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#1
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Out of Character
This is the new OOC thread. Feel free to chat here about character concepts etc.
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#2
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How about a robot as per the Rifts Sourcebook 1 rules?
I played one in a past mercenaries campaign, and had a great deal of fun with it. |
#3
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I don't have the new sourcebook for UE, but I have the original one. I would prefer to have human or D-bee pcs. You could be a full conversion cyborg if you wish to be mostly machine.
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#4
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That sounds good.
Is the Bionics sourcebook ok? I like the Heavy Combat Full conversion borg OCC. |
#5
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#6
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Ah, I just read through the 'Borg in UE, and I like it. Are the character creation rules still as posted in the Rules thread? i.e. attributes for humans 4D6 take the best 3, etc?
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#7
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http://www.online-roleplaying.com/fo...406#post349406 Any questions just ask away. |
#8
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The idea that I am working on is a mercenary full conversion cyborg. He would have just completed his six (?) years of servitude in the militia of a small city / Large Town (Possibly Ciudad Juarez, or El Paso?) He is now looking to see more of the world. Soldiering is all he really knows how to do, so he would be looking for a company to sign on with, or a few others with which to form a new company.
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#9
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How would you like us to post our characters for your review?
Create a new thread in the Characters thread? |
#10
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There are numerous small towns and locals, most can't afford or don't have bionics/cybernetics repair and technology, but you can be from El Paso if you like or anywhere you choose.
Please put in your background how you arrived at Merctown. Yes, post your character in the subforum in a new thread. You can also email me a word/pdf file of your pc if you like for review. email: landothearchmagi at comcast.net (replace at with @ and no spaces) |
#11
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Right now I'm considering two concepts... in a nutshell, either a Shifter/Summoner type or a Robot/Mecha Pilot. Though I've never been fond of the lack of real scaling in the stats between power armor and robots, the concept still fits for a merc company. And a summoner who can summon powerful and yet expendable and costless combat power suitable to the suitation at hand has a multitude of uses for a merc company, not to mention a shifter's ability to move around large ammounts of things quickly.
Either one I think would be entertaining and contribute to the game?
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V/R, Vortigern "Adventure is something bad, happening to someone else, far far away." |
#12
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The shifter/summoner is also doable, there is a Mage Guild and Magic area in Merctown and you will be required to "register" at the gate and will be warned not do any summoning in the city proper, but otherwise you're free to come and go. You can bring personal armor/light arms etc in (as can anyone). All heavy gear etc must be stored as above. I've had both of these concepts as former characters in my prior campaign, the problem was the lack of those players being active/reliable... so either concept is open to me. I got tons of info and options for either of them. |
#13
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MercTown is rising from the ashes' of peoples discarded lives and dreams?
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#14
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Alright. I conveniently enough have a Shifter build that I am fond of saved somewhere, but... not that I can get to right now. Buuut. A Shifter without a decent MA / ME is not long for this world. So when I have a moment I'll roll up some stats and see where it goes. If the stats don't work out, I'll go with the robot/mecha pilot.
Hmm. I also am 'quite' fond of the Summoner OCC from PF. It would be interesting to put that together with the Shifter somehow. I'll take a look over your chargen rules in a few.
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V/R, Vortigern "Adventure is something bad, happening to someone else, far far away." |
#15
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Where should I post my stat rolls?
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V/R, Vortigern "Adventure is something bad, happening to someone else, far far away." |
#16
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#17
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#18
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How do you want us to do starting equipment (and bionics)? Just as stated in the book, or is there an adjustment (up or down) for being third level?
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#19
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For example, headhunters get a small arsenal and like 2 suits of armor etc. If you want to have a multipurpose weapon instead of hauling like 4 guns, then I might let you do that. I'll consider weapons/armor from the GM Guide, Rifts: MercOps, Rifts: Mercenaries, CS War Campaign etc. Just give me a plausible background explaining why you have CS gear if you're not a CS soldier (for example, you worked with them on the Tolkeen campaign as a merc or something). |
#20
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How many characters do you have for your re-start at the moment?
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#21
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While the Shifter and Summoner have similarities ( strong ones I grant ) especially in the summoning category, circle magic still functions significantly different from Shifter magic and gives a different scope of abilities. I'm rather fond of circle magic/summoners and shifters both. Both are on the darker side of the magic spectrum, but I like the circle magic for it's uniqueness and how the components you have to maintain for the circles reinforce the flavor of the magic. So basically I was wishing there was a way to put the two together, the shifter and summoner, in the setting for those reasons. Is it 'possible' for a Shifter to learn circle magic for instance? They like the linewalker are supposed to be able to learn new forms of magic if encountered. However I'm not really sure, as in the summoner OCC their summoning 'slots' are level dependent just like the shifters are. Plus the two types of summoning rely on a different attribute. One uses MA and the other ME. And though the rules otherwise are rather similar, they are not exactly the same. But I digress. ![]() Right now I'm considering racial options. I tend to play humans pretty consistently in most games/settings, and I'm trying to 'expand' a bit this time. Right now I've narrowed my list to the following after a review of some of my books for ideas. Shissan: Shifter ( pg 118, Aliens Unlimited ) D'norr Devilman: Shifter ( pg 71, DBs of North America ) Vernulian: Military Specialist or PA Pilot ( pg 211, '' )
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V/R, Vortigern "Adventure is something bad, happening to someone else, far far away." |
#22
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I don't own Aliens Unlimited so any D-Bees from there are not permitted. I don't own D-bees of NA, but I know the D'norr are in another book, just need to know which one to refervie them. Don't recognize the Vernulian either for that matter. I'm willing to review them if they're not MDC races and you get me the info or tell me what other book they might've first appeared in. I currently have 1 pc submitted (David's Cyborg which I'll be reviewing this weekend). |
#23
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What has happened in the time since the battle at Merctown? Is the big bad DB still lurking around or did the defenders go out n nab him?
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#24
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This is a total restart of the game, so the big bad is still around and will likely reappear in this game in some form. The other NPCs also will exist. The storyline may change or be twisted. Depends on the type of pcs I get. I had plenty of stuff left open ended that never got explored in the first go around so I'm hoping to do so again if things work out.
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#25
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D'norr Devilmen
Originally from ‘Rifts Coalition Wars ( Siege on Tolkeen ) Three: Sorcerer’s Revenge ( page number not referenced, and I don’t have that book. ) IQ: 2d6+6 ME: 2D6+4 MA: 2d6+12 ( plus specific mention of another 1d6 if the initial roll is 18 or higher ) PS: 3d6 PP: 3d6 PE: 3d6 PB: 2d6+3 Spd: 3d6 HP: PE + 1d6+2/lvl PPE: 6d6 + PE + OCC Horror Factor: 12, at least until one gets to know one. RCC Skills: Bonus skills regardless of OCC: Anthropology ( +10% ), Art ( +20% ), Mathematics: Basic ( +15% ), and Mathematics: Advanced (+15% ) Bonuses: +4 to Perception Rolls, +1 vs Mind Control, +1 vs Illusions, +3 vs Possession Penalties: -1 vs Horror Factor, -1 vs Insanity Damage: Special headbutt attack with horns, 2d4 SDC + PS bonus.
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V/R, Vortigern "Adventure is something bad, happening to someone else, far far away." |
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