Your Ideal Group for Sourcebook 2: Mechanoids?
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Your Ideal Group for Sourcebook 2: Mechanoids?
What O.C.C.'s, R.C.C.'s, or P.C.C.'s would you assemble into your ideal group to run through the Sourcebook 2 Mechanoids adventures? What would be your reasong for each class? Assume all Rifts books are on the table.
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New Fire magic | New Temporal magic
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Let Chaos Magic flow in your campaigns.
Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Given how many psionics some of the mechanoids have having a good psychic in the group probably helps to counteract some of the stuff. Power armor/robot vehicles are also nice to stand up and slug with them and also because it gives immunity to a lot of mind controling psi powers.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
A zapper is always fun against tech foes
A Cyberknight
A mage or two with some nice anti-tech spells
A mindbleeder for draining their ISP So is a sea inquisitor (heaven help the mechanoid that has to deal with a Sea Inquisitor Mind Bleeder)
Toss in some thing with group mind block to help deal with the annoying mind control and your going to really ruin mechanoidal days
A Machine person, or a Malvoran could be useful, as could a Phase Mystic
A Cyberknight
A mage or two with some nice anti-tech spells
A mindbleeder for draining their ISP So is a sea inquisitor (heaven help the mechanoid that has to deal with a Sea Inquisitor Mind Bleeder)
Toss in some thing with group mind block to help deal with the annoying mind control and your going to really ruin mechanoidal days
A Machine person, or a Malvoran could be useful, as could a Phase Mystic
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Considering that none of the Mechanoids have actual flesh and blood eyes, the Cloaking super ability would be especially potent against them. A character with Cloaking, Sonic Flight, and then whatever other abilities you prefer (avoid heat damage since Impervious to Fire would negate it) would be extremely effective against the Mechanoids.
--flatline
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
flatline wrote:Considering that none of the Mechanoids have actual flesh and blood eyes, the Cloaking super ability would be especially potent against them. A character with Cloaking, Sonic Flight, and then whatever other abilities you prefer (avoid heat damage since Impervious to Fire would negate it) would be extremely effective against the Mechanoids.
--flatline
Well, they DO have flesh-and-blood eyes, I believe. They just usually look through bionic eyes. It nets out about the same, though.
They'd be able to see a "slight blur that is hard to follow or target," so it wouldn't be complete invisibility… but the sonic speed would make it even tougher to target you.
Some of them could detect you psychically, but that's still a pretty good power combo against the Mechs.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Yeah you need a pretty powerful party. I would think a mage would be useful as they don't have much ability to counter magic. Also a Psi-Stalker would be good for tracking them and they have a great save vs. psionics. As has been said a Mind Melter with Group Mind Block, a Cyberknight with all those anti-tech abilities, a power armour/giant robot pilot or two to really dish out damage and it never hurts to have a dragon.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
A Cyber-Knight as per the SoT4 and R:UE books is something I didn't consider - as much as I hate how they updated the class to anti-tech, it would be quite a boon versus the Mechanoids! You've given me some points to think on, thank you.
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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
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Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Glistam wrote:What O.C.C.'s, R.C.C.'s, or P.C.C.'s would you assemble into your ideal group to run through the Sourcebook 2 Mechanoids adventures? What would be your reasong for each class? Assume all Rifts books are on the table.
It all depends on what kind of adventure/campaign is being run.
If it's all going to be heavy combat, then obviously go for combat classes, preferably stuff that can be impervious to energy weapons.
If it's going to be more of a thinking-man's campaign, I'd say that you should have:
-A Wilderness Scout (for tracking)
-A Rogue Scientist (to learn all you can about the Mechanoids)
-An Operator (to learn about their technology, and possibly swipe some of it)
-A Psychic (because the mechanoids have psychic powers in their own right)
-A Mage (simply because the mechanoids aren't too familiar with magic)
Come to think of it, even in a hack & slash kind of campaign, the Adventurer classes would still be great, if the GM allows for them to take super powers as per CB1.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Glistam wrote:A Cyber-Knight as per the SoT4 and R:UE books is something I didn't consider - as much as I hate how they updated the class to anti-tech, it would be quite a boon versus the Mechanoids! You've given me some points to think on, thank you.
Yeah… I hate them too, but they'd be useful against the mechanoids.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Hmmm.... in no particular order:
- Lord Magus (Dweomer, for the Illusions)
- Psi-Tech (Psyscape, for the Telemechanics)
- Techno-Wizard (all around good dude, plus he enables the party to be equipped with a lot of TW)
- Warlock, Air (for the numerous elemental fragments he can summon; if he calls an Elemental, then a small army can be assembled)
- Gateway Knight (Madhaven, outstanding teleportation abilities)
- Mystic Knight (Madhaven, for the combat abilities)
Addendum: A Werewolf (or panther...) would also be useful. Impervious to practically everything is pretty nice.
- Lord Magus (Dweomer, for the Illusions)
- Psi-Tech (Psyscape, for the Telemechanics)
- Techno-Wizard (all around good dude, plus he enables the party to be equipped with a lot of TW)
- Warlock, Air (for the numerous elemental fragments he can summon; if he calls an Elemental, then a small army can be assembled)
- Gateway Knight (Madhaven, outstanding teleportation abilities)
- Mystic Knight (Madhaven, for the combat abilities)
Addendum: A Werewolf (or panther...) would also be useful. Impervious to practically everything is pretty nice.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Any 3 old ones and one of those aliens from phase world that ride around in a 1 man death star. (Solves all the problems that rifts earth has to offer.
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Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Immortal Godling.
Temporal wizard.
Shifter.
Amaki Gizmoteer.
Machine person.
Cosmoknight.
Illapa Inca.
Temporal wizard.
Shifter.
Amaki Gizmoteer.
Machine person.
Cosmoknight.
Illapa Inca.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Cyber Knights (duh)
Mystic Knights (being impervious to the majority of their attacks is bonus, plus magic will trick the crap out of Mechanoids. they are also combat oriented.)
Psi-Techs (would be useful in understanding the Mechanoids technology)
Psi-Nullifiers (Other ISP/PPE driven OCCs will have to stay 10.1 feet away or have their powers not work, but would be a good way to disrupt Mechanoid psionics)
Zappers
Juicers/Cyborgs (to work within 10 feet of the Psi-Nullifiers)
And one Flooper (Cause everybody needs a Jar Jar that gets into trouble for the rest of the group to have to save).
Mystic Knights (being impervious to the majority of their attacks is bonus, plus magic will trick the crap out of Mechanoids. they are also combat oriented.)
Psi-Techs (would be useful in understanding the Mechanoids technology)
Psi-Nullifiers (Other ISP/PPE driven OCCs will have to stay 10.1 feet away or have their powers not work, but would be a good way to disrupt Mechanoid psionics)
Zappers
Juicers/Cyborgs (to work within 10 feet of the Psi-Nullifiers)
And one Flooper (Cause everybody needs a Jar Jar that gets into trouble for the rest of the group to have to save).
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-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Blue_Lion wrote:Any 3 old ones and one of those aliens from phase world that ride around in a 1 man death star. (Solves all the problems that rifts earth has to offer.
Dominator (every group need one)
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
I'm thinking of putting together a one-shot for a convention where the group is "assembled" at the Spider-Fortress, and other heroes who have answered the call of the Edict are running interference and providing "distractions," allowing this group to get inside and finish off the Mechanoids on Rifts Earth for good. I think there's been a lot of good ideas, thanks everyone for your help! If any more ideas come to anyone please don't hesitate to share.
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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
I would love to use PowerSurge in that adventure.
My giant pc Cutter travels the megaverse fighting the mechanoids aided by an an all Female Algor Delphi Juicer army. He calls them SnowFoxes.
Unfortunately the average level of a SnowFox is 2-3 so far none have survived past 7th level and none has made it to last call.
My giant pc Cutter travels the megaverse fighting the mechanoids aided by an an all Female Algor Delphi Juicer army. He calls them SnowFoxes.
Unfortunately the average level of a SnowFox is 2-3 so far none have survived past 7th level and none has made it to last call.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
At least one wasp, a couple runners, and a brain.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
My first pass thoughts on a team, without looking through the books:
All these characters would have TW armor with Impervious to Energy as one of its features.
- Cyber-Knight (per R:UE/SoT4)
- A Psi-Tech or Psychic Operator
- A Zapper or Mind-Bleeder
- A psychic Power Armor pilot (power armor is TW enhanced)
- A Juicer or Crazy
- A Dragon Hatchling
- A Ley Line Walker, Shifter, or Temporal Wizard
All these characters would have TW armor with Impervious to Energy as one of its features.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
I choose the Golden Horde from the PW Sourcebook.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Its everyone V the mechs so anything goes. I'd go with someone with enough psionics to get the jist of what they are.
Re: Your Ideal Group for Sourcebook 2: Mechanoids?
splicers dreadguards, nuf said.......
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
My players might walk through this by the time we get through it. One of them is a Mechanoid Brute and another is a psi-infiltrator.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Flying Snow. Mega Genefreak level:7.
Powersurge. Mega Immortal Godling Warrior of Valhalla. Level:2.
Scorch. Experiment level:7.
Cutter.Greater Norse Giant Reaver Assassin level:5 With the Yggdrasil gift of Knowledge.
Killa Volt. Illapa Inca level:3.
Kevin Leemus. Mega dual class Alien Mutant/Earth&Fire Warlock levels:1/1.
And oddly enough RedSun. 5000 Year old Ellel possessing the Form of an Inti Inca hes had for 5000 years. level:60!! Yes killing the sentinent once human monstrosity is suitable to sustain the UltraPowerful Undead.
Seven of my Munchiest Characters. And with Redsun somehow always leading the survivors inti Hopeless battles against endless hordes.......
Powersurge. Mega Immortal Godling Warrior of Valhalla. Level:2.
Scorch. Experiment level:7.
Cutter.Greater Norse Giant Reaver Assassin level:5 With the Yggdrasil gift of Knowledge.
Killa Volt. Illapa Inca level:3.
Kevin Leemus. Mega dual class Alien Mutant/Earth&Fire Warlock levels:1/1.
And oddly enough RedSun. 5000 Year old Ellel possessing the Form of an Inti Inca hes had for 5000 years. level:60!! Yes killing the sentinent once human monstrosity is suitable to sustain the UltraPowerful Undead.
Seven of my Munchiest Characters. And with Redsun somehow always leading the survivors inti Hopeless battles against endless hordes.......
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
boxee wrote:splicers dreadguards, nuf said.......
Splicers vs Mechanoids.... I actually think without the nanoplague issue the Splicers got this fight. Alllll Day AND Tomorrow.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
They got it until a Mechanoid Battlecruiser shows up.
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Tor wrote:They got it until a Mechanoid Battlecruiser shows up.
Depends on where they are at the time, I was talking about the source book for rifts, so no battle cruisers. Too many opposing forces would unite if the mechanoids showed up in force.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Limiting to what is in Sourcebook 2... there's still the Multi-Brain Combat Vehicle on page 51. How do you deal with an 8000ft weapon zipping around at Mach 1 with unlimited altitude? You'd need Omni-upgraded Omega-Blasters or Organic Rockets, or hope they come within range of a Behemoth's Casting Gun. Presumably the Heat Projector Cannon of Zephyrs is already Omni-upgraded. Otherwise that'd be a good counter if you could stack that.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
I think it'd be fun to play a rogue Kittani in the adventure.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
The Coalition.
These guys are like the Chuck Norris of Palladium.
These guys are like the Chuck Norris of Palladium.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Tor wrote:They got it until a Mechanoid Battlecruiser shows up.
I think my group would be fine.
-overproduced by Martin Hannett
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Cosmoknight for near imperviousness to energy.
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Super TK now does MD a lot easier in RUE
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
An entire party of non-humanoids! Bypass the reaction entirely ^^
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Re: Your Ideal Group for Sourcebook 2: Mechanoids?
Since we're talking about silly option: Zentraedi battle cruiser from orbit.