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New splicers gm needs help

Posted: Sun Jun 03, 2007 7:14 pm
by goodhometownboy
I was thinking about starting a splicers campain but the only thing is that i have never gm'd one... i have gmd heroes (my favorite) and rifts... and other rpgs.. i have no idea on how to start out in the splicers world.. i love the story lines and characters and everything its just that i have only played it once. so could some one help me out on how to start out for a first time gm in splicers... aka good house rules, restriced rcc, occ, and mics any help would be great... thanks alot

Posted: Mon Jun 04, 2007 6:15 pm
by goodhometownboy
so how about that help anyone??

Posted: Mon Jun 04, 2007 9:32 pm
by Spinachcat
First and foremost, if you are going to launch a Splicers campaign decide what you want the main overarching theme to be for the campaign.

Is it...
Man vs. Machine?
Rivalry between several the Great Houses?
Rivalry inside one Great House?
Exploration of the World?
or An Epic Quest?

Once you decide the main theme, then its time for the players to decide what kind of OCC they want and let each player vote on what secondary themes they would like to see happen. Armed with this information, you can craft your campaign.

I'm opposite of Boom_Doomer because I give out XP fast and loose, but then again I'll rain death and destruction down on PCs if they aren't fast and smart. Surviving thru my campaigns with one character is a major feat and bragging rights. My guys like to level up fast and I'm cool with that, but they also know that the wrong decision can be fatal.

Posted: Tue Jun 05, 2007 6:32 pm
by goodhometownboy
should i limit what characters can be chosen?

Posted: Tue Jun 05, 2007 7:30 pm
by goodhometownboy
hmm never thought of that

Posted: Fri Jun 08, 2007 4:06 pm
by goodhometownboy
do you guys have any suggested house rules?

Posted: Fri Jun 08, 2007 7:25 pm
by demos606
No offence but you really need to give us something to work with if you want help. Rule mods, class restrictions, encounter suggestions etc are all gonna vary from plan to plan and, frankly, we don't know anything about your plan - such as it is.

Posted: Fri Jun 08, 2007 8:30 pm
by Spinachcat
goodhometownboy wrote:do you guys have any suggested house rules?


I like to swarm PCs with robots, but that mostly results in the need to roll up new characters. Thus, I cut the MDC of the robots or other enemies in half. They do the same damage, but can't suffer as much now. It lets me throw a dozen necrobots, two necroborgs and four skitters at 4 PCs (Biotic, Roughneck, Skinjob and Archangel) and assume it's gonna be a fair fight that won't take forever.

Also, I don't know if this is official or not, but when you take a called shot and suffer the -X to hit, I put the full damage toward the targeted location and the Overall MDC of the target. I do this for both enemies and PCs.

I don't like Boxing giving +1 Attack, so it doesn't. It's still cool for the other bonuses. I prefer Technojackers and Saints and Scarecrows as NPCs, but if a player really wanted to play one, I'd be okay with that.

I think it's easier for a Roughneck to get Bio-E rewards than Dreadguards because DG's must bring victory, not just kills. I like the Dune aspect of House rivalries plagued by Librarian insanities and powerplays so those issues are more important than the Man vs. Machine theme.

Other house rule I use is that whenever your armor suffers 1 MDC, the guy inside suffers 1 SDC. This becomes very relevant when you have awesome regenerating armors with a punch drunk pilot nearly passing out inside. The rule makes Biotics more cool since they don't have squishy parts.

A rule I have been playing with using is lowering the amount of Secondary Skills given at 1st level. I am considering chopping them in half. I am always concerned about too much skill overlap at the table. Fewer skill overlap gives them a MUCH bigger reason to protect an NPC who has a vital skillset. Part of me is thinking about give the players the option to ditch a skill for a +15% to another skill, essentially specializing in the skill. I would only allow a player to do this once per skill per level. Still, mulling it over.

Posted: Fri Jun 08, 2007 9:00 pm
by goodhometownboy
demos606 wrote:No offence but you really need to give us something to work with if you want help. Rule mods, class restrictions, encounter suggestions etc are all gonna vary from plan to plan and, frankly, we don't know anything about your plan - such as it is.


Non Taken..

so far my plan is to send them as rookies with one veteran DG to partol the underground tunnels and destroy all rats and i was going to have them run in to a S&D patrol of bots 3 steel troopers, 2 slicers, 2 skitters, 3, probes, and have them win of course...(hopefully) well just as they kill the last bot.. and taking a minor breather they are going to hear a battle going on outside... the veteran will tell the rookies to go back to base for reinforce ments. if they chose not too they will see a massive battle of about 40 bots and 30 or so splicers(roughnecks, DG, technos, scarcrows) fighting if they chose to join they will all fight until all have been rendered unconcious and when they awake the will find out that 3 of their comrads have been taken and the veteran already left to get them save or kill them.. and they are to hook up with them and assist them...

if they chose to listen to the verteran they will come back with reinforcements and see a massive battle has happen maybe fight a few necrows around and will find some surviores and find out that some fellow splicers have been taken...

how does this sound??

Posted: Fri Jun 08, 2007 11:40 pm
by Guy_LeDouche
Our group runs fairly loose with the rules; I've gotten lucky to team with other players who have a similar attitude.

When I run a game, the point is to have fun and create an exciting and compelling adventure. We also place a lot stress on the "role playing" part of RPGs. While I don't intentionally set out to kill PCs, several have perished due to poor decisions, or flat out bad luck with die rolls (never underestimate the effect a "1" or natural "20" can have on a fight!)

Here's a few house rules from the Atlanta area:

1. Everyone gets an auto dodge (of sorts) as long as the attack is not an ambush, from behind, surprised, PC is restrained, etc. I know this may not be a popular house rule with some on the boards and I have no problem with others not liking it. Most of our group also play paintball together, and we're are contantly amazed that it can sometimes take 10-25 rounds to actually hit someone at close range. :-D We use this to represent PC's constantly running, ducking, hiding, taking cover, etc. This has helped speed up combat and increase PC survivability, and in the Splicers world, they need all the help they can get.

2. From a role playing aspect, unless you let the GM know ahead of time, whatever YOU say, your character says. This can often lead to some interesting conversations and may even start a fist fight or two. ("This guy is an idiot!" "Oh, really?") :D

3. We've all been playing RPGs for 10+ years, so we instituted a "5 second rule". In game life, as in real, you've got to think fast, talk fast, and act fast. You've got 5 seconds to let the GM know what you are going to do or you forfeit your action. This REALLY helps speed up combat and puts end to overly long player strategy sessions. Its a mildly harsh rule, but we love it.

On the GM'ing side of the coin, make sure you have a "Plan B". PC's often don't do or go where you want them to, so make sure you have a back up plan or storyline.

Also, put some thought into the environment(s) everything will take place in. This can add some great detail to the story, allow PCs to conceive and pull off some great strategies (think of "300"), and can also double as an additional hazard ("the only way to get away from the patrol is to cross this 100ft. METAL girder!!")

In regards to your intended story, how many PCs are there and what levels? If its a small or low level party, your S&D patrol may be a bit tough. Steel Troopers are bad enough on their own, with Slicers and Probes, it could be a bit much.

Hope this helps! Keep us posted, I'd love to hear more!

Posted: Sat Jun 09, 2007 11:22 am
by goodhometownboy
there are 4 or 5 players most are there 2 DGs 1 roughneck 1 archangel and the 5th player might be a boitics all are level 1

Posted: Fri Jul 06, 2007 10:17 pm
by Guy_LeDouche
So, GHTB, have you started the campaign yet? If so, how's it going?

Posted: Mon Jul 09, 2007 8:48 am
by goodhometownboy
Its going pretty Good a little slow with the whole character gen part.. and that fact that no one in the group has ever played before... i put a little to much action into it but not enough role playing but other then that they like the diversity in the characters and are really getting to their characters minds.. the only thing that was a bit strange was the enhancements they chose.. and they are a bit scared right now the group has one roughneck, 2 dreadguard, and one pack master and the pack master is acting more like a leader then the others but i think the others will come around when the get the hang of this world and the other players join in

Posted: Wed Jul 11, 2007 10:06 am
by Guy_LeDouche
Character generation can take a bit; the customization of the characters is one of the reasons I like Splicers so much.

The group's scared, huh? :D Love it; the Splicers world should be a pretty scary one.

Have they seen any action yet?

Posted: Wed Jul 11, 2007 10:35 am
by goodhometownboy
oh yea!! I think i gave them a little bit too much action and not enought roleplaying.. they have already fought 2 slicers and 4 steel troopers and a probe in the first battle while on a search and destroy mission as rookies looking for rat bombs... then they heard and say a massive battle just out side of the entrance to one of their tunnels.. suprizingly they listened do there commading officer and went for help(back up) when they returned the battle was over the splicers barley won and as they were helping out looking for injured and surviores they found out that some of there comrades have been captured... they all left to go and find them to either rescue them or kill them well on their way the founght a flying striker (the one with hands) and a repaire bot that was caring they found out had hostages (after destroying it) and that the rest of the captured had been taken to a redenve point at a senteal base the group high tailed it there and found there was a steel trooper group of about 12 carrying what looking like 4 coffins well the group actully thought of a plan and sneak attack them and save their friends with just the lost of one as they ran the sentry base stated to attack them and chase them until they were saved by some archangels

what you think so far

Posted: Fri Jul 13, 2007 10:44 pm
by NMI
I think periods and sentence breaks would help. Spellcheck too.
From what I think I read, it looks like you and your players had a good time.

Posted: Mon Jul 16, 2007 2:35 pm
by goodhometownboy
hey i was typing it while i was at work so no harrassing me... lol yeah we had a blast.. do you know how to make the battling go quicker?

Posted: Mon Jul 16, 2007 3:46 pm
by demos606
Familiarity with the system and focused fire make for quicker combat. Oh yeah, dont be afraid to ghost a few players if they don't have the sense to run from a bad fight.

Posted: Tue Jul 17, 2007 12:38 pm
by goodhometownboy
i was just wondering do the robot parry, dodge or retreat?? and how do you play the nexus when they are in control of the drone or bot? are they excentric (sp?) and do they have normal voices?

Posted: Tue Jul 17, 2007 1:29 pm
by demos606
Yes, I give all but the necrobot models full tactical capability and all necrobots don't do is retreat. As far as what happens if there's a Persona in control, that depends on the Persona.

Posted: Tue Jul 17, 2007 3:44 pm
by goodhometownboy
lets say for example the persona of gia would you play her as acting like most books play mother nature

Posted: Tue Jul 17, 2007 5:11 pm
by demos606
If by 'how most books play mother nature' you mean all nice and caring and worried about saving the planet with all it's inhabitants - not a chance. The only core personalities that dont view humans as a plague that interferes with their plans would be Eve and possibly Lilith. Given the fact that I won't use Gaia unless there's a Preserve nearby (within ~100 miles), humans face extreme prejudice in their dealings with Nexus personas and they're typically spared death in combat to be killed later at the end of some experimental new weapon testing.

Posted: Tue Jul 17, 2007 8:20 pm
by Guy_LeDouche
i was just wondering do the robot parry, dodge or retreat??


I agree with Demos; most robots would show, at minimum, a basic understanding and use of strategy and tactics. Ducking, taking cover, covering fire, artillery bombardment, air support, etc.

With my games, the Robots actions and combat behavior also center around their particular designs. Their fighting styles and strategies play to their particular strengths. Slicers, for example, are designed for "up close and personal" combat. They're going to close the gap as fast as possible to get into melee range. Skitter Pods and Hunter Probes are considered "expendable", so a mad, kamikaze style rush would be right up their alley. This can be used to put PCs in a bad situation ("Hmm, do I shoot at the dozen or so Skitter Pods coming at me, or ignore them and shoot at the Assualt Slayer bringing up the rear?")

and how do you play the nexus when they are in control of the drone or bot? are they excentric (sp?) and do they have normal voices?

Depends completely on the personality. I think the main rule book does a pretty good job of describing the various personalities and how they may behave. For your example, Gaia, "finds humans to be loathsome parasites in need of extermination." However, based on her personality, if the action doesn't take place around her Preserves, she's probably not too interested.

For my games, the only personalities the PCs are likely to directly encounter are Ishtar, Kali, and possibly Lilith (and most of these meetings are going to take place at the business end of a rifle.) As for the voices, all the Bots are equipped with a Voice Synthesizer and can produce a human sounding (though a bit mechanical) voice.

Posted: Wed Jul 18, 2007 8:13 pm
by goodhometownboy
OK I may have to put this next question in th GM's Forum... but here goes: attacks wise i am always confused and never no how to call it when gming ... for example

1. a splicer bot has two hands plus two syths can he attack 2 and 2 or 1 weapon to one victim or all 4 to one victim... and if so how many attacks would it take up?

2. I guess what i am saying is a pc or npc with mutiple limbs how many differnt people can they attack in one turn?

Posted: Wed Jul 18, 2007 10:33 pm
by Guy_LeDouche
1. a splicer bot has two hands plus two syths can he attack 2 and 2 or 1 weapon to one victim or all 4 to one victim... and if so how many attacks would it take up?
The Splicer has 7 attacks/actions; these can be divided in any way, shape, or form you want or need (7 punches, 7 scythe strikes, 5 punches and a body block, etc.) The Splicer could use all 7 attacks against one opponent if you want it to.

If you really want to get fancy and throw the PCs for a loop, take a peek at pg. 213 of the main book for descriptions on "Paired Weapons" and "Simultaneous Attack". Few things irritate most players than their opponent punching them in the face instead of parrying or dodging. :D

I guess what i am saying is a pc or npc with mutiple limbs how many differnt people can they attack in one turn?
Pretty much like above; if the targets are in range, the PC can hit them with an appropriate attack (melee or distance). The only limit is the PCs number of attacks.

Let me know if this helps or not. Always glad to be of assistance.

Posted: Thu Jul 19, 2007 8:24 am
by goodhometownboy
i think what i ment is can a slicer for example hit 2 targets with 2 punches and 2 syths and have it count as one attack or have them attack with all 4 on one target and only have it take up one attack?

Posted: Thu Jul 19, 2007 11:09 am
by Guy_LeDouche
i think what i ment is can a slicer for example hit 2 targets with 2 punches and 2 syths and have it count as one attack or have them attack with all 4 on one target and only have it take up one attack?
Ok, now I got ya.

Even though the Splicer doesn't specifically have the Paired Weapons skill, I'd allow a dual hit with a single roll. (paired scythes, scythe and punch, etc.) For the example you gave above, I would let it perform a dual attack against 2 different targets. Check the "Paired Weapons" entry on pg. 213 for the exact rules and some other interesting attack combos.

Its been said before, but always bears repeating. The main point of any RPG is to have fun. Being a GM can be tough, but its also a blast. I haven't actually played a PC in about 5 years; I've been a GM the whole time. If you want your NPCs or Bots to do something, I say if its within reason, let them do it. :D (A Splicer bot suddenly being able to fly, no. A dual attack, certainly.) It keeps things exciting and fresh for the PCs.

Re:

Posted: Tue Jun 03, 2008 3:17 pm
by GreenGhost
Guy_LeDouche wrote:
i think what i ment is can a slicer for example hit 2 targets with 2 punches and 2 syths and have it count as one attack or have them attack with all 4 on one target and only have it take up one attack?
Ok, now I got ya.

Even though the Splicer doesn't specifically have the Paired Weapons skill, I'd allow a dual hit with a single roll. (paired scythes, scythe and punch, etc.) For the example you gave above, I would let it perform a dual attack against 2 different targets. Check the "Paired Weapons" entry on pg. 213 for the exact rules and some other interesting attack combos.

Its been said before, but always bears repeating. The main point of any RPG is to have fun. Being a GM can be tough, but its also a blast. I haven't actually played a PC in about 5 years; I've been a GM the whole time. If you want your NPCs or Bots to do something, I say if its within reason, let them do it. :D (A Splicer bot suddenly being able to fly, no. A dual attack, certainly.) It keeps things exciting and fresh for the PCs.


I agree. As long as both opponents are within the character's periphrial he should be able to attack both opponents. I'd think something is said about this in Xiticix Invasion since they have four limbs. If you have that book it may be able to help you out some too. :D

Re:

Posted: Tue Jun 03, 2008 3:49 pm
by LostOne
goodhometownboy wrote:2. I guess what i am saying is a pc or npc with mutiple limbs how many differnt people can they attack in one turn?

That depends on if they have WP Paired weapons.

Re: New splicers gm needs help

Posted: Sun Jun 08, 2008 8:43 am
by LostOne
Too much setup, too long to get the fun toys that define the setting. I'd probably lose my player's interest having them play stone age tribesmen.