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Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
Picturing this with the monkey: https://www.youtube.com/watch?v=HWnLSpTvweQ

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Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
I love Shadow Hearts and I love Double Cross and it saddens me that I won't get to play in this game ;_;

OvermanXAN
Nov 14, 2014

Leraika posted:

I love Shadow Hearts and I love Double Cross and it saddens me that I won't get to play in this game ;_;

Not an empty quote

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

same, Shadow Hearts is an amazing series.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!


Rifts World Book 21: Splynn Dimension Market, Part 8: "For a male to survive a dozen matings without injury is an impressive feat worthy of an Olympic medal."


I don't have a joke here.

New Slave Stock

Though we're reminded the Splugorth might have any being from the previous books in their stocks, we get some new races that have been largely enslaved by the Splugorth.


Like the roadrunner runs roads, or the showrunner runs shows, the demonrunner runs... demons...?

The Demonrunner is mostly just a mega-damage monster version of a wolf that goes 88mph. They tend to be trainable to recognize somebody as a "pack leader", but if you you don't exert social dominance, they'll eat you! Cue the villain's comeuppance in the final scene. Also apparently there's an Atlantis arena sport called "Demonrunner Murderthon", where unarmed juicers, cyborgs, and a number of high-speed slaves trying to win a race to escape a pack demonrunners; it usually just boils down to an :entertaining" slaughter. Unplayable.

Next, we get a number of races originally created or modified by a Splugorth named Kryygorth before his empire was overthrown under undetailed circumstances. Though he tried to scorched-earth all of his worlds to give those that dethroned him nothing to claim, some of his slaves survived to be taken by other Splugorth.


Simiasaurus.

The Kryygorth Hunter was a lizard-simian predator that was captured and had its intelligence and psionic powers heightened by Kryygorth, to the point it can turn psychically invisible. It's an extremely stealthy, arboreal predator, but only really a modest mega-damage creature aside from that. If you want to play a mostly feral murderguana, here you go.


"Look, could you raise this gate just a little more?"

The Kryygorth's Lesson was derived from a race of small, clever race of dimensional humanoids that stole from Kryygorth once, so he annihilated over half of their race and then torture-experimented on the survivors, and only half of them survived that. It basically turned them into buff magical guys with a true slave mentality that bond to a master, but weakened their ability to dimensionally teleport. Those whose masters die lose a lot of their magical power because... they do... but they're free after that. They're mega-damage and pretty strong and tough, but their big thing is getting a ridiculous spell list to cast from (all spells of level 5 or lower, and around 20 spells from levels 10-12). But a lot of their poo poo gets halved when they get freed, and you're not allowed to play one enslaved to another character, so forget that angle, powergamers! Also they have laser eyes, because... they do? Also it emphasizes that they trend to be eeeevil and bitter after being freed because... they are?

:shrug:


Finally, a horse you can high-five... or high-three, at least.

The Kryygorth Pegasus is a smart, mega-damage pegasus with arms and modest magical power, though nobody knows what they were like originally. They demand a high price because apparently buyers like talking animals that can push buttons. They're "difficult to train and control if abused and mistreated, but respond well to kindness and patience" which makes me wonder how the Spluggies ever manage them...? Anyway, you can play one if you want to be a Pegasister or whatever.


Cowbugs.

The Kryygorth Shellback is their beast of burden and food animal, and it's a essentially like a mega-damage rhino or armored dinosaur. It was from the same world as the Kryygorth Hunter, as was domesticated by the ancient Splugorth lord. Also you can make armor out of it? Mostly just a bit of flavor, literally speaking. No, you can't play a dinocow, I know you were thinking it.

And that's that for the creations of Kryygorth, and we can get back the usual grab bag of Palladium creations!... or, uh, a different sort of grab bag?


Let's get down to brass tacks, book: you can shut up forever about magic tattoos and tell me about who wronged this wandering ronin octopus instead.

An Octoman is essentially a low mega-damage smart octopus. Their world was entirely enslaved by the Splugorth, though some escaped via magic. They're appreciated for their high Prowess in technical tasks, but they loathe being slaves and usually take whatever chance they can to escape. However, most earthly folks presume they're monsters and it's super tragic, why are you judging! Don't judge.


Roots- wait no I'm sorry it's an ironic reference.

Nurilian Plant-People were originally just sentient plants that didn't have much to worry about, using their ability to magically commune with other plants to their own benefit. The Splugorth captured them, modifying them for working legs, and put them to work as farmers. They hate this, as well as effort in general, but get good vibes from helping other plants grow. They don't really have much in the way of ambitions or desires and so make fairly complacent slaves- they'd rather be free, but it's not a huge deal to them. Though they can be PCs, it's recommended against it because their mindset is pretty alien and conflict-averse.


This snake is smokin'.

Want to play a smart, philosophical snake? Like the Octoman, the Pythonian is pretty much a snake with telekinesis so look, ma, no arms! Enjoy leveling at a slow pace like a dragon even though you have less than 1/20th of their durability (average dragon hatchling: 250 M.D.C., average starting pythonian 11 M.D.C.). Largely, they benefit from a lot of psychic powers, including a 30+ M.D.C. force field (268 force field at around at level 15, it'll only take about 5+ years of play... wait, no, even slower if you're using the dragon table). They have a devastating constriction attack!... against S.D.C. targets, they don't do mega-damage. They also have severe penalties from cold. But don't worry-

Rifts World Book 21: Splynn Dimensional Market posted:

They are also +10% to learn to read, speak new languages and seduce (rogue skill).

- you're a sexy, fuckable snake.


Like C3PO, but less glam and more asparagus.

The Rulian Translator are the best translators because they have telepathy, empathy, super-hearing, and are amazing at language and math. They come across as cold servants but they just want be poets. Some of them kill themselves like that poet kid from Dead Poets Society because they just want to poet it up! It's deeply sad. But if you want to play a poet who poets in like one hundred languages, this is your jam. Also you're S.D.C., maybe you have body armor and no guns, but you can say pretty words with your modestly above-average Affinity! Feels more flavorful than playable, since this is a game with no significant social mechanics.


Klingoness.

Then, we have a the matriarchal Staphra, who were apparently a race of great potential between their physical might and psionic powers. When the Splugorth showed upon their world, they recognized their superior might and bowed down, but they the Splugorth decided they were too primitive and willful, so they enslaved them. Because they were already used to slavery as part of their society, they found it unpleasant but took it upon themselves to prove themselves worthy of being minions. While not all are particularly thrilled with the notion, the majority want to become full minions like the Kittani or Kydians have been. Generally speaking, women are the stronger (8') and larger of the species, and are aggressive and reactionary, while men are more submissive and spiritual. It does go on how males are used and abused during sex and that many are badly injured by the experience.


Remaining guffless.

Rifts World Book 21: Splynn Dimensional Market posted:

She'll take no guff from jokers or male chauvinists, and can take punishment as good as she gives. Most are roughly the equivalent of Cossacks, Tribal Warriors or Commandos, and as strong, tough and capable as any man! Probably tougher.

SEXISM IS OVER. They're not mega-damage, but they have high physical attributes and physical psionics for the females, and high mental attributes healing / sensitive pisonics for the males. Despite their art, they only get a measly 2d6 for Physical Beauty, so we've finally broken for the first time in the book from "She looks hot guys!"

except for the art


"My psychic powers tell me my future is... to be hosed to death? Oh my."

They get three different O.C.C.s you can pick from, two for the females and one for the males. None have any attribute requirements.
  • Staphra Warrior R.C.C.: The female version, so strong, gruff, and telekinetic. A bunch of combat bonuses, physical, wilderness, and weapon skills wrap this up. Also super-smell, because sure, why not?
  • Staphra Warlord R.C.C.: Like the warrior, but one that's been transformed into a mega-damage being and greater strength though bio-wizardry by the Splugorth. They can also channel psychic energy through their weapons to do mega-damage with them, or shoot energy bolts. The price? Uh, about four skill picks. The superior upgrade of the warrior.
  • Staphra Mystic R.C.C.: The male caretakers and nurturers, and basically just a different flavor of Mystic from the corebook. Mostly focuses on domestic and survival skills, with minimal bonuses. The clearly less cool alternative to playing the female.


"I know you could play a regular, more powerful dragon that can shapeshift into more forms and has way more powers, but... um... poo poo."

The Were-Dragon is, we're first told, not a werecreature or a dragon! Well, that's confusing. Anyway, they're skinny bald blue or green people who can turn into (not full-size) dragon-like creatures. The apparently evolved this to escape predators and live on mountains. Evolving magical shapechanging seems like a stretch, but I'm no xenobiologist. Anyway, they Splugorth showed up, showed them jet fighters beat undersized dragons, and made them into slaves. Some dragons have taken it to themselves to just try and genocide them whatever because of trademark infringement.

They're pretty average in their regular form, aside from being modest mega-damage people and having an oddly high Beauty. Turning into a dragon makes them tougher, stronger, grants flight, combat bonuses, tail attacks, and claws. They can be dragons indefinitely, so there's not much reason to go into human form unless you need to pilot some power armor or avoid skull soldiers.


Congratulations! Your Were-Dragon evolved into Monster Were-Dragon!

Some have been modified by the Splugorth to become "Monster Were-Dragons" which reverses their alignment, improves all of their combat bonuses as a dragon significantly, gives a dodgy fire breath, and reduces their mental attributes and Beauty. Also, it makes them roll on a specialized insanity table where they get mostly eeevil stuff like "loves the taste of humanoids", "lusts for power", or the odder one where you become pacifistic and gain a bonus to Affinity. Were-Dragons! It's okay to be underwhelmed. Lovely art, tho.

Next: Tattoo redo.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
And fixed an image on Part 7, I was busy New Yearsing. But thankfully, I don't do my work on a glue machine.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Would play an avenging octopus ronin.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
I kinda want to play a Pythonian just based on the art.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Hell yeah my slithering buddies, once more rifts accidentally introducing some actually fun concepts.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
AD&D: 2nd Edition



So what's left? The only remaining parts of the PHB are the spells and the only remaining part of the DMG is the list of magic items. Both are essentially the same as in later editions though, of course, with the numbers adjusted to fit, and we both know that a wizard not cowering behind a meat mountain of a Fighter is never going to get a spell off anyway, so we may as well pretend he has nothing to cast.

But there's still a really important part of 2nd edition left, one part that a lot of people forget:


Why is this the only cover there's no such thing as a decent, high-res scan of?

Player's Option

About five years before we got 3rd edition, 2nd edition got an overhaul. It was even bigger than what turned 3.0 into 3.5, amounting more or less to a full rewrite of the entire character generation part of the PHB, not to mention all of the classes. The basic mechanics would still be much the same, and amusingly enough the combat classes would become more powerful than ever, but it was still an amazing overhaul. Sadly it wasn't quite compatible right out of the box with all the variant settings published, since some produced some novel classes and races that Player's Option didn't account for, but it's still something I use every time I run 2nd edition if I'm able. I dare say it was the biggest actual change to D&D until 3rd edition.

It consisted of three books:

Player's Option: Skills & Powers. This was the main overhaul to the core game, which also included making psionics a bit less of a mess(psionics in 2nd edition are their own interesting subsystem that was published separately from the rest of the game. Maybe I should give that a look as well.).
Player's Option: Spells & Magic. This was primarily just a list of new spells for clerics and mages, as well as more variant casters(most of them just different specialists, but it also included Wild Mages, which were some ride)
Player's Option: Combat & Tactics. This is the one PO book I never use, because mostly what it does is make everything fiddlier. If you're the sort of person who enjoys every attack roll involving three table lookups and five rolls on locational and critical hit tables? Go right ahead. But by and large, it was a bit of a miss since it just piled more mechanics on top, rather than overhauling any. It was also either this or Spells & Magic that tried to power up mages a bit by giving them level-based improvements to chances to "crit" with spells.

One thing that's going to be interesting is that a few ideas in Player's Option skipped some generations, disappearing during 3rd and 4th ed, and resurfaced again in 5th edition, in a slightly different form.

Player's Option: Skills & Powers

Chapter 1: Character Points

Oddly enough, despite being what I consider to be the most core of the PO books, the foreword describes it as an addition to Combat & Tactics, not the other way around, and then dives right into the new mechanics. The biggest new thing is that we're given a new chargen currency, Character Points, which will follow us all throughout chargen. Rather than having non-weapon proficiency points, proficiency points, etc. we just get CP's at chargen(defined by our race and class) and CP's at every level-up, and everything has a CP value now. Basic statistics are the only thing that's exempted. We also get to save them as Fate-esque rerolls(blowing your level-up stuff on rerolls always struck me as a terrible mechanic, but it was kinda early days for even having that sort of mechanic).

Speaking of stat points, we're also given a few new stat-rolling methods that get closer and closer to just having us assign points, until one of them is just that. Though I do like the variant of 3d6-down-the-line that gives you 24d6 to spread among your stats(you can assign between 3d6 and 6d6 to each stat, taking the three highest rolled for each stat) and the one where you roll to see how big a point pool you have to assign... but the bigger your point pool, the higher the cap on your individual stats. For instance, rolling the biggest pool lets you only assign up to 16 points to each. There's also one method that lets you use character points as stat points, so you could technically dump some stats to bank more CP's for a later stage of chargen(each stage gives you a pool, and any unspent points are carried over to the next).

Mostly, though, this chapter is just for explaining CP's to us and giving us a table to roll a character background on(none of them have mechanical effects, it's just to explain why you're adventuring, whether it's to find a lost love, because you were falsely accused of a crime and had to leg it from your homeland, etc.).

It's also worth noting that the character points are largely something you don't have to use for the following chapters. It's designed assuming you will, but there's more or less always an option to drop back to bog-standard chargen so you're only doing, say, races or classes by the new rules.

Chapter 2: Ability Scores

But wait! Didn't we just do ability scores? Well yes, we assigned our ability scores. But there's so much more to see and do in PO for every single stage of chargen.

Instead of having 6 base stats... we now have 12. Each stat supplies multiple bonuses, and now they're each split among two sub-stats:

Stamina and Muscle for Strength.
Aim and Balance for Dexterity.
Health and Fitness for Constitution.
Reason and Knowledge for Intelligence.
Intution and Willpower for Wisdom.
Leadership and Appearance for Charisma.

For each stat, the two sub-abilities are limited as always by a max of 18 and minimum of 3(prior to racial modifiers), and must be within 4 points of each other. And I really don't know how I feel about this system. On the one hand, it means players can specialize their characters more. Someone with a middling Dex could still be an excellent archer, but suck goats at dodging, or vice versa. It makes the system a bit more fiddly, though. On the other hand, when calling for stat checks, it also means you can very specifically call for someone's brute strength versus their long-term stamina. Or a rogue with high Aim and low Balance would be an amazing lockpicker and trap disarmer, but less great at stealth.

Another thing of note here is that if we're using Character Points, Intelligence(or rather, Knowledge, if we use the sub-stats) is suddenly a LOT more important for all classes, since rather than simply yielding bonus languages, it proceeds to yield bonus Character Points once we reach the Proficiency stage of chargen. And Proficiencies now also call out to specific sub-stats rather than core stats, if we're using them, and items can boost sub-stats, too(so, for instance, a pair of magic boots could boost your Balance without impacting your ability to Aim, which actually makes great sense.).

In addition to this, now having high stats also grants you rerolls on stat checks. Every point above 15 grants a reroll on a given stat check. So if we have 18 Muscle and try to force open a door, not only do we have a great drat chance at doing it, we also get to roll 4 times until one succeeds.

Chapter 3: Racial Requirements

This is where we really get into what sets Player's Option and its CP model apart from both the earlier and later editions. Not so much in the fact that it notably expands our race options(including some weird ones that don't pop up often, in case you want to be an intellectual yeti) and racial sub-options(what is a game of D&D without ten variants of elf, after all?), but in the way it applies a CP value to every racial ability. Each race and subrace has a list of abilities, humans can carry over ten points from this stage, non-humans 5, and weird variant races can carry over none(because they are often kind of broken). They also forgot to note something important, because for the first time there are core races with a Strength bonus(Half-Ogres and Half-Orcs each get a +1), which means that if their base Strength is 18... it becomes 19. This is titanic, because rather than a smooth step from 18 to 19, there are about five or six separate steps in between(from 18/01 strength up to 18/00 strength) called Exceptional Strength, which would be skipped over here. The sensible approach would be that it just elevates you by 10 points of Exceptional Strength or to the next stage of Exceptional Strength, and likely there's errata which notes this, but by core? Holy poo poo a Half-Orc or Half-Ogre Fighter is now the most powerful option by a landslide.

So as a dwarf, we get 45CP's, and most of our sub-race packages will cost 40 or 45CP to buy in total, and there's a list of dwarven racial abilities besides. We can either pick a subrace(sometimes the sub-races will have options which are not in the main list, or have better versions than the main-list ones.), then shop from the list, or just beeline for the list and make our own weirdo dwarf option. After all, who says a dwarf needs to have infravision? Some races get some amazing options here, for only 10CP dwarves get to halve all damage from blunt attacks, for instance, for a +1 to the Muscle subability(which determines our melee to-hit bonus and melee damage bonus) and this can also break the 4-point-difference limit between Muscle and Stamina.

We need to pick carefully here, though, as racial abilities can only be bought at chargen and not since. Though, I'll note, that kind of leaves out an interesting system design option for letting players play non-standard, really powerful options like Illithids or dragons, for instance. Simply have the full dragon/illithid package cost more than they get at chargen, let them buy what really matters, and then leave them open to buying the rest over time for CP's instead of spending them on class/proficiency stuff. But you're here to hear what a glorious thing this system is, not to listen to my game design fanfic.

It's generally a good system, also for the first time, humans get racial abilities! They only get 10 CP's for this, so whether to use them or carry them over is a big goddamn choice. Especially since one of their 10-point options is Tough Hide, available only to them and half-ogres, which gives a base AC of 8(or a +1 bonus to AC when wearing armor with better AC than 8). It'd be a huge boost to a thief(since generally all their abilities take penalties if they wear any armor) or a mage(since they can't wear any armor and lose Dex-related bonuses while casting spells).

Player's Option posted:

The races described here include: aarakocra, alaghi, bugbear, bullywug, centaur, flind, giff, githzerai, gnoll, goblin, hobgoblin, kobold, lizard man, minotaur, mongrelman, ogre, orc, satyr, swanmay, thri-kreen, and wemic.

Also this is what you can play if you want to break the game. Mostly, anyway. No attempts were made to balance this list of races in either direction. This is the only place you find bonuses and penalties of +2 and -2(Ogres, Minotaurs, Alaghi and Giff), which are for some reason all to Strength and Con. Any of those four played as a Fighter will make your GM weep bitter loving tears as you demolish anything he throws at you. Some of these races also have IMMENSE natural AC, an Alaghi has a +2 to Strength and starts with a base AC of 4, Minotaurs can do 2d6 damage with their horns which is more than any other non-magical melee weapon. There's no word on whether the Alaghi's loving punches(which also do 2d6 damage) utilize the broke-rear end unarmed combat rules, but technically I guess they should. Enjoy your auto-KO chances.

A few options, like Goblins and Kobolds, just plain suck, but Minotaurs, Alaghi and Thri-Kreen are probably the stand-out insane choices.

Definitely if you bring these into the game you'd want to give any "standard" races a bonus CP pool so they can keep up.

Aside from the missed thing with the Strength bonuses, and how broke-rear end the variant races are, from here on out we're in the Cool Zone where CP's show us how much they improve the system and let us really customize the hell out of our characters rather than Joe the Human Fighter and Jane the Human Fighter effectively being the same character.

PurpleXVI fucked around with this message at 19:56 on Jan 1, 2019

Dawgstar
Jul 15, 2017

Alien Rope Burn posted:


This snake is smokin'.

I am pleased they decided to make an entire RCC out of Kaa from The Jungle Book.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

Dawgstar posted:

I am pleased they decided to make an entire RCC out of Kaa from The Jungle Book.

Thanks to the inclusion of Hypnotic Suggestion in their powerset, I'm sure many Deviantart artists are as well.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Man, Infinity Code really opens up a lot of new options for each power set and I'm tempted to do an update just on the new stuff despite not having gotten many chances to use it in play yet.

Like how Chimera can learn to cast fist and be proper muscle wizards.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.

Night10194 posted:

Man, Infinity Code really opens up a lot of new options for each power set and I'm tempted to do an update just on the new stuff despite not having gotten many chances to use it in play yet.

Like how Chimera can learn to cast fist and be proper muscle wizards.

It's great, isn't it? :allears:

There are so many nice options that allow some of the more difficult syndromes to combo wombo a lot better.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Leraika posted:

It's great, isn't it? :allears:

There are so many nice options that allow some of the more difficult syndromes to combo wombo a lot better.

I really appreciate the Orcus 'teleports behind u' power, too.

They, uh, went a little loving nuts on extra Stokers, though. Every other Syndrome gets 3 cool new powers and 3 new ultimates. Stoker gets like 18.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
Stoker has a bit of an issue where it's really doing two different things that don't directly synergize most of the time, either fighting by spending out your own blood or by creating sanguine golems. I think they just recognized that they're often a bit short on choice as a result, since you're probably focusing on one or the other.

Or maybe somebody just really, really liked blood servants.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
Yeah, from what I recall (since I've never really had interest in using Stoker at all) a big problem with servants was that they were kind of one-note, and all the new options in IC let you mix things up a bit.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Alien Rope Burn posted:

Stoker has a bit of an issue where it's really doing two different things that don't directly synergize most of the time, either fighting by spending out your own blood or by creating sanguine golems. I think they just recognized that they're often a bit short on choice as a result, since you're probably focusing on one or the other.

Or maybe somebody just really, really liked blood servants.

Yeah, Stoker is one that really could have been split into two Syndromes because it's by far the weirdest of the 12.

I think the second theory is also true, though. Servant wielder blood mage is still the most heat intensive class in the game, though, and can really gently caress you quickly if you're not careful.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!


Rifts World Book 21: Splynn Dimension Market, Part 9: "Any escaped T-Man is seen by the Splugorth to be a dangerous animal that needs to be hunted down."

I'll be doing this in reverse order of the actual book, because for some reason they put the powers before the class that can use them? Yeah, it's Palladium.


Magic tattoos: clearly not designed for aesthetics.

New Tattooed Man Variants

Rifts World Book 21: Splynn Dimensional Market posted:

Game Masters, you may feel free to unleash your own T-Man variants on your players (although not particularly recommended).

The book emphasizes that though the Splugorth create new variants when they can, they try and avoid making them too powerful unless they've proven their loyalty. We get a clarification that superpowered humans (like from Rifts World Book 4: Skyrapers or generally anybody that's mega-damage) can't use magic tats. Master Psychics also can't get tattoos because apparently all of the magic that would normally fuel them has been spent in developing their psychic powers, but major and minor psychics can be. As one exception, a True Atlantean can be a master psychic if they had magic tats, but don't get any added P.P.E. or M.D.C. out of it. Mostly just humans, True Atlanteans, ogres, elves, and Chiang-Ku dragons can become tattooed up.


Being a tattooed elf is actually kind of terrible, but let's pretend otherwise for the sake of the art.

Then, we have the Tattooed Archer O.C.C., which is supposed to be an ultra-advanced tattoo bearer that took thousands of years to develop. Yup, they can make tattoos that create weapons, that can create weapons that fly back to their bearer, that can create actual legit living monsters, but a bow and arrow? That's gonna take work. They've been developed as assassins and vampire hunters, though the Sunaj see this as bitin' their (assassin) rhymes. They plan to steal the knowledge, and if they do the Splugorth are likely to be annoyed but not vindictive; destroying and humiliating true Atlanteans through supporting the Sunaj is more important than their R&D secrets. In general, they get more magic tattoos than most tattooed "men", but not as many as the Maxi-Man.

I love typing "Maxi-Man" because it's so stupid.

Of course, most of those tattoo picks are spent on the new Power Arrow Tattoos (say that three times fast). They also get some of the junky "trick shots" from Rifts World Book 14: New West, as well as the aimed shot and quick draw bonuses if they have a Prowess of 18 or higher. They also get notable combat bonuses with bows. Which shouldn't be a surprise, but this is Palladium... so you never know. Also they're 63% male, which is vital info.

Insanitywatch: You roll twice on the Tattooed Man Insanity Table, which... is back in Rifts World Book 2: Atlantis. Do it again for every five additional tats you get. Yes, you're crazier than a Crazy at 1st level.


I touch myself.

New Magic Tattoos

We get a bunch of general magic tattoos and the new "power arrow" tattoos, and I won't cover all of the former. There's the new weapon-modifying tats like Anti-P.P.E. and Anti-I.S.P. that can in theory wreck mages and psionics by making it do damage to those power pools instead of actual damage, but the fact the targets get a save after parrying or dodging and the general low damage of tattoo weapons make them pretty trashy. We also get a variety of new magic effects, like Beautiful Dancer (hypnotic gaze) or Wolf's Head with Glowing Eyes (eyes of the wolf). There's also new status effects inflicted on touch like Heart in Two Pieces (halves strength) or Heart Wrapped in Thorns (psychosomatic poison). And because you're here for some of the worst of this, there's Bleeding Heart, which makes your strength supernatural without improving it, allowing you to do (lovely) amounts of mega-damage!... well, if your strength's high enough. At low enough strength levels, you won't even do that!


"Let's get undressed and get to work."

Power arrow tattoos are like magic weapon tattoos from Rifts World Book Two: Atlantis, but have a longer duration - presumably so you can set up several types of tattoo trick arrow in advance and be ready for action. But if you're caught unprepared, you have to take an action readying each tattoo you want to use, though each activation provides four arrows. Unfortunately, you pay double the cost to use each power arrow tat unless you have a Power Bow tat (to provide the bow) and at least six different power arrow tattoos. This is, apparently, why there's a specialized class / role the Splugorth have formed to utilize them. Lastly, you can spend an extra tattoo to draw wings on an arrow so they return to you safely.
  • Alarm Arrow fires a loud arrow that can startle people with a horror factor.
  • Death Arrow does damage direct to hit points against non-mega-damage living targets, bypassing armor. Unfortunately, it's only 1d6, so it's not so much a death arrow as a modestly wounding arrow. I guess if you use four arrows on one person there's a chance they'll be dead? If they're low level?
  • Energy Disruption Arrow lets you fire an energy arrow that shuts down an item, and if they try and remove it while it's still active, it explodes. Actually pretty neat!
  • Sight-Stealers blind people. Save-or-suck.
  • Fire Arrows, Force Arrows, Lightning Arrows, and Shadow Arrows do damage of varying effectiveness. Really, the Lightning Arrow is probably the only one you need beyond level 4, as it outpaces the damage of every other one from that point forward unless you're dealing with the rare electricity resistance or immunity. However, you can't put wings on it to make it return like the others.
  • Vampire Arrows fires... sadly, not arrows with tiny vampires. Instead, they're plain old wooden arrows, which can hurt or stake vampires, as the name implies. Another anti-vampire weapon is the Water Bomb Arrow, since vamps are water-soluble, and firing all four at once into the sky gives a 30-75% chance of a full-on rainburst, depending on level.
And that's that for our tattoo review. Honestly, the tattoo archer is probably the best "trick archer" class in the game so far, if you're looking to play a nudist Hawkeye or Green Arrow. Granted, you have to deal with the fact that the tattoo design and art in this game is still largely at the "press-on kid's tattoo" level, but you could narrate otherwise.


Which tattoo keeps you from feeling cold, again?

Next: Cronenbergian.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
What powers does a No Ragrets tattoo have?

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

JcDent posted:

What powers does a No Ragrets tattoo have?

Since it doesn't exist yet as a magic tat, it would apparently take millennia of research to discover.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Cults: Clanners, pt. 2



Degenesis Rebirth
Primal Punk
Chapter 3: Cults


Here there be a geographical breakdown of Clanner “cultures.”

Borca

Between Anabaptists, Judges and Helvetics, the former German lands have been civilized with hammer and gunpowder, aqueducts and protected trade routes. Undesirables have been chased out to regions that pose less danger of getting shot (Pollen?).

The local Clans had been kinda civilized, becoming enamored with said cults. They chased Justitian fashions, hoped for a life in the city, fattened Judges...

quote:

They scratched lichens from the judgment stones and brought a soup made of boiled roots to their local Judges on a daily basis until the fat and lazy Judges walked next to their mares because they could not mount them anymore.

Those must be some high-calorie roots? Anyways, the young listened to the stories of fights against Cockroach Clan and about Exalters still drinking water out of poisoned wells (?), they didn't respect their elders, probably even wiped their asses, and were acting in other non-Clanner ways.

That didn't last. Roaches survived in their hidey holes and waged a guerilla war. Exalters still fought on. Enemoi constantly attacked the Chroniclers who couldn't call on reinforcements from the Judges (busy with Roaches). The fall of Praha reawaken Clanner pride and the youths started respecting their elders again.

Meanwhile, the Helvetic Clans carried out such atrocities as losing themselves in endless trade wars. This - and not some savage campaign of gruelling guerilla war – is what made the Helvetics pack their bags and retreat into the mountains, to teach the thankless civvies a lesson.

The lesson came in the form of the savages that had been previously chased away. So the canton clans had to learn to defend themselves.

quote:

The cities hate each other and have largely turned into military camps. However, they do not attack each other. While the citizens of Bern, Lyss, and Worb are united by a tradition of animosity, the enmity towards other Cantons runs much deeper. The savages from the mountains are even worse. Maybe they all have more in common than they care to admit.

I dunno what that means.

On the other side of the Reaper's Blow, clans are moving towards Praha. They want to see what the (previously) closed city looks like in real life and maybe even grab some loot.

Osman (Turkey) used to have no such problems (aside from being grouped with Borca for some reason). The Jehammedans just stuck to agriculture and were happy about it. The agricultural clans were the same. However, the land is called Osman, after all, and you can't have Osmans without Janissaries. The Jahemmedans have Janites, military Clans that work for them, killing the savages, hoping that their children will be able to continue the service. However, after Praha, the Iconides started mistrusting their mercs, which is basically making a problem where there is none. Possibly an adventure hook?


In the pre-Eschaton days of 2070, old timey diver helmets were all the rage, thus explaining their relative ubiquity in Clanner fashion.

Franka

Frankan Clanners stay away from Pheromancer strongholds in Souffrance. Many have tried to maintain their ancient estates (hooray for rural nobility?), though many of those still turned into ruins. Everyone lives in the swamps, using rivers and lakes to avoid the Swarm and the Pheromancers. Some live entirely on rivers, as pheromone markers apparently don't carry over running water, thus keeping them safe from wasps (and, presumably, vampires).

Many clans have to fight the Pheromancers, so they use Mardulk oil to infiltrate ziggurats, kill queens and blow up vents. Spitalians help by providing EX (the drug that cures spore infestation?) and other drugs, explosives and so on.

Things are even worse in Briton (Brittany, no Brexitland), where the supply convoys don't come anymore (first we heard of that). Spitalians are deputizing Clanners that have lost home to termites, and they use Splayers of fallen Famulancers and baggy gasmasks that gave them the nickname of “Grenouilles” - frogs.

New, disgusting stuff is breeding in north east, the salt desert of Stukov. The Clanners there eat Rift Centipedes (HOW DO YOU LIKE THEM APPLES) and other new breeds.

quote:

Their hunters are as implacable as the climate, but still they deal with the Spitalians, exchanging Flying Leeches, Stukov Scorpions, Rift Centipedes, Husk Spiders, and Fractal Stars for drugs and weapons.

Monster Hunter Europe :v:


This is probably Chernobog

Pollen

Pollen, as you remember, is the land of constant upheaval, and the Clanners have to be constantly moving, eating anything they find.

The hottest, newest thing are the Fractal forests, and the fruit that Clanners can trade with Anabaptists. However, Apocalyptics, the Official Worst Cult, are moving in and attacking Clanners that take shelter in them weird forests.

quote:

However, the Pollners have been stoically chewing lichens for centuries, have defied the cold, the Spore Beasts, and the Biokinetics, and they do not plan to run.

Spitalians try to burn down any Fractal forest they find, so there's potential for a three-way battle!

The Ice Barrier, the glacier, is moving in from the north, but there are small clans who live there, because if there’s one thing that humans like, it’s settling in some terrible place and toughing it out.

quote:

None of these consists of more than 30 people today, but they likely all come from a Clan shattered some 300 years ago. Indicative of that fact, they all wait for a horse oracle, an enigmatic three-faced figure, to arrive. They hunt and dig for old stores told by their ancestors.

That's actually an interesting bit of plot!

The sedentary clans in Pollan are the likes of Wroclaw that we read about before. Wroclaw has its own Eternal Oasis (first time it's mentioned by name, previously it was just said that Wroclaw has a MYSTERIOUS source of food) and Africans like it as an outpost for hunting Biokinetics. However, the fall of Praha is making the Pollners poo poo their pants.

Balkhan and other stereotypes

mbt
Aug 13, 2012

This isnt a finished project, just a draft on /r/rpgdesign which i unfortunately read, but this one was too bizarre not to share

http://benscondo.wiki-rpg.com/index.php?title=Future_Imperfect_chapter_1#Using_Action_Cards

It theoretically describes a card based rpg. This is an example of a card:



quote:

Action Cards are what set Future Imperfect apart from every other RPG on the market. With a single draw, action cards can provide all of the necessary information to simulate countless situations that may occur in your game, all with amazing detail. Many games have rules that cover some or even all of the situations these cards can handle, but none of them handle the resolution so smoothly. No referencing tables, no looking in books, no memorizing information. Everything is clearly printed right on the card.

Snorb
Nov 19, 2010
Good Lord, I can't wrap my loving head around that!

megane
Jun 20, 2008



I'd assume someone made it as a joke except it's so overdone it wouldn't be funny

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

:gonk: :magical: :byodood: :psyboom:

...I don't know if there's a smiley that describes the dread I feel just looking at this thing.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
each RPG is really four RPGs: Impulse, Step, Fragment, and Toggle, which we pass through within every shuffle

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


So that's what happened to all those leftover ENIGMA codes from WW2.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Meyers-Briggs Testicle posted:

This isnt a finished project, just a draft on /r/rpgdesign which i unfortunately read, but this one was too bizarre not to share

http://benscondo.wiki-rpg.com/index.php?title=Future_Imperfect_chapter_1#Using_Action_Cards

It theoretically describes a card based rpg. This is an example of a card:



I see the Eoris designers are aiming for the CCG-market now.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

why are the traits done in die sizes if dice are never used

Evil Mastermind
Apr 28, 2008

Meyers-Briggs Testicle posted:

This isnt a finished project, just a draft on /r/rpgdesign which i unfortunately read, but this one was too bizarre not to share

http://benscondo.wiki-rpg.com/index.php?title=Future_Imperfect_chapter_1#Using_Action_Cards

It theoretically describes a card based rpg. This is an example of a card:



Suddenly these cards look a whole lot better.

Snorb
Nov 19, 2010
Kickstarter, you gave us some wonderful* RPGs-- Cavaliers of Mars, John Carter of Mars, and Numenera.

You also keep giving us crap like The Game Master's Apprentice: Base Deck.

Unfortunately, the ratio seems to be more towards stuff like TGMA.

*I think they're wonderful. Shut up.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer
It reminds me of those old, old, old Flying Buffalo dueling gamebooks.

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry
I like the Gamemaster's Apprentice decks. They're actually very well laid out. The image posted though is an abomination and just reading how it's supposed to be used is a big pile of :wtc:

Midjack
Dec 24, 2007



Meyers-Briggs Testicle posted:

This isnt a finished project, just a draft on /r/rpgdesign which i unfortunately read, but this one was too bizarre not to share

http://benscondo.wiki-rpg.com/index.php?title=Future_Imperfect_chapter_1#Using_Action_Cards

It theoretically describes a card based rpg. This is an example of a card:



Timecube: The Gathering

LongDarkNight
Oct 25, 2010

It's like watching the collapse of Western civilization in fast forward.
Oven Wrangler

Meyers-Briggs Testicle posted:

This isnt a finished project, just a draft on /r/rpgdesign which i unfortunately read, but this one was too bizarre not to share

http://benscondo.wiki-rpg.com/index.php?title=Future_Imperfect_chapter_1#Using_Action_Cards

It theoretically describes a card based rpg. This is an example of a card:



Projects like this make me regret scrapping the RPG I was designing. There's always room for more badly made games.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

Snorb posted:

Cavaliers of Mars

Cavaliers of Mars is indeed wonderful and I am planning to write it up once the new year settles down. Gotta love a game where healing is via music and priests can attack you with the ghosts of fish.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Loxbourne posted:

Cavaliers of Mars is indeed wonderful and I am planning to write it up once the new year settles down. Gotta love a game where healing is via music and priests can attack you with the ghosts of fish.

Reminds me I need to do Myriad Song after I finish Double Cross.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
It's funny. Burroughs was not a good writer, and the Mars series has at least the baseline of race science and sexism you expect from pulp fantasy. But at any given point in history, some of the more interesting stuff in roleplaying has come out of that science-fantasy branch of the tree.

I recall there was a very early game, one of those neither-fish-nor-fowl things between a wargame and a roleplaying game, where final victory was determined by adding up "Princess Points" to see which hero had done the most brave deeds to win the hand of a red, nude princess.

ZeroCount posted:

why does 'ugly old witch' need to be a distinct creature type
If we give them the benefit of the doubt, it's because the authors grew up watching Clash of the Titans and The Sword in the Stone.

I do like that thing in Eberron where there's a nation full of sentient monsters run by (I think?) harpies, and the idea of a diabolical grandmother hag as a major player in a setting is more interesting than your typical dark lords and insane high priests of the snake god.

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Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

but was she online

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