunity for character development.
As for comments/observations/theories/etc, I just hope Cygnus took notice of how Gobi was willing to give Cygnus credit for what he did for us and he didn't take notice of Rob's intentions towards him. That statement of course is taking into consideration that Cygnus is with us right now impersonating Abran.
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Re: Rifts®: Path of One.

Unread post by Giant2005 »

Name: Gobi
Alignment: Scrupulous
Motivation: Have everyone acknowledge his heightened awesomeness factor.
R.C.C.: Lemurian
O.C.C.: Sea Sentinel, level 1
Attributes: I.Q. 15, M.E. 15, M.A. 13, P.S. 9, P.P. 17, P.E. 15, P.B. 7, Spd. 11 (Double Swimming)
Hit Points: 19
S.D.C.: 33
Natural M.D.C.: None.
Horror Factor: None.
P.P.E.: 19 (Formerly none because I didn't care enough to roll until right now).
I.S.P.: 85 (Although I'm not sure he has any of his Psionic abilities mastered yet at the age of 8 and 3/4).
Bonuses: All bonuses include any applicable modifiers from skills or abilities.
● Attribute Bonuses: +1 Strike/Parry/Dodge (Included in Combat Bonuses).
● Combat Bonuses: Actions/Attacks per Melee: 5, +1 to strike, +1 to disarm, +1 to entangle, +2 to pull punch, +3 to parry, +3 to dodge, +7 to roll with impact
● Saving Throw Bonuses: None.
Natural Abilities:
● Life Sense: 25+5'/level radius, 20+5% success rate (+5% underwater), adds +5% Tracking, hunting and Identify plants/fruits. Requires one melee preparation.
● Animal Empathy
● Ultrasonic Communication: 2000' range underwater, 400' on land
● Regenerates HP/SDC and PPE twice as fast on a ley line
● Swims 25% faster on a Ley Line.
● Nightvision 100'
● Keen Sense of Hearing
● Resistant to Cold
● Heals Twice as Fast as humans
● Breathe Underwater
● Depth Tolerance: 1 mile

O.C.C. Abilities:
● Vehicle Enhancements while on a Ley Line
● Born to Soar
● Machine Awareness
O.C.C. Skills:
Language: Lemurian 96
Language: Oceanic 96
Language: American 5 60
Language: Dragonese/Elvish 5 60
Literacy: Oceanic 5 55
Literacy: Techno-Can 5 40
Literacy: Lemurian 1 85
Maths: Basic 1 82
Swimming 2 78
Astronomy & Navigation 5 50
Land Navigation 4 46
Maths: Advanced 5 65
Navigation 5 70
Sensory Equipment 5 45
Underwater Navigation 4 50
Weapon Systems 5 50
Wilderness Survival 5 40
Pilot: All Aircraft, Submersible, Amphibious - see Born to Soar
WP: Trident
H2H: Basic
O.C.C. Related Skills: Plus 2 additional skills at level 1 and 1 at 2, 5, 8, 11 and 14.
Boxing
Acrobatics
Secondary Skills: Plus 2 additional skills at level 1 and 1 at 3, 5, 9 and 13.
Magic: None
Psionics:
Empathy (4)
Machine Ghost (12)
Meditation
Mind Block (4)
Object Read (6)
Sense Time (2)
Telemechanics (10)
Telemechanic Mental Operation (12)
Telepathy (4)
Equipment:
Shorts
Rock 'em Sock 'em Robots (Blue Robot is broken)
Money: None (His mother wouldn't let him take his 20 million credit chip with him when he went to see the Doctor).


EDIT: Gobi has 2875 XP.

EDIT 2:
UPSILON-POWER (υ) – Super-Powerful: Currently unknown.
Known to: Gobi [Locked].
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Re: Rifts®: Path of One.

Unread post by Akashic Soldier »

Giant2005 wrote:Motivation: Have everyone acknowledge his heightened awesomeness factor.


Awesome man. Awesome. :lol:
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Re: Rifts®: Path of One.

Unread post by Giant2005 »

Gobi's Recollection of the last game:

1. With his infallible leadership qualities, Gobi took over from the stupid Crab that was leading them in circles and led them to the beach and a distant island that would prove to be their salvation.
2. Learning that even the best plans can be foiled by stupid subordinates, Gobi watched in horror as Alabac lured Sharks to the waters by calling Shark food (Dolphins) to them and in doing so, prevented their swim to the island.
3. While still coming up with his next heroic course of action, Gobi's thoughts were interrupted by an ambush of even stupider kids.
4. Due to his superior intellect, he managed to resist the urge to stand in dumbfounded amazement as all of his friends cowardly fled from a couple of little girls and joined them in order to keep the group from splitting up.
5. Demonstrating their admiration of his awesomeness, Gobi's friends managed to subdue their terror and stop running after only a few short words from their idol.
6. Gobi tried to talk down the aggressors, which were met by an additional girl and two boys but surprisingly failed. Obviously those bad kids are under some kind of enchantment for them to not respect Gobi's awesomeness sufficiently.
7. Educating the bad kids on his awesomeness, Gobi single-handedly defeated them all with a flurry of kung-fu kicks and karate-chops.
8. Amazed by his awesomeness, the two blonde girls screamed in admiration for Gobi. Threatened by the rivals to her new love interest, the red-haired girl burst into a fit of rage so powerful it ignited the area on fire.
9. Now that they understood Gobi's awesomeness, calming down the group of bad kids was now an easy feat, they left without further incident.
10. With Alabac having already ruined his island plan, Gobi decided to head further inland in order to find trees better suited to making weapons to defend themselves. Naturally, his entourage followed.
11. After some time, Black Peter showed up, professing his adoration of Gobi. As a token of his respect, Black Peter offered Gobi the power to conform others to his will. Getting a little tired of all the adoration, Gobi agreed just to make Black Peter go away.
12. Unsurprisingly, Black Peter's offer proved somewhat genuine. Gobi knew that he was too impressive for anyone to misinform him. The other kids did what they were told for a while but they proved to be too stubborn for the power's continued effectiveness in the end and started only selectively following instructions.
13. Gobi watched in horror as three of the kids died, proving that he had finally made an error of judgement: the kids were far stupider than he had ever realized. They were so stubborn that they chose to die rather than listen to him. This was an error of judgement Gobi would promise to make amends for. If he was only slightly more awesome, he would have known just how stupid these kids really are.
14. Now understanding the danger these kids pose to themselves, Gobi hunted down Black Peter to make this right.
15. After easily defeating Black Peter in a test of intelligence, Black Peter fixed all of the damage while running away crying and screaming about Gobi being a cheater. Sore losers are the biggest cry-babies around.
16. After the children regained their senses, Gobi told them an infallible way of bringing back those three kids and needed one brave kid that knew how to find Cygnus to lead him there so he could once again save the day. Sadly, none of the shameful little children had the courage to save their friends. Gobi did not know the way, so he could do nothing - it seems that even when faced by such awesomeness, fear is still a powerful force.
17. Unable to convince the kids that their friends were worth saving, Gobi reluctantly agreed to travel back to the waterfall so they could train. Being as awesome as he is, Gobi was willing to submit this one time as he had already come up with a new plan to save his fallen friends.


Sometimes being awesome is hard work.
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Re: Rifts®: Path of One.

Unread post by Giant2005 »

Duanne98015 wrote:if you were awesome it wouldn't be hard work. =p

It is hard work because of the extreme un-awesomeness of the other kids. They are like Black Holes of awesome, they suck all the awesome into them and erase it. When you think about it, it really is an impressive feat for Gobi to retain so much awesome under those conditions.
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Game Announcement #5: A name in the sand, part III.

Unread post by Akashic Soldier »

● The initial post has been updated.
● Clifford (Suri) will not be present.
● Craig's (Micheal's) attendance is unknown at this time.
● Troy's (Caldor-Kai's) attendance is still unknown at this time.

Weekly Thread Question:
What are the limits of Black Peter's powers?
Anyone who answers correctly will be awarded with 450 experience points.
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Re: Game Announcement #5: A name in the sand, part III.

Unread post by Galroth »

Akashic Soldier wrote:● The initial post has been updated.
● Clifford (Suri) will not be present.
● Craig's (Micheal's) attendance is unknown at this time.
● Troy's (Caldor-Kai's) attendance is still unknown at this time.

Weekly Thread Question:
What are the limits of Black Peter's powers?
Anyone who answers correctly will be awarded with 450 experience points.


I'll guess that he can do anything you can get him to agree to do. But he might not do it the way you think he will, and it may cost you exactly what you thought it would... maybe.
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Re: Game Announcement #5: A name in the sand, part III.

Unread post by Akashic Soldier »

Galroth wrote:I'll guess that he can do anything you can get him to agree to do. But he might not do it the way you think he will, and it may cost you exactly what you thought it would... maybe.


That is pretty accurate but its not actually quite that simple.

Aussiegrif wrote:Black Peter cannot take away someone's freedom unless it has been surrendered to him?


Again, partially correct.

Aussiegrif wrote:And I guess anything which the faerie council disallows faeries to do? :P


Nope.

Aussiegrif wrote:These powers of ours are really annoying to figure out. You say they will make sense in time...


Figuring out their meaning and making sense of them is different from being able to use them at will. I never said that you'd be able to use them at will or at all for that matter. Youre all thinking of the powers as the award or something to strive for. However, they are merely a symptom. This was never going to be Rifts®: Heroes. Its Rifts®: Path of One for a reason... and you guys still aren't even out of the prelude yet. Hopefully this weekend you guys will start moving forward. As it is, each game session you have taken two steps forward and then two steps backwards. Even with victories under your belt, none of you are any closer to the victory condition that will advance the time line.

Duanne was right, there are three obstacles I put on the island. Technically there are much more but I wasn't really clear. I will take the time to clarify now. There are three obstacles on the island that can only be defeated or overcome by working towards the victory condition or by doing things I didn't account for. Though, as it is the entire group is one step backwards. Although you are getting closer to ALMOST working things out last week was a massive failure. Black Peter might have been banished, but he still won. Everything went exactly as he planned. Each of you responded exactly as he thought you would and everything is exactly as he wants it to be. Plus, three of you are dead.

See, that's how a real villain does it. There is one thing that is going to get you guys through the ordeal and let you become the people you need to be to survive this hell and get home to see your parents and its not going to be superpowers, magic, or the ability to inflict mega-damage. In all honestly, I am shocked that no one else has figured it out yet. Maybe folks should recount the events that have occurred so far from a third point perspective and ask themselves some important questions.

● What is my goal?
● How do I set about achieving it -- and if I can't than how do I get into a position so that I can?
● Who are our enemies -- and why -- what do they want or what do they have to gain?
● Who is the person I want to be when I grow up, and what actions do I need to take to become that person?

Those are all a good place to start. This was never a test of your character's abilities (otherwise I wouldn't have forced you to be children). Its a test of your abilities as players. The entire island is a. . .

Well, I've given away enough. :P
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Re: Rifts®: Path of One.

Unread post by Akashic Soldier »

Duanne98015 wrote:Goal: Get off this island


Fair enough.

Duanne98015 wrote:how to achieve it: Impossible because we are 8


This is just an excuse. If it were not possible than why would I even run the game and waste everyone's time?
You realize that Jack Ryder once defeated a Splynn City killer and he didn't have any powers, right?
Think! By setting up the enemy as "unbeatable and unassailable walls" than of course there is no way you can beat them. However, they're not. Most of them are kids, just like you. S.D.C. children, each with their own goals, hopes, and dreams.

Duanne98015 wrote:who are our enemies: Multiple creatures and people who are MDC, also the ones probably preventing us from leaving
how are we suppose to fight and survive against that.


Negative thinking isn't going to help solve anything. You need to think. What good are all the powers in the world if you don't even have that. A measure of a hero isn't the power to turn into a human butane torch or punch down walls. It comes from his character, from how he handles situations, and how he doesn't use his power. Otherwise, how would any of you be any better than Cygnus? Is that what you want to be, someone who just knocks down their problems with brute force and makes everyone else do what they say?

There are some BIG and important questions no one has asked. Heck, you guys don't even have a camp site! You have to THINK.

Duanne98015 wrote:My futures gonna be short very short because if i dont figure out how to use my power my character will act in-character and go try to beat the shifter anyway (keep forgetting his name starts with a S) and the shifter who probably already figured out how to use his power is just gonna flick me with 1 mdc and spatter me against the wall.


If this is the future you choose, than so be it.
Last edited by Akashic Soldier on Thu Feb 28, 2013 8:53 am, edited 2 times in total.
"I flew back to the states just to vote for Trump."
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
I will not answer posts/questions/accusations by people on my foes list.
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