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Unread postPosted: Tue May 06, 2014 6:48 pm
  

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Wanderer

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First time helping one of my players make one of these little critters. Looks interesting and plenty of ability to add in neat little snags in the story for them to fix.

The first problem we came across is their latent psychic abilities. It says that they pick 3 from sensitive or physical, with a bold underlined OR! (hehe) ..continuing it says also they get to pick psychic abilities after each level plateau. The player posed an interesting question, "Does this mean I have to pick physical or sensitive every level or do I have to stick with the same category..it appears I'll run out of abilities if I stick to one." So I am pretty sure it can be changed per level. Unless we both read it wrong and you get to pick from both categories for the abilities indiscriminately.

The second problem was reading the text for the creature's native language and native literacy skills. Language: Native Tongue (trade 4 and Techno-Can at +30%) I don't know if this means that you can have 5 native languages or that you have to choose between a native language and 5 common language (non-native). I was quite confused by the text in world book 30.

The third issue is more relative to the skill Weapon Systems. It says that the Malvoren has 95% skill use on Weapon Systems they are melded with. The issue I have with this is that I am not sure how to apply this percentage in the game. Does this mean the character will roll to see if they know how to use the system once melded? Seems that the description says they already know how. It begs the question of what do you use the weapon systems skill roll for anyway? For repairing and maintaining? If you guys could help me with trying to flesh out what the weapon system skill % should be applied to, it would be awesome. <3 My players love to use their little skills when they can, to gain extra experience, and it actually makes the game more fun for them because of the challenge. :)
Thanks in advance!

PS: I apologize for any Maloren's that may read this post for referring to them as creatures and critters.


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Unread postPosted: Tue May 06, 2014 9:18 pm
  

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Hero

Joined: Fri Apr 25, 2014 11:03 pm
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Dinne wrote:
The first problem we came across is their latent psychic abilities. It says that they pick 3 from sensitive or physical, with a bold underlined OR! (hehe) ..continuing it says also they get to pick psychic abilities after each level plateau. The player posed an interesting question, "Does this mean I have to pick physical or sensitive every level or do I have to stick with the same category..it appears I'll run out of abilities if I stick to one." So I am pretty sure it can be changed per level. Unless we both read it wrong and you get to pick from both categories for the abilities indiscriminately.


Not sure what book this D-Bee first appeared in, but it is listed in Rifts:D-Bees of North America, p138-142. Most people consider this book to be cannon, superceding whatever was said in it's original version. So that's what I'm pulling my answers from.

Here's what it says about Malvoren psionics:

Starts with: Telemechanics (10), Telemechanical Paralysis (20), and Telemechanic Mental Operation (10). These powers can only be used when melded with a weapon, armor, or machine. These powers cost only half the ISP listed and have double the normal duration if they are being used on a weapon, suit of armor, or sensors and power systems connected to a weapon, or some form of combat computer. If these powers are used on any non-combat machine, they require twice the ISP and the duration is reduced to one half.

The character also choses three psi-powers from the Physical or Sensitive categories at each level of experience starting at level one. Considered a Major Psychic. ISP: 2D4x10 +ME number, and an additional 10 ISP per level of experience.


So there you go: at each level, they can choose either three physical or three sensitive.

Quote:
The second problem was reading the text for the creature's native language and native literacy skills. Language: Native Tongue (trade 4 and Techno-Can at +30%) I don't know if this means that you can have 5 native languages or that you have to choose between a native language and 5 common language (non-native). I was quite confused by the text in world book 30.


From the text:

Language: Native Tongue (Trade Four and Techno-Can at +30%)
Literacy: Native Tongue (Trade Four and Techno-Can at +20%)


So that's what they start with. If they want to select an additional language:

RCC Related: Select four additional skills at level one, plus one additional skill at levels 4, 8, and 12

Communication: Any.


Quote:
The third issue is more relative to the skill Weapon Systems. It says that the Malvoren has 95% skill use on Weapon Systems they are melded with. The issue I have with this is that I am not sure how to apply this percentage in the game. Does this mean the character will roll to see if they know how to use the system once melded? Seems that the description says they already know how. It begs the question of what do you use the weapon systems skill roll for anyway? For repairing and maintaining? If you guys could help me with trying to flesh out what the weapon system skill % should be applied to, it would be awesome.


LOL it says the same thing in the D-BoNA book about the 95% skill. Since there is no such thing as "weapon systems skill" in the RUE, I would personally interpret that to mean Weapon Proficiency at 95% = maxiumum WP bonuses apply to whatever weapon the Malvoren is using. Thus:

Heavy Military Weapons: +5 to hit
Military Flamethrower: +4 to hit
Energy Pistol: +8 to hit (!)
Energy Rifle: +7 to hit (!)
Heavy Energy Weapons: +5 to hit

Hope that helps. :)

Quote:
PS: I apologize for any Malvoren's that may read this post for referring to them as creatures and critters.


Just stay away from Malvoren bars for a few weeks and it'll blow over. :wink:

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cyber-yukongil v2.5 wrote:
I don't think anything could ever be said better. :ok:


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Unread postPosted: Tue May 06, 2014 11:07 pm
  

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Wanderer

Joined: Wed Mar 06, 2013 4:26 pm
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Thank you for the response! Don't take my questions as not being ever thankful. ^.^

Language: Native Tongue (Trade Four and Techno-Can at +30%)
Literacy: Native Tongue (Trade Four and Techno-Can at +20%)

If it was just as simple as just give them a native language it would have just said so, right? I mean what does trade four and techno-can mean?? I have no idea why that's there or the significance. It reads like it's saying "Trade 4 languages and the Techno-Can language at +30%." If that's how it reads.. what would that mean anyway??


Weapon Systems is on pg320 of RUE within Pilot Related category. :0


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Unread postPosted: Tue May 06, 2014 11:34 pm
  

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Hero

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Dinne wrote:
Thank you for the response! Don't take my questions as not being ever thankful. ^.^


You're welcome. :)

Quote:
Language: Native Tongue (Trade Four and Techno-Can at +30%)
Literacy: Native Tongue (Trade Four and Techno-Can at +20%)

If it was just as simple as just give them a native language it would have just said so, right?


I think they're saying that their "native language" is both Trade Four and Techno-Can.

Quote:
I mean what does trade four and techno-can mean?? I have no idea why that's there or the significance. It reads like it's saying "Trade 4 languages and the Techno-Can language at +30%." If that's how it reads.. what would that mean anyway??


Both of those are languages, though Techno-Can is "not a spoken language" (RUE, p304) so it doesn't make sense that it would be a 'Native Tongue'. For that matter, it seems odd that a Malvoren would know Techno-Can at all because its a modified American English used in tech manuals. Seems to me that the writer of this RCC was out in space when he wrote this part. Anyhow, Techno-Can at +30% would be the base skill of 50% + 30%.

Trade Four is a language spoken in the Three Galaxies. It would have the same base of 50%.

Quote:
Weapon Systems is on pg320 of RUE within Pilot Related category. :0


I stand corrected. :-D

Still, if it's applied as it's written in the RUE, it would only give a +1 to strike (except for hand-held weapons) regardless of what % the character has - which seems ridiculous to me.

There's a user here named Nekira Sudacne who is a whiz at this stuff. If she doesn't respond to this thread, you might want to PM her and ask her about it.

_________________
Kryptt wrote:
Very well said sir. I believe you just won the internet. :bandit:


cyber-yukongil v2.5 wrote:
I don't think anything could ever be said better. :ok:


Hide our face behind a mask contrived to lose ourselves a thousand times inside. This is where we've drawn the line. There's nothing else to give but what you see; only sacrifice of blood and tears. - VNV Nation, Off Screen


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Unread postPosted: Fri May 09, 2014 7:06 pm
  

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Monk

Joined: Sun Oct 19, 2003 7:22 pm
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Location: 2nd Degree Black Belt of Post Fu
Comment: The Munchkin Fairy
Dinne wrote:
First time helping one of my players make one of these little critters. Looks interesting and plenty of ability to add in neat little snags in the story for them to fix.

The first problem we came across is their latent psychic abilities. It says that they pick 3 from sensitive or physical, with a bold underlined OR! (hehe) ..continuing it says also they get to pick psychic abilities after each level plateau. The player posed an interesting question, "Does this mean I have to pick physical or sensitive every level or do I have to stick with the same category..it appears I'll run out of abilities if I stick to one." So I am pretty sure it can be changed per level. Unless we both read it wrong and you get to pick from both categories for the abilities indiscriminately.


also chooses 3 psi powers from senstive or healing starting at level one and each level thereafter

That means that each level you can pick 3 from one or the other, but can alternate on levels as you please.
Quote:
The second problem was reading the text for the creature's native language and native literacy skills. Language: Native Tongue (trade 4 and Techno-Can at +30%) I don't know if this means that you can have 5 native languages or that you have to choose between a native language and 5 common language (non-native). I was quite confused by the text in world book 30.


It means that both trade 4 and techno can are native languages. You don't get to "picK". you always have trade 4 and techno can as native languages. Note the double entry is for langugae and literacy: the are distinct skills. even if you are a native speaker, you are still illterate by default unless your OCC or RCC ALSO provides literacy. this one does.

So you start with only two native tounges, and you have no choice, they are always trade 4 and techno-can.

If you think that "Trade 4" means you can trade something for 4 native languages, no, Trade 4 is one of the five major languages in the Three Galaxies in Phase World setting. so "Trade 4" is actually the name of their native language.

Quote:
The third issue is more relative to the skill Weapon Systems. It says that the Malvoren has 95% skill use on Weapon Systems they are melded with. The issue I have with this is that I am not sure how to apply this percentage in the game. Does this mean the character will roll to see if they know how to use the system once melded? Seems that the description says they already know how. It begs the question of what do you use the weapon systems skill roll for anyway? For repairing and maintaining? If you guys could help me with trying to flesh out what the weapon system skill % should be applied to, it would be awesome. <3 My players love to use their little skills when they can, to gain extra experience, and it actually makes the game more fun for them because of the challenge. :)
Thanks in advance!

PS: I apologize for any Maloren's that may read this post for referring to them as creatures and critters.


Weapon system skill provides a +1 bonus: you have to roll it successfully before you can actually attack. failure means you don't acheive a good lock-on.

so yes, you do have to roll 95% every time you want to apply the bonus, and if you fail you lose the bonus.

_________________
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon


Last edited by Nekira Sudacne on Sat May 10, 2014 12:20 pm, edited 1 time in total.

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Unread postPosted: Fri May 09, 2014 11:34 pm
  

Knight

Joined: Tue Jan 02, 2007 4:57 am
Posts: 3350
Regarding the Psionics, you can choose any combination of S4ensitive or Physical powers at each level as long as you do not exceed three (ie. You could level up and choose 1 Sensitive and 2 Physical if you choose).
The word "Either" would be required to denote that you could only choose from one or the other. The word "Or" only signifies that you get a total of three powers rather than using "And" which would imply three powers from each. It is underlined to ensure reading errors aren't made and people don't mistake it for an and, and take more powers than they should.


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Unread postPosted: Mon May 12, 2014 6:23 pm
  

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Champion

Joined: Fri Jan 18, 2008 1:30 pm
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Comment: I'ma fight you, Steve!
Nekira Sudacne wrote:
Weapon system skill provides a +1 bonus: you have to roll it successfully before you can actually attack. failure means you don't acheive a good lock-on.

so yes, you do have to roll 95% every time you want to apply the bonus, and if you fail you lose the bonus.

To this: No.

It says Weapon Systems provides a +1 bonus to strike when using Heavy (MD?) Weapons.

There are no qualifiers otherwise. You don't need to roll Weapon Systems every time you fire a weapon that qualifies for this bonus, unless you're firing it as a weapon system.

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Unread postPosted: Tue May 13, 2014 9:40 am
  

Explorer

Joined: Wed Dec 10, 2008 9:54 am
Posts: 156
Dog_O_War wrote:
Nekira Sudacne wrote:
Weapon system skill provides a +1 bonus: you have to roll it successfully before you can actually attack. failure means you don't acheive a good lock-on.

so yes, you do have to roll 95% every time you want to apply the bonus, and if you fail you lose the bonus.

To this: No.

It says Weapon Systems provides a +1 bonus to strike when using Heavy (MD?) Weapons.

There are no qualifiers otherwise. You don't need to roll Weapon Systems every time you fire a weapon that qualifies for this bonus, unless you're firing it as a weapon system.


Nekira is correct. Weapon Systems is a skill used for firing vehicle mounted weapons, including operating the controls, sensors, targeting, tracking, ect. On a succesfull skill roll you get a +1 to strike.

That said a Malvoren with a natural 95% skill, most GM's wouldn't make you roll for each shot and would just give you the +1 to strike, unless the sensors or systems were damaged.


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Unread postPosted: Tue May 13, 2014 10:44 am
  

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Champion

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Comment: I'ma fight you, Steve!
42dragon wrote:
Nekira is correct. Weapon Systems is a skill used for firing vehicle mounted weapons, including operating the controls, sensors, targeting, tracking, ect. On a succesfull skill roll you get a +1 to strike.

That said a Malvoren with a natural 95% skill, most GM's wouldn't make you roll for each shot and would just give you the +1 to strike, unless the sensors or systems were damaged.

:oops:
I am slipping - Nekira, I apologize - I was thinking Weapons Engineer. Completely my fault.

_________________
Thread Bandit
I didn't say "rooster"
My masters were full of cheesecake
The answer to all your "not realistic!" questions. FIREBALL!
I am a King.
I am a Renegade.
I am a Barbarian.
I cry the howl of chaos.
I am the dogs of war.


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Unread postPosted: Wed May 14, 2014 2:22 am
  

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Monk

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Comment: The Munchkin Fairy
Apology accepted. Everyone makes mistakes!

If you have a GM that really does award 25 XP for every legitmate skill use, then using this on every turn to rack up +1 and +25 XP is a very good way to go.

_________________
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon


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Unread postPosted: Fri Jan 30, 2015 3:25 pm
  

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D-Bee

Joined: Tue Feb 18, 2014 10:14 pm
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As a GM with a mid-level Malvoren in the group, here is what I found....

Pros:
The melding with weapons, armor and power armor is powerful but not really game breaking. Remember this is at the expense of an OCC.

Gaining the appropriate skills to use melded weapons, armor, war-machines ( tanks/planes, deathhead transports... ) Again, at the expense of an OCC.

The "Linked Fire" is definitely on the line of game breaking, depending on how powerful the other players are. At lower levels it was crazy, seeing as he was able to fire 3-5 weapons to the other players 1. Lower lvl NPCs were typically a one shot 50-80 MDC. Since the RCC mentions they favor combat, this players skills were very combat orientated, the most of all the other players. He typically had one more action then them per round as well. He was the BIG GUN...

Psionics. Not to powerful, but defiantly used a lot, since it was his only way to counter magic. Since nearly any RCC/OCC cold have the same abilities, these don't overshadow his natural abilities.

Cons:
Magic. Cant use it, starts with little understanding of it. Also a huge weakness... In the book it says when a Malvoren melds with armor, it becomes a living part of him. EBA and power armor provides such nice magic protection because it is made of "Non-living MDC". In other places in the books on spell casters and armor, it mentions they favor bone/hide and other natural armors because it cause less interference with magic. As GM, I took this to mean a touch on the Malvoren armor was the same as touching the Malvoren's natural body. We had some debate about if that effects bionic lungs and eyes, "IE making them living Bionics actually made them weaker to magic? Say a magic gas attack or cloud of slumber" but we did settle that melding with weapons and armor did negate the insulating effect of EBA, Power Armor and Robots ( Robots retained some of their resistance due to the size/distribution of spell effects).
In short, the melding allowed a magic conduit to the Malvoren himself. Spells like Possesion and Charm have become his biggest downfalls, over his "weaker" but normal EBA teammates.

Also in the same vein, he simply wont use any type of magic escape. Trying to escape/run/avoid enemy NPC's while in a large robot/power armor with a pile of guns on it, not very easy.

Lastly, if you see 4-6 enemy contacts, and one is carrying twice as many weapons... Who is your primary target? He spends a lot of time repairing his gear.


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Unread postPosted: Sun Feb 08, 2015 12:11 pm
  

Wanderer

Joined: Fri Sep 15, 2006 10:01 pm
Posts: 58
Quote:
Weapon Systems is on pg320 of RUE within Pilot Related category. :0

I stand corrected. :-D

Still, if it's applied as it's written in the RUE, it would only give a +1 to strike (except for hand-held weapons) regardless of what % the character has - which seems ridiculous to me.

There's a user here named Nekira Sudacne who is a whiz at this stuff. If she doesn't respond to this thread, you might want to PM her and ask her about it.


In Ninjas and Superspies, Revised, it gives a +2 bonus.


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Unread postPosted: Mon Feb 09, 2015 1:21 pm
  

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Monk

Joined: Sun Oct 19, 2003 7:22 pm
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Location: 2nd Degree Black Belt of Post Fu
Comment: The Munchkin Fairy
Adventus wrote:
Quote:
Weapon Systems is on pg320 of RUE within Pilot Related category. :0

I stand corrected. :-D

Still, if it's applied as it's written in the RUE, it would only give a +1 to strike (except for hand-held weapons) regardless of what % the character has - which seems ridiculous to me.

There's a user here named Nekira Sudacne who is a whiz at this stuff. If she doesn't respond to this thread, you might want to PM her and ask her about it.


In Ninjas and Superspies, Revised, it gives a +2 bonus.


Yes, but sinse Malvoren are not a N&SS race, that hardly seems applicable here. Unless you are playing one in a N&SS game, you would use the Rifts version, which is only +1.

_________________
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon


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