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Even a 'stealth' mission is going to need firepower to survive. If you were to try and go to the various cities, even with what you have and are asking for, it would be a TPK.

DraconianWarrior DraconianWarrior I'll let you take two of the drones and the glove. Remember that they only have an hour of flight time before needing to be refueled/recharged.
 
On second thought, I am going to say 'no' to you having two of those pulse cannons. One is ok, your second Earth Thunderer will have to rely upon its melee attacks or spells. Once you level up enough to be able to operate both at once, that is.
<pouts> Oooookay, I guess that one of the guns will be enough.
 
Lord Brazamal: Didn't I say you can't take on all of Atlantis?
Terra: I see a giant techno-wizard borg wrecking machine, I'm a wizard piloting a giant mech, we have cyborgs, more wizards, an Atlantean blade master and whatever the blind chick is...if you didn't want your rescuers to take on all of Atlantis, boy did you hire the wrong crew.
Lord Brazamal: >:(

And the official motto for this game:
"It's still stealth if you blow up anyone who could detect and report you."
BTW, my mecha is not that giant; its only 12 feet tall . . . . ^3^
 
does anyone know if there are any mega damage bows? and does anyone have a link to the black vault book as a PDF?
 
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I will let you pick up a bow and some explosive-tipped arrows. Each arrow does 3d6 MD to a 6 foot radius.
 
Purr Purr do you have WP Heavy MD Weapons? If so, you might want to try and get a TW Force Cannon, from the Federation of Magic book, pg 116. It packs a lot of damage into each shot, giving you a powerful reach weapon.
 
Psychie Psychie Ooh! Thanks for the tip! I will check it out. I may have to swap out one of my skills, but if Sherwood allows it, I'll go for it! =)

Sherwood Sherwood Here is a list of things I think we could use and Gradicus could suggest for our mission:

1. Multi Optics Helms so everyone can see in the dark and improve their weapon accuracy.

2. Built-in radios with encryption in those helms. We could communicate by whispering and microphone clicks.

3. Some kind of stealth or silencing equipment/magic for Sherro (for his feet, not his mouth! *gasp* How could you even think that?). Anti-Monsters have a big penalty towards the Prowl skill; we could use something to offset that.

4. Invisibility magic, be it scrolls, potions, or TW items. Sure, some creatures can see the invisibility naturally, sure, some creatures can actually see the invisible or otherwise detect the unseen, but still it could prove useful.

5. Personal force fields. Mega-damage body armor is nice, but we have some lightly armored people in the party who might take big hits. I would like a force field on all of those who can use one, If they can be made available.

6. Healing potions and the like are sure to be a necessity sooner or later.

7. Might we be able to procure a spell of some kind that can transport the party back to safety? We don't need to shift dimensions but just teleport or something back to the main continent at the minimum. Something just to get us out of Atlantis with the former slaves.

That's all I can think of for now. Hope it helps.
 
Lets go down the list, shall we? :coolshades:

1. Multi-Optics Helmets are cheap and plentiful enough that for those that want one, you can get one.
Multi-Optics Helmet (M.O.H.): The multi-optics helmet is a special optical enhancement system built into a protective helmet. It includes the following features:
1 . Targeting Sight: 1,600 feet (488 m).
2. Infrared Optics System : 1,600 feet (488 m).
3. Telescopic Monocular Lens: Range : 2 miles (3.2 km).
4. Thermal-Imager: Range : 1,600 feet (488 m). Soecial Bonus: + 1 to strike when the optics and targeting sight are engaged. Note that the thermal-imager is a special, optical, heat sensory unit that allows the infrared radiation of warm objects to be converted into a visible image. Enables the pilot to see in darkness, shadows and through smoke.

2. Small radios can be added in, effective range of 10 miles

3. Sherro already has some built in Camouflage and Shadow Meld spells, useable three times a day. But additional stealth tech can be acquired, using TW spells.

4. Also available with TW magic.

5. The best personal force field armor out there is the Blind Warrior Woman talisman. It provides 100 MDC for 10 minutes at a time, and can be invoked up to three times in a 24 hour period. Problem is, it is very expensive. I can offer those that want one of these a discount on these for Lord Brazamal, at the cost of five million credits each. Before you choke on your kibble, that is at half price.

6. Healing tech is available for the non-MDC members of the group in the form of the IRMSS medical system. This is not a instant shot of hit points, but will speed up the healing process. Another healing option is for your spellcasters to pick up the Heal Wounds spell. I will let all the casters learn this as a freebie.
IRMSS Internal Robot Medical Surgeon System : An amazing medical device that injects a dozen microscopic robot units, about the size of a pinpoint, into the bloodstream to repair internal injury. The containment unit is placed over or near the suspected area of damage and the depression of a button releases the micro-surgeons into the body. The tiny robots search for the damage and repair it. Types of internal injury which they can repair include the removal of blood clots, repairing torn/ruptured veins, internal bleeding, and minor damage to internal organs. Equal to a medical doctor's surgical skill of 75%. When the units are done, they simply turn off and are naturally flushed from the body (average life is one hour). They are not reusable. Each IRMSS holds 48 surgical robots for four uses.
Heal Wounds
Range: Touch or 3 feet (0.9 m) away.
Duration : Instant.
Saving Throw: Standard, if the person resists the magic.
P.P.E.: Ten
This powerful invocation will instantly heal minor physical wounds, such as bruises, cuts, gashes, bullet wounds, burned flesh and pulled muscles. It will not help against illness, internal damage to organs or nerves, broken bones or poisons/drugs. In the case of bullet wounds, the bullet should be removed first. If
the bullet is left inside a person it will be a constant irritant causing chronic pain; reduce the character' s P.E. attribute by one and P.P. attribute by one (and attribute bonuses accordingly) due to stiffness and discomfort.
The heal wound magic restores 3D6 S.D.C. and I D6 Hit Points.

7. Good luck in finding a transport spell capable of taking all of you and your stuff back to the mainland.
 
Will have to pass on the Multi-Optic helmet. Blind. :) Radio's good, though! We probably want to skip on the IRMSS. No one's a medical doctor.

We may have to secure some Talismans when we get to Atlantis from the source! Alternatively, we might hit up the coast-line of North America and see if we can track down an Atlantian slaver team. We could not only save some people from slavers, but loot some talismans and maybe even have a ride back to Atlantis on a ship no one will bat an eye at.
 
That is a good idea. We can get some gear from them, and level up a bit before hitting Atlantis.

Also, can I get two of the IRMSS systems?
 
and is there any way i can get one of these put into my road hammer transport, exept modified so it repairs me instead of flesh?

MAU-500 Medical Automation Unit Also known as “the Coffin”
 
I take it to the blind woman warrior medallion is extremely hard to come by otherwise?

Somehow, I doubt we'll be coming across these in Atlantis or able to purchase them in the immediate future after our mission's conclusion.
 
I believe the usual trade relationship between North America and Atlantis is essentially: "They show up and take slaves."
 
Lord Brazamal: Didn't I say you can't take on all of Atlantis?
Terra: I see a giant techno-wizard borg wrecking machine, I'm a wizard piloting a giant mech, we have cyborgs, more wizards, an Atlantean blade master and whatever the blind chick is...if you didn't want your rescuers to take on all of Atlantis, boy did you hire the wrong crew.
Lord Brazamal: >:(

And the official motto for this game:
"It's still stealth if you blow up anyone who could detect and report you."

You forgot about me...

Guess I'm going solo... (pun intended)
 
Pips, join the "feeling like an idiot" club; I misread Sherwood's description of the Multi-optics Helm and thought it provided a +1 "social" bonus (turned out it was the word "special" misspelled).

Of course I thought, "What is a social bonus and is it because the helm looks that cool?"

DEEERRRRRP! =)
 
does anyones's characters know how to summon a psionic sword? i feel as though that might come in handy for my character
 
I believe the usual trade relationship between North America and Atlantis is essentially: "They show up and take slaves."

I agree, but though it is in character for Gradicus to take up the offer for the medallion here, I'm going to feel like a prize heel if we find them on Atlantis on the bodies of bad guys or something.
 
6. Healing tech is available for the non-MDC members of the group in the form of the IRMSS medical system. This is not a instant shot of hit points, but will speed up the healing process. Another healing option is for your spellcasters to pick up the Heal Wounds spell. I will let all the casters learn this as a freebie.

Yay for freebies - I'll certainly sit down with Olsen to learn this one from him...
 
Hope folks don't mind, tad busy today and nothing that sherro would like to suggest
 

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