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Dice Rifts Adventure - OOC

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Oh, and yes you can have your mentors as the six Kung Fu Panda characters you talked about.
To be clear... their team name is The Shining Six, but that's where their resemblances to Kung Fu Panda's Furious Five pretty much cease. The Shining Six are Palladium TMNT Bio-E creatures. This means equal amounts of comedy, but more badassery and violence than anything in Kung Fu Panda.

I'm just trying to help instead of throwing up more problems. I certainly don't wish to play Dreamy for you, and I'm doing my best to help set a scene to aid you in getting her into a positive mindset.
Psychie Psychie Oh, I've got the scene worked out already, but I wasn't ready to write a single word without your O.K. on the matters I've expressed. Since you've done so, I feel free to write the scene as planned. If you want me to change anything in it, you have but to ask. =)

In the meantime, I ought to crash (I think I'm needing at least 9 hours of sleep tonight; Real Life has been busy). I'll try to write it either tomorrow or over the weekend (depends on how much Real Life decides to intervene). Sleep well when it's your turn! =)

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O.K.. Let me try again. One huge reason I haven't yet posted is because this is one of the busiest times of the year and I am in the thick of it. However, one small reason - yet solid enough - is because part of me has little desire to return to Dreamy's mind where nightmares rule.

However, that's the fun of being a roleplayer, isn't it? Her tortured troubles are not reality. Our game is but a game. The stakes in Dreamy's head are not stakes at all. And yet... the emotions that contribute to worthy roleplaying... something about some of those feelings are all too real, aren't they? =)

Time to face them. Time to write. Thanks for your patience. =)
 
No worries on my part. Looking forward to seeing what you come up with.
 
You are good, Dann. Take your time.
I have taken my time and my post is told! =)

Psychie Psychie Dreamy would like to use her bow and arrow for the Disarm Action in Rifts Ultimate Edition, page 345. She is going for the Slaver's staff. She is using one Action Point, please. Dreamy has the W.P. Sharpshooting Skill (in Maddog's Skill Compendium v6.5 but I don't think it helps with Disarm attempts?).

Before her Action Point, her total Disarm modifier is (prior to the Action Point) +9.

In case noise comes up, her bow, Tranquility, has Silent Firing.
  • Silent Firing: The bow makes no sound when fired. In addition, the arrows make no sound in flight and the arrow makes no noise when they strike their target. Skill rolls to find the archer are at -40% or -8 to perception.
 
Heya dann!! Happy new year! I've not been on at all, finals, traveling, and then DIsease That You Get After Traveling Because Airports all have kind of knocked me off my groove. but hey, It's the most wonderful time of the year! and it's finaly snowed! so therefore, i am winning. and I'm trying to put the finishing touches on my sheet! (I will probably ask one of you to fact check though)

also, I've caught up on this all, and woo boy, our dear dreamy is having a rough go of it. i completley understand wanting to avoid that headspace, PTSD is a hard thing to rp though. (much less to live through).
 
Psychie Psychie how tangled up in the Magic Net is the Slaver staff? Here's my thought: with Raven's strength being so high, I could fly forward and snag the damn thing off of the barge and get it well away from the Slaver before it can require it. But it won't work if it is buried deep in the Net.
 
Psychie Psychie how tangled up in the Magic Net is the Slaver staff? Here's my thought: with Raven's strength being so high, I could fly forward and snag the damn thing off of the barge and get it well away from the Slaver before it can require it. But it won't work if it is buried deep in the Net.
Um, perhaps that plasma pistol damage, being fire and all, loosened it enough for that?

Just tossing out ideas; take 'em or leave 'em. I'm fine either way. =)
 
Psychie Psychie how tangled up in the Magic Net is the Slaver staff? Here's my thought: with Raven's strength being so high, I could fly forward and snag the damn thing off of the barge and get it well away from the Slaver before it can require it. But it won't work if it is buried deep in the Net.
I will say you have a chance to grab the staff. It will be a melee attack roll that in order to get the staff free, you'll have to roll above a 12 on the dice. If you roll under that target number, you'll have a grasp on the staff but it is not free of the Magic Net yet.
 
Awesome. I want sure I was going to make it without the Action Point. Glad I used it!
 
Awesome. I want sure I was going to make it without the Action Point. Glad I used it!
Which concludes a question before it is raised - in Psychie's games, Action Points appear to add to the natural number needed to successfully complete special actions (like the Natural Roll she required for Raven to get the staff).

This is not something Action Points as written do. Action Points - as written - add bonus modifiers only. They do not affect natural numbers for things like Called Shots, Critical Strikes at x or Higher, and the like.

I too used Action Points to affect natural numbers did this in my own tabletop Rifts games, but not before I fully researched both the benefits and consequences of using Action Points this way. Psychie Psychie If you feel you haven't fully thought this out, do be careful.
 
Which concludes a question before it is raised - in Psychie's games, Action Points appear to add to the natural number needed to successfully complete special actions (like the Natural Roll she required for Raven to get the staff).

This is not something Action Points as written do. Action Points - as written - add bonus modifiers only. They do not affect natural numbers for things like Called Shots, Critical Strikes at x or Higher, and the like.

I too used Action Points to affect natural numbers did this in my own tabletop Rifts games, but not before I fully researched both the benefits and consequences of using Action Points this way. Psychie Psychie If you feel you haven't fully thought this out, do be careful.
I hadn't even thought about that. Well, I already said that Sherwood made the grab attempt so it would be in bad form for me to suddenly change my mind. I'll have to look at the pros and cons of that for future rolls.

Thanks for bringing this to my attention, Dann
 
I hadn't even thought about that. Well, I already said that Sherwood made the grab attempt so it would be in bad form for me to suddenly change my mind. I'll have to look at the pros and cons of that for future rolls.

Thanks for bringing this to my attention, Dann
I firmly disagree, Psychie Psychie . This is your game - you not only make the rules but you alone are responsible for them. I think bad form here is being wishy-washy about the matter (which you're not).

Let's say you have made rule-based decisions based upon incorrect information, incomplete understanding, or the like. If so, I feel you are perfectly within your grounds as a Game Master to simply say, "It worked this time, but I don't want it in the game from here on." If indeed you feel that way. But you can change the rules whenever you want for any reason you want - and that's a blessing.

Perhaps more information on the matter is in order?

I'll give you a little glimpse into what I discovered when I was running my Rifts tabletop games (yes, I used a version of Action Points before they were even a thing online). When I threw out my GM fishing line, this was the big fish I came back with: allowing Action Points to affect natural numbers was fun in some circumstances (difficult Called Shots, for example). However... the very same rule could be used to affect special moves like Stun, Knock-out, and the dreaded Death Blow!

What's that? Your characters can perform a Death Blow on a Natural 20? Well, with a single Action Point, that number falls all the way down to 14 or higher. Mathematically, that means roughly 1 out of every 3 attempts at a Death Blow have a solid chance of succeeding! That was BIG NEWS to me!

Here's another tidbit for you. Strong enemy NPCs also could have Action Points (I don't know if they do in your games, but they do in Sharseya and Robotech: Broadsword). As such, what works for the PCs works for the enemies. Want that triple damage Critical Hit from Behind on an 18, 19, or 20? Well, if you're just a little lucky, and you set up the situation just right, you can have triple damage on a 12 or higher! And strong baddies can do it to you too!

Also remember also that Action Points add to the dice result (which I feel is the primary reason to have them in a game). So... a typical Strike bonus gains an additional +3 on average (3.5 being the mean of 1-6).

Do take into consideration that Action Points become more potent as higher levels are gained. For example, in Sharseya, I roll more than one d6 to determine what bonus the Wayward Wanderers receive and then I take the highest result (see Shop Talk).

So in the right hands (especially experienced hands), Action Points can become serious game-changers, both in the hands of PCs and NPCS. But only the GM has the power to define what they do - or to have them in the game at all.

Now that you're better armed, I highly recommend that maybe you think on it for awhile and only then decide what's best for your campaign(s)? I'm here for any questions you may have on the matter (you too Sherwood and GunMan2).

Honor and fun,
Dann =)
 
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That's something I had not thought about either. Good points, there. I can see a strong case against letting Action Points adjust the base roll.

Psychie Psychie I'm fine with a tweak of the IC thread to say Raven didn't get the staff clear of that Net. Up to you.
 
That's something I had not thought about either. Good points, there. I can see a strong case against letting Action Points adjust the base roll.

Psychie Psychie I'm fine with a tweak of the IC thread to say Raven didn't get the staff clear of that Net. Up to you.
No, I made the initial call and I'll stick to it in this occasion. From now on, APs won't add to the base roll. Raven got a lucky one in.
 
And thanks to both of you for your insight. I am really trying to be a better storyteller, and this kind of feedback really helps!
 
And thanks to both of you for your insight. I am really trying to be a better storyteller, and this kind of feedback really helps!
Heh. Of course, Princess Psychie. I appreciate your being open to it (you too, Sherwood). =)

Honor and fun,
Dann =)
 
Takuma lined up his shot and the pulse of energy strikes the Slaver square in the chest. At this point you don't know if it has been successfully paralyzed or not; you'll have to wait for its next action.
Psychie Psychie Does Dreamy know that Takuma has a paralysis rifle (did we get it from Atlantis)?

If so, can a quick glance (or in Dreamy's case, radar sense), inform her if whether or not the Slaver Minion is moving?
 
Psychie Psychie Does Dreamy know that Takuma has a paralysis rifle (did we get it from Atlantis)?

If so, can a quick glance (or in Dreamy's case, radar sense), inform her if whether or not the Slaver Minion is moving?
Yes, you know he has the paralysis rifle from your escape from Atlantis.

What is your perception roll? I'll check to see if Dreamy can tell if the Slaver is paralyzed
 
Yes, you know he has the paralysis rifle from your escape from Atlantis.

What is your perception roll? I'll check to see if Dreamy can tell if the Slaver is paralyzed
Psychie Psychie I just realized I wasn't adding Dreamy's I.Q. bonus to her Perception all this time! Good thing I looked and thanks for asking me or I wouldn't have! =)

Here's another thought. I'm thinking he's currently partially-trapped in a Magic Net, right? So like a fly trying to escape a spider's web, either that web's moving about him (he's struggling) or its not (he's paralyzed). Does that logic fly here enough to perhaps grant a bonus? If not, no worries! I just like being creative. =)
 

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