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Dice Rifts Adventure OOC

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My Little Pony has good lessons for lots of people. I really enjoy the quality of it all. Very good story writing and dialogue, very fun and inspiring artwork that's true to detail, top-notch professional voice-acting, and excellent songwriting and performance. I say this owning all of the seasons on DVD except the current season (the 9th season which is the last as stated by Hasbro). There is so much positivity and goodness in the world of Equestria that it's fun just to be a part of. In fact, Dreamweaver (an RP Nation personality) has been running a My Little Pony/Dungeons and Dragons-style crossover and if Sherwood had not invited me into this game, I would certainly have tried Dreamweaver's by now. Just for the imagination and content (plus Dreamweaver has put quite a lot into that game and it shows).

So, yeah. Fun, well-written, well-performed music! Enjoy a little of it with me, would you? Here's some without any spoilers. =)

"Babs Seed" by the Cutie Mark Crusaders =)

 
Despite being apprehensive regarding magic, Sir Dru could totally benefit from one of the talismans. He's tough, but not very dodgy (CK auto dodge only works against tech anyway, and H2H:Z seemed more interesting of a choice over H2H: Aikido and less cheesy to put on a cyber-knight), and psi-shields kinda suck. As large as he is, he'll probably get shot a lot.

I've been meaning to bug Sherwood Sherwood about the Psi-Shield rules and using the optional rules from Rifter #30 (which even bring up the point that shields kinda suck as written) for shield use, as shields kinda suck in general in Palladium games. Their rules are dubious since things like paired-weapons and auto-dodge exist. As written, using two swords with one sword defensively, is better than using a sword plus a shield, and less W.P. intensive. That's just baffling. I would need to throw points into W.S. Shield and W.M. Shield to even begin to catch up to it, which seems an extreme solution. /rant off

As far as what direction we go, committing to a side in a war is going to be a hard sell to Sir Dru. War is a hell of a thing. Given what happened during the Tolkeen War and the cyber-knight schism, he'll probably side with Lord Coake and his principles, and want to stay out of it, except to help those refugees trying to escape the war, and try to prevent any collateral damage. The whole thing ended up setting up the stage for the Savage Rifts version of the setting, and Castle Refuge.

The Federation of Magic, particularly the City of Brass and Dweomer, have a strained relationship with Cyber-Knights. Particularly via the use of daemon engines, witches, diabloism, necromancy, temporal magic, temporal raiders, dyval summoning, The Corrupt, Mystic Knights, Lord Dunscon, and the like. Lord Dunscon might even be fingered as the fifth horseman according to the Grey Seers and other Mystics allied to the cyber-knights.

This will be interesting.

On a side note, here's some interesting articles on the CS that put a more human spin on them from the late Peter Overton.




Here's a neat perspective on humans:


I find his articles pretty neat, especially the ones on Juicers and Psi-Stalkers.



EDIT: Oh, I almost forgot. Did Sir Drutarak find his weapons and remaining belongings?
 
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Vaneheart Vaneheart ? What is Hand to Hand "Z"? Since you mentioned Aikido, I'm guessing Sir Dru is also a practitioner of Zanji Shinjinken Ryu? Is that what the Z stands for?

What do the optional rules in Rifter #30 recommend? I've never really liked Shield used to play them myself. As someone who has attended a handful of S.C.A. (Society of Creative Anachronisms) tournaments, I have seen the difference one large shield can make in a melee, especially in the hands of a skilled practitioner.

As for commiting to a side in the war, that giant swarm of evil Mellar predicted just might take us out of the war entirely and up against this new evil instead.

Thanks for the links on the articles!
 
Yeah Sir Dru practices Zanji Shinjinken Ryu. It seemed cool. :-P

I used to do SCA as well. Shields are pretty effective in real life.

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It's not great, but it's better than normal. Rifter #30 is a great resource. It has all kinds of fun stuff in it. There's another one I recall that had some cool mental tricks and mental skills, but I forget the issue number.
 
I like those rules for the shield. You are right that it doesn't make sense for a dual sword wielder to be better off than a sword and shield user. I have long been allowing the Psi Shield to be able to parry/block ranged attacks.

Yes, you have all of your gear.
 
I just thought of something else. I can't help but wonder what Elder Snazzy Brazzy might do with that captive Blind Warrior Woman we have in the hold. We might ask for his help on that. He or someone he knows might be able to help her be something other than what she is.

Sherwood Sherwood Besides His Druness, what do our characters know about the Old Ones and some of the other things we've been discussing? Many of us, my character included, have Lore: Magic and Lore: Demons and Monsters. Might our education help us here?

I feel comfortable giving a reply with Grad without knowing what is within his realm of knowledge and experience in-game.
 
@Sherwood Besides His Druness, what do our characters know about the Old Ones and some of the other things we've been discussing? Many of us, my character included, have Lore: Magic and Lore: Demons and Monsters. Might our education help us here?
I will give you a Lore: Demon and Monsters roll at a penalty. Until I hear otherwise from you, I'm operating under your request to roll dice for you.

<rolls, checks numbers>

What you do know is that the Old Ones are a bunch of big, trans-dimensional beings that are really, really bad news. In the Palladium world that Sir Dru is from, there was a major battle between the forces of light (and even some evil gods, too!) and the Old Ones, and under their combined efforts, were able to defeat the Old Ones and lock them away from the plane.
 
Alrighty, simple plan then: We just sit there and wait until exactly the same forces of light show up and deal with the rubbish they failed to get rid of the first time. Really not our responsibility, thus problem solved. Next vision, please?
 
Sherwood Sherwood I'll try and get a post in tomorrow. This brain of mine is rather full now, life being what it is. =)
 
No worries. I just wanted to make sure you have your chance to ask any questions of Brazamal that you may have.
 
Sherwood Sherwood And suddenly, this tired brain of mine goes into a hyperactive brainstorm right before I am supposed to head to sleep. May as well post the idea and try to find the answer (so it will get out of my head so I can rest)! Just another day in the life of a hyperkinetic roleplayer. =)
 
It will have to wait for tomorrow. Good night! =)
 
Take a look at that, friends! My plan got a "Love" from our Game Master! /cheer =)
 
Hmm... I'll have to put some thought into this one, I reckon. I like the option of staying away from the mages preparing for war, simply because it might draw Shaona away from the group at this state; it does, however, mean that she won't get close to the libraries and markets there, either, so it'd be a lot harder to realistically pick up new stuff. Especially since ending the quest means to send the mages around us away as well...
 
Second thought: the option of travelling like that might actually already solve one of the problems I'm personally facing right now - so that's great. More on that in my next ic-post, I guess - maybe tonight, I'll see if I find the time.

Before I post anything, though, I have a question for those who might have a better overview over all the spells that are out there: Is there something like "detect life forms"? Given that we have no clue (yet) what we'll be facing when the swarm shows up, it'd likely be helpful to have magical means of detecting lurking threats around us...
 
Not that I know of, but then again I've never played a spellcaster in Rifts.
 
I am thinking that the closest spell to what you are talking about is 'See Aura'.
 
Hmm... maybe that one is actually sufficient - completely missed it, was focused on higher-level spells for some reason. I'd personally prefer a version that offers less intel (just "is there something?") for less ppe, since you'd probably just want to fire it off in regular intervals for the intended purpose, and 6 ppe is quite costly for that; but maybe it's good enough to use it when something seems off around us...
 
No comments on my end, since there's not much to add to Ragnar's demand and I had my turn before that; I'd prefer Gradicus to get a chance to respond to Shaona's question before we move on, though.

Might as well ask techno-wizardry questions in the meantime: While I searched through the spells, I stumbled across the teleport spells; and that got me thinking if it'd be possible to give an additional meaning to the Blind Warrior talismans we have right now. Let's say I manage to learn the lesser teleport spell at some point; would it be possible to enchant my armor in such a way that I can teleport close towards anyone wearing one of the amulets? I feel like it'd be stupid to have an unconditional teleport that does not demand an action itself, but I also like the idea of quick maneuvering to help out allies with shields, nets and whatever else I might learn one day.
 
Heya friends! I hope to post later on today. =)
 

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