Page 2 of 3

Posted: Wed Jul 13, 2005 1:59 am
by demos606
Actually, if you look back at the thread that first spawned that 3 thread debate, only 1 person said they'd allow AoI to be cast multiple times and based on the stuff they've posted, I'd bet the players need it. 1d6x10 per shot "ultimate tech sniper rifle" comes to mind.....

Posted: Wed Jul 13, 2005 12:52 pm
by Killer Cyborg
demos606 wrote:Nobody ever said you can cast multiple copies of the same spell so there's no reason in hell to believe that AoI would "double up" like you described. What Wayne said is that yes, AoI and Invul and Armor Bazare work together - big difference.


He said that multiple armor spells can be active at once.
This could be interpreted either way.

Hey, Wayne....
What happens when you cast the same armor spell on yourself multiple times?

Posted: Wed Jul 13, 2005 7:36 pm
by Wayne_Breaux
Killer Cyborg wrote:
demos606 wrote:Nobody ever said you can cast multiple copies of the same spell so there's no reason in hell to believe that AoI would "double up" like you described. What Wayne said is that yes, AoI and Invul and Armor Bazare work together - big difference.


He said that multiple armor spells can be active at once.
This could be interpreted either way.

Hey, Wayne....
What happens when you cast the same armor spell on yourself multiple times?


You either repair any damage sustained by previous castings of the spell . . . or you waste a lot of your P.P.E.

The level of protection listed for defensive spells like AoI is the amount of magical protection the focused magical forces will provide. The spell does not simply manifest a 'suit' of durable S.D.C. protection that can be 'worn' or taken off. The spell brings a finite amount of protection into existance, the limits of which are noted per the caster's mastery of spellcasting (his level in most cases). If you re-cast the spell, it does not bring another 'set' of magical armor into existance. It simply renews the same level of magical protection it always does. So if the magical armor was damaged since the last casting, the subsequent cast would refresh it, bringing it back to full power, and if the armor is undamaged, a subsequent casting will not bring a second manifestation into existance, it will simply extend the duration of the spell at its normal, existing force based on the time from the latest casting and extending to the normal duration for the caster's level . . . that is unless subsequent castings are used to extend the duration of the spell even further.

So stacking the same magical protections at any one time simply does not work unless the spell specifically says that it can be cast multiple times for added effect. In all other cases, multiple casting of the same spell will simply extend the duration of the spell from the time of the newest casting, and if there is any damage to the defensive magics, it will refresh the existing manifestation.

Posted: Fri Jul 15, 2005 1:13 am
by Killer Cyborg
Wayne_Breaux wrote:
Killer Cyborg wrote:
demos606 wrote:Nobody ever said you can cast multiple copies of the same spell so there's no reason in hell to believe that AoI would "double up" like you described. What Wayne said is that yes, AoI and Invul and Armor Bazare work together - big difference.


He said that multiple armor spells can be active at once.
This could be interpreted either way.

Hey, Wayne....
What happens when you cast the same armor spell on yourself multiple times?


You either repair any damage sustained by previous castings of the spell . . . or you waste a lot of your P.P.E.


Okay.

The level of protection listed for defensive spells like AoI is the amount of magical protection the focused magical forces will provide. The spell does not simply manifest a 'suit' of durable S.D.C. protection that can be 'worn' or taken off. The spell brings a finite amount of protection into existance, the limits of which are noted per the caster's mastery of spellcasting (his level in most cases). If you re-cast the spell, it does not bring another 'set' of magical armor into existance. It simply renews the same level of magical protection it always does. So if the magical armor was damaged since the last casting, the subsequent cast would refresh it, bringing it back to full power, and if the armor is undamaged, a subsequent casting will not bring a second manifestation into existance, it will simply extend the duration of the spell at its normal, existing force based on the time from the latest casting and extending to the normal duration for the caster's level . . . that is unless subsequent castings are used to extend the duration of the spell even further.


In Rifts, there are three spells that create magical "armor"... Armor Bizarre, Armor of Ithan, and Invincible Armor.
They are different from Invulnerability, which simply provides a protective aura.

So if a character has Armor of Ithan up and casts Invulnerability, then he benefits from both the Armor and the protective aura.
If he casts Armor of Ithan again, it will simply heal or replace the existing spell-created armor.
What happens if he casts Invincible Armor on top of Armor of Ithan?
Does it replace it, or does he get to wear two suits of magical "armor"... one on top of the other...?

So stacking the same magical protections at any one time simply does not work unless the spell specifically says that it can be cast multiple times for added effect. In all other cases, multiple casting of the same spell will simply extend the duration of the spell from the time of the newest casting, and if there is any damage to the defensive magics, it will refresh the existing manifestation.


Gotcha. :ok:
That is important to know.

Posted: Fri Jul 15, 2005 2:27 am
by Dr. Doom III
Killer Cyborg wrote:
Wayne_Breaux wrote:So stacking the same magical protections at any one time simply does not work unless the spell specifically says that it can be cast multiple times for added effect. In all other cases, multiple casting of the same spell will simply extend the duration of the spell from the time of the newest casting, and if there is any damage to the defensive magics, it will refresh the existing manifestation.


Gotcha. :ok:
That is important to know.


Important but totally erroneous.
Otherwise there would be no use at all for the spell "Energize Spell".
Since the spells entire purpose is to extend the duration of active spells.

Posted: Fri Jul 15, 2005 7:36 am
by Wayne_Breaux
Dr. Doom v.3.1.4 wrote:
Killer Cyborg wrote:
Wayne_Breaux wrote:So stacking the same magical protections at any one time simply does not work unless the spell specifically says that it can be cast multiple times for added effect. In all other cases, multiple casting of the same spell will simply extend the duration of the spell from the time of the newest casting, and if there is any damage to the defensive magics, it will refresh the existing manifestation.


Gotcha. :ok:
That is important to know.


Important but totally erroneous.
Otherwise there would be no use at all for the spell "Energize Spell".
Since the spells entire purpose is to extend the duration of active spells.


Um...go read the description of energize spell again. It notes specifically the advantages of using energize over recasting.

Posted: Fri Jul 15, 2005 1:15 pm
by Dr. Doom III
Wayne_Breaux wrote:Um...go read the description of energize spell again. It notes specifically the advantages of using energize over recasting.


I did read it.
The advantages are keeping a spell going over waiting till it stops and recasting it.
If you could just recast it while it was active why have or use the spell and the extra 12 PPE that it takes?

"Energize Spell allows a mage to pump additional PPE into one of his currently active spells to extend its duration."

You have a victim in the throws of the agony spell. Which would you do? Recast the spell or use this spell and the extra 12 PPE?
It's no different for any other type of spell.

Also I see nothing backing your "regenerate the MDC" idea.
If a second casting would work the Energize Spell precedent only backs increasing the duration. No healing or increasing of the protection/effects is provided.

Posted: Fri Jul 15, 2005 2:14 pm
by Jimmy Crat
I think the "regenerate the MDC" idea is valid. Its like he dismissed the first spell by casting it again, thus starting the "new" spell at full MDC. The only real consideration is if there is a lapse between the old one going down, and the new spell going up. Personally, I don't think so.

Posted: Fri Jul 15, 2005 11:55 pm
by Glistam
Dr. Doom v.3.1.4 wrote:
Wayne_Breaux wrote:Um...go read the description of energize spell again. It notes specifically the advantages of using energize over recasting.


I did read it.
The advantages are keeping a spell going over waiting till it stops and recasting it.
If you could just recast it while it was active why have or use the spell and the extra 12 PPE that it takes?

"Energize Spell allows a mage to pump additional PPE into one of his currently active spells to extend its duration."

You have a victim in the throws of the agony spell. Which would you do? Recast the spell or use this spell and the extra 12 PPE?
It's no different for any other type of spell.

Also I see nothing backing your "regenerate the MDC" idea.
If a second casting would work the Energize Spell precedent only backs increasing the duration. No healing or increasing of the protection/effects is provided.

If you recast the Agony spell, the victim would get another saving throw (curse you, PE bonus!). If you extend the existing spell with Energize Spell, then they should not get another save, but you'd spend another 12 PPE. There are advantages and disadvantages to doing either.

Posted: Sat Jul 16, 2005 12:19 am
by Dr. Doom III
Glistam wrote:If you recast the Agony spell, the victim would get another saving throw (curse you, PE bonus!). If you extend the existing spell with Energize Spell, then they should not get another save, but you'd spend another 12 PPE. There are advantages and disadvantages to doing either.


Yes that's one advantage but not the only one.
It also increases the duration of spells without saves. Like flight and speed spells and also apparently armor spells since they meet the criteria.
Why use this spell with its extra PPE if you could just cast the spell again?

Posted: Sat Jul 16, 2005 8:16 am
by Wayne_Breaux
Dr. Doom v.3.1.4 wrote:
Glistam wrote:If you recast the Agony spell, the victim would get another saving throw (curse you, PE bonus!). If you extend the existing spell with Energize Spell, then they should not get another save, but you'd spend another 12 PPE. There are advantages and disadvantages to doing either.


Yes that's one advantage but not the only one.
It also increases the duration of spells without saves. Like flight and speed spells and also apparently armor spells since they meet the criteria.
Why use this spell with its extra PPE if you could just cast the spell again?


Energize spell pretty much asks the question from the other side. The answer, as the energize spell description suggests, is that you would not cast energize spell with its extra P.P.E. cost if you can cast the existing spell again.

Agony and armor spells are two totally different kinds of spells, resisted and automatic respectively. Armor of Ithan works unless there are specific situations preventing it. Agony may or may not work if the victim saves. If you have someone in the grips of an agony spell and you recast the spell, they get a save against the second spell, but if you are willing to pump out the extra P.P.E. for energize, the agony spell goes on and there is no saving throw, and that is a distinct advantage, not universal, admittedly, but powerful in its own right.

Energize spell is only advantageous and only worth its extra P.P.E. in some situations, and the spell's description states as much. It is not the kind of spell that will benefit defensive, non-resisted spells such as armor spells and defensive magics.

Posted: Sat Jul 16, 2005 1:34 pm
by Dr. Doom III
Wayne_Breaux wrote:Energize spell pretty much asks the question from the other side. The answer, as the energize spell description suggests, is that you would not cast energize spell with its extra P.P.E. cost if you can cast the existing spell again.

Agony and armor spells are two totally different kinds of spells, resisted and automatic respectively. Armor of Ithan works unless there are specific situations preventing it. Agony may or may not work if the victim saves. If you have someone in the grips of an agony spell and you recast the spell, they get a save against the second spell, but if you are willing to pump out the extra P.P.E. for energize, the agony spell goes on and there is no saving throw, and that is a distinct advantage, not universal, admittedly, but powerful in its own right.

Energize spell is only advantageous and only worth its extra P.P.E. in some situations, and the spell's description states as much. It is not the kind of spell that will benefit defensive, non-resisted spells such as armor spells and defensive magics.


What about flight and the other types of spells mentioned in the Energize Spell description?

It is also used to continue the effect of any spell that is currently working. This is the only means that I can find in any book where it says a recasting can extend the original spell. A normal recasting therefore has to come after the original spell is over or canceled.

So if you have AoI on and you want it renewed you have one of two choices. Use energize spell and keep it going (which would not regenerate lost MDC/SDC) or cancel it and cast it again leaving your self with no protection for the half a melee or more it takes to do that.

Posted: Tue Jul 19, 2005 1:14 am
by Malakai
Doom, you would use the energize spell to add the duration on top of the existing spell. If you cast it again, the duration is now going from the moment of casting, i.e. you don't add on, just start from another point.

EX: a spell with duration of 2 hours is cast at noon. normally it would end at 2:00 pm.

Casting the energize spell at 12:30 pm means that the spell will end at 4:00 pm

Casting the spell again (without energize) would means that the spell would now end at 2:30 pm (the spells duration going from the moment the second spell was cast)

and I would say that the spell keeps going until the new one replaces it (i.e. no window of vulnerability between castings unless the original one is depleted)

Punching Damage

Posted: Thu Jul 21, 2005 4:28 am
by Jimmy Crat
New question.
The powers Supernatural Strength, Sonic Speed, and Natural Combat Ability, and possibly others, give alternate damage dice for their punch. If a character possesses multiple powers of this type, what would their damage be? I wouldn't want to add them together, since both powers account for the basic "punch". On the other hand, I don't want to just use the highest, since the 3 powers gain their effect in 3 different ways, and would realistically stack to a degree.

In HU2 p. 74 it gives some interesting combinations for the different powers that increase healing speed. This seems like a fair way to accommodate this situation as well.

Re: RE: AUGG Ship Building rules...

Posted: Fri Jul 22, 2005 3:52 pm
by Drakenred®™©
The Key wrote:
MADMANMIKE wrote:
Wayne_Breaux wrote:
Natalya wrote: Did anyone actually visualize the area when putting the numbers in the book??? :frust: :frust:


No, they most obviously did not. The modules were supposed to be an arbitrary system of measure to build generic spacecraft. They were NEVER intended to be directly proportional to any kind of actual measurement since they basically combined actual physical dimensions with over all sub-systems, and a number of non-physical factors to give a numerical impact on the overal structural capacity of the craft. I built the whole system around this concept, then someone during editing decided it would be a good idea or possibly a necessary thing, and tagged dimensions onto the module. This simply, as you have observed, does not work within a system designe to be flexible and to be far from nailed down into specific details. I hope to do something about that little miscommunication in a future revision.


..Well, that begs the question then; how would you assign dimensions to a cargo hold if not in the manner depicted. For me, space games are all about the commerce; whether it be piracy, corporate cargo hauling or freelance traders, the cargo hold is the core of the ship.

..With the rules as is (admittedly not of your original intent/design), to give a ship the details you want for a player character's amenities/coolness factors, you are left with very little room for cargo....

..The Originating thread, "Problem Using AUGG Ship Building Rules"

-Mike >8]


Exactly.

I used GURPS's Far Trader to rework most of the ships and create others. My very rough estimate, if I remember correctly was 1 "module" in AU was equal to about 3 cubic feet (or cubic meters, I forget).
Well well well one more down for now.

Posted: Wed Aug 17, 2005 8:41 am
by Guest
Physical Training Defensive and Fast Combat.

3rd Level Advancement Bonus.

Automatic Back Flip.

This ability doesn't exist.

If it did, it would be broken.

It is supposed to be Automatic Body Flip, is it not?

Posted: Thu Aug 18, 2005 12:01 am
by Gomen_Nagai
Automatic Back Flip, C'mon, You played Mortal Kombat right!..


I don't see it as a problem, It means you have an automatic back flip which you can use for a combination dodge and strike or Dodge and move away..

Re: Punching Damage

Posted: Tue Aug 23, 2005 8:09 am
by Wayne_Breaux
Jimmy Crat wrote:New question.
The powers Supernatural Strength, Sonic Speed, and Natural Combat Ability, and possibly others, give alternate damage dice for their punch. If a character possesses multiple powers of this type, what would their damage be? I wouldn't want to add them together, since both powers account for the basic "punch". On the other hand, I don't want to just use the highest, since the 3 powers gain their effect in 3 different ways, and would realistically stack to a degree.

In HU2 p. 74 it gives some interesting combinations for the different powers that increase healing speed. This seems like a fair way to accommodate this situation as well.


I would simply use the largest of the damages, but if you want to apply bonuses for the differing sources of augmented damage, here's a suggestion: If there is a definite damage bonus (such as +5), simply add that to the largest of the multiple damages. In other cases where there is no easily broken down damage, simply add a +3 damage bous or an added +1D6 damage for each different source of damage augmentation to the largest of the damage types.

Posted: Tue Aug 30, 2005 10:19 am
by JTwig
I don't know if your aware or not, but the link on your web site for the Atorian Clans Sneak Peek isn't working.

Posted: Tue Nov 22, 2005 10:56 pm
by Sureshot
Any chance of seeing more information on the HU world? I would like to eventually see a series of world books for the HU line. Imo I think it is needed.

Posted: Fri Dec 02, 2005 11:31 am
by Wayne_Breaux
gadrin wrote:Wayne what's your take on using spells for called shots ? (I suppose this is more of a Rifts question, specifically for the Power Bolt spell).

Just curious how you'd ref this type of request from a player, as it seems to be a legitamate option.


ANy spell or power that makes a strike roll, has a bonus to strike or requires a dodge roll to save against it can be used for called shots. Other spells and powers, such as psionics and super abilities, would be a GM's call on their exact applications, but requiring a strike roll for powers that normally do not use them would be the most likely solution.

Also note that Hardware Unlimited will most likely import the new ranged combat rules from Ultimate Rifts into HU in order to further enhance the special skills of characters like the Weapons Expert. Under those rules, called shots take 2 actions to make instead of one and even powers and spells would be subject to that rule, requiring extra time to focus onto a specific point instead of a target's center of mass.

Posted: Fri Dec 02, 2005 11:39 am
by Sentinel
Mandalorian wrote:Any chance of seeing more information on the HU world? I would like to eventually see a series of world books for the HU line. Imo I think it is needed.


God, I hope not.
HU does not need a series of Game Designer Meta-Plot books like Rifts.

Posted: Fri Dec 02, 2005 11:42 am
by Wayne_Breaux
Mandalorian wrote:Any chance of seeing more information on the HU world? I would like to eventually see a series of world books for the HU line. Imo I think it is needed.


It is possible, but I personally feel the open setting of HU is a strong point. HU is set in a modern world so there is no need to set the stage and with the villains and NPCs in various supplements, there are pregenerated characters to draw from, thus starting and running a game isn't too difficult. It also allows everyone to jump right in without having to understand any complex or unique situations of a predetermined setting. I would personally, as an HU fan and player/GM, prefer to write books that expand the options of the game and address the questions people have about lacking or missing details in the rules.

Now, that doesn't mean I don't think there should be world books, I just think as far as HU goes, such books are secondary to the game itself (again, personal opinion here). Others may well put some out, but any such books from myself will be well down the road. Also, the misperceptions generated by certain setting books already out have soured me toward putting out more. I understand that writing better books to change those perceptions is one way to fix it, but as I said, there are other things that I really want to write for HU and if I tried to write books I wasn't excited about, they wouldn't turn out to be very good books.

So to directly answer the question, yes, there will likely be world books for HU, but no, they will not likely be written by yours truly.

Posted: Fri Dec 02, 2005 5:23 pm
by Sentinel
Wayne_Breaux wrote:
Mandalorian wrote:Any chance of seeing more information on the HU world? I would like to eventually see a series of world books for the HU line. Imo I think it is needed.


It is possible, but I personally feel the open setting of HU is a strong point. HU is set in a modern world so there is no need to set the stage and with the villains and NPCs in various supplements, there are pregenerated characters to draw from, thus starting and running a game isn't too difficult. It also allows everyone to jump right in without having to understand any complex or unique situations of a predetermined setting. I would personally, as an HU fan and player/GM, prefer to write books that expand the options of the game and address the questions people have about lacking or missing details in the rules.

Totally agree.

Now, that doesn't mean I don't think there should be world books, I just think as far as HU goes, such books are secondary to the game itself (again, personal opinion here). Others may well put some out, but any such books from myself will be well down the road. Also, the misperceptions generated by certain setting books already out have soured me toward putting out more. I understand that writing better books to change those perceptions is one way to fix it, but as I said, there are other things that I really want to write for HU and if I tried to write books I wasn't excited about, they wouldn't turn out to be very good books.

So to directly answer the question, yes, there will likely be world books for HU, but no, they will not likely be written by yours truly.


Thank God for that.

Posted: Sat Dec 03, 2005 1:58 pm
by Sureshot
Wayne_Breaux wrote:
It is possible, but I personally feel the open setting of HU is a strong point. HU is set in a modern world so there is no need to set the stage and with the villains and NPCs in various supplements, there are pregenerated characters to draw from, thus starting and running a game isn't too difficult. It also allows everyone to jump right in without having to understand any complex or unique situations of a predetermined setting. I would personally, as an HU fan and player/GM, prefer to write books that expand the options of the game and address the questions people have about lacking or missing details in the rules.

Now, that doesn't mean I don't think there should be world books, I just think as far as HU goes, such books are secondary to the game itself (again, personal opinion here). Others may well put some out, but any such books from myself will be well down the road. Also, the misperceptions generated by certain setting books already out have soured me toward putting out more. I understand that writing better books to change those perceptions is one way to fix it, but as I said, there are other things that I really want to write for HU and if I tried to write books I wasn't excited about, they wouldn't turn out to be very good books.

So to directly answer the question, yes, there will likely be world books for HU, but no, they will not likely be written by yours truly.


Fair enough. Like I mentioned before I would prefer to see some more background but if it gets published or not i will still get more books for HU. Superhero games are a personal favorite of mine. I have to say though that you are being too hard on yourself. i could see you writting a background book and doing a good job of it. i have enjoyed all the books that you have worked on for HU.

Personally I would like to see more books similiar to Granmercy island and Century Station. Would you ever write something similair to that yourself?

Posted: Wed Dec 21, 2005 8:48 pm
by Tinker Dragoon
1. Some powers and effects increase a character's abilities as multipliers of a normal human being. Unfortunately, base values for a normal human being are absent in some cases. For example, how far can a normal person see, hear, or smell? How long can a normal person hold his breath?

2. There seem to be some contradictions between the HU2 main book and Aliens Unlimited Galaxy Guide concerning the effects of certain super powers on a character in the void of space.

The powers of Adapt to Environment, APS: Electricity, APS: Metal, APS: Plasma, APS: Smoke, APS: Stone, and Invulnerability are stated in the AUGG to be immune to exposure as long as an air supply is available, and allow a character to last 10 times longer than normal without air.

However, in HU2, Adapt to Environment only protects from vacuum by entering a stasis sleep that lasts 5 minutes per level, APS: Metal and Stone only allow you to go twice as long as normal without air, APS: Plasma actually takes damage from vacuum and finds it extremely painful, and Invulnerability allows you to go four times longer than normal without air.

Which book is correct?

Posted: Fri Dec 23, 2005 8:36 am
by Wayne_Breaux
Tinker Dragoon wrote:1. Some powers and effects increase a character's abilities as multipliers of a normal human being. Unfortunately, base values for a normal human being are absent in some cases. For example, how far can a normal person see, hear, or smell? How long can a normal person hold his breath?

2. There seem to be some contradictions between the HU2 main book and Aliens Unlimited Galaxy Guide concerning the effects of certain super powers on a character in the void of space.

The powers of Adapt to Environment, APS: Electricity, APS: Metal, APS: Plasma, APS: Smoke, APS: Stone, and Invulnerability are stated in the AUGG to be immune to exposure as long as an air supply is available, and allow a character to last 10 times longer than normal without air.

However, in HU2, Adapt to Environment only protects from vacuum by entering a stasis sleep that lasts 5 minutes per level, APS: Metal and Stone only allow you to go twice as long as normal without air, APS: Plasma actually takes damage from vacuum and finds it extremely painful, and Invulnerability allows you to go four times longer than normal without air.

Which book is correct?


The HU2 rules assume total exposure, while the expanded AUGG rules take into consideration the various elements of danger in open space exposure, not simply the lack of air, and the resistances of powers to each of those. For example, your first point from AUGG states that the character has an air supply, while the HU2 details in point #22 assume there is none available. So on most levels, both rules are right; however, when the rules do conflict, such as the APS entry, the AUGG being a specific guide to space games should be considered primary for rules concerning situations specific to space, such as exposure to the void of outer space.

Posted: Fri Dec 23, 2005 5:37 pm
by Sentinel
If I have a character who has Invulnerability, can Breathe Without Air, and is Impervious to Pressure, am I set for Hard Vacuum?

Posted: Fri Dec 23, 2005 11:17 pm
by NMI
there is still the radiation.

Posted: Fri Dec 23, 2005 11:25 pm
by Sentinel
The Deific NMI wrote:there is still the radiation.


What is the quantification on that?
Since Invulnerables take 1/2, how many D6 of radiation damage in a half-an-hour?

Side note: How many D6 in 30,000 Volts?
How many D6 in re-entry to Earths' atmosphere? (or, any atmosphere).
How many D6 in a 50 ton hydraulic press?

Posted: Sat Dec 24, 2005 10:09 am
by Wayne_Breaux
gadrin wrote:Wayne -- how much do think the artwork relates to canon in PB games ?

I've heard various things about it in relation to having a picture placed above a spell or power.

As artists for PB, are you asked to provide specific "effects" for certain spells or powers? I know in your fabulous AU:GG most of the artwork relates directly to the contents on the pages. Obviously some pix gets re-used in other books, which I have no problem with. I'm just wondering do you just provide artwork, or is it specified, or is it both?

Take your fine drawing on Psyscape p35 (it looks like a Delphi Juicer delivering some sort of psychic blast). The same picture shows up in HU2e p312 above Mind Bolt.

Just curious. My guess is both.


The effects of spells and powers are left up to us and we make a decision based on the description, the effects and any damage. A spell with a lot of damage will be flashier than a weak one, while one with grand effects will extreme in its manifestation. It's all part of the creative process, but at times, the art editors will come across a particularly interesting detail in a drawing and they will decide to assign that detail, be it a wand, piece of armor or spell effect, to a particular item or power in the book, thus solidifying the appearance of that particular bit of game data for posterity. At times entire new entries in a book will be written when a piece of art inspires Kevin S. The Darklons in AU are an example of this (and I believe the Millenium trees in Rifts were also). They did not exist in my original manuscript and that piece of alien art inspired Kev to turn them into something concrete.

Posted: Sat Dec 24, 2005 10:24 am
by Wayne_Breaux
gadrin wrote:Wayne -- what process do you use to build the various types of psi-technology that's in AU setting ? Such as the TK FF apparatus used by the Alutans ?

it seems AU was out long before super-invention category came out so that seems unlikely, though it could be a retro-measure for current GMs.
I know Phase World had similar tech which seems to be above and beyond the psi-mechanic from Between the Shadows.

and magical enchantment ? any goodies leftover from AU that didn't make print, but are key elements for GMs to the setting ?


I am hoping to address the rules for that when I get around to expanding the spacecraft construction rules in the second or third Atorian book. I want to expand the rules to include giant dreadnoughts and planetoid battlestations, but the existing rules get cumbersome at those sizes, thus some special rules and a chance for clarifications since the original rules got a little messed up with the inclusion of a couple of sentences of misleading details.

For the time being I just keep it simple: psi and magic amplifiers duplicate the range, damage, and details of the existing vehicle class weaponry. FOr example, a light spacecraft classed energybolt spell amplifier would have the same range and damage as a light spacecraft laser or ion weapon. The big difference would be that the energybolt functions as a spell and would use the spell rules for any special situations.

Other spells are tricky and the GM will have to be a little creative for now, until the rules come out, but consider things like defensive generators that can wink-out an entire warship or rival magical races bombarding with negate magic cannons to disable each other's systems, or my favorite a rare but nasty mystic portal bomb which passes right through a hull section to detonate cleanly inside a craft (perhaps activating a second spell or simply exploding). These effects would all be rare (each being very expensive compared to conventional tech alternatives), but thinking about them, how many such tricks would a race really need to make everyone else leave them alone? Not to many at all.

Posted: Sat Dec 24, 2005 1:12 pm
by Gomen_Nagai
I Want ot know why the Mantaz and a few other races seem to get no more mention despite their apparent prowess and overall nastiness...


I want to see More on Magic in Technology... and Rules for creating such.

even Occs for magicfying vehicles and so on.

fluff text wise, there seems to be alot of magic in technology instead of Technowizardry ( more like Crystal-stuff in Rifts) which leads to diffirent avenues of magic.

Posted: Thu Jan 12, 2006 8:38 am
by LunarYoma
I would like to know how far along you are in having your books finish.

Posted: Wed Mar 01, 2006 8:47 am
by Wayne_Breaux
Gomen_Nagai wrote:I Want ot know why the Mantaz and a few other races seem to get no more mention despite their apparent prowess and overall nastiness...


The limited mention of some races is partly due to space considerations (I would love to elaborate on many of them at some point in the future), but it can also be assumed that although these races are powerful on a personal/player character level, they may not be such powerhouses on a galactic level for a number of reasons. The most common reason would be small numbers (such as a single planetary population as opposed to other races with multiple colonies and world populations), limited spacefaring presence (due either to limited population or limited resources for widespread craft building), limited technology and the ability to apply it (magical races may be powerful, and they can get around with portals, but they may not have other technologies for large scale galactic trade ... or warfare), no desire to make a presence (prefer to remain neutral or uninvolved with the workings of the galactic community), lack of ability in the political arena (they may not be a stable enough civilization, despite raw power and technology, to adequately govern themselves or others as they grow into the galactic community), isolated location (their homeworld and the bulk of their resources may be on the fringe of the galactic community or their general access to the central hub of the galaxy may be restricted by some cosmic or magical elements) and many other reasons, be they political, cultural, biological, psychological or social.

One day I may find the time to elaborate on all the races in AU more and tie them all together into the elaborate web of galactic interaction, but for now just assume there is a reason for their low profile...one day they may just roar into the limelight as the new galactic Empire. ;)

Posted: Wed Mar 01, 2006 8:54 am
by Wayne_Breaux
gadrin wrote:actually I was only interested in character-level creation of psi-tech, but that's good to know.

I was wondering if in your mind, if "regular" characters can make this stuff (flying suit, anti-grav ring, Telekinetic Force Field protecto-belt) or it should be kept beyond the player's grasp. I realize that ultimately that's a GM decision, but I'd like to hear your thoughts.

Thanks for taking the time, I'll leave you alone now ... :)


In the current manuscript for Hardware Unlimited, high-tech items like anti-grav suits and force field generators are called 'hard science' items. These are the things you need a lot of indepth knowledge, years of experience and tons of dedication to even attempt. A whole lot of friends with the same qualifications sure helps a lot too. Hard science items are difficult for anyone to build and with the rules I am working on, will almost always have stiff penalties due to the nature of their construction (time needed, precision required, material scarcity, and advanced scientific know how), but anyone will be able to attempt to build them. Novice builders won't have much of a chance, and even hardware or genius characters will do a lot hair pulling, but it can be done. The Atorians have tech that emulates super and other abilities, so in HU terms it can be done. The questions are then: just how difficult will it be and how long will it take to finish it?

Posted: Wed Mar 01, 2006 8:58 am
by Wayne_Breaux
LunarYoma wrote:I would like to know how far along you are in having your books finish.


The Atorian book is at the editors and should be out this summer. Hardware Unlimited is about halfway finished, so it probably won't be done until later in the year and wouldn't be out any sooner than early next year.

Posted: Wed Mar 01, 2006 9:09 am
by Wayne_Breaux
gadrin wrote:Wayne the Pume in Aliens Unlimited (revised); if they take subjugation they lose all their psionic powers, except 1 minor.

What happens to all that ISP they'd normally get ?

Turn into a Minor Psychic as in Rifts (lesser ISP, lesser psi saving throw)?


I had to read the whole entry to find what you were talking about since the Pume are not supposed to lose their psionics when they chose subjugation. ;)

The N&SS option is an optional choice for players and GMs that wish to use it. It is not the normal route most take. Subjugation is a philosophy and character building exercise, not a physical path. I'll have to make a note to clarify that in the future....so on to the real question.

A pume character using the optional N&SS path through subjugation would lose most of their I.S.P., focusing their mystical growth into their chi instead of building I.S.P.; however, they would still make saving throws as a full psionic. It is in their nature and not a learned or developed state. For their I.S.P., I would give them the racial bonus of +20 added to the M.E. score. The I.S.P. base would not increase with level.

Posted: Fri Mar 03, 2006 9:17 am
by Gomen_Nagai
I appreciate the answer regarding the magical and other races that got ignored in AU GG..



Now you think you can answer the question regarding what constitutes soul destruction in Palladium :)
(being that Dream traveling, Astral projection, Mind Walking, and Cyberpsace jacking all constitute soul travel ) ..

Posted: Fri Mar 03, 2006 9:53 am
by Glistam
Gomen_Nagai wrote:Now you think you can answer the question regarding what constitutes soul destruction in Palladium :)
(being that Dream traveling, Astral projection, Mind Walking, and Cyberpsace jacking all constitute soul travel ) ..


More specifically, if someone with Multiple Lives is astral projecting, mind walking, in the dreamstream or cyberjacking and they die there, will the Multiple Lives power be able to bring them back to life somehow or are they lost forever? What about if they possess the mega-hero power of immortality?

Posted: Mon Mar 06, 2006 4:33 am
by Sir_Spirit
Glistam wrote:
Gomen_Nagai wrote:Now you think you can answer the question regarding what constitutes soul destruction in Palladium :)
(being that Dream traveling, Astral projection, Mind Walking, and Cyberpsace jacking all constitute soul travel ) ..


More specifically, if someone with Multiple Lives is astral projecting, mind walking, in the dreamstream or cyberjacking and they die there, will the Multiple Lives power be able to bring them back to life somehow or are they lost forever? What about if they possess the mega-hero power of immortality?


There is no way in hell that cyberjacking is "soulwalking".
And I fail to see how a dreamdeath, even a physical dreamdeath, destroy's the soul.

Posted: Mon Mar 06, 2006 7:20 pm
by NMI
Play Nice :x

Posted: Wed Mar 08, 2006 9:23 am
by Wayne_Breaux
Glistam wrote:
Gomen_Nagai wrote:Now you think you can answer the question regarding what constitutes soul destruction in Palladium :)
(being that Dream traveling, Astral projection, Mind Walking, and Cyberpsace jacking all constitute soul travel ) ..


More specifically, if someone with Multiple Lives is astral projecting, mind walking, in the dreamstream or cyberjacking and they die there, will the Multiple Lives power be able to bring them back to life somehow or are they lost forever? What about if they possess the mega-hero power of immortality?


I'm not a big fan of soul destruction in RPGs, so I'll just handle the super ability question for now... ;)

As soon as either the body or the mind dies, multiple lives will bring the character back as per the rules for multiple lives. Exactly what constitutes death is ultimately up to the GM since a character with this power could theoretically end up indefinitely on life support, delaying the actual death and cheating the power, so the GM will decide if the power takes effect at the instant a character 'flatlines' (my preference) or at the moment when it is biologically impossible to bring them back. Thus a 'lost soul' whose empty shell of a body withers and dies without a mind would be ressurected via this power as soon as the shell died, bringing the lost mind/soul back from its wanderings.

A mega-hero with invulnerability is a special case. Separating their 'soul' or mind from the body will be akin to decapitation: the body will die and enter a coma state; however, if the mind/soul were ever returned to the body, it would revive under the normal recuperation rules for the power as if the severed head and body had been reunited.

CYberjacking is not soul walking. In the normal 'jacking, the person is connected to their computer and their perceptions are miles away via their programs, but their mind and body are still beside the computer. Those supernaturals or wizards that transfer into the computer are physically inside the computer as an energy being and are literally miles away at the location they are hacking; they have no computer. Should either of these 'jackers die, they will use the normal multiple lives rules for such. The only difference is the normal 'jacker will die at his computer and the supernatural who was inside the system will pop out of the system where ever he was hacking (i.e. in the enemy's back yard) as a corpse...and may end up on life support just as the above possibility indicated.

Posted: Thu Mar 09, 2006 1:11 am
by Gomen_Nagai
Ok I accept those answers.. but the Astral and chi deaths are not answered however.. sigh :0

Posted: Sun May 14, 2006 9:31 am
by Wayne_Breaux
recon101 wrote:So whats the new "mecha " RPG alluded to in the open house fluff


While RIfts is certainly a 'mecha' RPG, with the loss of the Robotech license, we had no true anime styled mecha games. I wanted to fill that void with a Palladium grown mecha RPG. My idea was to set the game along a timeline, much the way Robotech was so that each era in the game (sometimes with a generation long gap between and other times with century or more between eras) could be used to present a different setting in the mecha genre. It would start with an alien threat which the mechs would be pivotal in thwarting, thus ensuring their future as warmachines on the planet, but later settings would focus on the more realistic as well as the more fantastic mechs settings from the gritty battlefields of a global war (with no aliens who are far away preparing for a new invasion) to the slick, futuristic corporate world with agile exo-skeletons bounding through the streets. MAgic and psionics may also make an appearance along the way, but they will not be part of the main setting which will focus on the mecha.

I decided on the long timeline approach becuase it at once unifies the setting with common places (albeit changed along the way) and names, yet it also distances the eras for those who prefer a specific setting of the mecha genre. This way, as with all Palladium games, you could mesh everything together if your gaming group is up for it, or you can keep it separate and run multiple mecha games in the same setting and have each totally different from the other.

Of course, I would like to finish Hardware Unlimited and Robots Unlimited to have a whole framework of rules to draw from before I dive into the mechs, so it may be a while before this one is actually complete. Oh, and since it's coming from yours truly, it will be an S.D.C. game (with M.D.C. comversion notes, natch) that uses some of the armor rules from the Atorian sourcebooks to make the mechs super tough.

Posted: Sun May 14, 2006 9:46 am
by MADMANMIKE
..Sounds Cool.

..Speaking of the Atorian books, While I was in Kev's office on Monday, I saw an awesome painting leaning up against the book case with a couple of Atorians on it... Scott Johnson picked it up to admire it; we were all very impressed.

..Are you going to any conventions this year or next? I'd love to buy something original face to face..

-Mike >8]

Posted: Sun May 14, 2006 11:46 am
by Sureshot
If I may ask will new mecha rpg still have to go ahead if Palladium does reacquire the Robotech license? Or will it be put aside in favor of Robotech?

Posted: Sun May 14, 2006 4:57 pm
by Wayne_Breaux
Cyberman V 2.0. wrote:If I may ask will new mecha rpg still have to go ahead if Palladium does reacquire the Robotech license? Or will it be put aside in favor of Robotech?


Kev and I already had a brief discussion to that effect and it looks like the game will still be a go if Robotech comes back. I'm one of the fans who would love to see Robotech back in Palladium's corner, so you can bet I'll be interested in contributing to the line once more, but many of the ideas I have for the mecha game just wouldn't quite fit into the Robotech setting, so it would certainly still be a viable outlet for my mecha creations. ;)

Posted: Sun May 14, 2006 5:03 pm
by Wayne_Breaux
MADMANMIKE wrote:..Sounds Cool.

..Speaking of the Atorian books, While I was in Kev's office on Monday, I saw an awesome painting leaning up against the book case with a couple of Atorians on it... Scott Johnson picked it up to admire it; we were all very impressed.

..Are you going to any conventions this year or next? I'd love to buy something original face to face..

-Mike >8]


Yeah, that painting came out much much better than either Kev or I ever could have expected it to. It should turn out real nice shot down to cover size.

Unfortunately, I won't be making any conventions. I was scheduled to make the open house, and I still regret missing it, but things just fell apart at the last minute and I had to just pass on it. It's been crazy around here and looked like it might slow up a bit just in time for the open house, but that just wasn't the case.

Did you get to see any of the black and white art for the Atorian book? I sent a package in the day before the open house with some of the cians and vehicles and Kev already has all of the clan illoes. I didn't get the chance to ask if any of it was on display or not. I've been meaning to add some crop shots of them to my sneak peek page, but haven't had a free minute to do so.

Posted: Sun May 14, 2006 8:13 pm
by Sureshot
Wayne_Breaux wrote:
Kev and I already had a brief discussion to that effect and it looks like the game will still be a go if Robotech comes back. I'm one of the fans who would love to see Robotech back in Palladium's corner, so you can bet I'll be interested in contributing to the line once more, but many of the ideas I have for the mecha game just wouldn't quite fit into the Robotech setting, so it would certainly still be a viable outlet for my mecha creations. ;)


Good to know. Just as long as either line does not suffer for it.