North Prairie Adventures - Rifts OOC
Hah. I had completely forgotten about the map.
*sung to the tune of Dragnet*
"Dumb du dumb dumb. Dumb du dumb dumb, dumb!"
I don't remember where I was marked as being on the map before, I just figured Morgan would follow Jane to the same cover as she had chosen. Judging by the way the map is, I will edit my post to be more realistic, since he probably wouldn't run down the street to the alley where she is hiding.
Also, I realized that Morgan as a character may not know what a Psi-Stalker really is, and therefore may not realize they feed on PPE as well as ISP, so he may continue to cast spells in spite of the inherent danger.
Then again, there may be enough magic from the TW hangar that he wouldn't be sensed by a Psi-Stalker anyway. Hard to say, but I think I'll have him keep casting. After all, that is what a mage is for, isn't it?
Oh, and Tom, I'm sending you a PM because I need your interpretation as to whether an idea I've had will work or not.
*sung to the tune of Dragnet*
"Dumb du dumb dumb. Dumb du dumb dumb, dumb!"
I don't remember where I was marked as being on the map before, I just figured Morgan would follow Jane to the same cover as she had chosen. Judging by the way the map is, I will edit my post to be more realistic, since he probably wouldn't run down the street to the alley where she is hiding.
Also, I realized that Morgan as a character may not know what a Psi-Stalker really is, and therefore may not realize they feed on PPE as well as ISP, so he may continue to cast spells in spite of the inherent danger.
Then again, there may be enough magic from the TW hangar that he wouldn't be sensed by a Psi-Stalker anyway. Hard to say, but I think I'll have him keep casting. After all, that is what a mage is for, isn't it?
Oh, and Tom, I'm sending you a PM because I need your interpretation as to whether an idea I've had will work or not.
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Rex's second (and last) action this round is going to be to try to track the Brodkil by scent.
If it's determined that the Brodkil threat is gone, Rex will question the Dog Boy about it's business in town. Who is it with, what is it looking for, etc. Then he'll see if he can't figure out where the Psi-stalker who was using all that psionic power earlier has gotten to.
If it's determined that the Brodkil threat is gone, Rex will question the Dog Boy about it's business in town. Who is it with, what is it looking for, etc. Then he'll see if he can't figure out where the Psi-stalker who was using all that psionic power earlier has gotten to.
Last edited by Thunderhowl on Sun Feb 03, 2008 3:45 am, edited 1 time in total.
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You guys aren't required to break down every single action beforehand, things are going to happen that you'll need to react to. It just helps things move along faster if I know what your plan is, that way if nothing happens I can wrap up a couple of actions at a time with my in game flavor text.
Chibiyuri, when I mentioned the Plasman bolt, I meant that you didn't have to use the full ISP cost since you already had a Heavy Bolt that you had not expended. You can just "upgrade" it for 2 ISP. Making your total ISP 111.
Thunderhowl, about Rex's attacks per melee. you have two more. It was an old source of confusion before they spelled it out more clearly in the new edition. EVERY character in the world starts with 2 APM, your grandmother, billy the juggler, you're little cousin eric in the first grade, Everyone. When you take a hand to hand combat skill, you gain EXTRA APM. Meaning that almost every character in existence should have 4 APM if not more!
grtdrgn, I think they changed how often you can cast spells. The last time I checked a spell 1-5th level only took one attack per melee (or 3 seconds if you break it down that realistically). As a character with 5 APM regularly, even with the casting of two spells and drawing your weapon, that gives you 2 actions or about 6 seconds worth of time in the melee.
Edit:Yes, I was right. Page 189 has the section on magic combat and the mention they restructured magic and casting times. It's kind of funny the way they word it...
"Spell Invocations between 1-5 levels count as one melee attack/action (about 3 seconds), spells between levels 6-10 count as two melee attacks or actions (about 6-7 seconds), spells between levels 11-15 and Spells of Legend use up three of the character's melee attacks/actions (about 9-10 seconds)."
Aw man, so if I cast Crimson Wall of Lictalon to keep the flight of dragons at bay I one have ONE action left! Heh, well if you guys ever get any of the Spells of Legend I think I might up the casting time a little. I know I know, I'm a horrible and cruel GM.
(The RUE is about as different as 3.0 and 3.5 D&D)
BTW everyone, Drawing weapons is not always a full melee action, but since most of you are saying "draw my weapon, get to cover, look around" I'm lumping it all in as your 3 seconds of activity.
Chibiyuri, when I mentioned the Plasman bolt, I meant that you didn't have to use the full ISP cost since you already had a Heavy Bolt that you had not expended. You can just "upgrade" it for 2 ISP. Making your total ISP 111.
Thunderhowl, about Rex's attacks per melee. you have two more. It was an old source of confusion before they spelled it out more clearly in the new edition. EVERY character in the world starts with 2 APM, your grandmother, billy the juggler, you're little cousin eric in the first grade, Everyone. When you take a hand to hand combat skill, you gain EXTRA APM. Meaning that almost every character in existence should have 4 APM if not more!
grtdrgn, I think they changed how often you can cast spells. The last time I checked a spell 1-5th level only took one attack per melee (or 3 seconds if you break it down that realistically). As a character with 5 APM regularly, even with the casting of two spells and drawing your weapon, that gives you 2 actions or about 6 seconds worth of time in the melee.
Edit:Yes, I was right. Page 189 has the section on magic combat and the mention they restructured magic and casting times. It's kind of funny the way they word it...
"Spell Invocations between 1-5 levels count as one melee attack/action (about 3 seconds), spells between levels 6-10 count as two melee attacks or actions (about 6-7 seconds), spells between levels 11-15 and Spells of Legend use up three of the character's melee attacks/actions (about 9-10 seconds)."
Aw man, so if I cast Crimson Wall of Lictalon to keep the flight of dragons at bay I one have ONE action left! Heh, well if you guys ever get any of the Spells of Legend I think I might up the casting time a little. I know I know, I'm a horrible and cruel GM.
(The RUE is about as different as 3.0 and 3.5 D&D)
BTW everyone, Drawing weapons is not always a full melee action, but since most of you are saying "draw my weapon, get to cover, look around" I'm lumping it all in as your 3 seconds of activity.
Tom the Fanboy
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"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
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Exactly, the time is ticking through and you'll be ready to shoot or parry or dodge if you need to but if you wait 15 seconds you're still out of actions and we're at the top of the next round. Holding your action one whole round will allow you to "reset" your initiative to whenever it is you DO act in the initiative order.xaq wrote:I assume we're only SORT of in combat time at the moment, given that we're not actually fighting anything and are just talking amongst ourselves. So I haven't bothered to declare any real actions yet.
Punstarr, great use of the spell! I love how there were three perfect spots for you to walk into!
Now some of you guys need to travel to the left with Karsh in front, then Morgan, then Fae'lin, then Dark Energy and then one of the Multiple images.
Tom the Fanboy
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
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I KNEW it! I remembered it from TMNT and HU but couldn't find it in the Rifts rules, so I was unsure if it was the same across the games. I decided to play it safe, and was going to quietly weep to myself about how all the spellcasters had more attacks than me.Tom the Fanboy wrote:Thunderhowl, about Rex's attacks per melee. you have two more. It was an old source of confusion before they spelled it out more clearly in the new edition. EVERY character in the world starts with 2 APM, your grandmother, billy the juggler, you're little cousin eric in the first grade, Everyone. When you take a hand to hand combat skill, you gain EXTRA APM. Meaning that almost every character in existence should have 4 APM if not more!
Also, WOOHOO! I'll fix my character sheet.
Ok fixed that, it didn't say in the book about the cost for upgrading the spells, so i played it safe ^_^() still learningTom the Fanboy wrote: Chibiyuri, when I mentioned the Plasman bolt, I meant that you didn't have to use the full ISP cost since you already had a Heavy Bolt that you had not expended. You can just "upgrade" it for 2 ISP. Making your total ISP 111.

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Sorry everyone, didn't mean to just drop off like that, between school, work and extra homework, I really haven't had time to post. I'm caught up with everything in school now so I shouldn't be missing to much time for posting, and should be keeping up with everything ^_^

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Don't let it stress you out. This is just a game after all.
I know that people have lives, I just want to be clear when I'm going to take over for someone. You posted so now we're back to normal and I can try and draft up my new flavor text.
I'll be posting tomorrow morning probably, since I'll be out gaming tonight and work today is a little too busy to slack this much.
Alina Since Jane has top initiative next round how about you declare your actions now, either IC or OC, since you'll be able to do something before anything happens. Just trust in that nugget of OC info,
Jane will have plenty of time to react to anything that happens.
I know that people have lives, I just want to be clear when I'm going to take over for someone. You posted so now we're back to normal and I can try and draft up my new flavor text.
I'll be posting tomorrow morning probably, since I'll be out gaming tonight and work today is a little too busy to slack this much.
Alina Since Jane has top initiative next round how about you declare your actions now, either IC or OC, since you'll be able to do something before anything happens. Just trust in that nugget of OC info,
Jane will have plenty of time to react to anything that happens.
Tom the Fanboy
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman



