Page 1 of 1
Build a few groups to investigate Mexico and the vampires
Posted: Sat Jul 25, 2015 4:08 am
by boxee
Build a few groups to investigate Mexico and the vampire rumors.
These groups can be working together, or alone. Some or part can be backed by a military force. Lets see what you all got. To make it real, no gear or classes from outside North America. I really hope people take this and run with it!
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 8:44 am
by Alrik Vas
Hmm...
A horde of true atlantean undead slayers.
Now that's an investigation.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 6:17 pm
by dragonfett
The full might of the CS army and their invincible plot armor!
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 6:49 pm
by say652
I could build a few heroes up to the task, what are your game limitations?
Do you allow super powers?
What level?
How many members?
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 6:54 pm
by Nox Equites
Might be simpler to give limits like, up to platoon strength or no more than a squad.
At squad level
1 TW with create water
1 LLW with create water
1 MM with hydrokinesis
1 Psi-Stalker
2 skilled shooters either headhunters or merc soldiers
1 hvy borg rigged for vamp extermination silver plated spikes water cannon replacement for flamethrower etc.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 7:23 pm
by say652
Powersurge level:2 Mega Immortal.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 7:30 pm
by Q99
A Hydrokinetic burster of the type in Rifts Lemuria *Edit* Spouter! */edit* is a nice choice, for obvious reasons.
Of course, weres are good. Like a were jaguar....
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 7:34 pm
by boxee
Normal rifts characters.
No Super powers.
Group is an adventuring party hired by the powers that be.
No more then ten characters per group. Up to six groups.
Characters may be first to third level.
Characters may start with a mountaineer atv, unarmed.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 7:40 pm
by Mack
So it's kind of a question of how exotic should one go. Such as a group of Lanotaur Hunters is a bit on the exotic side, but within the guidelines.
On the mundane side, we could go with a simple group of HeadHunters/Mercs, but they're not going to fare too well.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 7:42 pm
by boxee
Yes Mack, that is within the guidelines.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Jul 25, 2015 7:42 pm
by say652
Level:3 team.
The muscle.
Anti Monster.
Ultra Crazy.
Mega Juicer.
The mages.
Earth&Fire Warlock.
Leyline Walker.
TechnoWizard.
The psychics.
Mind Melter.
Burster.
Neo Human.
The leader.
Megaversal Trooper.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sun Jul 26, 2015 10:28 am
by Alrik Vas
He was going for more traditional north America OCC's I think, say. All your bros are from SA.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sun Jul 26, 2015 11:07 am
by say652
Alrik Vas wrote:He was going for more traditional north America OCC's I think, say. All your bros are from SA.
Now, come on. We both know if someone else said the same thing it'd be cool.
And why did I include sa occs in the list?
Lemme see, Columbia being at war with the vampire kingdoms.
But give it a few posts, someone else will post the same list and badow!
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sun Jul 26, 2015 1:44 pm
by say652
Level:3 vampire territory exploration team. Normal rifts occ's.
Cs Cyborg strike trooper.
Cs commando.
Cs Eod Specialist.
Cs Nautical Specialist.
Cs Ranger.
Rcsg Scientist.
Rps Flyboy Ace.
Cs Special Forces.
Cs Dog Pack.
Netset Burster.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 11:00 am
by Lao Tzume
Ha! I just created an NPC group for my players to encounter a few days back. It doesn't fall in line with your variables but I figured I'd share anyway.
An Apok
Mutant with Alter self: Water
Dogboy
Air and Water Warlock
Water and Fire Elemental Fusionist
Undead Slayer
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 1:52 pm
by boxee
Some cool teams so far guys! Love the way everyone does things a little different.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 2:36 pm
by kaid
Lemurian scout
Lemurian biomancer
lemurian oceanic guardsman
Native american spirit warrior
native american paradox shaman
Water warlock
The oceanic guardsman and spirit warrior would be the primary heavy hitters with the biomancer and paradox shaman providing support/logistics and anti vampire magic and the water warlock is pure vampire bane. The scout would be a good fast mover to locate the vampires and with wood bio armor effective fighting them as well.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 2:39 pm
by kaid
Bah forgot to note paradox shaman are really good at vampire lore and the anti vampire skills from the last vamp source book and their legendary spirit bow is probably one of the nastiest anti vamp weapons you can find.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 3:13 pm
by Jorick
I'm building my group with the understanding that they will be travelling far into Vamp territory, alone, despite being low level. Staying close to home is easier, but also less of a challenge. One doesn't have to get too creative if one can go back home easily to gt more silver bullets, water and repairs. The group will also encounter other threats, such as vampire allies, armed vampires, and monsters of various sorts, and must be prepared to survive without support. Low level causes issues, for instance warlocks are much less potent against Vamps at level 3 and below. Keeping it to 10 members. (I'd prefer some Atlantean members, but I'm not specifying since they aren't technically from North America).
Technowizard (with appropriate tech, focused on vamp combat and desert survival)
Psi-Tech (with power armor, and related skills useful for vehicle, PA, weapon upkeep, and can pilot the ATV)
Priest of Light
Shifter (aligned with God of Light or God of Magic...focuses on healing/protection magic and summons Spirits of Light, etc.)
LLW, or vamp-combat focused mage of some sort.
Dog Boy
Paradox Shaman
Totem/Spirit Warrior
Knight of the White Rose (alternately a Controller Magus with, if allowed, two automatons, maybe fire-demon and infiltrator).
Dragon Hatchling (Great Horned, or, if allowed, a Chiang-Ku Tattoo Master)
If I can go further afield to add some reasonable members I would include an Atlantean Undead Slayer, a Lemurian Scout...other ideas.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 5:31 pm
by boxee
Looks like everyone is too well versed in the vampires in the books. I would definitely change their weaknesses if I ran it. Maybe make the running water thing a myth, holy water would work.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 6:01 pm
by say652
My preferred team.
Flying Snow level:7 megagenefreak. A jump bike racer.
Scorch level:7 experiment. Spy.
Clyde Snell level:5 alien mutant. Soldier.
Reptile level:1 MR:652. Robot.
Kevin Leemus level:1 alien mutant earth&fire Warlock.
Team leader Scorch.
Personal bodyguard Reptile.
Second in command Clyde Snell.
Muscle Snow.
New team member Kevin, mage.
Specializing in infiltration information gathering and the occasional assassination.
Vampires could serve as great counterintelligence rivals. Instead of waves of undead, a knowledge is power game. Little combat and keeping your cover are the priorities.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 8:58 pm
by Nox Equites
boxee wrote:Looks like everyone is too well versed in the vampires in the books. I would definitely change their weaknesses if I ran it. Maybe make the running water thing a myth, holy water would work.
A better answer is to have an independent Secondary with a few charmed slaves to keep an eye on things and keep him/her apprised of the situation in the area.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 9:17 pm
by taalismn
Shemarrian scouting party with a Spinster or two along to fabricate silver ammunition and modify weapons to use specialized ammunition, R'Mar prospector team to locate silver, to provide armored muscle to any other group that looks like it can do damage to the vampires.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 9:38 pm
by say652
Roving pack of were jaguar, hunting.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Jul 27, 2015 10:00 pm
by taalismn
Band of Holy Terror from Wormwood is pushing it, not being local boys, so I'd stick to locally-bred weres, just for fun.
Ideally you want types that can't be turned into vampires or mindscrewed by them, and can hurt them in return using some integral ability.
Really wiahing hard, you want types that can go undetected by the vampires, while they recon Mexico(so a 6 ton Assault Cyborg is not the best character to have tramping around Mexico, since he'll attract vampire daylighter minions out to trash him).
Re: Build a few groups to investigate Mexico and the vampire
Posted: Tue Jul 28, 2015 12:31 am
by dragonfett
Team A:
All (except the 'Borgs) are trained in Archery and carry Wooden Arrows and Crossbow Bolts
2 Full Combat Cyborgs with water cannons
2 True Atlantean Ley Line Walkers
2 Lyn-Srial Sky Knights
1 Psi-Stalker (Wild or Civilized)
1 Dog-Boy Wilderness Scout
1 Rahu-Man Cyber-Knight
1 Burster
Team B:
All Team members are trained in Archery and carry Wooden Arrows and Crossbow Bolts
2 Juicers
2 Elven Shifters
2 True Atlantean Undead Slayers
1 Water Warlock
1 Earth Warlock
1 Psi Stalker
1 Dog Boy
Team C:
Operators, Momano Headhunters, Psi-Stalker, and Dog Boy are all trained in Archer and have Wooden Arrows and Crossbow Bolts
4 Phaeton Juicers
2 Piloting TW Raging Bull Power Armor from Arzno
1 Piloting TW Thunderbird Power Armor from Arzno
1 Piloting TW Guardian Angel Power Armor from Arzno
2 Dwarven Operators
2 Momano Headhunters
1 Psi-Stalker
1 Dog Boy
Re: Build a few groups to investigate Mexico and the vampire
Posted: Tue Jul 28, 2015 6:49 am
by say652
Inti Inca.
Burster.
Flame panther.
Solar power armor.
Water&Fire Warlock.
Five light full conversion cyborgs.
Silver plated, as many tech oriented vampires
Hunting gadgets as possible.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Tue Jul 28, 2015 8:14 am
by Secondhand Smoke
Team 1, all level 2-3, mercenary group. Have been together a while. Paid a lucrative amount of cash to go down to Mexico and investigate a town regarding a possible vampire nest. Task is to eradicate it.
3 Mystic Knights.
2 Momano Headhunters.
1 Gunfighter.
1 Shifter.
1 Psi Stalker.
1 High Magus.
1 Borg.
Team 2
Special task force put together from a mercenary corps, group members have not been together before. All level 2-3. Told to investigate a town infested with vampires.
2 Borg with water thrower components.
2 Momano Headhunters.
1 Cyber Knight.
1 Psi Stalker.
1 Atlantean Psi Bleeder.
1 Water Warlock
1 Fire and water fusionist.
1 Operator.
Team 3.
Vampire Killers. All level 3.
5x Undead Slayers.
1x Water Warlock
2x T-Archers (Run aways)
1x Shifter
1x Operator
All True Atlanteans
Re: Build a few groups to investigate Mexico and the vampire
Posted: Tue Jul 28, 2015 10:02 am
by Zer0 Kay
1. Warlock Earth/Water handles defense. Creates moats around group with flowing water. And has water elementals surround friends like powered armor.
2. Warlock Water/Fire handles offense. Launches bolts of fire and water
Re: Build a few groups to investigate Mexico and the vampire
Posted: Tue Jul 28, 2015 1:04 pm
by kaid
Nox Equites wrote:boxee wrote:Looks like everyone is too well versed in the vampires in the books. I would definitely change their weaknesses if I ran it. Maybe make the running water thing a myth, holy water would work.
A better answer is to have an independent Secondary with a few charmed slaves to keep an eye on things and keep him/her apprised of the situation in the area.
Also one must note that vampires south of the border are not that rare so tactics to hunt them and what works and what does not would be pretty common knowledge to vampire hunters. In lemurian and atlantean cases these are people who have been fighting vampires for millennium on and off. In the case of paradox shaman they have the "knowledge of the past" which they don't abuse but does give them detailed knowledge of anti vampire tactics and history. Expecting vampire hunters to not be pretty heavily equipped to engage the threat they are aiming to fight seems odd.
But yes with mind controlled minions its not just vampires you will be fighting so you still need a reasonably well rounded and equipped team.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Tue Jul 28, 2015 1:48 pm
by boxee
Yes true Kaid. I guess I just do not like the feel of the running water weakness as presented. I would likely have different versions of vampires in Mexico. They would all have weakness to wood, fire, holy water/weapons. Powers would vary but still fall in line with the lore. Each vampire intelligence would have different abilities so their minions would be vastly different.
Looks like some great team mixes guys, I like that everyone seems to be enjoying this post! Thank you all!
Re: Build a few groups to investigate Mexico and the vampire
Posted: Wed Jul 29, 2015 1:13 am
by Q99
kaid wrote:Also one must note that vampires south of the border are not that rare so tactics to hunt them and what works and what does not would be pretty common knowledge to vampire hunters. In lemurian and atlantean cases these are people who have been fighting vampires for millennium on and off. In the case of paradox shaman they have the "knowledge of the past" which they don't abuse but does give them detailed knowledge of anti vampire tactics and history. Expecting vampire hunters to not be pretty heavily equipped to engage the threat they are aiming to fight seems odd.
But yes with mind controlled minions its not just vampires you will be fighting so you still need a reasonably well rounded and equipped team.
Oh, the Vampires have even more than mind controlled minions, especially the Mexico city ones. If you have the Vampire Sourcebook, it covers an organization called 'Deathspike.' Mixed vampire and mortal organization loyal to the Vampires that specializes in hunting hunters. They've got some nasty tricks that rely on people assuming they know the weaknesses.
Vampire weaknesses are common knowledge, and the vmpires are known to exploit that too!
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sun Feb 14, 2016 3:40 am
by Cyber-Knight
say652 wrote:Powersurge level:2 Mega Immortal.
If you're going to keep referencing this character, you may want to include a link in your signature to a posting where we could see the stats of this character and thus know what you're talking about. I see you reference him all the time but I have no clue what this character is capable of or why you keep bringing him up.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sun Feb 14, 2016 1:49 pm
by Bill
Say hasn't posted since November and this thread petered out in July.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sun Feb 14, 2016 7:29 pm
by mercedogre
simply to investigate;
Rogue scholar (lore specialist), TW anti-vampire, wilderness scout, a master psychic (psi-stalker, psi-warrior, mind melter etc), LLW or mystic, 3 vagabonds (vampire fodder, they don't realize till to late)
Re: Build a few groups to investigate Mexico and the vampire
Posted: Mon Feb 15, 2016 4:37 pm
by Blue_Lion
Lets see an investigation team.
TW Repair/modify gear.
Shifter-Reinforcements and teleportation support.(escape plan)
2 CS battle cat-lion. Scouting and stealth.
The psi-headhunter from Canada. Specializes in anti supernatural warfare.
Soaker-Water psi from Rifter. Good source of water can shoot blast of water that do sdc damage.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Tue Apr 05, 2016 5:15 pm
by Jefram_denkar
Well I got one character I actually still play as a Vampire Hunter but their not from North America (technically they from just off the coast).
Free Will Horune Dolphin Borg with Levels in the Vampire Hunter O.C.C., actually suffers from the Monster Smasher Insanity (randomly rolled) so actually gave up a chance to be turned back to normal by a High level Lemuria Gene Mage and went out of his way to learn the O.C.C. Their name is Mr G. Phish.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Wed Apr 06, 2016 1:47 pm
by Vrykolas2k
I ran a rescue mission sponsored by Katrina Sun (Isis) to rescue her friend from the Yucatan last time I GMed.
The PCs were a small merc outfit, 9 of them, and 3 made it back... They did things right, it was just a horribly long way there, and of course everything they had to avoid or fight...
They had survived the Mechanoids, and 6 had been through Africa campaign (3 were replacements), and then the Juicer Uprising.
The group that started was a Combat 'Borg, a Nightstalker Hatchling, a Space Elf Fallen Cosmo-knight, a Godling, a Demi-goddess Air Warlock, An Asgardian High Elf Cyber-Knight, a Kremin Cyber-Samurai (Japan version), a True Atlantean Undead Slayer, and a Mega-Juicer.
The ones who survived were the Fallen Cosmo-Knight, the Godling and the Cyber-Samurai.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Sat Apr 09, 2016 11:51 pm
by Crow Splat
One game I would love to run or play in one day is a CS Special Forces squad from Psi-Battalion going into Mexico. They would have intro that there are a good number of vampires south of the Rio Grande but be told they seem to be pretty much feral.
They would go in undercover so no CS gear, only generic non-alien stuff available in North America. Start them with some basic vampire hunting gear and some seemingly random stuff that could be used to devastate a vampire opponent. I think I might also let them find out the hard way how to truly kill a vamp.
As for OCCs, a few CS Spec For, EOD Specialist, a CS Ranger, Dog Boy or two (possibly the special varieties), and a Psycho-Stalker. They should all be at least minor psychics. Maybe have a little fun with the psionics implants.
During the campaign I think it would be fun to present opportunities to use magic, defend helpless dbees, uncover the true vampire threat, and survive to report back to Chi-Town.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Fri May 31, 2019 7:34 pm
by zexsis
5 groups of 10 shifters each, all summoning sowkis purely for fun to destroy multiple vampire kingdoms on Rifts Earth(sowkis hate vampires. side note, they love using dragondactyls as mounts). Alternatively they could all summon a goqua if level 3 who would then in turn have all ritual(all summon spells are rituals)/circle and spell invocation level 8-15(greater familiar, rodents, shadow beast, summon control canines, anti magic cloud, create mummy, create scroll, energy sphere, summon entity, summon lesser being, transformation, summon and control storm, just to name a few).
Each goqua could summon a sowki as a greater familiar, both shifter and goqua could summon canines while in mexico to distract if countered they simply kill them and syphon ppe off it to continue spell casting. Each dead person found becomes a mummy that can be armed with wood weapons or stakes given invulnerability, energy spheres help them continue casting each time recharging them on ley lines. In a short period of time a massive army could be amassed that would be quite fun minstrels to send forth.
Re: Build a few groups to investigate Mexico and the vampire
Posted: Fri May 31, 2019 9:50 pm
by Mack
Topic locked for thread necromancy. This discussion died 3 years ago.