Post by Flip on Sept 15, 2006 14:03:51 GMT -5
Hi everbody!
It's Gare here, otherwise known as flip, mick, and ashkii.
Lost in Chaos will be the name of the campaign i'm doing as the substitution one for when Neky can't make it.
but there's a LOT of crap you'll want to read up on. all of which is will be stated right here
BE FOREWARNED:
things I tend to be strict on are:
1. OOC knowledge used in game. I don't care how long you've been
playing, if your character does not use magic, does not have magic
lore, than, I'm sorry, but don't make like you know every spell in the
magic guide. If your character just happens to be so paranoid when
fighting the undead, that they burn the bodies and scatter the ashes
with no prior undead slaying teacher, than I will expect your
character to do the same to every supernatural creature you run into.
2. I'd want to know everything that goes on in my game, except maybe
player's plans for taking on my own, though i would want to see them
afterward for mild curiousity's sake.
3. spells, abilities, items i've never heard of converted from books
that aren't rifts, or anything off rifts earth, or even ones that are
on rifts earth in books i don't have (I only have about 7 or 8 books)
. I may or may not allow these items, spells, abilities, or classes,
so please give me ALL known information about any of these things.
I'll tell you if i know of them or not, so lease don't assume I do.
4. alignments. Alignments are a mix, and can go a long way before
becoming a new alginment. the only real reason i look on this, is
there will be circle of protection: evil, and good (this will keep all
good/evil characters from entering this circle), and places that will
only allow evil or good people to enter in my campaign. I don't mind
whatever alignment your character chooses to come in, just make sure
they can work with the others. i'll decide if you've swung one way too
much or the other, usually after i ask what your character was
thinking during certain actions. (this may end up making your
characters slide back and forth alot if you sit on the cusp between
one alignment or another, but that's part of what makes good stories
to me)
5. arguing about senseless things n the middle of a game. I will stamp
this out immediately where ever I see it. this includes continuity
errors that have gone beyond fixing. If there's nothing that can be
done about it, or we'd have to go back any more than three paragraphs
to fix it, merely let me know it happened. If i can work it in, I
will, if i can't, ignore it, I am a rookie GM whether you mean online
or tabletop (i've only GMed 3 times, only one was over two weeks long,
though that one lasted two years, and all three were table top)
Home rules:
MDC does not exist in this campaign, it is replaced by Armor Piercing
weapons, any mdc weapon that isn't Armor piercing just does double its
stated damage in SDC
Armor piercing (AP):
There will be two tpes of armor piercing Light and heavy.
Light AP: all vibro bladed weapons fall under light AP. Ramjet rounds
and MD arrows and projectiles that are technological in nature will
also fall under Light AP. Any physical sharpened weapons (whether
natural or not), being used by robotic or supernatural counts as light
AP.
Heavy AP: missiles, grenades, every type of rail gun, and mounted
blades with robotic PS all count as heavy AP. also any Huge creatures
the size of a house or will also deal heavy AP damage when using
physical attacks
Note: bionics will fall under robotic
(if you are confused about any other weapons on whether they are AP
or not, ask me, I will tell you.)
AP's effects vs a man without armor:
light AP does it's damage to both sdc and hp
heavy AP does twice it's damage to both sdc and hp
AP's effects vs armor and power armor:
Llight: does it's damage to both the armor and half the damage to the
person inside
Heavy: does it's damage to armor, sdc, and hp
AP vs Robots
Light: does normal damage
Heavy: does it's normal damage, but has 25% of hurting precious
circuitry beneath the armor plating. This will knockout some systems
within the robot (such as navigation, radar, communications, weapons,
ect...) (for any characters that know their ins and outs around robots
this percentile increases +5% per level with an automatic+10% to start
for operators, psi techs, or any other robot mechanic experts)
Vehicles fall under robots, as do bionics
AP vs MDC beings
light: normal damage
heavy: normal damage
BG for campaign:
the year is 140 PA.
Unnatural occurrences such as fade towns, things rifting in and out,
ley line storms have been increasing at a completely unprecedented
rate!
Nor are they limiting themselves to being close to leylines! In fact
even chi town itself has had a ley line storm within the last few
weeks!
CS paranoia is at an all time high
More than a few soupies of all types and sort have been taking on
weird mutations that have altered them from what recorded definitions
had defined them as, rumors of the splugorth slavers being inactive
for over a year are spreadng like wild fire.
Fade towns have become very common, and no loner limited to certain
towns! It has actually become common place occurance where people will
wink out for anywhere from 5 minutes to five years, with no way to
tell when they'll wink back in!
The Continental Aerial Transport Services (usually referred to as th CATS)
The Cats are trasport of personel, goods, and mail set up in Kingsdale
(where their main hub is still located) the trasport vehicles used
depend upon what town you find yourself traveling to, as do the people
who are guarding them. This means they are supplied by the city
themselves, so it also means only major cities that have enough guards
to spare have a transport going to it.
CS States: CS vehicles that the CS guard. They are the safest ones to
use, if your not a magic user. Run 4x a week
500 credits one way, 750 two way
Lazlo (and cities like it, like say, new lazlo): a TW armed transport,
with a combination of technological and magic using guards. almost as
safe as the CS, but xittitx have been making it a longer run than it
needs to be run 4x a week
500 credits oneway, 750 two way
The Federalli's : TW armed transport, Guards are psychics and magic
users mostly. The second chanciest run, there is a 15% chance your
ship's going to go down, whether by a supernatural force, or the CS
terror. runs once every two weeks
1000 credits one way, 1500 for a two way
Psyscape (has long since returned, and it's location is no longer a
secret) :TW armed transports with psychic and technological guards:
Rivals lazlo in security, but runs are made only once a month. 500
credits oneway, 750 for a two way.
Any Merc cities: random large hover vehicles run between these cities
with a 35% chanec of being robbed or taken down. runs are made every
day at 1500 credits a customer, and 3000 for a two way!
(any cities not mentioned here, just ask, give me an appropriate
location, and i'll tell you any other info needed)
contact info: Gary_Forrest198@yahoo.com
It's Gare here, otherwise known as flip, mick, and ashkii.
Lost in Chaos will be the name of the campaign i'm doing as the substitution one for when Neky can't make it.
but there's a LOT of crap you'll want to read up on. all of which is will be stated right here
BE FOREWARNED:
things I tend to be strict on are:
1. OOC knowledge used in game. I don't care how long you've been
playing, if your character does not use magic, does not have magic
lore, than, I'm sorry, but don't make like you know every spell in the
magic guide. If your character just happens to be so paranoid when
fighting the undead, that they burn the bodies and scatter the ashes
with no prior undead slaying teacher, than I will expect your
character to do the same to every supernatural creature you run into.
2. I'd want to know everything that goes on in my game, except maybe
player's plans for taking on my own, though i would want to see them
afterward for mild curiousity's sake.
3. spells, abilities, items i've never heard of converted from books
that aren't rifts, or anything off rifts earth, or even ones that are
on rifts earth in books i don't have (I only have about 7 or 8 books)
. I may or may not allow these items, spells, abilities, or classes,
so please give me ALL known information about any of these things.
I'll tell you if i know of them or not, so lease don't assume I do.
4. alignments. Alignments are a mix, and can go a long way before
becoming a new alginment. the only real reason i look on this, is
there will be circle of protection: evil, and good (this will keep all
good/evil characters from entering this circle), and places that will
only allow evil or good people to enter in my campaign. I don't mind
whatever alignment your character chooses to come in, just make sure
they can work with the others. i'll decide if you've swung one way too
much or the other, usually after i ask what your character was
thinking during certain actions. (this may end up making your
characters slide back and forth alot if you sit on the cusp between
one alignment or another, but that's part of what makes good stories
to me)
5. arguing about senseless things n the middle of a game. I will stamp
this out immediately where ever I see it. this includes continuity
errors that have gone beyond fixing. If there's nothing that can be
done about it, or we'd have to go back any more than three paragraphs
to fix it, merely let me know it happened. If i can work it in, I
will, if i can't, ignore it, I am a rookie GM whether you mean online
or tabletop (i've only GMed 3 times, only one was over two weeks long,
though that one lasted two years, and all three were table top)
Home rules:
MDC does not exist in this campaign, it is replaced by Armor Piercing
weapons, any mdc weapon that isn't Armor piercing just does double its
stated damage in SDC
Armor piercing (AP):
There will be two tpes of armor piercing Light and heavy.
Light AP: all vibro bladed weapons fall under light AP. Ramjet rounds
and MD arrows and projectiles that are technological in nature will
also fall under Light AP. Any physical sharpened weapons (whether
natural or not), being used by robotic or supernatural counts as light
AP.
Heavy AP: missiles, grenades, every type of rail gun, and mounted
blades with robotic PS all count as heavy AP. also any Huge creatures
the size of a house or will also deal heavy AP damage when using
physical attacks
Note: bionics will fall under robotic
(if you are confused about any other weapons on whether they are AP
or not, ask me, I will tell you.)
AP's effects vs a man without armor:
light AP does it's damage to both sdc and hp
heavy AP does twice it's damage to both sdc and hp
AP's effects vs armor and power armor:
Llight: does it's damage to both the armor and half the damage to the
person inside
Heavy: does it's damage to armor, sdc, and hp
AP vs Robots
Light: does normal damage
Heavy: does it's normal damage, but has 25% of hurting precious
circuitry beneath the armor plating. This will knockout some systems
within the robot (such as navigation, radar, communications, weapons,
ect...) (for any characters that know their ins and outs around robots
this percentile increases +5% per level with an automatic+10% to start
for operators, psi techs, or any other robot mechanic experts)
Vehicles fall under robots, as do bionics
AP vs MDC beings
light: normal damage
heavy: normal damage
BG for campaign:
the year is 140 PA.
Unnatural occurrences such as fade towns, things rifting in and out,
ley line storms have been increasing at a completely unprecedented
rate!
Nor are they limiting themselves to being close to leylines! In fact
even chi town itself has had a ley line storm within the last few
weeks!
CS paranoia is at an all time high
More than a few soupies of all types and sort have been taking on
weird mutations that have altered them from what recorded definitions
had defined them as, rumors of the splugorth slavers being inactive
for over a year are spreadng like wild fire.
Fade towns have become very common, and no loner limited to certain
towns! It has actually become common place occurance where people will
wink out for anywhere from 5 minutes to five years, with no way to
tell when they'll wink back in!
The Continental Aerial Transport Services (usually referred to as th CATS)
The Cats are trasport of personel, goods, and mail set up in Kingsdale
(where their main hub is still located) the trasport vehicles used
depend upon what town you find yourself traveling to, as do the people
who are guarding them. This means they are supplied by the city
themselves, so it also means only major cities that have enough guards
to spare have a transport going to it.
CS States: CS vehicles that the CS guard. They are the safest ones to
use, if your not a magic user. Run 4x a week
500 credits one way, 750 two way
Lazlo (and cities like it, like say, new lazlo): a TW armed transport,
with a combination of technological and magic using guards. almost as
safe as the CS, but xittitx have been making it a longer run than it
needs to be run 4x a week
500 credits oneway, 750 two way
The Federalli's : TW armed transport, Guards are psychics and magic
users mostly. The second chanciest run, there is a 15% chance your
ship's going to go down, whether by a supernatural force, or the CS
terror. runs once every two weeks
1000 credits one way, 1500 for a two way
Psyscape (has long since returned, and it's location is no longer a
secret) :TW armed transports with psychic and technological guards:
Rivals lazlo in security, but runs are made only once a month. 500
credits oneway, 750 for a two way.
Any Merc cities: random large hover vehicles run between these cities
with a 35% chanec of being robbed or taken down. runs are made every
day at 1500 credits a customer, and 3000 for a two way!
(any cities not mentioned here, just ask, give me an appropriate
location, and i'll tell you any other info needed)
contact info: Gary_Forrest198@yahoo.com