Note that, in general the characters named here are not using their real names. Rahu-Crusher's real name is Rahum Gruug, we all know who Shadow Face is and Stone-Death probably has no real name among his kind. Other characters such as Narga and Sarlea probably use their real names with a subtitle to promote their awesome arena might or political agenda.
Narga the Terrible
Narga is the most versatile arena fighter in the SAC, combining physical, weapons, and magic into one big symphony of pain. She is an adult Thunder Lizard and crushes virtually all of her opponents with ease. Her dragon traits give her incredible staying power, with enough health and mana to outlast virtually anyone. She has an incredibly flexible fighting style, incorporating modern weapons, techno-wizardry and magic items of all types as the need strikes her. She is extremely arrogant, and with good reason; most battles with Narga end in seconds. The only fighter to have a winning record against her is Shadow Face; she is 2-3 against him.
Blackstream note: Narga is a sexy beast (PB 19).
Sarlea, the Herald of Styphathal
Sarlea is a female adult Ultucan dragon and a devout follower of the teachings of Styphathal and the Cult of Dragonwright. She openly preaches against Stydro, and denounces the current Dragonwright faith in her battles. She is more magic-dependent than Narga, using her Ultucan magic songs to completely shut down any opponents not resistant to magic. She fights primarily with magic and techno-wizard weapons while she sings, and happily cleaves through her opponents with masterfully crafted magic blades. She is also a master psychic and will not hesitate to spam psionic mezzes if her opponent is vulnerable to them. She tends to utterly dominate anyone without strong resistance to magic or psionics but has a terrible record against Narga and the Abomination who have ready counters to all of Sarlea's bullshit. She also fares poorly against Shadow Face, who regularly gloats that the Black Flame of Zandragal could easily beat her. Her overall win ratio is the highest in the Arena, however.
Blackstream note: Sarlea is pretty hot (PB 17), but her real draw is her voice, which is absolutely mesmerizing.
The Abomination of Splynn
A massively powerful replacement for the Demon of Splynn, armed to the teeth with the best in magical weapons. He is a giant, rhino-hided bio-wizard freak with a breath weapon, poisonous claws and bite, and a bad attitude. He excels at fighting defensively and is nowhere near as overconfident as the Demon was. He has a surprisingly decent record even against the top two (positive against Sarlea) and has no awful matchups. The Abomination fights fewer matches per day than the others, typically only participating in one or two.
The Shadow Face
The highest-ranked human-sized creature in the SAC, he is most well-known for his strong defensive and evasive tactics. It is known that he is the criminal "Beautiful Slacker," but some political maneuvering appears to keep him above the law and he wears a monstrous visage in fights, lending him more popularity among the SDM purveyors. In either event, his offense focuses highly on lightning speed and agility, moving with such speed that he appears to teleport. He also has ready counters to most forms of mez and appears to be a spellcaster, although he does not cast offensive spells, preferring to fight with his fists. He has a terrible record against Well-Fed (1-8) due to his refusal to use magic aggressively. Despite his human-like physique, he is fairly popular since he does not use weapons, leading him to be somewhat of a "poor man's hero." Like Narga, he is extremely arrogant and frequently berates his opponents or shows off during fights. Almost all of his losses are to single hits from physically powerful opponents; he often throws in the towel after getting hit only once.
Sly the Slaver
A strange exception to the one-combatant rule, and most likely only waived because Sly is one of Splynncryth's minions, Sly enters battle with his six Altara blind warrior women. All of them are bio-wizard augmented and this means Sly is effectively a cheating bastard. He is quite popular despite this. Sly and his BWWs are all armed with magical weapons. While all of them carry typical BWW mez weapons such as magic nets and neural incapacitators, they also carry magic swords of fine Splugorth manufacture. Sly absolutely destroys most opponents due solely to his volume of attacks, although he has trouble with anyone that can lock down his Altara allies quickly. He has a good record against any non-flying, non-teleporting opponent. His matches tend to drag on for longer than most, as he relies mostly on repeated light debuffs that don't completely shut down his opponent before dealing lots of damage. Like the Abomination, Sly only fights in one match per day at most.
Rahu-Crusher
Probably the most outspoken arena combatant outside the arena, Rahu-Crusher spends a lot of money hyping his image. He rarely fights without a suit of his trademark armor, generally conceding a battle if it is heavily damaged. He carries a shield in one hand and up to three melee weapons in his other hands, although he will occasionally carry a heavy energy rifle or magical bow against an opponent who favors distance combat. Due to his heavy bio-wizard augmentation and magical items, he is well-armed for most sorts of battles but prefers close combat. A four-armed assault by Rahu-Crusher literally crushes his opponents; he can best any fighter in the Arena save for Black Face in close-quarters combat. Even the Abomination, who fights in a very defensive melee style, often switches to long-range aerial sniping to deal with Rahu-Crusher's phenomenal strength and combat speed. He has a tough time with Sarlea, as she often uses long-ranged stealth and teleport tactics combined with psionics, all of which he has a poor defense against. He has a friendly rivalry with Black Face, and the two engage in frequent verbal barbs while they fight (Rahu-Crusher is 2-8).
Well-Fed the Fool
The only Cyber-Knight of any note in the arena, Well-Fed is also one of the best melee fighters in the arena. He is also one of the most infamous and his matches are regularly sold out, as he denounces Atlantis and Splynncryth before, during, and after every fight. Most people go just to see him lose. Well-Fed has one of the weaker overall ratings in the Arena, and has problems with opponents who use heavy disabling magic. He is well-equipped with tattoos and a few magic items, though nothing fancy like many of the other top tiers. Well-Fed's success in melee is somewhat astounding; footage of him reveals that while he is very skilled, he does not have the fighting prowess to defeat an average Conservator, let alone fight toe-to-toe with Master and Champion League opponents. He has an incredible force of will, breaking mez effects via sheer willpower. He has an average winrate against most of the top tier except Narga (who is undefeated against him) and has a decidedly high winrate against the more melee-focused enemies such as Rahu-Crusher and Shadow Face. Shadow Face has the worst record against him, with Well-Fed 8-1 against him. Well-Fed also surprisingly easily defeats Sly, although no one is quite sure how the Altara warriors can miss with so many TW weapons.
Sight-Stealer
The highest-ranked arena slave, Sight-Stealer is a Tattoo Archer who enters battle typically wearing as little clothing as possible. She is owned by another Splugorth, and she is allowed to cheat by entering battle with a tattoo serpent active. The serpent attacks with spitting acid that causes blindness, and Sight-Stealer herself favors the Blind tattoo, Blind arrows, and a magical whip that weakens her targets. She is extremely popular among the more perverse arena purveyors and small riots generally occur when she loses. Sight-Stealer generally defeats the majority of opponents by blinding them and then flaying them with her whip until they forfeit. She has a poor resistance to psionics (relative to Champion League, anyway) but she often defeats psionic opponents before their mind powers become a problem. The fighters that are not dependent on sight, such as Sly and Shadow Face, easily defeat her, and Well-Fed also tends to power through her blinding attacks and win anyway.
Stone-Death
An elder gargoyle lord, Stone-Death is the highest-tier champion of Alvurron and a top tier candidate. He is somewhat of a freak of nature, and combines the magic of a gargoyle mage with the physical power of a gargoyle lord. His elemental powers serve to level the playing field of some of the more cheatery opponents and he is nigh-impervious to all "tricky" forms of attack. He is not quite as skilled a fighter as some of the more solid melee combatants, but he can wear down most of them with his elemental powers. He is much like a more flexible, worse-equipped Abomination. He does wield a number of magic weapons, but he is seemingly ignorant or unaware of the value of a more flexible magic weapon lineup. If this weakness could be solved, most consider him a serious threat for the #1 slot.
Seven Times Death
This bad boy is an adult seven-headed hydra. He is equipped with a few miscellaneous magic items, but he generally is not smart enough to use any tricky tools and is pretty much allowed to run amok in the arena, unleashing hell on anyone stupid enough to get close. He has a keen sense of smell and regenerates rapidly, using his teleport ability to get close to an opponent and unleashing hell with his full massive repertoire of attacks. He is bloodthirsty and will often forget that an opponent has forfeited, leading to massive magical attempts to disable him before he kills his opponent. He is huge, ferocious, and intelligent for a hydra and even Rahu-Crusher avoids fighting him in melee combat (though Rahu-Crusher is has beaten the hydra multiple times in close-range battle). The only fighter dumb enough to fight him in close combat is Shadow Face, and he often pays for it by getting hit with a brutal tail swipe.
Momus, the False Atlantean
Named for the Greek god of satire, Momus is a Maxi-Man who looks like an Undead Slayer, complete with Marks of Heritage-esque tattoos on his hands. He is more flexible than Sight-Stealer, but as a result he ends up losing more fights that she might win for free. His monster tattoos tend to be of mythological beasts of Greek myth such as bipedal bull-like creatures (not actually minotaurs) and flaming horses which he uses to ride around the arena. He is armed with a Millennium Staff of Purity and deals tremendous punishment to powerful demonlike creatures, giving him better matchups against creatures he might otherwise lose to.
The Firestarter
Another humanoid creature, he is a godling of unknown descent. The Firestarter is a mechanical genius, and wields homebrew explosive weapons in combat, including ultra-powerful grenades and bombs. He is virtually indestructible and does not generally wear armor. His body regenerates rapidly like a dragon and he never, ever forfeits matches, instead fighting until he is "slain," after which he regenerates. He wields massive supernatural strength surpassing most arena combatants, save for the true titans like Rahu-Crusher. Like Rahu-Crusher, he is a part-time fighter who runs a machine shop in the Outer Markets, fixing, repairing, and upgrading mechanical vehicles. He carries magic trinkets that protect him from spells and is a master psionic, wielding telekinetic powers frequently to deliver explosive weapons. Despite his magical protections, he is extremely vulnerable to non-spell magic (anything that doesn't cost mana) and is absolutely crushed by Narga's toxic breath or Sarlea's songs. He thus wears protective helmets in these matchups to prevent these and other environmental hazards from crippling him in battle, but his helmet is often destroyed or removed by a superior melee opponent. He has a versatile repertoire of weapons, but does not wield massive volumes of rune or TW items, making him somewhat second-string among the top Champions. His melee combat skill is high, though among the top tiers he loses to most in close combat. Still, his strength is so high that a lucky hit or a successful grapple often proves to be the end of his opponent.
Showing posts with label rifts. Show all posts
Showing posts with label rifts. Show all posts
Saturday, April 14, 2012
Monday, April 9, 2012
Rifts proposed skill system (roll high)
Palladium's roll-low skill system is archaic and shitty. Roll-high systems are easier to understand and easier for both players and GMs to use. I've been hating on the system since better roll-low systems (like GURPS or BESM) came around, and since 3e came into being I've pretty much acknowledged its complete superiority in the skill system department.
Like any revised combat system, this will not be fully implemented until sometime during E6. I'll be going over existing character sheets and revising character skills to fit the new system.
While I do feel that 3d10 + modifiers is a much better model of realism/plausibility than a single die, converting Palladium's skills into any method presents a lot of challenges for 3d10; namely, "realistic" skill ratings while maintaining Palladium's level-up system. Converting to a skillpoints-based system is really impossible with existing characters, and even the trouble of hand-to-hand combat skills, weapon proficiencies and upgrading combat skills is pretty hard and not really worth the trouble.
Skill checks in the proposed system will use BESM 3e roll high mechanics. To summarize, 2d6 will be rolled and relevant modifiers will be added and compared to a target number or opposed 2d6 check. This does not affect combat rolls which will still use d20s for everything except damage.
You'll be able to "take 6" in a similar manner to taking 10. You'll also be able to "take 12," which will take 30 times longer than a normal check, in the same manner as taking 20.
Skills will be dramatically streamlined. Cultural and science skills will be lumped into "Profession" or "Craft" skills. Likewise, the technical categories of Electronic and Mechanical will be moved into Craft. A lot of redundant skills will be removed and skills will be combined. As an example, Climbing and Swimming will be combined into Athletics, and the ability to make Jump checks (technically not possible in Palladium) will be added. Horsemanship will split to only allow for riding animals and Animal Husbandry will be used for the care of animals. Social skills will be added (!!).
Stats will give relevant skill modifier bonuses, similar to d20 ability modifiers. This will probably be per 3 points above or below 10 in a statistic (+1 at 11-13, +2 at 14-16, -1 at 7-9 etc.) and yes, this means that stats are more meaningful now. IQ will apply to the vast majority of non-physical skills, excepting social skills which will use MA. Additionally, the previous "IQ bonus" will simply give more skills and more skills at level-up; this does mean Jackie and Gizmo will have a lot more skills than normal. It will still not affect skill training which will stay more or less intact. I will probably allow characters with an IQ bonus train a certain number of known, unrelated skills simultaneously (in order to level their huge skill pools up faster) but will not allow them to learn new skills any faster.
Leveling will work as +1 to known skills per character level (including 1). These will be treated as "ranks" and will be differentiated separately from other modifiers, mainly so that we know how many ranks the character can train to. Class bonuses will range from +0 (most skills) to +3 (Sarah piloting skills). These bonuses count as ranks and are not gained unless you gain the skill as an OCC Related Skill from leveling up or started the game with the skill. You can train them normally; for instance, if Sarah learned to pilot tanks through skill training, she would have 1 rank, but could train up to her character level +3 (reflecting her class' piloting expertise). Class-restricted skills will still be restricted for the most part.
Physical skills will mostly be getting removed, with physical "feats" being selectable skill options. PS can still be raised with +2d6 DC/+2 PS/+1 SPD per skill selection with a maximum of 5 (+10 PS). If Lee already exceeds this he keeps his stats but can't be raised anymore through physical skills -- I will probably also somewhat reduce the reward for any future +PS gains to compensate. For those of you wondering what this means overall:
Skills will be loosely grouped into 3 categories. Easy skills will take 2 months of training time to learn. An easy skill has +1 maximum rank, which are learned automatically if you get the skill through leveling up. If you get the skill through training, you can train the extra rank normally. This is cumulative with class rank bonuses (such as Sarah +3 piloting; if she learned "Pilot Bicycle" she would have a total of +4 maximum ranks with the skill). Medium skills take 4 months of training to learn and have no bonus ranks. Hard skills take 6 months of training to learn (default) and have -1 maximum ranks; when you learn a Hard skill, you are effectively -1 on skill checks until you gain ranks in it.
Untrained easy skills suffer no penalty; untrained normal skills will probably suffer -2 to -3 penalty and untrained hard skills will generally be unusable.
Easy skills include things like automobile or bicycle piloting, reading sensory instruments, perception, stealth, and all social skills. Normal skills will include most skills, while hard skills will include Medical, science professions, escape artist, and similar extremely demanding jobs. In general, the maximum roll for an untrained Medium skill check will also be 7.
Weapon Proficiencies will be changing somewhat (streamlined melee weapon bonuses, some skills becoming skill perks, etc.) No idea on whether Sharpshooting will be changed. Quick Draw will be changed.
Input would be appreciated -- except in relation to physical skills. Physical skill bitching will result in experience penalties.
Like any revised combat system, this will not be fully implemented until sometime during E6. I'll be going over existing character sheets and revising character skills to fit the new system.
While I do feel that 3d10 + modifiers is a much better model of realism/plausibility than a single die, converting Palladium's skills into any method presents a lot of challenges for 3d10; namely, "realistic" skill ratings while maintaining Palladium's level-up system. Converting to a skillpoints-based system is really impossible with existing characters, and even the trouble of hand-to-hand combat skills, weapon proficiencies and upgrading combat skills is pretty hard and not really worth the trouble.
Skill checks in the proposed system will use BESM 3e roll high mechanics. To summarize, 2d6 will be rolled and relevant modifiers will be added and compared to a target number or opposed 2d6 check. This does not affect combat rolls which will still use d20s for everything except damage.
You'll be able to "take 6" in a similar manner to taking 10. You'll also be able to "take 12," which will take 30 times longer than a normal check, in the same manner as taking 20.
Skills will be dramatically streamlined. Cultural and science skills will be lumped into "Profession" or "Craft" skills. Likewise, the technical categories of Electronic and Mechanical will be moved into Craft. A lot of redundant skills will be removed and skills will be combined. As an example, Climbing and Swimming will be combined into Athletics, and the ability to make Jump checks (technically not possible in Palladium) will be added. Horsemanship will split to only allow for riding animals and Animal Husbandry will be used for the care of animals. Social skills will be added (!!).
Stats will give relevant skill modifier bonuses, similar to d20 ability modifiers. This will probably be per 3 points above or below 10 in a statistic (+1 at 11-13, +2 at 14-16, -1 at 7-9 etc.) and yes, this means that stats are more meaningful now. IQ will apply to the vast majority of non-physical skills, excepting social skills which will use MA. Additionally, the previous "IQ bonus" will simply give more skills and more skills at level-up; this does mean Jackie and Gizmo will have a lot more skills than normal. It will still not affect skill training which will stay more or less intact. I will probably allow characters with an IQ bonus train a certain number of known, unrelated skills simultaneously (in order to level their huge skill pools up faster) but will not allow them to learn new skills any faster.
Leveling will work as +1 to known skills per character level (including 1). These will be treated as "ranks" and will be differentiated separately from other modifiers, mainly so that we know how many ranks the character can train to. Class bonuses will range from +0 (most skills) to +3 (Sarah piloting skills). These bonuses count as ranks and are not gained unless you gain the skill as an OCC Related Skill from leveling up or started the game with the skill. You can train them normally; for instance, if Sarah learned to pilot tanks through skill training, she would have 1 rank, but could train up to her character level +3 (reflecting her class' piloting expertise). Class-restricted skills will still be restricted for the most part.
Physical skills will mostly be getting removed, with physical "feats" being selectable skill options. PS can still be raised with +2d6 DC/+2 PS/+1 SPD per skill selection with a maximum of 5 (+10 PS). If Lee already exceeds this he keeps his stats but can't be raised anymore through physical skills -- I will probably also somewhat reduce the reward for any future +PS gains to compensate. For those of you wondering what this means overall:
- Boxing's +APM will be folded into "man at arms" classes and will be unique to warrior classes. This includes Lee, Sarah and Gizmo.
- Everyone with a physical skill that increases combat bonuses (such as parry/dodge) is having those bonuses removed. They were power creep and I hated them. I may add some parry/dodge to higher tier combat skills (MA and 4/5 forms) and some extra strike bonus to Assassin to compensate. PP bonus will be applicable to roll with punch now to compensate for the roll loss, and I will be adding a small amount to combat skills.
- Everyone with +PE or +PP from physical skills keep it. I will retain the ability somehow, to raise PP by 2 maximum and PE by some number, possibly 5. I may fold PE into the physical training skill above, although it seems kind of powerful to get +2 PS, +1 SPD, and +1 PE per skill selection. Actually, that sounds more balanced than the current system, rofl.
- Boxing's knockout punch and Wrestling's throws and pins will all be retained in some fashion.
- Fencing is getting totally removed, to include both the bonuses and damage boost. Fuck you, Lee. You can pick something else.
- Acrobatics/Gymnastics are becoming one skill and will basically be Tumble and Balance.
- Although not exactly a physical skill, I'm unsure what to do with Sniper. I am honestly cool letting Brit keep it as an artifact of the old system.
Skills will be loosely grouped into 3 categories. Easy skills will take 2 months of training time to learn. An easy skill has +1 maximum rank, which are learned automatically if you get the skill through leveling up. If you get the skill through training, you can train the extra rank normally. This is cumulative with class rank bonuses (such as Sarah +3 piloting; if she learned "Pilot Bicycle" she would have a total of +4 maximum ranks with the skill). Medium skills take 4 months of training to learn and have no bonus ranks. Hard skills take 6 months of training to learn (default) and have -1 maximum ranks; when you learn a Hard skill, you are effectively -1 on skill checks until you gain ranks in it.
Untrained easy skills suffer no penalty; untrained normal skills will probably suffer -2 to -3 penalty and untrained hard skills will generally be unusable.
Easy skills include things like automobile or bicycle piloting, reading sensory instruments, perception, stealth, and all social skills. Normal skills will include most skills, while hard skills will include Medical, science professions, escape artist, and similar extremely demanding jobs. In general, the maximum roll for an untrained Medium skill check will also be 7.
Weapon Proficiencies will be changing somewhat (streamlined melee weapon bonuses, some skills becoming skill perks, etc.) No idea on whether Sharpshooting will be changed. Quick Draw will be changed.
Input would be appreciated -- except in relation to physical skills. Physical skill bitching will result in experience penalties.
Tuesday, March 6, 2012
The best superhumans HU2 can build
Unlike Nightbane -- where I made something ridiculously imba even before talents, spells, or even skills, HU2 requires quite a bit more effort to bust. There are some really powerful super abilities, and some good builds make strong use of them. No HU2 creature is as resistant to everything as Nightbanes are, and magic in particular is a gigantic weakness for superhero characters.
However, HU2 has a few major kinks. The biggest issue is the Alien and Mega-Hero templates and somewhat the Mutant template. While Mega-Hero is considered "optional rules" in HU2 for more powerful characters, Alien is not.
All HU2 superhuman builds have the option of megahero powers, and the best penalty is forced transformation. There's no limit on transformation time, making it essentially a pretty Nightbane Morphus. The obvious megachoice is immortality. Megaheroes automatically get supernatural PS, though in some cases it's a pretty low value. They get 1.5 times their normal SDC (or MDC), and magic has half duration unless the character has a magic vulnerability. We would never choose magic as a vulnerability, ever. Mega immortality makes you literally unkillable while mega-transformed, your basically has to be atomized to die. Nobody goes to that kind of lengths to kill someone. Megastrength is the second good megapower option and it basically gives you +20 +avg 7 PS, which can let some heroes rival Olug and most rival or surpass the cow.
Aliens can hit ANY power category in addition to their alien racials. This is actually totally okay, since any Alien template character could become some imba Rifts class (shifter, battle magus, techno-wizard, etc); likewise more absurdly powerful D-Bee races in Rifts could also become any of the power categories and that's fine. What Alien does is add power for free though, which is dangerous. It's especially significant because aliens can get base MDC by having either high gravity environment or tough hide/natural exoskeleton. High Gravity is the most cheatery environment ever, tripling SPD attribute, granting PS, and giving MDC. In addition, you can add in mineral bodytype for +180 MDC and more PS. Rhino gives more PS, Demon gives multiple arms (+1 apm). For most of my top tier builds, I'll be using high gravity mineral alien.
The general uber builds are:
Mutant/Experiment: 1 major + 3 minor
Mutant/Experiment: 2 major
Mutant/Experiment: 5 minor
Mutant/Experiment: 1 major + 1d4+1 minor psychic powers or 1 super psychic power (for TW item use)
Mutant/Experiment: 3 minor + 1d4 minor psychic powers
Mutant/Experiment: 2 minor + 1 super psychic power
All mutants take ambidextrous as mutant trait and unstable power level growth trait. Level growth could be replaced with the emergency alter physical structure trait, for when situations get really bad.
All experiments take forced transformation for the 1d4*10 SDC and 1d6+4 PS bonus. There are other, less good traits that don't increase size, most notably chemical resistance. No facial features is also okay but superhuman access to TW metamorph stuff is kinda limited, so it's a pretty big drawback.
A mystically bestowed character with mega-hero immortality can get 8 low level spells and 1 imbalanced major super ability. The 8 low level spells are inconsequential; the real advantage is that the hero can use TW items with his one imbalanced major. The one imbalanced major super ability in question is Multiple Beings/Selves. The multiple selves have mega immortality, making them nearly unkillable. He can make 1 clone per level of his experience, although the clones are one level lower than him. He has an average MDC in bestowed form of about 170 (plus physical skill bonuses), plus hit points of relatively normal. Each clone has minimum 20(s) PS, 18 PP, 24 SPD and avg 75+PE mana plus 7.5 avg per level. This character becomes retarded by about level 3 with 3 unkillable kage bunshins all with caster abilities and low-superhuman power levels. If he's teamed with a character who can grant energy spheres, this guy can provide the mana for any ritual ever. Megahero immortality makes this character imbalancedly powerful and because it's in the core as an optional rule (and the devs acknowledge that megahero makes you pretty imbalanced) this shouldn't be seen as a gigantic exploit. It is BY FAR the worst case scenario and it is only really bad when paired with Rifts-tier magic.
Another option for Mystically Bestowed is to start with basically any spell in the game. He can only pick a few but he can pick the more abusive ones like Energy Sphere, Talisman, and Create Scroll. With Create Scroll, he can create translatable scrolls of his rape spells to allied casters. He kind of tapers off in power once his allies have all his spells, but he does retain mega-immortality and can still use any TW devices with the same mana pool as the above character. You may want to give him mega-strength instead and kill him off so you can roll something that can actually learn spells. Obviously, you'd relearn all your high level rape from your allied wizards and pick something gay like chiang-ku shifter or battle magus. A similar build uses Enchanted Object but you are limited to spell levels 1-12; you get a few more good powers, lose some durability, and gain one unique special effect. The unique effect is generally pretty crappy, except for complete magic immunity. The problem with the immunity effect is that it permanently gimps your ability to get durability and is overall not a very good idea. I would go for Mystically Bestowed if I wanted to use scrollhax.
The problem with Mystically Bestowed as a category is that the character must do the bidding of whatever's granting him his powers. He's basically a priest, and that's cool for RP but he's gotta pick the right god. Kym-nark-mar ftw?!?
Enchanted Object gets to use scrollhax as above but is not quite as good. He can use TW though even with major super abilities, so there are some decent builds. I don't think any of them are "cow good" but there's always sonic speed for a mini-Harken build. Probably not as good as Mystically Bestowed kage bunshins though.
Enchanted Weapon is a character packing a rune weapon as his main ability and loses all of his megapowers if his sword is ever lost. This makes him kind of vulnerable right out of the gate. I would take mega strength rather than mega immortality; even if you don't die right away, someone just jacks your sword and you're hosed. Better to be more capable of avoiding death. They have around 53 MDC in transformed mode, plus normal HP. We'll assume they do 6d6 weapon damage.
Mystic Weapon of Order can get some ridiculous strength by doubling up on the strength weapon option plus megastrength. The best options after strength are the +6 damage bonus, fly, mystic shield, and invis superior at will. The +6 damage bonus applies to the wielder, so he can use it to wield a battle fury blade doublestriking at +6 damage per hit. Not too bad, considering this build will probably have over 70 PS.
Mystic Weapon of Chaos has a few more utility options but not as much strength. +6 damage, portal of fear (makes a grappling tentacle portal, really nice), invis superior at will, fly and mystic shield are the best overall options. There are some decent other weapon choices. In this case though, the +6 damage is probably better off used with guns and a Chaos Weapon wielder probably wants spells so he can power TW items. He's an inferior choice overall other than his +6 damage with guns. Megastrength doesn't do him much good, but it's better than nothing? I'm having trouble making a working build for this guy that is dramatically better than nightstalker mystic (which is kind of a benchmark).
For the Mystic Weapon characters, they either get 1 major or 3 minors, although they get a spells option it only allows spells up to 8 and doesn't allow learning new spells. This, obviously, is kind of mediocre and the base mana is really bad.
For the Weapon of Order character he probably wants Teleport (major) for perfect gap closing with his monster strength and melee damage. He could also go with 3 minors and get extraordinary speed and 2 other +APM minors, for +3 APM total and some good dodge/parry bonuses. He might also be able to work automatic dodge into a minor. Because he's a Weapon of Order wielder, Karmic Power (major) might also be good to completely screw his opponents (it nulls all enemy combat bonuses) but Karmic Power relies on being a good guy all the time. Obviously, Invulnerability works for anything. APS: Stone or Metal can also be used for more PS but less mobility.
Mutant and Experiment heroes (Mutant is really ideal) have some power flexibility.
One major + TW use is a big draw. This -needs- to be a durability increase as the mutant is not MDC by default. APS Liquid, APS Metal or APS Ice are the most flexible options but Invulnerability is always there. Alternatively, it can be something imba like Slow Motion Control or Karmic Power and he can rely on EBA, PBF, or TW mods to give him protection. He's still mega-immortal. However, the durability powers get bonuses from being a mega-hero (+50% MDC) and APS Ice and Liquid in particular have a lot of utility. The mutant character with the level growth unstable perk can get a major on level-up and combine another imbalanced power with his first one.
3 minor + TW use is inevitably going to be harder to break. Manipulate kinetic energy for double damage physical attacks is insane in team play. Otherwise, he pretty much can just rely on getting +3 APM and some form of mobility and some combat bonuses. 2 minor + a super psi is not really worth it compared to 1 major and a super psi. The best combo there is manipulate kinetic energy with super-TK for some really imbalanced item throwing, which might be cool.
1 major + 3 minor will give some mobility to a major. I really, really like wingless flight with APS Ice, but this stuff isn't really broken. It's nice though. Nowhere near as good as 1 major + TW + some random psi.
2 major is really sick because you can do some dumb combos, especially with the possibility that mutants give for level-up powers. Multiple Beings/Selves with APS of any kind is pretty retarded, Plasma being a huge offender for huge damage output and fly mobility. Unfortunately, 2 majors and no TW means combining Multiple Beings/Selves with any non-durability power is fucking dangerous, even with mega immortality.
So overall, the biggest abusers (unless stated, all use the basic Alien + Mega-Hero template: high gravity mineral alien, mega hero immortal transformation)
Build 1: Plasma/Electric Kage Bunshins
This build uses Demon multi-armed aliens rather than mineral aliens for +1 APM. Mineral adds more durability, though.
I choose Mutant with Ambidextrous/Experience Growth and 2 majors
Major super abilities: Multiple Beings/Selves, Alter Physical Structure: Plasma (or Electricity)
mostly normal stats (HP is mega) except
Triple normal SPD
+avg 7 PS (normal)
avg 142.5 MDC in normal form, +90 in plasma form (plus physical skills)
Can create 1 copy of self per level, copies are 1 level lower than creator.
Deals 10d6 damage to anything it touches (in plasma form)
Deals 20d4 damage to anything grappling it (cannot actually grapple since intangible)
Flies at 60mph +20/level
Can throw 10d6 +2/level plasma bolts with 200ft +20level range
Can throw 4d6 plasma bolts with 300ft +30/level range
Takes half damage from energy (in plasma form)
Immune to physical and heat (in plasma form)
Takes huge damage from cold, water, etc.
This build basically gives the character a bunch of flying, unkillable plasma allies that deal monstrous ranged damage. He starts off reasonably powerful and gets absurd at higher levels due to his per-level speed increase and massive number of clones. He also gets superpowers every 3 levels at 3/6/9/12/15. He does not have very good endgame scaling though, and is better off only keeping poorly-equipped clones in plasma form later on. He is easily ignored with i2e, but due to getting superpowers every 3 levels he may have some other means of damage by level 3 or 6. He can also dual wield rifle weapons, so against an i2e enemy he still has his superior speed and particle beam rifles or multiple grenade launchers. Due to having so many clones, he can arm some of them as machinegunners or other means of support.
Build 2: Slowing Kage Bunshins
Mutant, Ambidextrous/Experience Growth, 2 majors
Multiple Beings/Selves, Slow Motion Control (or Gravity Control)
Triple speed
avg +25 PS (35.5) normal
avg +382.5 MDC
Can do a no-save half-apm half-bonuses attack
This build is weird, since it relies almost entirely on mineral alien tank and normal weapons. It has to use mana cell weapons to even use TW, and it will never be able to use TW normally unless it spontaneously develops Mimic. Even then, it will have to Mimic a psionic ally or enemy and most likely, the clones will be dispersed doing various things. It loses pretty hard to the plasma alien mutant unless armed with cryo-weaponry of some kind. However, the character has the unique ability to royally dominate a battle if his kage bunshins are allowed to get close due to the slow-motion attacks. His clones are also incredibly hard to hit without concentrated fire. He can 1v1 almost anything except someone else also using kage bunshins. He is somewhat vulnerable to the cow due to his low magic save, but the cow cannot do anything but cast spells and has half APM with which to do so. The gravity control version works a little better by improving mobility of kage bunshins (multiplying a multiplied speed is kinda dumb) and completely destroying anyone with bonuses. He is only really vulnerable to a really powerful mage and some MB/S builds.
Build 3: Mage Army
Mystically Bestowed, Mega-Hero Immortal/Transformation, Multiple Beings/Selves, 8 spells 1-5
PE/PP minimum ~20 (thus good bonuses/saves)
Triple SPD
PS avg +27.5(s) (roughly 38)
avg +550 MDC
avg75+PE+avg 7/level mana
This build has ridiculous tank and speed like any mineral high gravity alien, but he is pushed to physical perfection thanks to Mystically Bestowed. His army can't cast any truly epic spells, but 1-5 has enough good stuff that he can really do some damage. In core, Mental Blast is level 5, as is Domination, while Magic Net is level 4. Astral Projection is there too. This guy has quite a few decent tools early and is a really big problem late, since he has full access to TW gear and each clone has enough mana to end a fight. He is a counter to casters due to his highish saves and magical aptitude. The plasma army can beat him early but it's as easy as TW ice guns lategame. The cow has no chance of beating even two of him as long as both of them stay out of Darksong range. In very close combat, the cow still might not beat him because he is unlikely to stun 4 or 5 kage bunshins for more than a melee round. Slow army build probably loses as well, as their magic saves are low.
Build 4: All the Strength
This build replaces megahero immortal with megahero strength.
Mystic Weapon of Order, +6 damage, fly, mystic shield, invis at will, strength x2 + 1 major
Alter Physical Structure: Metal
+1610 MDC in metal form (-1200 in normal form, ohnoes still 410)
+avg 97(s) PS (avg 107.5 before physical skills)
Triple SPD, which is halved in metal form
Can turn invisible at will, fly at 50mph (half in metal), create a 200 MDC parrying shield, and deals +6 damage with all attacks.
This character hits so hard, the universe shudders whenever he does not pull his punches. He's also unkillable and can just straight-up trade blows with almost anyone. He has a decent magic save (not listed) but no ways to boost his PE for more. He's really imba with a team, but is not actually one of the "titans." I just thought it would be amusing to build a character with over 100 supernatural PS. Almost any of the MB/S builds above can beat him.
However, HU2 has a few major kinks. The biggest issue is the Alien and Mega-Hero templates and somewhat the Mutant template. While Mega-Hero is considered "optional rules" in HU2 for more powerful characters, Alien is not.
All HU2 superhuman builds have the option of megahero powers, and the best penalty is forced transformation. There's no limit on transformation time, making it essentially a pretty Nightbane Morphus. The obvious megachoice is immortality. Megaheroes automatically get supernatural PS, though in some cases it's a pretty low value. They get 1.5 times their normal SDC (or MDC), and magic has half duration unless the character has a magic vulnerability. We would never choose magic as a vulnerability, ever. Mega immortality makes you literally unkillable while mega-transformed, your basically has to be atomized to die. Nobody goes to that kind of lengths to kill someone. Megastrength is the second good megapower option and it basically gives you +20 +avg 7 PS, which can let some heroes rival Olug and most rival or surpass the cow.
Aliens can hit ANY power category in addition to their alien racials. This is actually totally okay, since any Alien template character could become some imba Rifts class (shifter, battle magus, techno-wizard, etc); likewise more absurdly powerful D-Bee races in Rifts could also become any of the power categories and that's fine. What Alien does is add power for free though, which is dangerous. It's especially significant because aliens can get base MDC by having either high gravity environment or tough hide/natural exoskeleton. High Gravity is the most cheatery environment ever, tripling SPD attribute, granting PS, and giving MDC. In addition, you can add in mineral bodytype for +180 MDC and more PS. Rhino gives more PS, Demon gives multiple arms (+1 apm). For most of my top tier builds, I'll be using high gravity mineral alien.
The general uber builds are:
Mutant/Experiment: 1 major + 3 minor
Mutant/Experiment: 2 major
Mutant/Experiment: 5 minor
Mutant/Experiment: 1 major + 1d4+1 minor psychic powers or 1 super psychic power (for TW item use)
Mutant/Experiment: 3 minor + 1d4 minor psychic powers
Mutant/Experiment: 2 minor + 1 super psychic power
All mutants take ambidextrous as mutant trait and unstable power level growth trait. Level growth could be replaced with the emergency alter physical structure trait, for when situations get really bad.
All experiments take forced transformation for the 1d4*10 SDC and 1d6+4 PS bonus. There are other, less good traits that don't increase size, most notably chemical resistance. No facial features is also okay but superhuman access to TW metamorph stuff is kinda limited, so it's a pretty big drawback.
A mystically bestowed character with mega-hero immortality can get 8 low level spells and 1 imbalanced major super ability. The 8 low level spells are inconsequential; the real advantage is that the hero can use TW items with his one imbalanced major. The one imbalanced major super ability in question is Multiple Beings/Selves. The multiple selves have mega immortality, making them nearly unkillable. He can make 1 clone per level of his experience, although the clones are one level lower than him. He has an average MDC in bestowed form of about 170 (plus physical skill bonuses), plus hit points of relatively normal. Each clone has minimum 20(s) PS, 18 PP, 24 SPD and avg 75+PE mana plus 7.5 avg per level. This character becomes retarded by about level 3 with 3 unkillable kage bunshins all with caster abilities and low-superhuman power levels. If he's teamed with a character who can grant energy spheres, this guy can provide the mana for any ritual ever. Megahero immortality makes this character imbalancedly powerful and because it's in the core as an optional rule (and the devs acknowledge that megahero makes you pretty imbalanced) this shouldn't be seen as a gigantic exploit. It is BY FAR the worst case scenario and it is only really bad when paired with Rifts-tier magic.
Another option for Mystically Bestowed is to start with basically any spell in the game. He can only pick a few but he can pick the more abusive ones like Energy Sphere, Talisman, and Create Scroll. With Create Scroll, he can create translatable scrolls of his rape spells to allied casters. He kind of tapers off in power once his allies have all his spells, but he does retain mega-immortality and can still use any TW devices with the same mana pool as the above character. You may want to give him mega-strength instead and kill him off so you can roll something that can actually learn spells. Obviously, you'd relearn all your high level rape from your allied wizards and pick something gay like chiang-ku shifter or battle magus. A similar build uses Enchanted Object but you are limited to spell levels 1-12; you get a few more good powers, lose some durability, and gain one unique special effect. The unique effect is generally pretty crappy, except for complete magic immunity. The problem with the immunity effect is that it permanently gimps your ability to get durability and is overall not a very good idea. I would go for Mystically Bestowed if I wanted to use scrollhax.
The problem with Mystically Bestowed as a category is that the character must do the bidding of whatever's granting him his powers. He's basically a priest, and that's cool for RP but he's gotta pick the right god. Kym-nark-mar ftw?!?
Enchanted Object gets to use scrollhax as above but is not quite as good. He can use TW though even with major super abilities, so there are some decent builds. I don't think any of them are "cow good" but there's always sonic speed for a mini-Harken build. Probably not as good as Mystically Bestowed kage bunshins though.
Enchanted Weapon is a character packing a rune weapon as his main ability and loses all of his megapowers if his sword is ever lost. This makes him kind of vulnerable right out of the gate. I would take mega strength rather than mega immortality; even if you don't die right away, someone just jacks your sword and you're hosed. Better to be more capable of avoiding death. They have around 53 MDC in transformed mode, plus normal HP. We'll assume they do 6d6 weapon damage.
Mystic Weapon of Order can get some ridiculous strength by doubling up on the strength weapon option plus megastrength. The best options after strength are the +6 damage bonus, fly, mystic shield, and invis superior at will. The +6 damage bonus applies to the wielder, so he can use it to wield a battle fury blade doublestriking at +6 damage per hit. Not too bad, considering this build will probably have over 70 PS.
Mystic Weapon of Chaos has a few more utility options but not as much strength. +6 damage, portal of fear (makes a grappling tentacle portal, really nice), invis superior at will, fly and mystic shield are the best overall options. There are some decent other weapon choices. In this case though, the +6 damage is probably better off used with guns and a Chaos Weapon wielder probably wants spells so he can power TW items. He's an inferior choice overall other than his +6 damage with guns. Megastrength doesn't do him much good, but it's better than nothing? I'm having trouble making a working build for this guy that is dramatically better than nightstalker mystic (which is kind of a benchmark).
For the Mystic Weapon characters, they either get 1 major or 3 minors, although they get a spells option it only allows spells up to 8 and doesn't allow learning new spells. This, obviously, is kind of mediocre and the base mana is really bad.
For the Weapon of Order character he probably wants Teleport (major) for perfect gap closing with his monster strength and melee damage. He could also go with 3 minors and get extraordinary speed and 2 other +APM minors, for +3 APM total and some good dodge/parry bonuses. He might also be able to work automatic dodge into a minor. Because he's a Weapon of Order wielder, Karmic Power (major) might also be good to completely screw his opponents (it nulls all enemy combat bonuses) but Karmic Power relies on being a good guy all the time. Obviously, Invulnerability works for anything. APS: Stone or Metal can also be used for more PS but less mobility.
Mutant and Experiment heroes (Mutant is really ideal) have some power flexibility.
One major + TW use is a big draw. This -needs- to be a durability increase as the mutant is not MDC by default. APS Liquid, APS Metal or APS Ice are the most flexible options but Invulnerability is always there. Alternatively, it can be something imba like Slow Motion Control or Karmic Power and he can rely on EBA, PBF, or TW mods to give him protection. He's still mega-immortal. However, the durability powers get bonuses from being a mega-hero (+50% MDC) and APS Ice and Liquid in particular have a lot of utility. The mutant character with the level growth unstable perk can get a major on level-up and combine another imbalanced power with his first one.
3 minor + TW use is inevitably going to be harder to break. Manipulate kinetic energy for double damage physical attacks is insane in team play. Otherwise, he pretty much can just rely on getting +3 APM and some form of mobility and some combat bonuses. 2 minor + a super psi is not really worth it compared to 1 major and a super psi. The best combo there is manipulate kinetic energy with super-TK for some really imbalanced item throwing, which might be cool.
1 major + 3 minor will give some mobility to a major. I really, really like wingless flight with APS Ice, but this stuff isn't really broken. It's nice though. Nowhere near as good as 1 major + TW + some random psi.
2 major is really sick because you can do some dumb combos, especially with the possibility that mutants give for level-up powers. Multiple Beings/Selves with APS of any kind is pretty retarded, Plasma being a huge offender for huge damage output and fly mobility. Unfortunately, 2 majors and no TW means combining Multiple Beings/Selves with any non-durability power is fucking dangerous, even with mega immortality.
So overall, the biggest abusers (unless stated, all use the basic Alien + Mega-Hero template: high gravity mineral alien, mega hero immortal transformation)
Build 1: Plasma/Electric Kage Bunshins
This build uses Demon multi-armed aliens rather than mineral aliens for +1 APM. Mineral adds more durability, though.
I choose Mutant with Ambidextrous/Experience Growth and 2 majors
Major super abilities: Multiple Beings/Selves, Alter Physical Structure: Plasma (or Electricity)
mostly normal stats (HP is mega) except
Triple normal SPD
+avg 7 PS (normal)
avg 142.5 MDC in normal form, +90 in plasma form (plus physical skills)
Can create 1 copy of self per level, copies are 1 level lower than creator.
Deals 10d6 damage to anything it touches (in plasma form)
Deals 20d4 damage to anything grappling it (cannot actually grapple since intangible)
Flies at 60mph +20/level
Can throw 10d6 +2/level plasma bolts with 200ft +20level range
Can throw 4d6 plasma bolts with 300ft +30/level range
Takes half damage from energy (in plasma form)
Immune to physical and heat (in plasma form)
Takes huge damage from cold, water, etc.
This build basically gives the character a bunch of flying, unkillable plasma allies that deal monstrous ranged damage. He starts off reasonably powerful and gets absurd at higher levels due to his per-level speed increase and massive number of clones. He also gets superpowers every 3 levels at 3/6/9/12/15. He does not have very good endgame scaling though, and is better off only keeping poorly-equipped clones in plasma form later on. He is easily ignored with i2e, but due to getting superpowers every 3 levels he may have some other means of damage by level 3 or 6. He can also dual wield rifle weapons, so against an i2e enemy he still has his superior speed and particle beam rifles or multiple grenade launchers. Due to having so many clones, he can arm some of them as machinegunners or other means of support.
Build 2: Slowing Kage Bunshins
Mutant, Ambidextrous/Experience Growth, 2 majors
Multiple Beings/Selves, Slow Motion Control (or Gravity Control)
Triple speed
avg +25 PS (35.5) normal
avg +382.5 MDC
Can do a no-save half-apm half-bonuses attack
This build is weird, since it relies almost entirely on mineral alien tank and normal weapons. It has to use mana cell weapons to even use TW, and it will never be able to use TW normally unless it spontaneously develops Mimic. Even then, it will have to Mimic a psionic ally or enemy and most likely, the clones will be dispersed doing various things. It loses pretty hard to the plasma alien mutant unless armed with cryo-weaponry of some kind. However, the character has the unique ability to royally dominate a battle if his kage bunshins are allowed to get close due to the slow-motion attacks. His clones are also incredibly hard to hit without concentrated fire. He can 1v1 almost anything except someone else also using kage bunshins. He is somewhat vulnerable to the cow due to his low magic save, but the cow cannot do anything but cast spells and has half APM with which to do so. The gravity control version works a little better by improving mobility of kage bunshins (multiplying a multiplied speed is kinda dumb) and completely destroying anyone with bonuses. He is only really vulnerable to a really powerful mage and some MB/S builds.
Build 3: Mage Army
Mystically Bestowed, Mega-Hero Immortal/Transformation, Multiple Beings/Selves, 8 spells 1-5
PE/PP minimum ~20 (thus good bonuses/saves)
Triple SPD
PS avg +27.5(s) (roughly 38)
avg +550 MDC
avg75+PE+avg 7/level mana
This build has ridiculous tank and speed like any mineral high gravity alien, but he is pushed to physical perfection thanks to Mystically Bestowed. His army can't cast any truly epic spells, but 1-5 has enough good stuff that he can really do some damage. In core, Mental Blast is level 5, as is Domination, while Magic Net is level 4. Astral Projection is there too. This guy has quite a few decent tools early and is a really big problem late, since he has full access to TW gear and each clone has enough mana to end a fight. He is a counter to casters due to his highish saves and magical aptitude. The plasma army can beat him early but it's as easy as TW ice guns lategame. The cow has no chance of beating even two of him as long as both of them stay out of Darksong range. In very close combat, the cow still might not beat him because he is unlikely to stun 4 or 5 kage bunshins for more than a melee round. Slow army build probably loses as well, as their magic saves are low.
Build 4: All the Strength
This build replaces megahero immortal with megahero strength.
Mystic Weapon of Order, +6 damage, fly, mystic shield, invis at will, strength x2 + 1 major
Alter Physical Structure: Metal
+1610 MDC in metal form (-1200 in normal form, ohnoes still 410)
+avg 97(s) PS (avg 107.5 before physical skills)
Triple SPD, which is halved in metal form
Can turn invisible at will, fly at 50mph (half in metal), create a 200 MDC parrying shield, and deals +6 damage with all attacks.
This character hits so hard, the universe shudders whenever he does not pull his punches. He's also unkillable and can just straight-up trade blows with almost anyone. He has a decent magic save (not listed) but no ways to boost his PE for more. He's really imba with a team, but is not actually one of the "titans." I just thought it would be amusing to build a character with over 100 supernatural PS. Almost any of the MB/S builds above can beat him.
Friday, March 2, 2012
In this thread, Nightbane are retarded
So yeah. Nightbane are pretty powerful in morphus form. According to the conversion notes, Nightbane in morphus form turn their SDC into MDC, which means that they can train Marvel Comics style in facade mode and gain stat buffs in morphus mode legitimately (I houseruled physical stat training for superstr characters).
The conversion notes in Dark Conversions screw us out of some fun options. Unfortunately, there is no benefit to playing as a spider, snake, or giant insect as their poisons are SD (obviously I would change this but I'm doing core just to show imba). Thus, the best options provide better senses or stats.
Note: fStat means facade stat, mStat means morphus
The base stats of any Nightbane are double HP (mPE*2 + 2d6 per level) and 30+2d6*10 MDC. They get a natural +10 to PS, PE, and SPD and +6 to PP. They also have some of the highest mana totals in the game at fPE+3d6*10+20, +3d6 per level. Nightbane have to spend mana permanently to get talents, so this might be a compromise. Note that a Nightbane sorceror can select no talents and have his full mana pool for spells, although there are enough good talents that I think this is a bad idea.
Nightbane core abilities are +1 init, +2s/p/d, +3 roll, +4 save magic, +3 save psi, +3 save disease, +3 save hf. This might be a little retarded but at least they don't have a huge poison save. Good stuff to know if you ever fight a Nightbane, but racial +10 PE might have something to say about that.
Appearance type: Bizaare (1 Beauty, 1 Characteristic, 1 Animal Form, 1 Stigmata)
Characteristics: 2x Unnatural Limbs, 1x Biomechanical, 1x Alien Form)
Animal Form: Cow/Buffalo
Unearthly Beauty: Physical Perfection, Fallen Angel
Stigmata: Bones, 1x Biomechanical
Unnatural Limbs: Four Arms (actually two), Pseudopods
Biomechanical: Metal Endoskeleton, Metal Exoskeleton
Alien Form: Crystaline, Hulking Monster
I only choose this combination because I assume you can't run plasmoid with a bunch of metal exoskeleton parts. Otherwise, plasmoid is kind of ftw, but you end up running with less than half HP.
Overall it gives you, without physical skills:
avg 64+7 HP per level = kinda hard to kill
avg 623 MDC = you can tank glitter boy guns to the face
avg 41.5 PS = fuck trucks, you hit like a short-range missile
avg 19.5 PP = you are kinda dextrous
avg 32 PE = you resist everything
avg 19 PB = you're a hot cow
avg 50.95 run SPD = you can chase down cars going the speed limit
horror factor 18 = you are fucking terrifying... and I'll be honest, I'm terrified looking at these stats
+2 initiative, +2 roll with punch, +3 save disease = boring
+2 s/p/d, +3 save psi, +3 save hf = awesome
+4 save magic = you're probably immune
fire and cold resistance = does half damage
avg +2.75 APM = the chance for +3 APM is there, that's all I'm saying
automatic dodge = yeah that's right, what now bitch
The conversion notes in Dark Conversions screw us out of some fun options. Unfortunately, there is no benefit to playing as a spider, snake, or giant insect as their poisons are SD (obviously I would change this but I'm doing core just to show imba). Thus, the best options provide better senses or stats.
Note: fStat means facade stat, mStat means morphus
The base stats of any Nightbane are double HP (mPE*2 + 2d6 per level) and 30+2d6*10 MDC. They get a natural +10 to PS, PE, and SPD and +6 to PP. They also have some of the highest mana totals in the game at fPE+3d6*10+20, +3d6 per level. Nightbane have to spend mana permanently to get talents, so this might be a compromise. Note that a Nightbane sorceror can select no talents and have his full mana pool for spells, although there are enough good talents that I think this is a bad idea.
Nightbane core abilities are +1 init, +2s/p/d, +3 roll, +4 save magic, +3 save psi, +3 save disease, +3 save hf. This might be a little retarded but at least they don't have a huge poison save. Good stuff to know if you ever fight a Nightbane, but racial +10 PE might have something to say about that.
Appearance type: Bizaare (1 Beauty, 1 Characteristic, 1 Animal Form, 1 Stigmata)
Characteristics: 2x Unnatural Limbs, 1x Biomechanical, 1x Alien Form)
Animal Form: Cow/Buffalo
Unearthly Beauty: Physical Perfection, Fallen Angel
Stigmata: Bones, 1x Biomechanical
Unnatural Limbs: Four Arms (actually two), Pseudopods
Biomechanical: Metal Endoskeleton, Metal Exoskeleton
Alien Form: Crystaline, Hulking Monster
I only choose this combination because I assume you can't run plasmoid with a bunch of metal exoskeleton parts. Otherwise, plasmoid is kind of ftw, but you end up running with less than half HP.
Overall it gives you, without physical skills:
avg 64+7 HP per level = kinda hard to kill
avg 623 MDC = you can tank glitter boy guns to the face
avg 41.5 PS = fuck trucks, you hit like a short-range missile
avg 19.5 PP = you are kinda dextrous
avg 32 PE = you resist everything
avg 19 PB = you're a hot cow
avg 50.95 run SPD = you can chase down cars going the speed limit
horror factor 18 = you are fucking terrifying... and I'll be honest, I'm terrified looking at these stats
+2 initiative, +2 roll with punch, +3 save disease = boring
+2 s/p/d, +3 save psi, +3 save hf = awesome
+4 save magic = you're probably immune
fire and cold resistance = does half damage
avg +2.75 APM = the chance for +3 APM is there, that's all I'm saying
automatic dodge = yeah that's right, what now bitch
Tuesday, September 20, 2011
Rifts Psionics errata
Oh em eff gee. I have avoided this post for a long time.
Nega-Psychic: Automatically saves versus most psychic effects without needing to spend mana.
Psi-Tech (and variants): Passive telemechanics gives the base bonus from Telemechanics. Additionally, the Psi-Tech gains a 33% bonus to speed when taking any driving actions to accelerate (20mph for every 15).
Healer
Bio-regeneration: Restores 5d6 health per use. Can be used once per minute.
Exorcism: This works on all forms of possession. It does not work on symbiotes, but does work on MPO.
Healing Touch: Restores 2d6 health per use. Activation time is still 2 minutes. Can only be used once per injury.
Increased Healing: Healing speed is increased to 20 health per day. Healing effects on the character heal an extra D6 of health.
Induce Sleep: Involuntary sleep can be used as long as the person is not on any sort of brain-altering stimulant chemicals such as adrenaline or meth. Other chemicals that are light stimulants such as caffeine or nicotine provide bonuses to save up to +3 (in addition to the normal +5) making sleep induction for them hard.
Psychic Surgery: This adds +30% to an existing paramedic or medical doctor skill but does not grant the skills to perform any sort of complex surgeries. Using this power without the paramedic or medical doctor skills is not recommended.
Physical
Alter Aura: This ability interferes with any sort of supernatural sense, but cannot hide base mana or ISP from magic sense or a similar sense. It will cloud spell abilities such as detect magic, but not detect psionics (because a psychic power is in use).
Deaden Senses: This ability gives the bonus to everyone attempting the listed skills against the victim, not just the psychic. The bonus is increased to +20%.
Ectoplasmic Disguise: Maintenance of this ability does not impede skill performance, but it increases the time needed by 50%. Physical skills like backflips are basically impossible and combat is impossible. The disguise looks perfect though; it "holds up" under scrutiny, unless supernatural senses are present.
Impervious to Fire: All fire deals no damage.
Levitation: This cannot be used on living things, other than plants and the caster.
Summon Inner Strength: This power resists the effects of inhibiting debuffs. The debuffs are still present, but count down and don't take effect while SIS is active.
TM Operation, Possession, Paralysis: The wielder of the device can make a saving throw to resist the effects of these powers. If it has multiple operators (such as a vehicle with comms/nav/gunner/pilot) the operator with the best saving throw is used. AIs use 15, 12, or 10 depending on sophistication with no other bonuses.
TM Possession: In order to cancel the possession, the psychic's body must be within active range of the power. Additionally, the possessed device cannot go more than 5000 feet + 1000 feet per level of the psychic's experience or the ability is cancelled. If the ability is cancelled remotely (via distance or the power expiring) the psychic takes 1d4 minutes to get to his real body.
Telemechanics: +1 APM and +1 on combat rolls while operating devices to which Telemechanics applies. If the relevant skill is known, Telemechanics provides a +20% bonus if the skill is above 60%, otherwise set to 80% as normal.
Nega-Psychic: Automatically saves versus most psychic effects without needing to spend mana.
Psi-Tech (and variants): Passive telemechanics gives the base bonus from Telemechanics. Additionally, the Psi-Tech gains a 33% bonus to speed when taking any driving actions to accelerate (20mph for every 15).
Healer
Bio-regeneration: Restores 5d6 health per use. Can be used once per minute.
Exorcism: This works on all forms of possession. It does not work on symbiotes, but does work on MPO.
Healing Touch: Restores 2d6 health per use. Activation time is still 2 minutes. Can only be used once per injury.
Increased Healing: Healing speed is increased to 20 health per day. Healing effects on the character heal an extra D6 of health.
Induce Sleep: Involuntary sleep can be used as long as the person is not on any sort of brain-altering stimulant chemicals such as adrenaline or meth. Other chemicals that are light stimulants such as caffeine or nicotine provide bonuses to save up to +3 (in addition to the normal +5) making sleep induction for them hard.
Psychic Surgery: This adds +30% to an existing paramedic or medical doctor skill but does not grant the skills to perform any sort of complex surgeries. Using this power without the paramedic or medical doctor skills is not recommended.
Physical
Alter Aura: This ability interferes with any sort of supernatural sense, but cannot hide base mana or ISP from magic sense or a similar sense. It will cloud spell abilities such as detect magic, but not detect psionics (because a psychic power is in use).
Deaden Senses: This ability gives the bonus to everyone attempting the listed skills against the victim, not just the psychic. The bonus is increased to +20%.
Ectoplasmic Disguise: Maintenance of this ability does not impede skill performance, but it increases the time needed by 50%. Physical skills like backflips are basically impossible and combat is impossible. The disguise looks perfect though; it "holds up" under scrutiny, unless supernatural senses are present.
Impervious to Fire: All fire deals no damage.
Levitation: This cannot be used on living things, other than plants and the caster.
Summon Inner Strength: This power resists the effects of inhibiting debuffs. The debuffs are still present, but count down and don't take effect while SIS is active.
- All psionic debuffs, including mind bleeder debuffs
- All sleep effects if applied before the sleep occurs
- Stun and daze type effects such as befuddle, swirling lights or northern lights
- All sonic debuffs and similar "headache" debuffs (magical or otherwise)
- Chilling type cold debuffs such as orb of cold or circle of cold
- Sickness type debuffs such as stench of hades or many magical poisons
- All sense-diminishing powers (not effective against 100% blinds or silences, nor environmental problems like smoke, loud noises, or leylines)
- Agony and other pain-type debuffs are reduced by half
TM Operation, Possession, Paralysis: The wielder of the device can make a saving throw to resist the effects of these powers. If it has multiple operators (such as a vehicle with comms/nav/gunner/pilot) the operator with the best saving throw is used. AIs use 15, 12, or 10 depending on sophistication with no other bonuses.
TM Possession: In order to cancel the possession, the psychic's body must be within active range of the power. Additionally, the possessed device cannot go more than 5000 feet + 1000 feet per level of the psychic's experience or the ability is cancelled. If the ability is cancelled remotely (via distance or the power expiring) the psychic takes 1d4 minutes to get to his real body.
Telemechanics: +1 APM and +1 on combat rolls while operating devices to which Telemechanics applies. If the relevant skill is known, Telemechanics provides a +20% bonus if the skill is above 60%, otherwise set to 80% as normal.
Monday, September 19, 2011
Spellforge Current Custom Orders
New Camelot -- Merlin
Advanced Infantry Weapon
The AIW project is an ambitious project meant to replace the plasma lance with the evolving battlefield of the 2nd century PA Its improvements over the plasma lance include specialized shots that are less effective against human and DB friendlies in the event of friendly fire incidents, but similarly effective against supernatural creatures. It will incorporate an automatic fire function and be much lighter and easier to carry than a plasma lance. A detachable bayonet will provide similar, though not necessarily equivalent melee capabilities. Upon meeting all required standards for the AIW, a contract may be granted for a close combat weapon system to be fitted to the bayonet lug.
The DMSW has a different list of requirements, due to its focus on accuracy at long distances. It is an infantry support weapon, not a true "sniper rifle" and will typically be deployed in infantry companies.
Marketing of the banishment grenade has encouraged Merlin to request a dozen working prototypes for demonstration purposes. The prototypes should be hand-thrown.
Tear gas grenades
Likewise, Merlin wishes to test the effectiveness of tear gas grenades against supernatural enemies. He requests a dozen prototype units; upon initial positive results he may wish to procure more. These grenades should be hand-thrown.
Body Armor
The slow acquisition of body armor for the army has led Merlin to seek outside contractors. Mana is in short supply for regular army troops, who typically only have enough mana to reload their lance or rifle a few times. Thus, Merlin wishes to procure a low-cost, low-mana body armor that provides moderate protection.
Advanced Infantry Weapon
The AIW project is an ambitious project meant to replace the plasma lance with the evolving battlefield of the 2nd century PA Its improvements over the plasma lance include specialized shots that are less effective against human and DB friendlies in the event of friendly fire incidents, but similarly effective against supernatural creatures. It will incorporate an automatic fire function and be much lighter and easier to carry than a plasma lance. A detachable bayonet will provide similar, though not necessarily equivalent melee capabilities. Upon meeting all required standards for the AIW, a contract may be granted for a close combat weapon system to be fitted to the bayonet lug.
- Compact and easily portable -- entire length under 30 inches (750mm)
- Lightweight -- under 4kg (8.8lbs)
- Damage capacity should be on the low-moderate side (greater than 2d6)
- Weapon should deal extra damage to supernatural creatures
- Fully automatic with a cyclic rate of 500rpm or more
- Payload of at least 15 rounds per TW charge or 30 rounds per magazine
- Reload cost of no more than 15 mana per 15 rounds
- Range of at least 100m, ideally 200-300m
- Modular upper and lower rails for scope, front grip, and bayonet
- Weapon must be highly resistant to wear and moisture damage
- Easy to break down, clean, and reassemble; should also be easy to perform maintenance on with minimal need for expensive replacement parts
- With no scope, iron sights should include adjustable front and rear sights; rear sight should have elevation settings for up to 300m and +/- 30 MOA windage, minimum; front sight should be adjustable for +/- 25 MOA elevation. Both front sight elevation and rear sight windage should be spaced in 1 MOA increments.
The DMSW has a different list of requirements, due to its focus on accuracy at long distances. It is an infantry support weapon, not a true "sniper rifle" and will typically be deployed in infantry companies.
- Range exceeding 500m
- Damage should be able to penetrate 30mm of steel (5d6 or greater)
- Must be equipped with a folding bipod
- Superior glass scope with 4-8x magnification (+1)
- Free-floating barrel
- Minimal moving parts; preferred manual action rather than any machine-triggered action
- Weight under 7kg including bipod and scope
- Payload of at least 3 shots
- Mana cost of no more than 15 per 3 shots, or no less than a 5 round magazine
- As the AIW: easy to maintain, repair, resistant to wear and moisture damage
Marketing of the banishment grenade has encouraged Merlin to request a dozen working prototypes for demonstration purposes. The prototypes should be hand-thrown.
Tear gas grenades
Likewise, Merlin wishes to test the effectiveness of tear gas grenades against supernatural enemies. He requests a dozen prototype units; upon initial positive results he may wish to procure more. These grenades should be hand-thrown.
Body Armor
The slow acquisition of body armor for the army has led Merlin to seek outside contractors. Mana is in short supply for regular army troops, who typically only have enough mana to reload their lance or rifle a few times. Thus, Merlin wishes to procure a low-cost, low-mana body armor that provides moderate protection.
- Heavy version of body armor should be able to withstand direct hits from HEDP grenades (65 MDC+)
- Light version of body armor should be more than adequate to resist sustained automatic weapons fire for short periods (45 MDC+)
- All body armor should be fully environmental including heat, cold, toxin, biological and radiation.
- Short-range encrypted radio with at least 1 mile range. Must be autonomous without need for a radio base station. Radio should be able to operate for up to 72 hours without needing recharging.
- Armor should not be made out of metal if possible.
- Heavy armor should weigh less than 9kg.
- Light armor should weigh less than 6kg.
- The only TW function desired is light protection; ideally enough to give a soldier some cover at minimal expense (20-30 MDC). Mana cost should be 5 or less.
- Helmet must support a variety of modular helmets, including non-SF-constructed TW helmets.
Tuesday, September 13, 2011
Brit's character -- Fire Elemental Shaman
Keezheekoni
Attributes
IQ -- 10
ME -- 12
MA -- 4
PS -- 12
PP -- 30 (+4 while using Totem Gift)
PE -- 25
PB -- 10
SPD -- 30 (+50 while using Totem Gift)
Derived Values
HP -- 58 (+1d6 per level)
SDC -- 60
Mana -- 141 (+2d6 per level)
ISP -- 0
Actions per Melee: 7 (+1 with Totem Gift)
Initiative bonus: +1
Dodge bonus: +16 (+4 with Totem Gift)
Parry bonus (normal): +14
Parry bonus (knife): +17
Parry bonus (polearm): +16
Strike bonus (normal): +10 (+2 with Totem Gift)
Strike bonus (knife): +12 (+2 with Totem Gift)
Strike bonus (polearm): +12 (+2 with Totem Gift)
Strike bonus (rifle, single shot): +7 (+2 with Sniper)
Strike bonus (rifle, burst firing): +5
Strike bonus (rifle, aiming bonus): +5 (+1 with Totem Gift)
Strike bonus (handgun, single shot): +4 (+2 with Sniper)
Roll with punch bonus: +7
Save vs. HF: +3
Save vs. all magic: +2
Save vs. possession: +4
Special Actions and Abilities
Sniper: When using a two-handed rifle or shotgun, the Shaman gets a bonus of +2 to strike on single shots if she does not move during her turn. If she is attacked by an enemy, she loses this bonus until the next melee round. She may also use this power with a handgun, but only if it is equipped with a shoulder stock.
Quick Recharge: The Shaman can, once per turn, instantly reload any TW rifle or shotgun she is wielding as a free action.
Grapple: The Shaman is an expert grappler. She may tackle, takedown, or throw her opponent and can turn a grapple into a pin or hold. She may also turn a pin or hold into a choke or joint lock. She gets her unarmed strike bonus (currently +10/+12) in addition to her PS modifier (currently +0) in any grappling contest. On a natural 18, 19, or 20, any unarmed hand attack or grapple may immediately pin the enemy. This must be declared before the dice are rolled and overwrites any critical hits or knockout attacks.
Knockout: The Shaman can knock her opponent out with fists, kicks or blunt weapons if she scores a natural 20 to hit. This ability does not have to be declared on her strike roll.
Ignite Fire: The Shaman can ignite a small fire by spending 2 mana and concentrating. If the fire is touching combustible material, the fire will spread as a normal fire would.
Fire Resistance: The Shaman is immune to all heat and fire damage, including exposure to high temperature. This does not give the same resistance to her equipment, nor does it confer any other resistances, such as radiation or kinetic energy resistance (eg. conventional and nuclear explosives are still deadly).
Heat Detection: The Shaman can detect infrared radiation from warm objects. This power does not work through solid objects, but it is always active unless the Shaman is asleep. This power does not grant the Shaman thermal vision, but rather a sixth "thermal" sense.
Summon Elemental Spirits: The Shaman may summon a Lesser Elemental Spirit of Fire who will assist her. She has a 45% chance for a summoning to be successful. The spirit will assist her with her current task until it is completed. The success chance is increased by 10% at a leyline or 20% at a nexus point. She gains +5% to her summon chance for each level of experience.
Vulnerability to Stone: The Shaman is vulnerable to stone weapons of any kind, both normal and magical. She takes double damage from them. If she is in an MDC form, SD stone weapons deal their base damage in MD.
Skills
Numbers in parentheses are the gains from each level-up.
Languages
Language: Native Tribal -- 128% (+5)
Literacy: Native Tribal -- 128% (+5)
Language: American -- 128% (+5)
Literacy: American -- 60% (+5)
Language: Spanish -- 90% (+5)
Language: Elven/Dragonese -- 90% (+5)
Language: Elemental -- 48% (+3)
Class Skills
Basic Math -- 95% (+5)
Horsemanship: Exotic -- 70%/60% (+5) (note: -10% to ride normal animals)
Dancing (professional) -- 70% (+5)
Singing (professional) -- 75% (+5)
Cooking (professional) -- 80% (+5)
Preserve Food -- 65% (+5)
Prowl -- 65% (+5)
Wilderness Survival -- 80% (+5)
Lore: Native Americans -- 65% (+5)
Lore: Animals -- 70% (+5)
Trap Construction -- 44% (+4)
Tracking -- 60% (+5)
Camouflage-- 50% (+5)
Sense of Balance -- 90% (+5)
Climbing -- 40% (+0)
Secondary Skills
Pilot Motor Boat -- 85% (+5)
Sewing -- 70% (+5)
Skin and Prepare Hides -- 65% (+5)
Land Navigation -- 60% (+4)
Navigation -- 70% (+5)
First Aid -- 75% (+5)
Swimming -- 80% (+5)
Radio: Basic -- 75% (+5)
Horsemanship: General -- 70/50% (+5)
Physical and Combat Skills
Hand to Hand: Expert
WP: Semi and Fully Automatic Rifle (Sharpshooting)
WP: Automatic Pistol
WP: Knife
WP: Polearm
WP: Flail
Acrobatics
Running
Athletics
Boxing
Wrestling
Magic and Spell Knowledge
Level 1 Fire (spell level 1)
Cloud of Smoke (2)
- 30ft diameter burst of smoke
Fiery Touch (5)
- Buffs self with fiery aura, adds +1d6 to hand to hand attacks
Fire Bolt (4)
- Medium ranged blast of fire, 4d6
Level 2 Fire (spell level 3)
Heat Object (4)
- Heats an object, generally used for cooking; long cast time
Resist Cold (5)
- Buffs with 100% cold resistance (doesn't prevent damage from cold-based physical weapons)
Swirling Lights (8)
- 60 foot long, 10 foot diameter column of bright light from hands; dazes enemies who fail their save
Level 3 Fire (spell level 5)
Circle of Flame (10)
- Starts a SD or MD magical flame at target location; 4d6 damage if passing through
Extinguish Fire (8)
- Cancels a large area of fire, can't extinguish magic fire.
Fireball (10)
- 90 foot range, 15 foot radius splash fireball, dealing 1d6+1 per caster level (eg 6d6+6 at level 6)
Fire Gout (10)
- 30/level foot long stream of fire (eg. 180ft at level 6), deals 6d6 +1/caster level (eg. 6d6+6 at level 6) and suppresses enemy as long as stream is maintained, up to 1 turn (2 seconds). Can hit multiple enemies in a small arc.
Part Fire (8)
- Cuts a small path through fire or deflects fire attacks.
Level 4 Fire (spell level 7)
Cauterize (15)
- Burns wounds closed, preventing bleeding and healing 4d6 health. Can only be cast once per injury.
Flame Friend (20) (ritual)
- Summons a powerful fiery creature to fight for you. He has 3 APM, is +2 on combat rolls. He is immune to energy attacks, has 50 MDC and deals 2d6 physical melee damage, +1d6 from fiery touch.
Fuel Flame (10)
- Triples the size and power of a fire.
Mini-Fireballs (20)
- Buffs self to throw medium-range bursts of fire, dealing 3d6 +2 per caster level (3d6+12 at level 6).
See Through Smoke (12)
- See through smoke effects and gain the infrared vision ability.
Level 5 Fire (spell level 9)
Blue Flame (30)
- A massive radius attack spell, dealing 1d6+3 per caster level (6d6+18 at level 6) cold damage.
Fire Globe (20) (ritual)
- A grantable fire explosive that deals 5d6 damage, +5d6 per round. Generally kills anything it hits if allowed to burn. The magical napalm can be extinguished with normal or magical countermeasures.
Screaming Wall of Flame (30)
- Creates a soul-devouring wall of rape. The wall has a fear effect (hf16) to anyone that comes near it.
Level 6 Fire (spell level 11)
Dancing Fires (35)
Creates 1 little fire buddy per caster level. Each one has 2 APM and deals 1d6 MD, has 20 MDC and has +2 to combat rolls. They are immune to energy and physical attacks; magic, ice, psionic, and water attacks are effective.
Flame of Life (40)
- Restores a character from coma to sustainable health. Can resurrect dead characters with 50 +3/level chance.
Flame Whip (30)
- A self buff, creates a nasty whip that deals 4d6+1d6 per level. +1 to strike and has 6ft + 1ft range per caster level.
Level 1 Shaman
Dowsing (6)
- Find water.
Nose of the Wolf (4)
- Greatly increases sense of smell, roughly equal to a dog or wolf.
Level 2 Shaman
Animal Speech (5)
- Grants the temporary ability to speak with animals.
Contact Spirits (8)
- Enters a trance to ask the spirits questions.
Spirit Quest (5)
- Enters the Astral Domain of the Spirits to ask for favors.
Level 3 Shaman
Animal Companion (20)
- Summons an animal (non-supernatural) to aid the spellcaster as a long-term pet.
Level 4 Shaman
Ears of the Wolf (10)
- Grants self superhuman, canine-like hearing.
Spirit Paint (10/20)
- Enchants self or allies with hunting or war paint.
Level 5 Shaman
Metamorphosis: Hummingbird (18)
- A very long-term enchantment that allows the caster to transform into a hummingbird.
Totem Gift (12)
- Grants totem animal powers (listed in character section) for 30 seconds per caster level.
Level 6 Shaman
Plant Travel (25)
- Travels at 6mph, relaxing. Can carry the caster with gear, but cannot carry gear alone.
Level 7 Shaman
Spirit Blessing: Animal (20)
- Changes an SDC animal's health into MDC health, and boosts maximum health by 30%. 2 minutes per caster level. Also changes natural weapons into MD natural weapons, but does not grant supernatural PS.
Attributes
IQ -- 10
ME -- 12
MA -- 4
PS -- 12
PP -- 30 (+4 while using Totem Gift)
PE -- 25
PB -- 10
SPD -- 30 (+50 while using Totem Gift)
Derived Values
HP -- 58 (+1d6 per level)
SDC -- 60
Mana -- 141 (+2d6 per level)
ISP -- 0
Actions per Melee: 7 (+1 with Totem Gift)
Initiative bonus: +1
Dodge bonus: +16 (+4 with Totem Gift)
Parry bonus (normal): +14
Parry bonus (knife): +17
Parry bonus (polearm): +16
Strike bonus (normal): +10 (+2 with Totem Gift)
Strike bonus (knife): +12 (+2 with Totem Gift)
Strike bonus (polearm): +12 (+2 with Totem Gift)
Strike bonus (rifle, single shot): +7 (+2 with Sniper)
Strike bonus (rifle, burst firing): +5
Strike bonus (rifle, aiming bonus): +5 (+1 with Totem Gift)
Strike bonus (handgun, single shot): +4 (+2 with Sniper)
Roll with punch bonus: +7
Save vs. HF: +3
Save vs. all magic: +2
Save vs. possession: +4
Special Actions and Abilities
Sniper: When using a two-handed rifle or shotgun, the Shaman gets a bonus of +2 to strike on single shots if she does not move during her turn. If she is attacked by an enemy, she loses this bonus until the next melee round. She may also use this power with a handgun, but only if it is equipped with a shoulder stock.
Quick Recharge: The Shaman can, once per turn, instantly reload any TW rifle or shotgun she is wielding as a free action.
Grapple: The Shaman is an expert grappler. She may tackle, takedown, or throw her opponent and can turn a grapple into a pin or hold. She may also turn a pin or hold into a choke or joint lock. She gets her unarmed strike bonus (currently +10/+12) in addition to her PS modifier (currently +0) in any grappling contest. On a natural 18, 19, or 20, any unarmed hand attack or grapple may immediately pin the enemy. This must be declared before the dice are rolled and overwrites any critical hits or knockout attacks.
Knockout: The Shaman can knock her opponent out with fists, kicks or blunt weapons if she scores a natural 20 to hit. This ability does not have to be declared on her strike roll.
Ignite Fire: The Shaman can ignite a small fire by spending 2 mana and concentrating. If the fire is touching combustible material, the fire will spread as a normal fire would.
Fire Resistance: The Shaman is immune to all heat and fire damage, including exposure to high temperature. This does not give the same resistance to her equipment, nor does it confer any other resistances, such as radiation or kinetic energy resistance (eg. conventional and nuclear explosives are still deadly).
Heat Detection: The Shaman can detect infrared radiation from warm objects. This power does not work through solid objects, but it is always active unless the Shaman is asleep. This power does not grant the Shaman thermal vision, but rather a sixth "thermal" sense.
- At great distances (1 mile or more) the Shaman can detect large fires due to the large amount of hot air and smoke elevating above the fire. The larger the fire, the greater the distance that can be detected.
- Smaller fires (medium-sized campfire or bonfire) can still be detected within a 1 mile distance. The exact location is not known but a general direction can be established.
- Running vehicles or large groups of people or animals can be detected at roughly 2000 feet. At this distance, the Shaman is only -5 to strike at these targets even if she is otherwise blinded.
- Human-sized targets can be detected at 1000 feet or less. At this distance, the Shaman is -5 to strike them if she is blinded.
- At 100 feet or less, the Shaman can detect infrared radiation as a second sight and suffers no blindness penalties, except in high ambient heat situations or when the target has no thermal signature.
Summon Elemental Spirits: The Shaman may summon a Lesser Elemental Spirit of Fire who will assist her. She has a 45% chance for a summoning to be successful. The spirit will assist her with her current task until it is completed. The success chance is increased by 10% at a leyline or 20% at a nexus point. She gains +5% to her summon chance for each level of experience.
Vulnerability to Stone: The Shaman is vulnerable to stone weapons of any kind, both normal and magical. She takes double damage from them. If she is in an MDC form, SD stone weapons deal their base damage in MD.
Skills
Numbers in parentheses are the gains from each level-up.
Languages
Language: Native Tribal -- 128% (+5)
Literacy: Native Tribal -- 128% (+5)
Language: American -- 128% (+5)
Literacy: American -- 60% (+5)
Language: Spanish -- 90% (+5)
Language: Elven/Dragonese -- 90% (+5)
Language: Elemental -- 48% (+3)
Class Skills
Basic Math -- 95% (+5)
Horsemanship: Exotic -- 70%/60% (+5) (note: -10% to ride normal animals)
Dancing (professional) -- 70% (+5)
Singing (professional) -- 75% (+5)
Cooking (professional) -- 80% (+5)
Preserve Food -- 65% (+5)
Prowl -- 65% (+5)
Wilderness Survival -- 80% (+5)
Lore: Native Americans -- 65% (+5)
Lore: Animals -- 70% (+5)
Trap Construction -- 44% (+4)
Tracking -- 60% (+5)
Camouflage-- 50% (+5)
Sense of Balance -- 90% (+5)
Climbing -- 40% (+0)
Secondary Skills
Pilot Motor Boat -- 85% (+5)
Sewing -- 70% (+5)
Skin and Prepare Hides -- 65% (+5)
Land Navigation -- 60% (+4)
Navigation -- 70% (+5)
First Aid -- 75% (+5)
Swimming -- 80% (+5)
Radio: Basic -- 75% (+5)
Horsemanship: General -- 70/50% (+5)
Physical and Combat Skills
Hand to Hand: Expert
WP: Semi and Fully Automatic Rifle (Sharpshooting)
WP: Automatic Pistol
WP: Knife
WP: Polearm
WP: Flail
Acrobatics
Running
Athletics
Boxing
Wrestling
Magic and Spell Knowledge
Level 1 Fire (spell level 1)
Cloud of Smoke (2)
- 30ft diameter burst of smoke
Fiery Touch (5)
- Buffs self with fiery aura, adds +1d6 to hand to hand attacks
Fire Bolt (4)
- Medium ranged blast of fire, 4d6
Level 2 Fire (spell level 3)
Heat Object (4)
- Heats an object, generally used for cooking; long cast time
Resist Cold (5)
- Buffs with 100% cold resistance (doesn't prevent damage from cold-based physical weapons)
Swirling Lights (8)
- 60 foot long, 10 foot diameter column of bright light from hands; dazes enemies who fail their save
Level 3 Fire (spell level 5)
Circle of Flame (10)
- Starts a SD or MD magical flame at target location; 4d6 damage if passing through
Extinguish Fire (8)
- Cancels a large area of fire, can't extinguish magic fire.
Fireball (10)
- 90 foot range, 15 foot radius splash fireball, dealing 1d6+1 per caster level (eg 6d6+6 at level 6)
Fire Gout (10)
- 30/level foot long stream of fire (eg. 180ft at level 6), deals 6d6 +1/caster level (eg. 6d6+6 at level 6) and suppresses enemy as long as stream is maintained, up to 1 turn (2 seconds). Can hit multiple enemies in a small arc.
Part Fire (8)
- Cuts a small path through fire or deflects fire attacks.
Level 4 Fire (spell level 7)
Cauterize (15)
- Burns wounds closed, preventing bleeding and healing 4d6 health. Can only be cast once per injury.
Flame Friend (20) (ritual)
- Summons a powerful fiery creature to fight for you. He has 3 APM, is +2 on combat rolls. He is immune to energy attacks, has 50 MDC and deals 2d6 physical melee damage, +1d6 from fiery touch.
Fuel Flame (10)
- Triples the size and power of a fire.
Mini-Fireballs (20)
- Buffs self to throw medium-range bursts of fire, dealing 3d6 +2 per caster level (3d6+12 at level 6).
See Through Smoke (12)
- See through smoke effects and gain the infrared vision ability.
Level 5 Fire (spell level 9)
Blue Flame (30)
- A massive radius attack spell, dealing 1d6+3 per caster level (6d6+18 at level 6) cold damage.
Fire Globe (20) (ritual)
- A grantable fire explosive that deals 5d6 damage, +5d6 per round. Generally kills anything it hits if allowed to burn. The magical napalm can be extinguished with normal or magical countermeasures.
Screaming Wall of Flame (30)
- Creates a soul-devouring wall of rape. The wall has a fear effect (hf16) to anyone that comes near it.
Level 6 Fire (spell level 11)
Dancing Fires (35)
Creates 1 little fire buddy per caster level. Each one has 2 APM and deals 1d6 MD, has 20 MDC and has +2 to combat rolls. They are immune to energy and physical attacks; magic, ice, psionic, and water attacks are effective.
Flame of Life (40)
- Restores a character from coma to sustainable health. Can resurrect dead characters with 50 +3/level chance.
Flame Whip (30)
- A self buff, creates a nasty whip that deals 4d6+1d6 per level. +1 to strike and has 6ft + 1ft range per caster level.
Level 1 Shaman
Dowsing (6)
- Find water.
Nose of the Wolf (4)
- Greatly increases sense of smell, roughly equal to a dog or wolf.
Level 2 Shaman
Animal Speech (5)
- Grants the temporary ability to speak with animals.
Contact Spirits (8)
- Enters a trance to ask the spirits questions.
Spirit Quest (5)
- Enters the Astral Domain of the Spirits to ask for favors.
Level 3 Shaman
Animal Companion (20)
- Summons an animal (non-supernatural) to aid the spellcaster as a long-term pet.
Level 4 Shaman
Ears of the Wolf (10)
- Grants self superhuman, canine-like hearing.
Spirit Paint (10/20)
- Enchants self or allies with hunting or war paint.
Level 5 Shaman
Metamorphosis: Hummingbird (18)
- A very long-term enchantment that allows the caster to transform into a hummingbird.
Totem Gift (12)
- Grants totem animal powers (listed in character section) for 30 seconds per caster level.
Level 6 Shaman
Plant Travel (25)
- Travels at 6mph, relaxing. Can carry the caster with gear, but cannot carry gear alone.
Level 7 Shaman
Spirit Blessing: Animal (20)
- Changes an SDC animal's health into MDC health, and boosts maximum health by 30%. 2 minutes per caster level. Also changes natural weapons into MD natural weapons, but does not grant supernatural PS.
Monday, September 12, 2011
Helpful Tips on magic for shamans
Fire Level 1
Blinding Flash -- A good control effect for very cheap, but easy to find. A staple spell that everyone should have.
Create Coal -- At level 1, it creates fossil fuel for burning. Has a lot of potential uses, especially for providing fuel for low-income people. It's a really neat spell.
Fiery Touch -- A must-have. It's a class-defining spell. This should be cast before any sort of melee combat.
Fire Bolt -- Most notable because it's level 1, making firebolt TW weapons very cheap.
Fire Level 2
Cloud of Ash -- Creates a teargas like effect, although not as good as tear gas. Good but skippable.
Darkness -- Magical darkness that beats passive nightvision spells or abilities. Probably not as good as smoke spells or grenades overall though.
Heat Object -- A good utility spell for cooking.
Spontaneous Combustion -- A good way to make non-magic fire, which is nice for... certain other effects.
Swirling Lights -- Probably the main bread and butter control spell for fire warlocks. Short range but incredibly good.
Fire Level 3
Circle of Flame -- Pretty good area denial spell. Better than the wizard version in every way.
Fireball -- With a blast radius and huge damage, this is kind of scary.
Wall of Flame -- Also pretty good area denial spell.
Fire Level 4
Cloud of Steam -- A better teargas type spell than Cloud of Ash.
Fire Blossom -- A grantable object to set things on fire.
Flame Friend -- A fire pet who can fight for you.
Cauterize/Heal Burns -- The only healing spell in Fire.
Mini-Fireballs -- A strong buff that can be used in self-defense if you find yourself unarmed.
See Through Smoke -- Infrared vision at long range is good, even if you have infrared radar.
Fire Level 5
Blue Flame -- A huge area high damage nuke. Does a ton of cold damage.
Eat Fire -- Allows you to survive without food by eating fire.
Fire Globe -- A grantable napalm grenade. Wow!
Screaming Wall of Flame -- A spell too good for words. The best warlock area denial.
Wall of Ice -- Kind of high level for this kind of spell, but a very sturdy barrier that is hard to get past.
Fire Level 6
Dancing Fires -- Summons a lot of little flame pets that tear enemies up.
Flame of Life -- It's a heal and a rez! What else is there to say?
Fire Whip -- The damage on this spell is ridiculous. A great close combat weapon.
Fire Level 7
Fire Sponge -- Lets you absorb fires and unleash a mega-powerful flaming blast. Very short range, though.
Melt Metal -- This spell ruins anyone with metal armor and does tons of damage to vehicles. Absolutely frightening.
River of Lava -- Probably the strongest spell in Fire. Probably needs to be nerfed.
Ten Foot Wheel of Fire -- A gigantic fiery wheel of doom that you control. Causes massive amounts of chaos and destruction.
Fire Level 8
All 3 spells in this level are good~
Shaman Level 1
You don't actually have a choice here as there are only 2 spells
Shaman Level 2
All 3 spells in this level are pretty decent, Animal Speech is kind of must-have
Shaman Level 3
Animal Companion -- Gives you a pet animal friend! Permanent and can be recast!
The other two spells are decent, not amazing
Shaman Level 4
Ears of the Wolf -- Gives you super hearing!
Spirit Paint -- Provides some bonuses to combat and hunting skills
Shaman Level 5
Totem Gift -- Must have! Empowers you with your totem's bonuses
Shaman Level 6
...they pretty much all suck
Shaman Level 7
Spirit's Blessing (Animal) -- Makes your mounts or pets MDC
Shaman Level 8
Only 2 picks and both are pretty awesome
Shaman Level 10
Only 2 choices and again, both are great
Shaman Level 11
...3 choices, all are awesome... you probably won't get any of these though
Blinding Flash -- A good control effect for very cheap, but easy to find. A staple spell that everyone should have.
Create Coal -- At level 1, it creates fossil fuel for burning. Has a lot of potential uses, especially for providing fuel for low-income people. It's a really neat spell.
Fiery Touch -- A must-have. It's a class-defining spell. This should be cast before any sort of melee combat.
Fire Bolt -- Most notable because it's level 1, making firebolt TW weapons very cheap.
Fire Level 2
Cloud of Ash -- Creates a teargas like effect, although not as good as tear gas. Good but skippable.
Darkness -- Magical darkness that beats passive nightvision spells or abilities. Probably not as good as smoke spells or grenades overall though.
Heat Object -- A good utility spell for cooking.
Spontaneous Combustion -- A good way to make non-magic fire, which is nice for... certain other effects.
Swirling Lights -- Probably the main bread and butter control spell for fire warlocks. Short range but incredibly good.
Fire Level 3
Circle of Flame -- Pretty good area denial spell. Better than the wizard version in every way.
Fireball -- With a blast radius and huge damage, this is kind of scary.
Wall of Flame -- Also pretty good area denial spell.
Fire Level 4
Cloud of Steam -- A better teargas type spell than Cloud of Ash.
Fire Blossom -- A grantable object to set things on fire.
Flame Friend -- A fire pet who can fight for you.
Cauterize/Heal Burns -- The only healing spell in Fire.
Mini-Fireballs -- A strong buff that can be used in self-defense if you find yourself unarmed.
See Through Smoke -- Infrared vision at long range is good, even if you have infrared radar.
Fire Level 5
Blue Flame -- A huge area high damage nuke. Does a ton of cold damage.
Eat Fire -- Allows you to survive without food by eating fire.
Fire Globe -- A grantable napalm grenade. Wow!
Screaming Wall of Flame -- A spell too good for words. The best warlock area denial.
Wall of Ice -- Kind of high level for this kind of spell, but a very sturdy barrier that is hard to get past.
Fire Level 6
Dancing Fires -- Summons a lot of little flame pets that tear enemies up.
Flame of Life -- It's a heal and a rez! What else is there to say?
Fire Whip -- The damage on this spell is ridiculous. A great close combat weapon.
Fire Level 7
Fire Sponge -- Lets you absorb fires and unleash a mega-powerful flaming blast. Very short range, though.
Melt Metal -- This spell ruins anyone with metal armor and does tons of damage to vehicles. Absolutely frightening.
River of Lava -- Probably the strongest spell in Fire. Probably needs to be nerfed.
Ten Foot Wheel of Fire -- A gigantic fiery wheel of doom that you control. Causes massive amounts of chaos and destruction.
Fire Level 8
All 3 spells in this level are good~
Shaman Level 1
You don't actually have a choice here as there are only 2 spells
Shaman Level 2
All 3 spells in this level are pretty decent, Animal Speech is kind of must-have
Shaman Level 3
Animal Companion -- Gives you a pet animal friend! Permanent and can be recast!
The other two spells are decent, not amazing
Shaman Level 4
Ears of the Wolf -- Gives you super hearing!
Spirit Paint -- Provides some bonuses to combat and hunting skills
Shaman Level 5
Totem Gift -- Must have! Empowers you with your totem's bonuses
Shaman Level 6
...they pretty much all suck
Shaman Level 7
Spirit's Blessing (Animal) -- Makes your mounts or pets MDC
Shaman Level 8
Only 2 picks and both are pretty awesome
Shaman Level 10
Only 2 choices and again, both are great
Shaman Level 11
...3 choices, all are awesome... you probably won't get any of these though
Monday, September 5, 2011
The Spellforge Mobile Modular Weapon System Project
The Spellforge Mobile Modular Weapon System (henceforth MMWS) has the following list of operational requirements (as brainstormed by Nick, Scott, and myself):
The Cheapwell is the most expensive Chipwell option, but it is heavy enough that it can reasonably carry the armaments needed. It also comes with a backup weapon without needing to be modified. The CAS must be heavily modified; a modernized HUD and communications suite are mandatory for accurate fire and the stock motors need to be replaced in order to match the need to negotiate difficult terrain. While this will cost a fair bit of money, the real loss is labor.
The Samson is a proven heavy weapons platform and has jumpjets, but the grenade launchers probably need to be removed in order to add in a personal defense weapon. The Samson's onboard electronics do not need to be updated to meet the MMWS standards. The Samson costs over three times as much, though.
Another option is the CAI-100 Warmonger; although it's a terrible machine, it honestly requires most of the same work as the CAS-30 and costs basically nothing.
The cost of a relatively inexpensive 5 mile radio/1 mile radar suite will cost roughly 25k (radar 20, radio 5). An onboard RPA HUD and computer suite will cost 100,000 or more depending on quality. Replacing the servos and motors for the Chipwells probably costs around 12k total. This is for parts, not labor. The entire job will probably take about 1200 man-hours of labor and requires Robot Electronics and Robot Mechanics. Additional software calibration for piloting with the new HUD and new machine will take another 200-ish hours of labor between the pilot and technician calibrating the new system.
Mobile Modular Weapon System - Fire Support (MMWS-FS)
The primary fire support weapon system of the MMWS is a refurbished M102 105mm light howitzer. It uses an impressive 9 charges of mortar propellant to fire rounds at targets up to 7 miles away. The large surplus of 105mm rounds in pre-Rifts armories make it an ideal choice. A shorter-range option is a 105mm mortar, which has a 2 mile range with 3 mortar charges. The advantage of a howitzer versus a HYDRA-70 rocket launcher is that the howitzer can be reloaded by standby support crew and requires less maintenance than the mortars.
In order to support the firing of 105mm heavy ordinance, the issue of recoil must be addressed. A bipedal robot simply is not stable enough to fire a projectile with that much kinetic energy without a recoilless system. The problem with a recoilless system is reloading; without an appropriate closed chamber and firing mechanism, the weapon cannot really be loaded swiftly. This would not be a huge problem, but the needs of the system (requiring only one crew member) means that an autoloader is required. It is also sort of awkward to reload a 14ft tall recoiless gun, making it not very practical. Thus, the MMWS-FS recoil suppression system:

- Unit must be able to traverse most terrain with minimal effort -- swamp, desert, jungle, forest
- Unit must be able to operate autonomously for short missions without additional crew support.
- All operational modules must be "hot swappable" in under 30 minutes
- Unit cost should not exceed 2 million credits and should ideally be under 1 million
- Platform should be capable of serving in an anti-armor, anti-aircraft and fire support role, depending on mission
- All modules should be capable of quick deployment and undeployment; under 1 minute and ideally within 15 seconds
- Anti-armor module should carry firepower capable of knocking out a Coalition MBT
- Fire support module should be capable of delivering heavy antipersonnel or antistructure payloads precisely to minimize collateral damage
- Anti-aircraft module must be capable of downing a Coalition SAMAS or equivalent suit in a 1-to-1 confrontation
- Unit should be transportable via Chinook helicopter and Rift To spells
- All modules should be capable of arming TW munitions for multipurpose use
- Unit should have at least one secondary weapon system for close defense scenarios
The Cheapwell is the most expensive Chipwell option, but it is heavy enough that it can reasonably carry the armaments needed. It also comes with a backup weapon without needing to be modified. The CAS must be heavily modified; a modernized HUD and communications suite are mandatory for accurate fire and the stock motors need to be replaced in order to match the need to negotiate difficult terrain. While this will cost a fair bit of money, the real loss is labor.
The Samson is a proven heavy weapons platform and has jumpjets, but the grenade launchers probably need to be removed in order to add in a personal defense weapon. The Samson's onboard electronics do not need to be updated to meet the MMWS standards. The Samson costs over three times as much, though.
Another option is the CAI-100 Warmonger; although it's a terrible machine, it honestly requires most of the same work as the CAS-30 and costs basically nothing.
The cost of a relatively inexpensive 5 mile radio/1 mile radar suite will cost roughly 25k (radar 20, radio 5). An onboard RPA HUD and computer suite will cost 100,000 or more depending on quality. Replacing the servos and motors for the Chipwells probably costs around 12k total. This is for parts, not labor. The entire job will probably take about 1200 man-hours of labor and requires Robot Electronics and Robot Mechanics. Additional software calibration for piloting with the new HUD and new machine will take another 200-ish hours of labor between the pilot and technician calibrating the new system.
Mobile Modular Weapon System - Fire Support (MMWS-FS)
The primary fire support weapon system of the MMWS is a refurbished M102 105mm light howitzer. It uses an impressive 9 charges of mortar propellant to fire rounds at targets up to 7 miles away. The large surplus of 105mm rounds in pre-Rifts armories make it an ideal choice. A shorter-range option is a 105mm mortar, which has a 2 mile range with 3 mortar charges. The advantage of a howitzer versus a HYDRA-70 rocket launcher is that the howitzer can be reloaded by standby support crew and requires less maintenance than the mortars.
In order to support the firing of 105mm heavy ordinance, the issue of recoil must be addressed. A bipedal robot simply is not stable enough to fire a projectile with that much kinetic energy without a recoilless system. The problem with a recoilless system is reloading; without an appropriate closed chamber and firing mechanism, the weapon cannot really be loaded swiftly. This would not be a huge problem, but the needs of the system (requiring only one crew member) means that an autoloader is required. It is also sort of awkward to reload a 14ft tall recoiless gun, making it not very practical. Thus, the MMWS-FS recoil suppression system:
The MMWS-FS would use a pair (or more) of long pylons that are held on the unit's back. When conducting a fire mission, the pylons unlatch and are swiveled down by a mechanical arm and locked into a static position in the rear of the machine. This way, no stress is placed on mechanical parts. The rods are angled roughly 30 degrees; although this could be seated in a swivel mount (to match the angle of the gun), that would expose mechanical parts to wear. The pylons should 3-4 inches in diameter. They may be pneumatic; a gas-powered pneumatic system would allow the pylons to be more easily stowed and assist with recoil, but would increase deployment time since air (or some other gas) would have to be compressed in the pylons before the weapon could be fired. Either way, the deployment time for such a system would be within the 15 second timeframe and the undeployment time would be a few seconds, since the robot can step back into a standing position and maneuver away while the pylons are withdrawn by the mechanical arms.
The next step in constructing this system is fire control, which must be programmed into the unit. Since there is no computer system currently to aim a 105mm howitzer, this would require computer programming. This is a very important reason to have an expensive onboard computer system replacement, since it would better facilitate all of the "unique" features of this weapon design.
The last step is the feed mechanism. This is a much more difficult task since the entire feed system must be designed from scratch. This includes opening and closing of the chamber, feeding the rounds into the chamber, ejecting rounds from the chamber, operating the firing mechanism, and opening the loader for rounds to be reloaded. There are modern designs for such an autoloader, but none of them are American, since US artillery doctrine supported flexibility of charge size and payloads. This is a virtual impossibility for the design specifications of the MMWS-FS, which must be autonomous. Independent construction of such a system is likely to be very costly, especially since design prototypes must be constructed, tested, and graded -- this is not a system that can be "good enough."
The last system that must be developed is munitions. Although grid coordinates can be used with great effect for deploying frag or thermobaric shells (CEP of 50ft once all calibrations are made), precision-guided munitions would be able to strike specific vehicles, allowing for diversity in payloads; even possibly allowing for HEAT rounds to hit enemy vehicles. A more pertinent problem is that all American 105mm howitzer rounds are separate from their propellants; a round must be created (ideally at Charge 9) that can be fed into an autoloader without coming apart.
Mobile Modular Weapon System - Anti-Tank (MMWS-AT)
The MMWS-FS with laser-guided munitions (or even TW-guided munitions) may be able to function in a limited anti-armor role. However, even in a best case scenario it will take multiple direct HEAT hits to disable an enemy armored vehicle, and the MMWS-FS has a limited fire rate of roughly 1 round per 15 seconds. Thus, the MMWS-AT should be able to disable enemy armor faster; ideally within 15 seconds of engaging.
Option number 1 is some sort of heavy anti-armor cannon. The RG-14, if once could be acquired, would be a reasonable choice; the recoil suppression system in the MMWS-FS could most likely accomodate the RG-14's recoil energy. A more realistic option is the Royal Ordinance L7 105mm rifled cannon. However, there is simply no way a powered armor can handle the L7; the round is over 2 feet long and has massive recoil. In addition, the cannon is over 19 feet long. There is simply no way to fit this gun in a heliborne weapon system.
A lighter weapon, capable of more rapid fire is also a possibility, since it could do the duty of both antiaircraft and anti-tank. However, this is really unfeasible. 25mm SAPHE ammunition deals 1/3 damage to tanks, rendering even large bursts ineffective.
The ideal solution is rockets. A HYDRA launcher loaded with APKWS laser-guided missiles can deliver a rapid salvo of indirect fire ordinance on a laser-designated armored target at 7 miles away. The MMWS-AT with HYDRA rockets could dispense all of its payload in 3 melee actions, allowing minimal time for an enemy vehicle to retreat. This sounds effective for both MMWS-FS and MMWS-AT, since it can carry all the same payloads as the M102 howitzer. However, the howitzer can be reloaded with 10-15 rounds by a skilled reloading team, while a HYDRA-70 would be limited to its 7-rocket payload before having to RTB.
The installation of a HYDRA-70 launcher would be dramatically easier; depending on the onboard computer installed, it may even have basic software to incorporate a system. It would likely only take 20-30 man-hours of work, including electrical. If no software is purchased or available, it would take another 50-60 man-hours of software development.
Mobile Modular Weapon System - Anti-Aircraft (MMWS-AA)
The AA system has many logistical challenges. Without a separate radar vehicle, the 1 mile radar is insufficient to track an aircraft. The vehicle will need to be equipped with a large external electronics package; even then, due to the size of the vehicle and its ground position, it would be limited to a 5 mile radar, boosted to 10 miles with a booster antenna. If a Wild Weasel SAMAS could be acquired and reverse-engineered, its electronics package could be used for the MMWS-AA and would be the most ideal option.
The last system that must be developed is munitions. Although grid coordinates can be used with great effect for deploying frag or thermobaric shells (CEP of 50ft once all calibrations are made), precision-guided munitions would be able to strike specific vehicles, allowing for diversity in payloads; even possibly allowing for HEAT rounds to hit enemy vehicles. A more pertinent problem is that all American 105mm howitzer rounds are separate from their propellants; a round must be created (ideally at Charge 9) that can be fed into an autoloader without coming apart.
Mobile Modular Weapon System - Anti-Tank (MMWS-AT)
The MMWS-FS with laser-guided munitions (or even TW-guided munitions) may be able to function in a limited anti-armor role. However, even in a best case scenario it will take multiple direct HEAT hits to disable an enemy armored vehicle, and the MMWS-FS has a limited fire rate of roughly 1 round per 15 seconds. Thus, the MMWS-AT should be able to disable enemy armor faster; ideally within 15 seconds of engaging.
Option number 1 is some sort of heavy anti-armor cannon. The RG-14, if once could be acquired, would be a reasonable choice; the recoil suppression system in the MMWS-FS could most likely accomodate the RG-14's recoil energy. A more realistic option is the Royal Ordinance L7 105mm rifled cannon. However, there is simply no way a powered armor can handle the L7; the round is over 2 feet long and has massive recoil. In addition, the cannon is over 19 feet long. There is simply no way to fit this gun in a heliborne weapon system.
A lighter weapon, capable of more rapid fire is also a possibility, since it could do the duty of both antiaircraft and anti-tank. However, this is really unfeasible. 25mm SAPHE ammunition deals 1/3 damage to tanks, rendering even large bursts ineffective.
The ideal solution is rockets. A HYDRA launcher loaded with APKWS laser-guided missiles can deliver a rapid salvo of indirect fire ordinance on a laser-designated armored target at 7 miles away. The MMWS-AT with HYDRA rockets could dispense all of its payload in 3 melee actions, allowing minimal time for an enemy vehicle to retreat. This sounds effective for both MMWS-FS and MMWS-AT, since it can carry all the same payloads as the M102 howitzer. However, the howitzer can be reloaded with 10-15 rounds by a skilled reloading team, while a HYDRA-70 would be limited to its 7-rocket payload before having to RTB.
The installation of a HYDRA-70 launcher would be dramatically easier; depending on the onboard computer installed, it may even have basic software to incorporate a system. It would likely only take 20-30 man-hours of work, including electrical. If no software is purchased or available, it would take another 50-60 man-hours of software development.
Mobile Modular Weapon System - Anti-Aircraft (MMWS-AA)
The AA system has many logistical challenges. Without a separate radar vehicle, the 1 mile radar is insufficient to track an aircraft. The vehicle will need to be equipped with a large external electronics package; even then, due to the size of the vehicle and its ground position, it would be limited to a 5 mile radar, boosted to 10 miles with a booster antenna. If a Wild Weasel SAMAS could be acquired and reverse-engineered, its electronics package could be used for the MMWS-AA and would be the most ideal option.
Another option, although it violates the "independent operation" clause, is the use of a nearby radar truck (within 1 mile) which could relay information to the MMWS.
As mentioned in the MMWS-AT, an autocannon is an ideal solution but it limits the amount of ammunition that can be carried. Because the radio equipment would be mounted on the rear of the MMWS, it would be limited to a revolving drum feed and the payload would be greatly reduced.
Also due to the radio equipment, anti-aircraft missile launchers (using IRHS) would be difficult to mount. Still, it is plausible to mount up to two 2-shot IRHS mini-missile launchers for a total of 4 shots. These would be reloadable at an ammo truck by crew (possibly a radar truck could hold ammo), making it a good choice. However, since 4 shots is a rather small payload, this limits its use as an autonomous vehicle. If the electronic equipment was removed, a pair of IRHS launchers would be a strong choice.
Although little has been discussed about a secondary armament, a railgun would be needed for the MMWS-AA. A NG-202 or TX-250 would be more than capable of providing anti-aircraft deterrent fire for low-flying air vehicles and could be used even while the shoulder missiles are being reloaded by crew. A full-sized railgun would not be really feasible for the other models. The FS and AT could be armed with a small railgun, plasma cannon, or similar personal defense weapon instead.
Also due to the radio equipment, anti-aircraft missile launchers (using IRHS) would be difficult to mount. Still, it is plausible to mount up to two 2-shot IRHS mini-missile launchers for a total of 4 shots. These would be reloadable at an ammo truck by crew (possibly a radar truck could hold ammo), making it a good choice. However, since 4 shots is a rather small payload, this limits its use as an autonomous vehicle. If the electronic equipment was removed, a pair of IRHS launchers would be a strong choice.
Although little has been discussed about a secondary armament, a railgun would be needed for the MMWS-AA. A NG-202 or TX-250 would be more than capable of providing anti-aircraft deterrent fire for low-flying air vehicles and could be used even while the shoulder missiles are being reloaded by crew. A full-sized railgun would not be really feasible for the other models. The FS and AT could be armed with a small railgun, plasma cannon, or similar personal defense weapon instead.
The 30 minute swap time is pretty impractical for the MMWS-FS, although it could be done with skilled mechanical labor or specialized equipment. The MMWS-AT with HYDRA-70 would also take mechanical labor or Supernatural PS, but could be done relatively quickly. The MMWS-AA with radio equipment would take the longest, while the MMWS-AA without could be mounted in minutes.
Sunday, August 28, 2011
Machineguns and stuff (mostly a GM post)
this is a GM post more than anything, although it may give you a good idea of what's changing
Squad Automatic Weapons (generally 15-30lbs)
Q2-30 RFL
NG-101 Railgun
TX-50 Railgun
C-200 Railgun (getting renamed, although the nickname will still be DMR)
...apparently the NE-99 LMG, may have to either move it or lighten it (most likely the latter)
Heavy Machineguns (30-50lbs)
Bandit BB 5000
Bandit 5500 Cactus Juicer
Bandit 6000 MGL
Q5-50 Railgun
Kittani K-500 Railgun
WR-200 Railgun (sort of)
C-40R Railgun
NE-200 PCMG
NG-202 Railgun
TX-250 Railgun
Browning M2HB HMG
WI-GL20 MGL
Extra Heavy Machineguns (really fucking heavy)
TX-500 Railgun (getting errata)
NE-700 PCMG
Many integrated railguns including TX-1000
Squad Automatic Weapons (generally 15-30lbs)
Q2-30 RFL
NG-101 Railgun
TX-50 Railgun
C-200 Railgun (getting renamed, although the nickname will still be DMR)
...apparently the NE-99 LMG, may have to either move it or lighten it (most likely the latter)
Heavy Machineguns (30-50lbs)
Bandit BB 5000
Bandit 5500 Cactus Juicer
Bandit 6000 MGL
Q5-50 Railgun
Kittani K-500 Railgun
WR-200 Railgun (sort of)
C-40R Railgun
NE-200 PCMG
NG-202 Railgun
TX-250 Railgun
Browning M2HB HMG
WI-GL20 MGL
Extra Heavy Machineguns (really fucking heavy)
TX-500 Railgun (getting errata)
NE-700 PCMG
Many integrated railguns including TX-1000
Thursday, August 25, 2011
Techno-Wizard Competition
Because no player has even thought for a minute to analyze the competition, I doubt this post will even get read.
Whatever.
This post supercedes stuff in the BoM and FoM.
Stormspire
Stormspire is the largest TW manufacturer in North America and produce the largest volume of TW armaments anywhere in the world. Stormspire makes millions of sales annually, and they have a reputation for quality.
The Stormspire "Mana Bar" energy magazine is the most innovative TW deployment method yet produced for the mass market. The Mana Bar system eliminates the need for the operator to have magical powers or even knowledge of how to operate TW equipment. The Mana Bar energy magazine can be recharged at a leyline or nexus point, and provides several times the payload of a single charge device. Usage of a Mana Bar-enabled device is simple, just like any normal firearm. It is this major fact, plus Stormspire's sheer production volume, that makes Stormspire the player that they are. Mana Bar systems are not interchangable with normal TW power, but a Mana Bar can be recharged by any mage, making this a minimal issue.
Stormspire is well-known among the wizard community to be overpriced, but they produce items that are simply unavailable anywhere else.The Mana Bar system allows a mage to power his firearms without sacrificing his personal spell power, a huge benefit to most combat spellcasters.
Stormspire also produces numerous utility and home use TW products but is mostly outdone in this area by other manufacturers. Their prime export is weapons, armor, and vehicles.
Mana Bar cost is 20,000 credits. It's a little larger than a short E-Mag; roughly 1"x1"x6" and can be carried in a short mag ammo pouch.
Shard Pistol
Range: 200ft
Damage: 3d4+2 (piercing, semi-automatic)
Payload: 48 rounds per Mana Bar
Cost: 72,000 credits
Shock Pistol
Range: 120ft
Damage: 2d6 (electric, semi-automatic)
Payload: 60 rounds per Mana Bar
Cost: 35,000 credits
Jammer Pistol
Range: 150ft
Damage: Disables a size 1.5 or smaller electronic device until the end of the round. Can't affect armored items or TW items of any kind.
Payload: 6 rounds per Mana Bar
Cost: 90,000 credits
Starfire Pistol
Range: 800ft
Damage: 3d6+4 (smashing)
Payload: 12 rounds per Mana Bar
Cost: 70,000 credits
Firebolt Rifle
Range: 2000ft
Damage: 4d6 (fire)
Payload: 18 rounds per Mana Bar
Cost: 70,000 credits
Lightning Pulse Rifle
Range: 2000ft
Damage: 2d6 (electric, 3-round burst)
Payload: 50 rounds per Mana Bar
Cost: 95,000 credits
Fireburst Rifle
Range: 1000ft
Damage: 2d6+4 (fire, automatic)
Payload: 40 rounds per Mana Bar
Cost: 150,000 credits
Disruptor Rifle
Range: 2000ft
Damage: Disables any unshielded electronic device until the end of the round. Can't penetrate the armor of RPA or armored vehicles.
Payload: 12 rounds per Mana Bar
Cost: 150,000 credits
Force Rifle
Range: 4000ft
Damage: 1d6*10+4 (smashing)
Payload: 3 rounds per Mana Bar
Cost: 300,000 credits
Note: Unsuitable for firing without bipod or PS 30(n)/18(s). If fired unsupported, recoil inhibits actions on turn after firing. Bipod standard, no standard scope. Stormspire exclusive.
Snare Rifle
Range: 500ft, 5ft radius splash
Damage: Magic net as spell -- one shot per round as always
Payload: 12 rounds per Mana Bar
Cost: 190,000 credits
Windblast Shotgun
Range: 500ft, 10ft radius column
Damage: As Wind Rush; 90 MD KB magnitude. One shot per round.
Payload: 18 rounds per Mana Bar
Cost: 150,000 credits
Starfire Pulse Cannon
Range: 2000ft, 10ft radius splash
Damage: 2d6*10 (smashing)
Payload: 2 rounds per Mana Bar. Holds a total of 8.
Cost: 450,000 credits
Note: Size 2; tripod comes standard. Stormspire exclusive.
TK Light Machine Gun
Range: 2000ft
Damage: 2d4 (smashing, machinegun)
Payload: 100 rounds per Mana Bar
Cost: 160,000 credits
Note: Requires PS 25(n)/15(s) to be used as a shoulder fired firearm due to excessive recoil. Size 1.5. Bipod comes standard.
Dragonfire Flamethrower
Range: 250ft, 5ft radius column
Damage: 1d4*10 (fire, suppressing)
Payload: 2 shots per Mana Bar
Cost: 300,000 credits
Note: Size 1; roughly the size of a short-barrelled shotgun or SMG
Daylight Grenade
Airbursts about 20ft above its thrown point and generates a Globe of Daylight, as the spell, for 12 minutes. Vampires and sun-sensitive undead cannot enter within 50ft of the globe. It is stationary.
Cost: 2000 credits
Rain Flare
Creates a 100ft radius rainstorm underneath the flare for 30 minutes.
Cost: 20,000 credits
Flash Grenade
Literally the same thing as the Spellforge grenade.
Cost: 1000 credits
Fear Grenade
1 minute Fear: HF16 on explosion, 10 foot radius.
Cost: 2000 credits
Fire Grenade
6d6 fire damage to a 10 foot blast radius.
Cost: 5000 credits
Freeze Grenade
Ices everything over in a 10ft radius. The ice is thick, requiring MDC tools to break it. It lasts for 3 minutes.
Cost: 6000 credits
Generic TW Melee
These weapons can be made by a variety of crafters. Expect most TW shops to have some stock of some of these items, most typically flaming sword or dagger hilts. All large TW manufacturers produce most, if not all, of these weapons and generally have some in stock at any given time.
Boomerang Blade
Passively returns when thrown, no mana cost. Has a throwing range of 600ft. Returns on the turn after being thrown; cannot be thrown in successive turns. Must be a knife, large shuriken, tomahawk, bladed boomerang, or chakram.
Damage: 2d6+3
Bonuses: +1 strike and parry
Has 300 MDC, must be repaired by a TW (expensive)
Cost: 100,000 credits
Flaming Dagger
A knife hilt that erupts into flame when activated.
Damage: 2d6 fire when activated
Activation Cost: 5 mana (10 ISP)
Duration: 2 minutes
Cost: 40,000 credits
Flaming Sword
A sword hilt. When activated, turns into a blade that can throw fire bolts.
Damage: 4d6 fire when active, 4d6 firebolts
Activation Cost: 8 mana (16 ISP)
Duration: 2 minutes
Payload: 6 firebolts; if firebolts are expended, active mode ends.
Range: 200 feet (for firebolts)
Cost: 70,000 credits
Ice Blade
Coats itself in ice when activated, dealing cold damage and chilling targets. Victims must make a saving throw vs. magic or suffer -1 init, -1 combat and -10% speed penalty. Spell strength 12. Effects worth through body armor. Can be any long blade weapon (sword, axe, polearm)
Damage: 3d6 cold when activated.
Activation Cost: 10 (20 ISP)
Duration: 2 minutes; cold effect lasts for 1d4 rounds per hit
Cost: 100,000 credits
Lightning Axe
When activated, crackles with electricity and does bonus damage. Does slashing megadamage when not active. If it hits a metal vehicle or other conductive electronic device, the electric damage is doubled and has a 45% chance of causing a minor malfunction. No extra effect against composite armor or shielded systems.
Damage: 2d6 slashing, +2d6 electric when active. Must be an axe, although spiked mace versions are made in some places in the New West.
Activation Cost: 12 mana (24 ISP)
Duration: 30 seconds
Cost: 80,000 credits
Lightning Spear
When activated, crackles with electricity and deals massive damage when thrown. Is frighteningly accurate as a thrown weapon. Must be a spear. Deals megadamage when deactivated. Activating the spear can be done during the throw as a free action. Note: Returning versions of the spear are rumored to exist; roughly equivalent to an Elite weapon.
Damage: 2d6+3 piercing, 1d6*10 electric when thrown while active.
Bonuses: +5 strike when thrown. Travels almost instantly to the target.
Activation Cost: 15 mana (30 ISP)
Range: 2000 feet
Cost: 70,000 credits. Returning versions typically cost 300,000 credits or more.
Elite TW Items
Elite TW weapons can come from any major TW manufacturer. Stormspire and Tolkeen make most of them, but all have a long creation time and are generally made to special order. All costs must be paid up-front if purchased from a major manufacturer. If a smaller manufacturer can produce them, generally half is paid up front, with another half upon delivery.
Battle Fury Blade
When activated, inflicts dramatically increased damage and doublestrikes. Deals mega-damage even when deactivated. Must be a bastard sword, greatsword, claymore, flamberge, slashing polearm, war axe, or great axe. One of the most feared and popular epic TW weapons in the world.
Damage: 6d6 passive, 1d6*10 active (plus doublestrike)
Activation cost: 40 mana (80 ISP)
Active Duration: 3 minutes
Has 200 MDC, regenerates 2d6 per day
Cost: at least 10,000,000 credits
Deathbringer
Deals full damage even when deactivated. When active, the wielder takes no damage from non-magic, non-psychic attacks (chi attacks also okay). The wielder's gear (including armor) can still be damaged. The wielder can also shoot a single burst of high-powered force per activation. The wielder may spend the activation cost again to reset the force blast and duration. Activating the Deathbringer while its active is in place is a free action. Must be the same type of weapon as a Battle Fury Blade.
Damage: 1d6*10 slashing, 1d6*10+10 force blast
Bonuses: +1 strike and parry
Activation Cost: 50 mana (100 ISP)
Duration: 1 minute
Has 200 MDC, must be repaired by TWs
Cost: at least 12,000,000 credits
Demon Claws
Deals full damage even when deactivated. When activated, gives the wearer supernatural strength and increases his strength by 8. Gives -2 to strike using firearms, -1 to strike with other melee weapons and -30% on manual dexterity skills when worn.
Damage: 4d6
Bonuses: +1 strike, +2 parry with claws only. Always active.
Activation Cost: 25 mana (50 ISP)
Duration: 15 minutes
Has 450 MDC. Regenerates 10 MDC per day.
Cost: roughly 1,000,000 credits
Draining Blade
When activated, deals megadamage and drains the target as the Life Drain spell. Deals standard damage otherwise. Must be a one-handed sword.
Damage: 4d6 + life drain effect, 2d6 SD when inactive
Activation Cost: 10 mana (20 ISP)
Duration: 30 minutes
Generally under 100 MDC. Must be repaired by TWs.
Cost: At least 2,000,000 credits
Earthshaker
When active the wielder inflicts massive knockback and damage with attacks. If used to slam the ground, can apply kb magnitude only to a 10 foot radius circle. Must be a warhammer, mace, maul, gauntlets or other blunt weapon.
Damage: 1d4*10, SD as appropriate for weapon when deactivated. Deals an additional +100 kb magnitude in addition to magnitude from damage.
Activation Cost: 35 mana (70 ISP)
Duration: 1 minute
Cost: 250,000 credits
England
England TW weapons are generally exclusive to the Camelot military, but it is quite possible to purchase or trade for them.
Plasma Lance
Deals mega-damage even when deactivated. When activated, functions similarly to a flaming sword; can throw firebolts and is surrounded in a flaming aura. Can be couched for charging attacks from a mount.
Damage: 2d6, +4d6 fire when active, 4d6 firebolts
Activation Cost: 8 mana (16 ISP)
Duration: 2 minutes
Payload: 6 firebolts; if firebolts are expended, active mode ends.
Range: 1000 feet (for firebolts)
Cost: 70,000 credits
Electroshield
When active, becomes immune to energy and can shoot lightning bolts. A lightning bolt is also discharged on a successful melee parry at the attacker.
Damage: 3d6 per lightning bolt, deals SD from shield bashes
Activation Cost: 20 mana (40 ISP)
Duration: 5 minutes. Each lightning bolt discharge eats 1 minute from the timer.
Range: 50 feet (for lightning bolts)
Has 100 MDC. Must be repaired by a TW.
Cost: 600,000 credits
Helm of All Seeing
When active, the wearer can see invisible, see aura, gains thermal vision, detect magical concealment and gains +3 to save vs. illusions.
Activation Cost: 12 mana (24 ISP)
Duration: 15 minutes
Cost: 250,000 credits
MORE COMING SOON?!
Whatever.
This post supercedes stuff in the BoM and FoM.
Stormspire
Stormspire is the largest TW manufacturer in North America and produce the largest volume of TW armaments anywhere in the world. Stormspire makes millions of sales annually, and they have a reputation for quality.
The Stormspire "Mana Bar" energy magazine is the most innovative TW deployment method yet produced for the mass market. The Mana Bar system eliminates the need for the operator to have magical powers or even knowledge of how to operate TW equipment. The Mana Bar energy magazine can be recharged at a leyline or nexus point, and provides several times the payload of a single charge device. Usage of a Mana Bar-enabled device is simple, just like any normal firearm. It is this major fact, plus Stormspire's sheer production volume, that makes Stormspire the player that they are. Mana Bar systems are not interchangable with normal TW power, but a Mana Bar can be recharged by any mage, making this a minimal issue.
Stormspire is well-known among the wizard community to be overpriced, but they produce items that are simply unavailable anywhere else.The Mana Bar system allows a mage to power his firearms without sacrificing his personal spell power, a huge benefit to most combat spellcasters.
Stormspire also produces numerous utility and home use TW products but is mostly outdone in this area by other manufacturers. Their prime export is weapons, armor, and vehicles.
Mana Bar cost is 20,000 credits. It's a little larger than a short E-Mag; roughly 1"x1"x6" and can be carried in a short mag ammo pouch.
Shard Pistol
Range: 200ft
Damage: 3d4+2 (piercing, semi-automatic)
Payload: 48 rounds per Mana Bar
Cost: 72,000 credits
Shock Pistol
Range: 120ft
Damage: 2d6 (electric, semi-automatic)
Payload: 60 rounds per Mana Bar
Cost: 35,000 credits
Jammer Pistol
Range: 150ft
Damage: Disables a size 1.5 or smaller electronic device until the end of the round. Can't affect armored items or TW items of any kind.
Payload: 6 rounds per Mana Bar
Cost: 90,000 credits
Starfire Pistol
Range: 800ft
Damage: 3d6+4 (smashing)
Payload: 12 rounds per Mana Bar
Cost: 70,000 credits
Firebolt Rifle
Range: 2000ft
Damage: 4d6 (fire)
Payload: 18 rounds per Mana Bar
Cost: 70,000 credits
Lightning Pulse Rifle
Range: 2000ft
Damage: 2d6 (electric, 3-round burst)
Payload: 50 rounds per Mana Bar
Cost: 95,000 credits
Fireburst Rifle
Range: 1000ft
Damage: 2d6+4 (fire, automatic)
Payload: 40 rounds per Mana Bar
Cost: 150,000 credits
Disruptor Rifle
Range: 2000ft
Damage: Disables any unshielded electronic device until the end of the round. Can't penetrate the armor of RPA or armored vehicles.
Payload: 12 rounds per Mana Bar
Cost: 150,000 credits
Force Rifle
Range: 4000ft
Damage: 1d6*10+4 (smashing)
Payload: 3 rounds per Mana Bar
Cost: 300,000 credits
Note: Unsuitable for firing without bipod or PS 30(n)/18(s). If fired unsupported, recoil inhibits actions on turn after firing. Bipod standard, no standard scope. Stormspire exclusive.
Snare Rifle
Range: 500ft, 5ft radius splash
Damage: Magic net as spell -- one shot per round as always
Payload: 12 rounds per Mana Bar
Cost: 190,000 credits
Windblast Shotgun
Range: 500ft, 10ft radius column
Damage: As Wind Rush; 90 MD KB magnitude. One shot per round.
Payload: 18 rounds per Mana Bar
Cost: 150,000 credits
Starfire Pulse Cannon
Range: 2000ft, 10ft radius splash
Damage: 2d6*10 (smashing)
Payload: 2 rounds per Mana Bar. Holds a total of 8.
Cost: 450,000 credits
Note: Size 2; tripod comes standard. Stormspire exclusive.
TK Light Machine Gun
Range: 2000ft
Damage: 2d4 (smashing, machinegun)
Payload: 100 rounds per Mana Bar
Cost: 160,000 credits
Note: Requires PS 25(n)/15(s) to be used as a shoulder fired firearm due to excessive recoil. Size 1.5. Bipod comes standard.
Dragonfire Flamethrower
Range: 250ft, 5ft radius column
Damage: 1d4*10 (fire, suppressing)
Payload: 2 shots per Mana Bar
Cost: 300,000 credits
Note: Size 1; roughly the size of a short-barrelled shotgun or SMG
Daylight Grenade
Airbursts about 20ft above its thrown point and generates a Globe of Daylight, as the spell, for 12 minutes. Vampires and sun-sensitive undead cannot enter within 50ft of the globe. It is stationary.
Cost: 2000 credits
Rain Flare
Creates a 100ft radius rainstorm underneath the flare for 30 minutes.
Cost: 20,000 credits
Flash Grenade
Literally the same thing as the Spellforge grenade.
Cost: 1000 credits
Fear Grenade
1 minute Fear: HF16 on explosion, 10 foot radius.
Cost: 2000 credits
Fire Grenade
6d6 fire damage to a 10 foot blast radius.
Cost: 5000 credits
Freeze Grenade
Ices everything over in a 10ft radius. The ice is thick, requiring MDC tools to break it. It lasts for 3 minutes.
Cost: 6000 credits
Generic TW Melee
These weapons can be made by a variety of crafters. Expect most TW shops to have some stock of some of these items, most typically flaming sword or dagger hilts. All large TW manufacturers produce most, if not all, of these weapons and generally have some in stock at any given time.
Boomerang Blade
Passively returns when thrown, no mana cost. Has a throwing range of 600ft. Returns on the turn after being thrown; cannot be thrown in successive turns. Must be a knife, large shuriken, tomahawk, bladed boomerang, or chakram.
Damage: 2d6+3
Bonuses: +1 strike and parry
Has 300 MDC, must be repaired by a TW (expensive)
Cost: 100,000 credits
Flaming Dagger
A knife hilt that erupts into flame when activated.
Damage: 2d6 fire when activated
Activation Cost: 5 mana (10 ISP)
Duration: 2 minutes
Cost: 40,000 credits
Flaming Sword
A sword hilt. When activated, turns into a blade that can throw fire bolts.
Damage: 4d6 fire when active, 4d6 firebolts
Activation Cost: 8 mana (16 ISP)
Duration: 2 minutes
Payload: 6 firebolts; if firebolts are expended, active mode ends.
Range: 200 feet (for firebolts)
Cost: 70,000 credits
Ice Blade
Coats itself in ice when activated, dealing cold damage and chilling targets. Victims must make a saving throw vs. magic or suffer -1 init, -1 combat and -10% speed penalty. Spell strength 12. Effects worth through body armor. Can be any long blade weapon (sword, axe, polearm)
Damage: 3d6 cold when activated.
Activation Cost: 10 (20 ISP)
Duration: 2 minutes; cold effect lasts for 1d4 rounds per hit
Cost: 100,000 credits
Lightning Axe
When activated, crackles with electricity and does bonus damage. Does slashing megadamage when not active. If it hits a metal vehicle or other conductive electronic device, the electric damage is doubled and has a 45% chance of causing a minor malfunction. No extra effect against composite armor or shielded systems.
Damage: 2d6 slashing, +2d6 electric when active. Must be an axe, although spiked mace versions are made in some places in the New West.
Activation Cost: 12 mana (24 ISP)
Duration: 30 seconds
Cost: 80,000 credits
Lightning Spear
When activated, crackles with electricity and deals massive damage when thrown. Is frighteningly accurate as a thrown weapon. Must be a spear. Deals megadamage when deactivated. Activating the spear can be done during the throw as a free action. Note: Returning versions of the spear are rumored to exist; roughly equivalent to an Elite weapon.
Damage: 2d6+3 piercing, 1d6*10 electric when thrown while active.
Bonuses: +5 strike when thrown. Travels almost instantly to the target.
Activation Cost: 15 mana (30 ISP)
Range: 2000 feet
Cost: 70,000 credits. Returning versions typically cost 300,000 credits or more.
Elite TW Items
Elite TW weapons can come from any major TW manufacturer. Stormspire and Tolkeen make most of them, but all have a long creation time and are generally made to special order. All costs must be paid up-front if purchased from a major manufacturer. If a smaller manufacturer can produce them, generally half is paid up front, with another half upon delivery.
Battle Fury Blade
When activated, inflicts dramatically increased damage and doublestrikes. Deals mega-damage even when deactivated. Must be a bastard sword, greatsword, claymore, flamberge, slashing polearm, war axe, or great axe. One of the most feared and popular epic TW weapons in the world.
Damage: 6d6 passive, 1d6*10 active (plus doublestrike)
Activation cost: 40 mana (80 ISP)
Active Duration: 3 minutes
Has 200 MDC, regenerates 2d6 per day
Cost: at least 10,000,000 credits
Deathbringer
Deals full damage even when deactivated. When active, the wielder takes no damage from non-magic, non-psychic attacks (chi attacks also okay). The wielder's gear (including armor) can still be damaged. The wielder can also shoot a single burst of high-powered force per activation. The wielder may spend the activation cost again to reset the force blast and duration. Activating the Deathbringer while its active is in place is a free action. Must be the same type of weapon as a Battle Fury Blade.
Damage: 1d6*10 slashing, 1d6*10+10 force blast
Bonuses: +1 strike and parry
Activation Cost: 50 mana (100 ISP)
Duration: 1 minute
Has 200 MDC, must be repaired by TWs
Cost: at least 12,000,000 credits
Demon Claws
Deals full damage even when deactivated. When activated, gives the wearer supernatural strength and increases his strength by 8. Gives -2 to strike using firearms, -1 to strike with other melee weapons and -30% on manual dexterity skills when worn.
Damage: 4d6
Bonuses: +1 strike, +2 parry with claws only. Always active.
Activation Cost: 25 mana (50 ISP)
Duration: 15 minutes
Has 450 MDC. Regenerates 10 MDC per day.
Cost: roughly 1,000,000 credits
Draining Blade
When activated, deals megadamage and drains the target as the Life Drain spell. Deals standard damage otherwise. Must be a one-handed sword.
Damage: 4d6 + life drain effect, 2d6 SD when inactive
Activation Cost: 10 mana (20 ISP)
Duration: 30 minutes
Generally under 100 MDC. Must be repaired by TWs.
Cost: At least 2,000,000 credits
Earthshaker
When active the wielder inflicts massive knockback and damage with attacks. If used to slam the ground, can apply kb magnitude only to a 10 foot radius circle. Must be a warhammer, mace, maul, gauntlets or other blunt weapon.
Damage: 1d4*10, SD as appropriate for weapon when deactivated. Deals an additional +100 kb magnitude in addition to magnitude from damage.
Activation Cost: 35 mana (70 ISP)
Duration: 1 minute
Cost: 250,000 credits
England
England TW weapons are generally exclusive to the Camelot military, but it is quite possible to purchase or trade for them.
Plasma Lance
Deals mega-damage even when deactivated. When activated, functions similarly to a flaming sword; can throw firebolts and is surrounded in a flaming aura. Can be couched for charging attacks from a mount.
Damage: 2d6, +4d6 fire when active, 4d6 firebolts
Activation Cost: 8 mana (16 ISP)
Duration: 2 minutes
Payload: 6 firebolts; if firebolts are expended, active mode ends.
Range: 1000 feet (for firebolts)
Cost: 70,000 credits
Electroshield
When active, becomes immune to energy and can shoot lightning bolts. A lightning bolt is also discharged on a successful melee parry at the attacker.
Damage: 3d6 per lightning bolt, deals SD from shield bashes
Activation Cost: 20 mana (40 ISP)
Duration: 5 minutes. Each lightning bolt discharge eats 1 minute from the timer.
Range: 50 feet (for lightning bolts)
Has 100 MDC. Must be repaired by a TW.
Cost: 600,000 credits
Helm of All Seeing
When active, the wearer can see invisible, see aura, gains thermal vision, detect magical concealment and gains +3 to save vs. illusions.
Activation Cost: 12 mana (24 ISP)
Duration: 15 minutes
Cost: 250,000 credits
MORE COMING SOON?!
Tuesday, August 23, 2011
Spellforge Proposed Mercenary Fees
These are the fees proposed by Lion, Brick, and Lyra (who have rode this train before) for mercenary operations. Each merc gets a 20% cut of any service they provide.
10,000 credits for deployment costs.
50 credits per fighter per day of prep or non-combat garrison.
200 credits per fighter per day of combat garrison.
1000 credits per armed fighter, per day of combat.
An additional 500 credits for specialized combat units, per day of combat. Headhunters always count; snipers count if they are tasked with covert operations, but not as line troops.
100 credits per mile of operational transport (this does not include travel to or from HQ to the op zone, only for transporting allied personnel or equipment).
50 credits per person administered basic first-aid treatment.
500 credits per person administered emergency medical treatment (up to heal wounds)
5000 credits per person administered specialized medical treatment, including advanced magic or psionics.
500,000 credits per resto or resurrection (when such treatments are available).
1000 credits per fighter for the use of any Spellforge 40mm TW munitions.
500 credits per fighter in ammunition expenses (E-Mag, SDC, .50cal or railgun ammo)
1000 credits per fighter in armor repair expenses (note: CS armor is more expensive to repair)
1000-2000 credits per fighter for the use of exotic ammunition (75H ammo, etc.)
5000 credits per shoulder-fired rocket or missile.
10,000 credits per vehicle-launched MIM rocket.
20,000 credits per COLOS short-range ballistic missile or light laser-guided bomb.
35,000 credits per laser-guided SRM.
50,000 credits per heat-seeking SRM.
10,000 credits for deployment costs.
50 credits per fighter per day of prep or non-combat garrison.
200 credits per fighter per day of combat garrison.
1000 credits per armed fighter, per day of combat.
An additional 500 credits for specialized combat units, per day of combat. Headhunters always count; snipers count if they are tasked with covert operations, but not as line troops.
100 credits per mile of operational transport (this does not include travel to or from HQ to the op zone, only for transporting allied personnel or equipment).
50 credits per person administered basic first-aid treatment.
500 credits per person administered emergency medical treatment (up to heal wounds)
5000 credits per person administered specialized medical treatment, including advanced magic or psionics.
500,000 credits per resto or resurrection (when such treatments are available).
1000 credits per fighter for the use of any Spellforge 40mm TW munitions.
500 credits per fighter in ammunition expenses (E-Mag, SDC, .50cal or railgun ammo)
1000 credits per fighter in armor repair expenses (note: CS armor is more expensive to repair)
1000-2000 credits per fighter for the use of exotic ammunition (75H ammo, etc.)
5000 credits per shoulder-fired rocket or missile.
10,000 credits per vehicle-launched MIM rocket.
20,000 credits per COLOS short-range ballistic missile or light laser-guided bomb.
35,000 credits per laser-guided SRM.
50,000 credits per heat-seeking SRM.
Monday, August 22, 2011
The Spellforge Roster (+allies)
Sir Lee Chen (Cyberknight 6)
Jaqueline Cassidy (Techno-wizard 6)
Blackstream (Night Stalker/Mystic 6)
Sara (RPA Elite 5) (3000c/mo)
T'fon (Shifter 7) (paid on commission)
Gargoyle A (Gargoyle 4)
Gargoyle B (Gargoyle 4)
Lyra (Operator 5) (barely a member as it is)
Brick (Mining Cyborg 5) (5000c/mo)
Lion (Psi-Stalker 5) (5000c/mo)
Olug (Mystic Kuznya 5) (doing his own thing)
Aptaev (Great Horned Dragon/Warlock 4) (paid in spells)
Izeuphy (Succubus 4) (2000c/mo)
Samador Imenth (Techno-wizard 4) (4000c/mo)
Charlie Guillermo (Techno-wizard 2) (3000c/mo)
Veronica Merriweather (Techno-wizard 2) (3000c/mo)
Abkii the Defiant (Chiang-Ku Dragon 4)
Lo Li (Chiang-Ku Dragon 3)
(1) Medic/Healer (Hired Gun 2) (2500c/mo)
(1) Johan Haus (Mind Melter 5) (2500c/mo)
(2) Headhunter 2 (2500c/mo)
(1) Military Sniper (Assassin 2) (2500c/mo)
(1) Spotter (Assassin 2) (2500c/mo)
(1) Wilderness Sniper (Assassin 2) (2500c/mo)
(1) Radioman (Spec Ops 2) (2500c/mo)
(1) Helicopter Pilot (Spec Ops 2) (2500c/mo)
(1) Field Technician (Spec Ops 2) (2500c/mo)
(2) Heavy Weapons Soldier (Spec Ops 2) (2500c/mo)
(total cost of employees 50,000/mo)
Bills: (6000c/mo total)
Power, Kingsdale complex: 0c/mo
Power, Atlantis storefront: 100c/mo
WGS, Kingsdale: 150c/mo
WGS, Atlantis: 150c/mo
Weapons Maintenance: 20c/mo per combatant (400c total)
Maintenance, Wheeled Vehicles: 25c/mo each (100c total)
Maintenance, Hovercycles: 100c/mo each
Maintenance, Helicopters: 500c/mo each
Food, Humans: 150c per person (3300c total)
Food, Monsters: 300c per person (1200c total)
Allies:
"Crazy" Florentino Villapondo (Crazy 6)
Kingsdale Dragons Captain (Juicer 4)
Julian the First (Mega-Juicer 8)
White Raven (Wilderness Scout 12)
Sgt. Beta (Android 10)
Sir Brakkus (Cyberknight 6)
Darien (Mind Melter 6)
Cale "Tim The Invisible Man" McLeod (Hardware: Mechanical 5)
Stydro (Ancient Great Horned Dragon/Shifter 15)
Richard Harken (Dragonslayer 15)
Terra (Vagabond 3*)
Dragonwright Followers (many)
Sgt. John Slaughter (Juicer 6)
Genem (Divine Knight 16)
Matthias (Chiang-Ku Dragon/Wu Shih 9)
Katrina Sun (Leyline Walker 10?)
Erin Tarn (Rogue Scholar 14)
Winslow Thorpe (Cyberknight 9)
Victor Lazlo (Parapsychologist 12)
Lo Fung (Chiang-Ku Dragon/Chinese Alchemist/Tattoo Master 15)
Sir Galahad (Undead Slayer 9)
Max (Undead Slayer 14)
Planeskipper "Skippy" (Shifter 6)
Rexus the Red (Cyberknight 7)
*Terra has no useful skills, other than language skills, basic math; all of her actual magical powers are racial advantages, similar to BS' inherent racial magic knowledge
This list does not include anyone who hasn't fought with the PCs, including:
Jaspin
Keith Overton
Jenna
Sylvie
Eleuka
Warlord Sabre Lasar
Gage
Jaqueline Cassidy (Techno-wizard 6)
Blackstream (Night Stalker/Mystic 6)
Sara (RPA Elite 5) (3000c/mo)
T'fon (Shifter 7) (paid on commission)
Gargoyle A (Gargoyle 4)
Gargoyle B (Gargoyle 4)
Lyra (Operator 5) (barely a member as it is)
Brick (Mining Cyborg 5) (5000c/mo)
Lion (Psi-Stalker 5) (5000c/mo)
Olug (Mystic Kuznya 5) (doing his own thing)
Aptaev (Great Horned Dragon/Warlock 4) (paid in spells)
Izeuphy (Succubus 4) (2000c/mo)
Samador Imenth (Techno-wizard 4) (4000c/mo)
Charlie Guillermo (Techno-wizard 2) (3000c/mo)
Veronica Merriweather (Techno-wizard 2) (3000c/mo)
Abkii the Defiant (Chiang-Ku Dragon 4)
Lo Li (Chiang-Ku Dragon 3)
(1) Medic/Healer (Hired Gun 2) (2500c/mo)
(1) Johan Haus (Mind Melter 5) (2500c/mo)
(2) Headhunter 2 (2500c/mo)
(1) Military Sniper (Assassin 2) (2500c/mo)
(1) Spotter (Assassin 2) (2500c/mo)
(1) Wilderness Sniper (Assassin 2) (2500c/mo)
(1) Radioman (Spec Ops 2) (2500c/mo)
(1) Helicopter Pilot (Spec Ops 2) (2500c/mo)
(1) Field Technician (Spec Ops 2) (2500c/mo)
(2) Heavy Weapons Soldier (Spec Ops 2) (2500c/mo)
(total cost of employees 50,000/mo)
Bills: (6000c/mo total)
Power, Kingsdale complex: 0c/mo
Power, Atlantis storefront: 100c/mo
WGS, Kingsdale: 150c/mo
WGS, Atlantis: 150c/mo
Weapons Maintenance: 20c/mo per combatant (400c total)
Maintenance, Wheeled Vehicles: 25c/mo each (100c total)
Maintenance, Hovercycles: 100c/mo each
Maintenance, Helicopters: 500c/mo each
Food, Humans: 150c per person (3300c total)
Food, Monsters: 300c per person (1200c total)
Allies:
"Crazy" Florentino Villapondo (Crazy 6)
Kingsdale Dragons Captain (Juicer 4)
Julian the First (Mega-Juicer 8)
White Raven (Wilderness Scout 12)
Sgt. Beta (Android 10)
Sir Brakkus (Cyberknight 6)
Darien (Mind Melter 6)
Cale "Tim The Invisible Man" McLeod (Hardware: Mechanical 5)
Stydro (Ancient Great Horned Dragon/Shifter 15)
Richard Harken (Dragonslayer 15)
Terra (Vagabond 3*)
Dragonwright Followers (many)
Sgt. John Slaughter (Juicer 6)
Genem (Divine Knight 16)
Matthias (Chiang-Ku Dragon/Wu Shih 9)
Katrina Sun (Leyline Walker 10?)
Erin Tarn (Rogue Scholar 14)
Winslow Thorpe (Cyberknight 9)
Victor Lazlo (Parapsychologist 12)
Lo Fung (Chiang-Ku Dragon/Chinese Alchemist/Tattoo Master 15)
Sir Galahad (Undead Slayer 9)
Max (Undead Slayer 14)
Planeskipper "Skippy" (Shifter 6)
Rexus the Red (Cyberknight 7)
*Terra has no useful skills, other than language skills, basic math; all of her actual magical powers are racial advantages, similar to BS' inherent racial magic knowledge
This list does not include anyone who hasn't fought with the PCs, including:
Jaspin
Keith Overton
Jenna
Sylvie
Eleuka
Warlord Sabre Lasar
Gage
Mercenary Recruiting
Recruiting Mercs
In order to recruit mercs from an area, you need a contact. Generic mercs can be hired without a contact, just by putting work notices up or by doing the hiring yourself. All generic mercs start out at level 1, while better-trained or experienced mercs must be picked up through contacts and may have higher levels or special abilities.
Recruiting mercs is as simple as asking a contact for a mercenary of X type and Y specialty. I might actually create some random deviation tables, but for right now you're basically getting really generic people with 9-12 in all stats. Characters with dynamic skill selections can have -anything- in those skill slots, unless players specify. "A headhunter that can fly a combat helicopter" is fine (meaning WP: Heavy and Pilot Helicopter), but "An assassin with WP targeting, heavy, and archery" isn't really, unless you give him the weapons specialty.
Recruiting mages is difficult; you can specify either one spell, or the skill specialty, but not both -- except where the two overlap (eg. Rogue with Invis Simple).
Minor psionic characters (2 powers from 1 category) can be recruited, but must generally be out of the "generic mercenary" category and must be hired from a contact with the appropriate connections. A Hired Gun can have any MOS with psychic powers -- so you might ask for "a Hired Gun sensitive grunt."
Specialty mercs, including Samador (the TW), and your Medic and Spymaster, cannot be hired normally. They are one-time recruits. This includes characters with 2 or more skill specialties, major psychics, or characters of higher than normal base experience level. It may also include characters with extremely high stats, eg. an Assassin with Sharpshooting, or characters of normally non-recruitable classes, like Magi (any kind) or RPA Elite pilots.
Unless otherwise stated, NPCs ONLY come with 1 skill specialty by default (Hired Guns and Headhunters come with 0). Some "special" mercs may have more; if you see "max 2" or "max 3," that's what that means.
All characters have a vibro-knife.
Major psionics is 8 powers from one category (GM-determined).
Changes to Spellforge teams
Haus is now a named character
Note: Your Medic is now a level 1 Hired Gun with the Medic MOS, major psychic with healer powers
Tennesee Headhunters
Special Operations Soldier (Level 2)
Radio, Computer, Sensors, Weapon Systems
Literacy, Military Intelligence
RPA Basic, Pilot Tank
Expert Combat
Automatic Pistol, Automatic Rifle
Skill specialty (max 2): Any Military, Any Espionage, Paramedic, Communications, Mechanical, Electrical, Piloting, Rogue, Technical, Weapons, Wilderness
Equipment: Bushman EBA (50 MDC, -10%), NG-IP7 or NG-LC6 (if heavy weapons is known), NG-57
Spellforge wage: 3000c/month
Assassin (Level 2)
Radio, Computer
Literacy, 3 Languages, Military Intelligence
Demolitions, Demo Disposal, Tracking, Prowl, Concealment, Ambush
No Piloting
Assassin Combat
Automatic Pistol, Automatic Rifle, Sniper, +3 WP (possibly sharpshooting)
Skill specialty (max 1): Parachuting, Piloting, Communications, Any Espionage, Rogue, Technical, Weapons, Wilderness
Equipment: Crusader EBA (50 MDC, -5%), JA-11, NG-33
Spellforge wage: 3000/month
Headhunter (Level 2)
Radio, Computer, Sensors, Weapon Systems, ECM
Literacy, 3 Languages, Lore D&M
Navigation, Concealment, Ambush, Tracking, Survival
Pilot Tank, Jetpack, +2
Expert Combat
Automatic Pistol, Automatic Rifle, +3 WP (never sharpshooting)
Skill specialty (max 1): None (specialists may have 1)
Equipment: LE-B1 armor (135 MDC, -15%), Multi-optic eyes, Bionic laser, NG-P7 or L-20 or NG-LC6 (depending on weapon skills), NG-Super
Spellforge wage: 3500/month
Generic Mercenaries
Hired Gun (Level 1)
Radio, Computers, Basic Math
Literacy, 1 Language, Sign Language
Climbing, Running, Athletics
No Piloting
Basic Combat
Knife, Automatic Pistol, Automatic Rifle
MOS Skill specialty (max 1): Basic/Grunt, Medic, Piloting, Heavy Weapons, Scout, EOD, Communications/Computers
Skill Specialty (max 1): None
Equipment: Huntsman EBA (40 MDC, -15%), NG-L5, NG-33
Spellforge wage: Dunno yet!
Notes on MOS: Most of the MOS programs are superior to others
Computers, Basic Math
Literacy, 1 Language
Running, Surveillance, Streetwise
Pilot Automobile, Hovercycle
Basic Combat
Automatic Pistol
Skill Specialty (max 2): Communications, Domestic, Paramedic, Pilot (limited), Rogue, Technical, Weapons (melee/rifles/pistols only).
Equipment: The Bandito (30 MDC, -0%), NG-33
Spellforge wage: Dunno yet!
Generic Mages (Mystic Quarter, Tolkeen, Kingsdale)
Leyline Walker (Level 1)
Basic Math
Literacy, 2 Languages, Lore D&M + 4 Lores
Climbing, Navigation, Survival
Pilot 1 (basic piloting)
Basic Combat
No Weapon Skills
Skill Specialty (max 1): Domestic, Paramedic, Pilot (basic), Pilot Related, Rogue, Science, Combat*, Wilderness
*Combat includes basic weapon skills and an upgrade to Expert
Equipment: The Bandito, NG-33; if Combat is selected, also has an NG-L5
Spells: 3 random from each level 1-4 (12 total)
Spellforge wage: Dunno yet!
Techno-wizard (Level 1)
Radio, Computers (pr), Sensors, Basic Math
Literacy, 2 Languages
Navigation, Electrical/Mechanical/Weapons Engineer, Field Armorer, TWCS
Pilot 2 (basic)
Basic Combat
Knife, Automatic Pistol
Skill Specialty (max 1): None
Equipment: The Bandito, NG-33
Spells: All TW starting spells
Spellforge wage: 6000/mo
In order to recruit mercs from an area, you need a contact. Generic mercs can be hired without a contact, just by putting work notices up or by doing the hiring yourself. All generic mercs start out at level 1, while better-trained or experienced mercs must be picked up through contacts and may have higher levels or special abilities.
Recruiting mercs is as simple as asking a contact for a mercenary of X type and Y specialty. I might actually create some random deviation tables, but for right now you're basically getting really generic people with 9-12 in all stats. Characters with dynamic skill selections can have -anything- in those skill slots, unless players specify. "A headhunter that can fly a combat helicopter" is fine (meaning WP: Heavy and Pilot Helicopter), but "An assassin with WP targeting, heavy, and archery" isn't really, unless you give him the weapons specialty.
Recruiting mages is difficult; you can specify either one spell, or the skill specialty, but not both -- except where the two overlap (eg. Rogue with Invis Simple).
Minor psionic characters (2 powers from 1 category) can be recruited, but must generally be out of the "generic mercenary" category and must be hired from a contact with the appropriate connections. A Hired Gun can have any MOS with psychic powers -- so you might ask for "a Hired Gun sensitive grunt."
Specialty mercs, including Samador (the TW), and your Medic and Spymaster, cannot be hired normally. They are one-time recruits. This includes characters with 2 or more skill specialties, major psychics, or characters of higher than normal base experience level. It may also include characters with extremely high stats, eg. an Assassin with Sharpshooting, or characters of normally non-recruitable classes, like Magi (any kind) or RPA Elite pilots.
Unless otherwise stated, NPCs ONLY come with 1 skill specialty by default (Hired Guns and Headhunters come with 0). Some "special" mercs may have more; if you see "max 2" or "max 3," that's what that means.
All characters have a vibro-knife.
Major psionics is 8 powers from one category (GM-determined).
Changes to Spellforge teams
Haus is now a named character
Note: Your Medic is now a level 1 Hired Gun with the Medic MOS, major psychic with healer powers
Tennesee Headhunters
Special Operations Soldier (Level 2)
Radio, Computer, Sensors, Weapon Systems
Literacy, Military Intelligence
RPA Basic, Pilot Tank
Expert Combat
Automatic Pistol, Automatic Rifle
Skill specialty (max 2): Any Military, Any Espionage, Paramedic, Communications, Mechanical, Electrical, Piloting, Rogue, Technical, Weapons, Wilderness
Equipment: Bushman EBA (50 MDC, -10%), NG-IP7 or NG-LC6 (if heavy weapons is known), NG-57
Spellforge wage: 3000c/month
Assassin (Level 2)
Radio, Computer
Literacy, 3 Languages, Military Intelligence
Demolitions, Demo Disposal, Tracking, Prowl, Concealment, Ambush
No Piloting
Assassin Combat
Automatic Pistol, Automatic Rifle, Sniper, +3 WP (possibly sharpshooting)
Skill specialty (max 1): Parachuting, Piloting, Communications, Any Espionage, Rogue, Technical, Weapons, Wilderness
Equipment: Crusader EBA (50 MDC, -5%), JA-11, NG-33
Spellforge wage: 3000/month
Headhunter (Level 2)
Radio, Computer, Sensors, Weapon Systems, ECM
Literacy, 3 Languages, Lore D&M
Navigation, Concealment, Ambush, Tracking, Survival
Pilot Tank, Jetpack, +2
Expert Combat
Automatic Pistol, Automatic Rifle, +3 WP (never sharpshooting)
Skill specialty (max 1): None (specialists may have 1)
Equipment: LE-B1 armor (135 MDC, -15%), Multi-optic eyes, Bionic laser, NG-P7 or L-20 or NG-LC6 (depending on weapon skills), NG-Super
Spellforge wage: 3500/month
Generic Mercenaries
Hired Gun (Level 1)
Radio, Computers, Basic Math
Literacy, 1 Language, Sign Language
Climbing, Running, Athletics
No Piloting
Basic Combat
Knife, Automatic Pistol, Automatic Rifle
MOS Skill specialty (max 1): Basic/Grunt, Medic, Piloting, Heavy Weapons, Scout, EOD, Communications/Computers
Skill Specialty (max 1): None
Equipment: Huntsman EBA (40 MDC, -15%), NG-L5, NG-33
Spellforge wage: Dunno yet!
Notes on MOS: Most of the MOS programs are superior to others
- Communication includes ewar, sensors, and extra languages
- Heavy Weapons includes the entire package (including weapon systems)
- Pilot doesn't include RPA; more "motor T" type character, can include Helo (one of choice)
- Medic includes MD and prereqs (!)
- Scout includes most scout-oriented skills including Surveillance, no Tracking though
- Grunt is generic, gives a pilot, a WP, Nav, and Expert
Computers, Basic Math
Literacy, 1 Language
Running, Surveillance, Streetwise
Pilot Automobile, Hovercycle
Basic Combat
Automatic Pistol
Skill Specialty (max 2): Communications, Domestic, Paramedic, Pilot (limited), Rogue, Technical, Weapons (melee/rifles/pistols only).
Equipment: The Bandito (30 MDC, -0%), NG-33
Spellforge wage: Dunno yet!
Generic Mages (Mystic Quarter, Tolkeen, Kingsdale)
Leyline Walker (Level 1)
Basic Math
Literacy, 2 Languages, Lore D&M + 4 Lores
Climbing, Navigation, Survival
Pilot 1 (basic piloting)
Basic Combat
No Weapon Skills
Skill Specialty (max 1): Domestic, Paramedic, Pilot (basic), Pilot Related, Rogue, Science, Combat*, Wilderness
*Combat includes basic weapon skills and an upgrade to Expert
Equipment: The Bandito, NG-33; if Combat is selected, also has an NG-L5
Spells: 3 random from each level 1-4 (12 total)
Spellforge wage: Dunno yet!
Techno-wizard (Level 1)
Radio, Computers (pr), Sensors, Basic Math
Literacy, 2 Languages
Navigation, Electrical/Mechanical/Weapons Engineer, Field Armorer, TWCS
Pilot 2 (basic)
Basic Combat
Knife, Automatic Pistol
Skill Specialty (max 1): None
Equipment: The Bandito, NG-33
Spells: All TW starting spells
Spellforge wage: 6000/mo
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