[2e] Rifts: Coalition Campaign (OOC)

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[2e] Rifts: Coalition Campaign (OOC)

Postby downsizeit » Sat Feb 19, 2011 6:40 am

This is the official OOC thread for my Rifts Mutant and Masterminds campaign. I would like the first four posts to be reserved for the four confirmed players to post their final character builds for ease of reference.

Cast of Characters
McGuffin – Zaryn - Dragon-Hatchling
Mrdent12 – Coby Doyle - Human Mind-Melter
BlueCross – Nathan Fareye - Human/Angelic Being
Poodle – Hwange - Dog-Boy

House Rules

Posts in IC
I would like everyone to include their name and their current number of Hero Points at the beginning of every IC post. When in combat, I would like you to also include your initiative score and any conditions you might have (i.e. damage, fatigue, stun, behind cover, etc.)

Frequency of Posts
I’m not going to be a stickler about this for normal posting. However, during combat I would like it if you could post once a day (every 24 hours). That way combat doesn’t stagnate.

Combat Initiative Order
In order to help combat run smoothly, I am essentially going to have everyone roll initiative and take the highest of the PCs and the highest of the NPCs. Then I will run the order as PCs go or NPCs go. This way, you guys don’t have to wait on each other to get a post in and I don’t have to keep track of individual NPCs and their place in the order. Your initiative score still matters though! If someone posts a combat action and someone posts another later, but the 2nd post might contradict the first, the person with the higher initiative gets precedent for what happens.

I will also try and post the results of your actions as often as possible in case someone wants to react to what happened. I won’t post the actual actions of the NPCs until all four of you posted your actions for the current round.

Combat Posts
I would like it if, when you make a combat post, for you to use Invisible Castle for your dice rolls. Also, please include all POTENTIAL rolls you might need to make. (example: move action, attack roll that may result in an improved grab, a grapple roll, then the potential grapple move if the roll is successful, and any free actions or reactions). Then I will let you know what “really” happens if the NPCs make their checks or not.

Modern Armor and Weapons
Unless otherwise stated, all weapons and armor are modern (MDC). Anyone hit with a modern weapon, especially a missile or plasma weapon, that doesn’t have modern armor, is a super-natural creature, or have some other form of MDC protection, is vaporized or killed instantly with no check! Any weapon that isn’t modern or a melee attack from a non-super-natural creature does NO damage against modern armor or super-natural creatures.

Lethal/Non-Lethal Damage
If the base damage of a weapon doesn’t EXCEED the value of the armor, it does non-lethal damage. If the base damage of a weapon is GREATER than the value of the armor, it does lethal damage. Impervious and penetrating works the same as the base rules. Damage against robots is always lethal and resisted by the robot’s toughness, same for any other vehicle. Normal armor and power armor can be targeted instead of the person underneath to reduce their effectiveness just like normal. Power Attack, Rage, and using Extra Effort count towards the “base” power to determine damage lethality. Auto-fire does not count.

Magic, Psionics, and Ley Lines
Magic and Psionics have drawbacks or limitations when fueled by the person’s own natural energy (PPE) with the exception of certain super-natural creatures (dragons for example). When near ley lines and nexi, this changes.
½ mile from a Ley Line: No drawbacks or limitations
100 ft or closer to a Ley Line: No drawbacks or limitations. +2 to power that can exceed PL
½ mile from a Nexus: No drawbacks or limitations. +2 to power that can exceed PL
100 ft or closer to a Nexus: No drawbacks or limitations. +5 to power that can exceed PL. Concentration check DC20 required to safely tap into the Nexus every round as a free action.
Major, Mega, or Super Nexi: Concentration check of DC30+ to tap into the Nexus. +10 to power that can exceed PL. Will ALWAYS kill the user if this check fails.

Ley Lines and Nexi can also fluctuate, surge, or diminish depending on what happens around them or what time of year it is. Also, I will make a 1d20 roll to determine if a ley line or nexi is nearby if I want it to be random. A result of 11-20 means a ley line is within a ½ mile. A result of 17-20 means a nexus is within a ½ mile.

Free Actions
Everyone has 1 free action per round as a minimum. You have an additional +1 free action based on your Intelligence or Dexterity modifier, whichever is higher, to a maximum of 6 free actions per round.

Fluctuating Scale
Depending on how over- or under-powered things become in game, the scale of the weapons, armor, and enemies in general might migrate. I don’t want to have to nerf you guys after we start, so the tech might get stronger or weaker depending. However, this won’t be done behind the scenes without your knowledge. I WILL let you know when I’m considering it and exactly what the changes are.

You are the Stars
Remember, you guys are the stars of this Post-Apocalyptic movie called Rifts. You might not necessarily be “heroes” as you might be used to in an M&M game, but you are the center of the story. I want you to succeed and have fun. However, I also want you to be challenged, face fear and death, and come to terms with the horrors of Rifts Earth.

Also remember, we have an unlimited budget for CGI, special effects, and all the creative freedom that comes with a blockbuster movie or epic novel! Let the Role-play and imagination flow and don’t skimp on the embellishment. I certainly won’t!

Again, please post your characters here within the first slots for ease of reference. Feel free to post any questions, comments, or suggestions.
Last edited by downsizeit on Mon Feb 21, 2011 6:59 pm, edited 2 times in total.

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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby Bluecross » Sat Feb 19, 2011 7:04 am

Nathan Fareye; Native Indian Wilderness Scout/Ranger

Character Concept:

Native American scout, transformed into part-angel, armed with a talking sword which has light control powers.


Brief background:-

Nathan grew up in the harsh environment of the America Southwest. His family always taught him to be proud of his heritage, reminding him that his people had always been here, and would still be here when all the evil ones had gone.

When he was of age, Nathan went on his vision quest. Normally he would have returned having had an encounter with some significant animal spirit - a bear, wolf, eagle, mountain lion, coyote... Nathan's quest was not a normal experience. Alone on a mountain, nothing but the sky and the wind, Nathan met something. Whoever it was, it wasn't an animal. Perhaps it was a spirit from another world, maybe an angel... ..or maybe Nathan just imagined it. After the encounter Nathan found he could see much farther and more clearly than before, and there were times when he saw things in ways no-one else seemed able to. The tribal elders and shamans wanted to know what animal he'd met, when he couldn't answer, but had been able to see them coming from far, far away, they surmised it was an eagle spirit - and so he was dubbed 'Fareye'.

Nathan became a scout and tracker, learning much of the ways of the wilderness. One day he fell into a very active ley-line and was transported to another dimension, one where the inhabitants were angelic beings. Befriended by one called Aesif, Nathan spent what seemed like years exploring this new place, meeting many of it's inhabitants and reveling in the beauty and purity everywhere. Aesif and the other spirits seemed oddly familiar to Nathan, very like the one he had met on his vision quest.

A time came however, when things went sour, even in a place that seemed like heaven. A war was brewing and Nathan was to be sent back to Earth. Nathan was told that the 'Great Power' had decided that Aesif should accompany him, to protect, to guide and to search for any trace of the evil angels on Earth.

Something went astray in their return journey - perhaps the work of the Great Power's enemies; and Nathan was partially transformed, taking the outward form of an angel, yet without all their purity and beauty. Worse befell Nathan's companion - somehow Aesif was trapped in a physical object - a sword.

Complications

Honor: Nathan seeks to live by the ethics of his people, always acting in such a way as to bring honour and not shame on his family name. He believes that every living thing is deserving of respect, as much a part of the world as Nathan himself, and has a strong sense of justice and fairness.

Hatred: If there's one thing Nathan can't stand, it's bullies, and those who use their strength to prey on the weak and innocent.

Enemy: The Coalition forces, with their propensity to bully, take by force, misuse the environment and worse are Nathan's natural enemy. Deep down he suspects (perhaps irrationally) that they're responsible for the mess the world is in.

The 'bad angels' who are fighting with Aesif's people might have made it onto Earth, crossing over from the other dimension. If so, Nathan would do everything in his power to oppose them.

Responsibility: Nathan feels responsible for Aesif. If it wasn't for Nathan, Aesif wouldn't be here, and wouldn't be stuck in a sword. If only he could find a way to fix that...


Nathan Fareye

PL 10 150pp

Abilities [ 18 pp]

STR 10 {+0 }
DEX 14 {+2 }
CON 16 {+3 }
INT 14 {+2 }
WIS 14 {+2 }
CHA 10 {+0 }


Saves [20 pp]
Toughness + 10 (Impervious 7)
Fortitude + 9
Reflex + 10
Will + 8


Combat [34 pp]
Defense +10 Flat Footed (+5)
Attack Bonus +8 Using Aesif: +10
Damage +0 (unarmed) / +10


Skills [ 9 pp]

Acrobatics {+6}
Survival 3 {+14}
Knowledge: Arcane 1 {+6}
Notice 2 {+10}
Search 2 {+10}


Feats [34 pp]
Sidekick 26 (Aesif)
Endurance
Takedown attack
Power Attack
All-out Attack
Evasion
Attack Specialisation (Aesif)
Dodge Bonus
Quick Draw



Powers [ 39 pp]

Indian Scout SuperSense Vision Array
Normal Vision [Extended; Tracking 3] [7pp]
AP: Counters Concealment; Counters Illusion
AP: Infravision; Tracking 3
AP: DarkVision; Direction Sense, Distance Sense



Partial Transformation: Angelic Being
Protection 10 [Extra: Impervious 7] [17pp]

Flight 5 (250mph) [Drawback: Requires Wings to be free: -1] [9pp]


‘Light Angel’ Reflective Halo array
Immunity: Light-based damage effects [6pp]
AP: Mirror Image


Drawbacks [ +2 pp]

Vulnerable: Darkness Attacks do +50% DC [Uncommon; Moderate: +2pp]

Weakness: Needs natural light; [CON; Very Common; Moderate; 1 Day: +2pp]



Abilities 18 + Combat 34 + Saves 20 + Feats 34 + Skills 9 + Powers 39 + Drawbacks 4 = 150



Image




Aesif

Abilities [ 16 pp]

STR 10 {+ 0 }
DEX 16 {+ 3 }
CON 10 {+0 }
INT 14 {+2 }
WIS 16 {+3 }
CHA 10 {+0 }

Construct: No STR, DEX or CON [-30pp]; Immunity to Fort saves [30pp]


Saves [ 13 pp]
Toughness + 10 Impervious
Fortitude Immune
Reflex + 8
Will + 11

{Since Aesif is an unmoving construct, I assume that Nathan’s reflex save will apply, but I’ve paid the cost for it anyway.}

Combat [ 40 pp]
Defense +10
Attack Bonus +10 Ranged Melee
Damage 10

Skills [ 4 pp]

Knowledge: Arcane 2 {+10}
Concentration 2 {+11}



Feats [ 5 pp]

Accurate Attack
All-Out Attack
Power Attack
Takedown Attack 2



Powers [ 50 pp]

Alternate Form: Sword [Extra: Continuous; Flaw: Permanent (0pp)]


Light Control Array: 18
[Extra: Affects others; Flaw: Limited: Only Others; Limited: Only while being touched by Nathan Fareye] [24pp]

AP: Blast 10 [Extra: Penetrating 10; Feats: Precise, Ricochet 3]
AP: Blast 10 [Extra: Area Cone; Feats: Affects Insubstantial 2]
AP: Dazzling Aura 10 [Visual; Aura; Standard action]
AP: Illusion 8 [Visual senses; Feats: Progression 4 (100ft radius); Extra: Selective]
AP: Obscure 5 [Visual senses; Extra: Selective] – 100ft radius
AP: Healing 10 [Extra: Standard Action; Feat: Regrowth]

Strike 10: [Improved Critical (19-20)] [6pp]
[Extra: Affects others; Flaw: Limited: Only Others; Limited: Only while being touched by Nathan Fareye]

Impervious Protection 10 [20pp]




Drawbacks [ +4 pp]
Cannot move in Sword Form


Abilities 16 + Combat 40 + Saves 13 + Feats 4 + Skills 4 + Powers 50 + Drawbacks -4 = 127pp


Notes

[Extra: Affects others; Flaw: Limited: Only Others] This allows Aesif to grant the wielder of the sword use of the Light Control array or the Strike – which allows a light control power to be maintained (e.g. Illusion) and the Sword to be used to Strike. It would also allow (say) Nathan to use the Light Control array when Aesif is sheathed.

Needs Sidekick rank = 26 (130pp)

Image
"I know gun fu"
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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby mrdent12 » Sat Feb 19, 2011 1:14 pm

Coby Doyle
PL 11
180 pp

Background

Coby grew up in a fairly typical family trying to survive the nomadic raiders, self styled outlaws on hover bikes, and harsh environment of the American west. They fought and scavenged to get by day to day. Sometimes they went for days just hiding out from raiders who attacked them earlier. Most families didn't have bounties on their head larger than the income of some weapon makers though. The Doyle family was a long line of powerful psionics who were mostly hunted down and killed. A few remained scattered, but for the most part all Coby knew about was his parents Jack and Annie and his three sisters Stephanie, Isabelle, and Jane.

They generally traveled town to town, would stay for a little, and move on once people caught on they were Mind Melters. "We could always make them accept us, but we would just prove them right.", Jack would always tell Coby when Coby inquired about making everyone like them. Sometimes a town would send bounty hunters after the family. Some smaller towns pooled there money and made a big pool for whoever killed the Doyle family. No one could quite remember what the family looked like though. When the family left a town, the town knew some Mind Melters with the last name Doyle had been in town, but the faces and composition were just a blur to all of them.

The heat on the family got so bad that they were forced to head to the midwest. Annie and Jack knew it was dangerous, but the west was also getting quite dangerous. Going into Vampire territory wasn't an option either. If they could make it to south Missouri they might find a home. The journey would be dangerous though. To get there they would need to cross some territory controlled by Coalition State allies. The family came together and all agreed it was worth it. They hopped on their motorcyles and drove as fast as they could. They never made it.

Partly through he Northern Gun territory they were surprised by some psi-stalkers sent by the Coalition States to sweep their allies territory. Jack and Annie fought hard, but snipers took them out with highly explosive rounds that penetrated their psionic barriers. Stephanie and Isabelle tried to hold off the psi-stalkers, but were too weak. Coby grew enraged at the slaughter of his family and sent out a blast into the minds of the attackers that killed them all. More were on their way though, so Coby took his younger sister Jane on his bike and rode away as quickly as he could.

There was a family Coby knew about that lost a daughter while traveling named Katie when she was 2 years old. They had money and were desperate. While he hated to do it, Coby took his sister to the families large estate. It was a simple mental trick to convince the family Jane was Katie. Jane begged Coby to stay, but he had other plans. For the next couple years, he kept in touch with Jane through telepathy. She was having a good life. Coby not so much. His day to day struggle was finding parts to repair his bike, keep his mental concealment up so psi-stalkers didn't detect him, and to find any weakness he could that would bring down the Coalition States.


Character Sheet

Abilities[36pp]
STR 12(+1) DEX 14(+2) CON 18(+4) INT 10(+0) WIS 24(+7) CHA 18(+4)

Saves[21pp]
Toughness 12**/8*/4 Fortitude 12 Reflex 7 Will 15
**with impervious force field 8
*with armor

Skills[19pp]
Bluff +11(+15), Concentration +11(+18), Craft(Mechanical) +10(+10), Diplomacy +8(+12), Disguise +12(+16), Drive +3(+5), Notice +7(+12), Sense Motive +8(+15), Survival +8(+15)

Feats[11pp]
Attack Specialization(Psi-Blade) 4, Trance, Ultimate Effort(Will), Endurance, Equipment 3, Jack of All trades

Powers[77pp]
Mental Blocking: Concealment 2(Extras: Continuous; Flaws: Turns off When power used) 4pp

Psionic Barrier: Forcefield 8(Extras: Impervious; Flaws: Distracting) 8pp

Combust: Damage 11(Extras: Perception; Flaws: Distracting)[22pp]
AE Psi-Blade: Strike 11(Extra: Penetrating 4; Flaws: Distracting)[8pp]

Mental Power Array 35pp + 7pp = 42pp total
Telepathy 11(Extra: Sensory Link, Move action; Flaw: Distracting) & Communication 1(Speak any language) [35pp] base
AE Memory Alteration: Mental Transform 11(Memories; Extras: Continuous, Perception Range; Flaws: Distracting, Full round action)[22pp]
AE Mental Blast 11(Flaws: Distracting)[33pp]
AE Emotion Control 11(Extras: Area(burst), Selective; Flaws: Distracting; PF: Subtle, Mind Blank)[35pp]
AE Mind Control 11(Extras: Effortless, Instant Command; Flaws: Distracting; PF: Subtle, Mental Link)[35pp]
AE Mind Control 11(Extras: Effortless, Area(Burst); Flaws: Distracting; PF: Subtle, Mental Link)[35pp]
AE Pain 8(Flaws: Distracting; PF: Precise, Reversible, Sedation)[35pp]
AE Illusion 11(All sene types; Extras: Sustained; Flaws:Distracting, Phantasms; PF: Progression 2)[35pp]

Combat[16pp]
Initiative +2

Attack +3

Psi-Blade +11 DC 26 Toughness Save
Combust DC 26 Toughness Save
Memory Alteration DC 21 Will Save
Mental Blast DC 26 Will Save
Emotion Control DC 21 Will Save
Mind Control DC 21 Will Save
Pain DC 18 Will Save

Defense 15(12 distracted)
Knock back 10 (2 w/o forcefield)

Abilities 36 Saves 21 Skills 19 Feats 11 Powers 77 Combat 16 = 180pp

Complications
Enemy: Coalition states will kill him on sight if they recognize him as a Mind Melter. They are also after his family line in an attempt to wipe them out.

Hatred: He will do anything needed to bring down the Coalition States and their leaders.

Prejudice: If people find out he is a Mind Melter he is subject to the fear and scorn of other people.

Secret: No one knows his sister is living with the Reynolds family out west as a long lost daughter. Revealing this will put her in danger.

Equipment
Motorcycle(Strength 15, speed 5, toughness 8, Feature: Smoke Screen), Undercover Light Armor(Protection 4, subtle)

Personality

Coby is a tough and rugged survivor. He can get along fine with others, but is secretive and a little shady. One moment he is patting someone on the back and the next moment the guy is running into a Coalition State bar and yelling "I am a Mind Melter!". He is determined to bring down the Coalition States and get revenge for his family. To this end, he will disregard his reservations against using his powers to hurt others and even his own life if it means the Coalition States will fall. He does have a soft spot for families on the run and will actively use his powers to help them evade capture. Most other times he is not the most helpful person.

Build Notes

As he is, he seems a little too powerful to me. I am thinking of cutting back on his powers, but I am torn because the Mind Melter is supposed to be an extremely powerful psionic. A few of the AE's under mental powers are for rp purposes such as telepathy, memory alteration, and illusion. To hide his powers, he has trained his mind to block his powerful energy so long as he doesn't use them. Someone powerful enough can sense the faint energies his powers give off while concealed.

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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby poodle » Mon Feb 21, 2011 12:31 pm

OK..so biting someone does exactly nothing...bugger
cry havoc and let slip the poodles of war
Uncle friendly
My builds
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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby McGuffin » Mon Feb 21, 2011 4:52 pm

I'm very sorry for disappearing like that. I bumped Zaryn's base strength, intelligence and wisdom a tiny bit and added two ranks of super-strength to him. I really don't know what to do with the teleport, I'd have to shave points from somewhere else to make it work any better. I'm open to suggestions, though. Anyway, once more I'm sorry for going poof when I'd promised to get him done, I'm still very much interested in playing in this, I haven't just built something this high PL much. Also, added a tiny bit of fluff towards the end. I really think he's more of a blank slate as a newly hatched dragon but the basics of his personality are there a long with some visuals on his forms.

Zaryn, dragon hatchling | PL 12, 180 pp

Abilities (7):
Strength 28 (+9)
Dexterity 10
Constitution 18 (+4)
Intelligence 12 (+1)
Wisdom 13 (+1)
Charisma 10

Skills (8/16 ranks):
Knowledge 8 (Arcane Lore) (+9)
Notice 8 (+9)

Feats (1):
Ritualist

Saves (4):
Toughness +12
Fortitude 4+4=+8
Reflex +0
Will +7 (+6 impervious)

Powers (125):

Dragon Form Container 16
Growth 8 (Duration: Permanent +0; PF: Innate)
Flight 4
Blast 12 (Range: Touch; Area: Cone)
Protection 8 (E: Impervious)
Super-Strength 2
Penetrating 3 (on Strength)[80]

Teleport 3 (F: Action – Full Action -2, Distracting -1) [1]

Morph 4 (Human form; PF: Metamorph) [5]

Regeneration 4 (Recovery Bonus) [4]

Psychic Container 7
Communication 10 (Mental; E: Area; PF: Selective)
Comprehend 3 (Languages: Speak and understand)
Mind Shield 6 [33]

Super-Senses 3 (Enhanced Vision 1, Detect ley lines and nexi 2) [3]

Combat (40):
Attack: +8 (Includes -2 from size)
Defense: 18 (includes -2 from size)
Initiative +0
Grapple +27

Abilities 7 + Skills 8 + Feats 1 + Saves 4 + Powers 125 + Combat 40 = 185

Human form:

Abilities (29):
Str 18 (+4)
Dex 18 (+4)
Con 18 (+4)
Int 12 (+1)
Wis 13 (+1)
Cha 10

Skills (8/16 ranks):
Knowledge (Arcane Lore) 8 (+9)
Notice 8 (+9)

Feats (5):
Attractive 2
Defensive Roll 2
Ritualist

Saves (8):
Tough +6/+4 flat-footed
Fort 4+4=+8
Ref 4+4=+8
Will +6

Powers (48):

Morph 4 (Dragon-form; PF: Metamorph) [5]

Teleport 3 (F: Action – Full Action -2, Distracting -1) [1]

Psychic Container 7
Communication 10 (Mental; E: Area; PF: Selective)
Comprehend 3 (Languages: Speak and understand)
Mind Shield 6 [33]

Regeneration 4 (Recovery Bonus) [4]

Super-Senses 3 (Enhanced Vision 1, Detect ley lines and nexi 2) [3]

Combat (40):
Attack: +10 (DC 19 Tough)
Defense: 20
Initiative +4
Grapple +14

Abilities 29 + Skills 8 (16 ranks) + 5 Feats + Saves 8 + Powers 48 + Combat 40 = 138

Complications:

Skilled But Naive – As a dragon Zaryn has a great deal of power and even greater potential despite his young age. Unfortunately he lacks any kind of real experience in implementing it, which often leads to using too much or too little force for the situation.

Motivation (Curiousity) – Zaryn is intrigued by anything new which to him is pretty much everything. He'll pursue anything interesting regardless of any dangers it may put him or others in.

Zaryn is a very young dragon, only a few months old. He hatched in a cave in the mountains and set out from there to explore the world. In his true dragon form he has scales like burnished gold and eyes like two molten orbs. In his human form he has blond hair and hazel eyes. He appears human, although there is a certain otherworldly quality to him. He's inquisitive and curious, which makes him prone to getting into trouble. He's also naive and trusting towards even people who don't necessarily deserve it. He hungers knowledge and every new place he visits, every new thing he sees makes him want to go further and see more.

Edited 27.2.2011: Added 3 ranks of Penetrating on the Strength and 1 rank of Flight.
Last edited by McGuffin on Sun Feb 27, 2011 2:18 pm, edited 3 times in total.
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Why crawl when you can walk? Why walk when you can run? Why run when you can fly?

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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby downsizeit » Mon Feb 21, 2011 7:35 pm

IC thread is up http://atomicthinktank.com/viewtopic.php?f=20&t=39770.

Mcguffin, build looks good and teleport looks good too.

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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby poodle » Tue Feb 22, 2011 12:05 am

Dogboy PL 10

The coalition thought that they were the only ones to experiment with cross-species hybrids. They were wrong. When the Pan-African states acquired the tech they didn't waste time with domestic breeds or wolves. Instead they used the genestock of Africa's most successful predator, the African wild dog. Although the African Wild dog is not the largest predator it uses sharp senses and teamwork to bring down prey far larger that itself. It is a fiercely loyal creature that will sacrifice itself to save other pack members. These were all attributes that were enhanced to create a fast, mobile border patrol capable of living off the land and running opponents into the ground. Enhanced in the same way as an ordinary dogboy, these canine soldiers are sensitive to paranormal and supernatural threats.
When Hwange's pack was destroyed in an ambush by coalition forces Hwange wanted only two things. Revenge and a pack to do it with.

Str 10
Dex 16
Con 20
Int 8
Char 8
Wis 18
Stats=[24pp]

Initiative +15
HP 3
Attack 8 (trade-off)Def 10
Att/Def=[38pp]

Toughness +10/+5 impervious.
Fort +5
Reflex +3
Will +4
Saves=[0pp]

Skills: Acrobatics 12+3=15, Craft Mechanical 12+(-1)=11, Medicine 12+4=16, Notice 15+4=19, Profession Soldier 4+4=18, Search12+(-1)=11, Stealth 12+3=15, Survival 13+4=17,
Skills=[23pp]

Feats: Acrobatic Bluff, Acrobatic distract, Grappling finesse, Improved grab, Improved initiative2 (+8), Improved pin, Improved trip, Luck 2, move-by-attack, power attack, prone fighting, set-up, Sneak Attack+4, teamwork +3 (+5 to aid)
UncannyDodge, Ultimate Save (will),
Feats=[24pp]

Powers:
immunity to fatigue
5pp
Enhanced senses
Acute Psi awareness,
Acute Magic Awareness
4pp
Scent extendedx1, radius, tracking.
-ap Ranged Detect Supernatural, radius, tracking,
-ap Ranged Detect D-Bees, radius, tracking.
6pp
Low-light vision
1pp
Enhanced Hearing: Ultra-hearing, Accurate, Acute, Extendedx1 (x100) radius' Dangersense (hearing).
7pp
Drawbacks: limited colour perception. uncommon but minor -1pp
moderate vulnerability to auditory dazzle effects (common) -3pp,
moderate vulnerability to olfactory dazzle effects (uncommon)-2pp
moderate vulnerability to sonic weapons (uncommon) -2pp
{-8}
speed 2
-ap Burrowing 4
3pp,
Strike 6 (Bite)
6pp
Powers=[24pp]

Device:body armour: hard to lose enhanced protection +5/ impervious +5
[8pp]

Equipment:
Rocket launcher: dam 12 extra:area explosion
-ap blessed rocket dam 12 extra:area explosion descriptor fire
-ap EMP rocket nullify Technology 12 extra:area explosion descriptor magic
-ap stun rocket rank 9 extra:burst
-anti-tank rocket dam 12 extra:penetrating.
communicator ultrasonic,
multitool,
rebreather,
GPS,
camo clothing.
Equipment=[9pp]
Stats=[24pp]+Att/Def=[38pp]+Skills=[23pp]+Feats=[24pp]+Powers=[24] Device=[8pp]pp+Equipment=[9pp]=150 (I hope)
Complications
Phobic of being without a pack.
Hates the coalition
Duty (to pack)
Prejudice: minority group(non-human afican-dog crossbreeds).
Hates felinoids
Difficulty with human customs.
Last edited by poodle on Wed Feb 23, 2011 3:08 pm, edited 1 time in total.
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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby downsizeit » Tue Feb 22, 2011 1:18 am

Poodle,

the build is fine except for two things. Tech cannot have holy or magic descriptors, need to lose those. Also, if your launcher is going to have power 12 weapons, they need to be medium missiles. So you need to add progression on them to give them a range of 20-50 miles and limited ammo flaw at a -2. 2 shots per missile. However, you can and should have a satchel or something with extra missiles.

With the points you save from the ammo flaw, you should have enough to also get yourself a hover vehicle of some type.

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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby poodle » Tue Feb 22, 2011 1:23 pm

downsizeit wrote:Poodle,

the build is fine except for two things. Tech cannot have holy or magic descriptors, need to lose those. Also, if your launcher is going to have power 12 weapons, they need to be medium missiles. So you need to add progression on them to give them a range of 20-50 miles and limited ammo flaw at a -2. 2 shots per missile. However, you can and should have a satchel or something with extra missiles.

With the points you save from the ammo flaw, you should have enough to also get yourself a hover vehicle of some type.


Hmmmm...a couple of questions. How do dog soldiers normally deal with supernatural creatures? I assume that they would have some resistance to ordinary weapons. How many EP would I save with the limited ammo? Can you only get magical hand-to-hand weapons? If so let me know how much EP that would cost. I picture the Pan-African states being more low-tech and reliant on magic than the coalition.

Also I don't picture these guys operating at Long range. I picture them operating more like the Taliban (unless I am shooting down a lot of planes). I picture them popping up, firing their shots then disappearing again. I also see them as being deliberately low tech to avoid detect: technology or awareness:technological. I guess I am saying that 20-50 miles seems like more range than needed.
However whatever you decide is fine. As always your game, your rules.
Why do you think I need a hover vehicle? I am fine with that but I can run at 100 mph all day.
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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby downsizeit » Tue Feb 22, 2011 3:15 pm

You don't have to have a vehicle, just a thought

As far as weapon systems are concerned, modern Rifts tech does normal damage to super-natural creatures. They don't have any specials immunities to modern tech. Rifts weapons are certainly NOT ordinary. A basic laser pistol is the equivilant of a .50 caliber sniper rifle. The only exceptions are vampires and undead, and silver is the only thing that hurts them.

If you don't want to have missiles that are that long of range, we can call them short range (small) missiles. They would still need a range of 5-10miles thought. That doesn't mean they can't fire at close range, but their max ranges do need to be up there. We'll just say they are prototype small missiles to explain their high damage. Most likely it is a Nauri launcher that you found with a cache of missiles. Ammo capacity would go up to 4 per missile then.

Some African states use tech, some use magic, however most are in the equivalent of the stone age or bronze age of tech. As far as magical melee weapons, "mundanes" can use those because they don't require magical energy to use. You could say you have a magical melee weapon of some sort, however it wouldn't be anymore effective than a vibro-melee weapon. Just different descriptors.

EDIT: Regarding Dog-boy tactics. They prefere duel weilding vibro-weapons, usually axes, maces, or swords and getting down and dirty. They get up close to sniff out mind melters and magic users, then get into melee where the enemy is vunerable, while their psi-stalker handlers and special commando units take them out at range with lasers and rail-guns. Dog-boys also use common tech as well like lasers, particle rifles, rail-guns, and plasma throwers. They are almost always on the front lines to sniff out the psychics to protect the main troops.

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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby poodle » Tue Feb 22, 2011 4:31 pm

downsizeit wrote:You don't have to have a vehicle, just a thought


If you don't want to have missiles that are that long of range, we can call them short range (small) missiles. They would still need a range of 5-10miles thought. That doesn't mean they can't fire at close range, but their max ranges do need to be up there. We'll just say they are prototype small missiles to explain their high damage. Most likely it is a Nauri launcher that you found with a cache of missiles. Ammo capacity would go up to 4 per missile then.

Very cool

Some African states use tech, some use magic, however most are in the equivalent of the stone age or bronze age of tech. As far as magical melee weapons, "mundanes" can use those because they don't require magical energy to use. You could say you have a magical melee weapon of some sort, however it wouldn't be anymore effective than a vibro-melee weapon. Just different descriptors.

I like the sound of that

EDIT: Regarding Dog-boy tactics. They prefere duel weilding vibro-weapons, usually axes, maces, or swords and getting down and dirty. They get up close to sniff out mind melters and magic users, then get into melee where the enemy is vunerable, while their psi-stalker handlers and special commando units take them out at range with lasers and rail-guns. Dog-boys also use common tech as well like lasers, particle rifles, rail-guns, and plasma throwers. They are almost always on the front lines to sniff out the psychics to protect the main troops.


I envision the Dogboys like me as slightly different application to the coalition hunting pack but that is just my humble opinion. (Vietcong vs USA)
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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby downsizeit » Tue Feb 22, 2011 8:44 pm

Since you are from a different continent, then yes of course, you would be used differently. But remember, if you were created using secrets stolen from the Coalition's Lone Star facility, then there had to be a reason they wanted to mimic the technology to create dog-boys. The Coalition created dog-boys for "sniffing" out psionics, magic, and supernatural creatures. Any reasonable purpose you can come up with for the African-states/kingdoms to do so is fine.

Also, remember in your background that Africa is very close to a hell on Earth recovering from an invasion from the Four Horsemen of the Apocolypse who have only recently been defeated. If you are part of a "civilized" area of Africa, you are probably from somwhere in the Northern half.

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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby downsizeit » Wed Feb 23, 2011 7:20 pm

Be sure to roll initiative Hwange. Even though you aren't part of the party yet, if you beat or match 27, all of you guys will go before the enemy. Nathan Fareye can't beat 27 so its up to you to see who goes first.

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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby McGuffin » Thu Feb 24, 2011 4:03 pm

Man, I really thought IC hated me back there before that last roll. How big are the SAMAS armors? I get that they're big but say compared to Zaryn? Also I'll be away for the weekend so if/when it comes up, Zaryn will keep tearing into the SAMAS he attacked. And if by some miracle he finishes it off and needs fresh prey then breathing fire on the Dead Boys or tearing into the second armor would be the ways to go.
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Re: [2e] Rifts: Coalition Campaign (OOC)

Postby downsizeit » Thu Feb 24, 2011 7:17 pm

Super SAMAS are 10 feet tall at the head and 13 at the air intakes. They weight 2.4 tons.

EDIT: Zaryn, don't wory about going over points to add some penetrating to your strength and increase your speed to 4 or 5. Going for a concept here, not hard and fast point rules.


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