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To Protect Flavor
Feb 24, 2016

Kavak posted:

Gothic Horror Minnesota

Uff da, I would unironically love this.

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Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.
Really makes me wish they'd let the setting advance to the Victorian era. You could mine so much more gothic material from early factories, Upton Sinclair stuff, the entire ghost train mythos...like A Machine for Pigs but letting the GM take over.

FMguru
Sep 10, 2003

peed on;
sexually

To Protect Flavor posted:

Uff da, I would unironically love this.
Then you should pick up The Day After Ragnarok. Grim Conan-style adventures in a post-apocalyptic 1950s America.

FMguru
Sep 10, 2003

peed on;
sexually

Loxbourne posted:

Really makes me wish they'd let the setting advance to the Victorian era. You could mine so much more gothic material from early factories, Upton Sinclair stuff, the entire ghost train mythos...like A Machine for Pigs but letting the GM take over.
They did an entire Victorian-era sub-line for Ravenloft (titled Masque of the Red Death).

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

FMguru posted:

They did an entire Victorian-era sub-line for Ravenloft (titled Masque of the Red Death).

That's my toilet reading material sorted for the next week then!

Karatela
Sep 11, 2001

Clickzorz!!!


Grimey Drawer

Kavak posted:

Gothic Horror Minnesota.

Isn't that just Minnesota?

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

It occurred to me that for a lot of domains, the Dark Lord that it's supposed to torment isn't necessarily the guy nominally in charge. Is there a summary of who the Dark Lords are for each domain or is the DM just supposed to figure it out. Like, what if I never read, say Portrait of Dorian Gray or whatever and the horror reference a domain is making just flies over my head?

By popular demand
Jul 17, 2007

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


I think that the darklords are always mentioned in the source material, the review doesn't name the secretive ones.
For example: Adam, the not-Frankenstein's-monster is a darklord that almost no one knows about.
and while he has power over the border mists, he holds absolutely no political power.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
Like I said, all the Darklords are mentionned in the supplement that came with the DM Screen, a move White Wolf really liked in the 90s.

You know what, I'm going to cover that booklet soon, so that the Domains aren't missing their Big Bads for too long.

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

SirPhoebos posted:

It occurred to me that for a lot of domains, the Dark Lord that it's supposed to torment isn't necessarily the guy nominally in charge. Is there a summary of who the Dark Lords are for each domain or is the DM just supposed to figure it out. Like, what if I never read, say Portrait of Dorian Gray or whatever and the horror reference a domain is making just flies over my head?

There is a summary of who the Darklords are - along with their curses and motivations.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.

Robindaybird posted:

There is a summary of who the Darklords are - along with their curses and motivations.

But not in the corebook! Because money!

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

Of course, since money. Honestly, I'm a little surprised there isn't a Darklord that's motivated by greed.

By popular demand
Jul 17, 2007

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


Of course most of the darklords are fairly useless for anything other than metaplot
Doppelganger darklord sends the PC's on a confusing adventure and then loses all plot significance.
and there's plenty of other doppelgangers to step up if you were to kill him.
probably have to burn his realm to the ground to actually change anything.

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

There is one realm where it's not only made to punish the darklord, but everyone that lives in it as everyone is a duplicitous selfish idiot.

Nessus
Dec 22, 2003

To witness titanic events is always dangerous, usually painful, and often fatal.



Robindaybird posted:

There is one realm where it's not only made to punish the darklord, but everyone that lives in it as everyone is a duplicitous selfish idiot.
and that realm... was West Grove Consolidated High School America the Earth Federation the real world a ham handed allegory.

I'm real curious about that totally barren island, though.

Loomer
Dec 19, 2007

A Very Special Hell
Bluetspur? It's an Illithid lair. An elder brain lurks below the surface, and consumed all intelligent life on the island, save that which it kept alive as slaves to build a terrifying lair.

Dallbun
Apr 21, 2010
If Guiseppe actually named his puppet "Maligno," he deserves everything that happened to him.

Barudak
May 7, 2007

Kavak posted:

Gothic Horror Minnesota.

Pretty sure this is being trapped in a secluded theater high atop a mountain where the party must fight to keep their sanity as they are exposed to an endless menagerie of extremely terrible stage plays.

bewilderment
Nov 22, 2007
man what



To Protect Flavor posted:

Uff da, I would unironically love this.

The Puzzle Agent PC games are basically this. They're basically a lower-budget Professor Layton. They're OK.

Apparently the true horror of Minnesota is garden gnomes.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
The Ravenloft domain of Pharrgoh.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

bewilderment posted:

The Puzzle Agent PC games are basically this. They're basically a lower-budget Professor Layton. They're OK.

Apparently the true horror of Minnesota is garden gnomes.

*whisperwhisperwhisperwhisper*

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

Dallbun posted:

If Guiseppe actually named his puppet "Maligno," he deserves everything that happened to him.

the puppet named himself that, so it's a little edgelord even before it up and murdered all the grown ups

Halloween Jack
Sep 12, 2003

La morte non ha sesso

Loxbourne posted:

Really makes me wish they'd let the setting advance to the Victorian era. You could mine so much more gothic material from early factories, Upton Sinclair stuff, the entire ghost train mythos...like A Machine for Pigs but letting the GM take over.
I have to admit, a better-written game than Torg could have done a lot with the idea that the Victorian world really was a Gothic Horror world, and then extrapolated that into what was going on in India and Burma and so on.

Cease to Hope
Dec 12, 2011
You thought it was abandoned, but now face the return of...



:spooky::spooky: HORRIBLE ADVENTURES Part 8: Slush Pile :spooky::spooky:

Feats were, in theory, an interesting idea for making characters of the same given class and race feel a little less like they were stamped from a template. The idea is that every feat would let a character do a new thing. This was sabotaged by many conflicting core decisions of D&D 3e, and Pathfinder initially seemed determined to make feats even weaker and less important, while giving many classes feat-like "talents" that could only be taken by that class.

The end result is that every Pathfinder book has a massive slush pile of feats that give +2 to some extremely situational ability. They're presented in a crammed yet rambling format that ensures only the most determined power gamers will ever go to the effort of mining them for the few choices that aren't +3 to Craft (macrame) checks while underwater.

I'm not going to be covering them all. Nobody reads all the feats in a d20 book. I'm going to pick on some as illustrations of how Paizo's feat design philosophy succeeds or fails, some because they're strong, some because they're funny, and some because they just plain suck even by the standards of a game with both "Improved Bull Rush" and "Greater Bull Rush."

Left Ones and Right Ones

Horror Adventures first introduces to the feat types Pathfinder has added over the years. Combat, (Magic) Item Creation, and Metamagic feats are all as old as D&D 3e, but other categories were introduced in later Pathfinder books.

Monster feats aren't quite a Paizo creation, but their a duplication of a tag 3e also later introduced in post-core books. They're feats meant specifically to interact with monster abilities, especially feats that affect spell-like abilities, natural attacks, or save DCs on inherent abilities that aren't spells. The feats from the original 3e Monster Manual (and Pathfinder Bestiary, which was mostly copy-paste with new art) are now Monster feats. Horror Adventures notes:

quote:

Most of these feats apply specifically to monsters and might grant abilities that could be disruptive in the hands of PCs, although with the GM’s permission PCs can take one of these feats if they meet the prerequisites.

That's kind of a lie - other than Ability Focus (in Bestiary), none of these feats are especially disruptive. Instead, this is supposed to be code for "we don't allow these feats in Pathfinder organized play," because their prerequisites and effects are often vague and left to individual GMs to adjudicate. This note's literal text is especially out of place in Horror Adventures, given how much of this book is about PCs gaining monstrous abilities.

For example, Blood Feast is a monster feat that gives the monster +1 to hit and damage for the rest of the turn after hitting a living creature with a bite attack. Considering how many sorts of PCs can get bite attacks (and the entire chapter of this book devoted to causing PCs to develop fanged maws), why is this so potentially disruptive that it needs a special tag to denote that only PCs can take it with their GM's permission?

There's a common sort of filler Monster feat that I'm not going to bother to describe: Adjective Spell-Like Ability, where Adjective Spell is a metamagic feat from that or a previous book. These are all paint-by-numbers filler and the prerequisite is always "You can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 your caster level (round down) – (metamagic feat's usual spell level adjustment)." This book has a bunch of these, and they should be a generic rule instead of reprinting every metamagic feat ever.

Style feats, from Ultimate Combat, are (usually three-feat-long) chains of mutually exclusive fighting styles, mostly aimed at monks or other unarmed fighters. They're best known for the Crane Wing nerf, where Sean K. Reynolds decided that a feat that negated one melee attack per turn if you were fighting defensively with one hand open was too powerful and errataed it after the original printing.

Horror Adventures has an extremely typical Pathfinder style feat chain. Brute Style, and the follow-ups Brute Stomp and Brute Assault, are all devoted to maximizing use of Vicious Stomp, a feat from a different book. They're only useful for a monk or brawler (from ACG) who specializes in trip attacks, and their ridiculously high prerequisites mean that they're only useful to an NPC. The only thing scary about them is dealing with combat maneuvers in Pathfinder.

Story Feats were introduced in Ultimate Campaign. They have two effects: one when you take the feat, and one when you meet certain story prerequisites, such as defeating a certain sort of foe. Story feats aren't new to Horror Adventures, but they are an example of one of the book's core problems. It's a good design idea for players to declare their own goals for their character's story to the GM, and have a way of clearly marking progress towards those goals. Unfortunately, trying to graft that idea onto d20 D&D requires more dedication than fitting lifegoals into the same spot on the character sheet that holds +1 to attacks with longswords. The benefits for story feats are insultingly tiny, and involve deferring half of the benefit of an already-small character building choice until an unspecified time in the future. Pathfinder's ruleset is already so complicated and smothering that there's no space for a new, properly-designed progression and reward track.

Crawling In My (Or Someone Else's) Skin

The feats are mostly about things that are creepy or gross, or effects tagged with "fear" or "sanity". That's completely different from being scary. Again, feats are so weak and small that they do a poor job of evoking images you could use for a horror game, either as a heroic adventurer in a hopelessly terrifying world or as a GM trying to craft that hopelessly terrifying world.

One of the few successful visual ideas is Aura Flare, a weak cleric/paladin feat. Once per day, when you channel energy (to heal living creatures and harm undead ones or vice versa, depending), you can make your aura flare outward and fatigue or stagger evil/good characters, depending. (The 1/day limit prevents it from being useful to a PC.) However, it's based on the strength of your aura. How strong is your alignment aura? The feat doesn't tell you where to find that. It isn't under the cleric's or paladin's "aura" class ability, but rather under the detect evil spell. Why does this use "aura strength" instead of just using levels in a class with the channel energy class feature?

Absorb Spirit is another neat concept, but it doesn't belong here in the feat section. It allows you to hold a ghost or a haunt (a ghost-powered trap - we'll get to those in detail later) in your body, at the cost of slowly stacking CON and WIS/sanity damage. It's not a bad system for handling someone trapping a spirit in their body, but it's not clear why you'd ever want to do that, let alone sacrifice both a feat and a ton of unhealable ability damage to do that. Spirit Speaker, a separate follow-up feat, lets you communicate and negotiate with that spirit, at the cost of even more WIS or sanity damage. These are things GMs should just let players do, without forcing them to buy the ability to do so. Stacking, unhealable CON/WIS damage is plenty enough of a cost!

Most of the imagery is about on par with Maddening Style. A Maddening Style user is a monk devoted to otherworldly creatures who drives their enemies mad with terrifying vistas, which he reveals by... punching them. Maddening Style users illustrate the problem of the d20-fication of sanity damage: it's now just another stat, something a particularly well-trained attacker can target without actually being scary in any way other than that they target a vulnerable stat. A fifth-level monk with these feats can inflict two permanent, incurable mental illnesses on a typical melee attacker character per turn, one of which can't be saved against (because it's save-for-reduced sanity damage but will still exceed most martial characters' sanity threshold). There's nothing maddening about this other than its tendency to set character sheets on fire.

There are a lot of silly feats related to cutting yourself. Blood Spurt lets you cut yourself as a standard action to fling blood in the eyes of an adjacent enemy. Clarity of Pain (which requires both Iron Will and Improved Iron Will, so nobody will ever take it) lets you cut yourself to reroll a save. There's even a follow-up for Clarity of Pain, Exorcising Mutilation. It's entirely useless: it only works on one particular sort of attack, does CON damage instead of HP damage, it takes the same sort of action so you can't use both this and Clarity, and even if it didn't you can't reroll any roll twice. Kyton Style is a three-feat chain devoted to using a spiked chain as a monk, and the capstone is cutting yourself with an attack so you do an additional d6 nonlethal damage. Mutilating Ritual lets you cut yourself to enhance a ritual from Occult Adventures. With the possible exception of the last, all of these are clearly intended for player use, turning HP into another resource players can spend for benefits. None of these have any more potential for horror than Power Attack; they range from mundane to extremely goofy.

There's also a lot of feats that leave a pool of something gross on the floor that someone can slip on like a banana peel, because nothing says horror like a Vaudeville pratfall. Gruesome Shapechanger leaves a splotch of viscera when a shapechanger changes shape. Purging Emesis lets anyone vomit on command, for a reroll on an ingested poison or just to leave a slippery patch.

Where do you keep your dead?

There's one half-good idea in here, one that hints at a better book. Skin Suit is a feat any intelligent undead can take. Once a day, they can cover themselves in a humanoid disguise that is not only visually indistinguishable - it's a transmutation based on alter self, not an illusion - but also protects them from both detect undead and alignment detection abilities. As long as they don't use their natural attacks or take damage, there's no way to tell the difference between a ghoul in a skin suit and a normal human.

This is half of an idea for making horror work as well as it can in Pathfinder. d20 D&D has extremely rigidly defined, very powerful abilities that are almost always accessible to players. By first establishing the rules of the setting - you can detect undead with detect undead - you can then make the players paranoid by breaking those rules, in a way that is shocks both their character and their players. Oh no, this new breed of ghoul can walk among living people undetected! This forces the characters to figure out the new rules, and the players to figure them out at the same time their characters do. This would work fine as an example of a mystery for players to solve, with a clear warning that the players have probably also read the book so you can't use this specific mystery!

Laying out the rules for the skin suit in the feat section ruins this. It tells the players all of the rules right away, and forces them to pretend like they don't know how things work, because their characters have never seen a skin suit mohrg before. It also generates tension when players expect that their undead-hunting expert characters already know what they themselves as players know about how skin suits work. You can't put surprises for PCs in the feat section then expect the players to act surprised. That's not practical and it's not fair.

If the players don't pretend to not know about this feat, it's just a magic bullet against an already-marginal spell. Detect undead is not an especially common or useful spell to begin with; if it doesn't work reliably, then nobody will bother to use it at all. If PCs need to test if someone is a hidden undead creature, there are plenty of ways to do that: skin suits dissolve in sunlight and don't offer any protection from spells or abilities that are dangerous to undead but harmless to living beings, like channeling positive energy, the command undead or halt undead spells, etc.

The spookiest ability tag

The "fear" tag isn't especially scary, but it is important for Pathfinder character optimization. There's a lot of feats that play into the Shatter Defenses combo, an original feat chain introduced in Pathfinder Core Rulebook. Shatter Defenses is a BAB +6 feat that makes a shaken enemy flat-footed for all of your attacks after the first hit. There's a lot of Pathfinder martial combos devoted to making an enemy shaken with your first attack or before attacking, then taking advantage of the fact that they're flat-footed with either sneak attack or Medusa's Wrath, a basically-monk-only feat that gives you two extra unarmed attacks against a flat-footed enemy. A lot of tricks hook into this combo: anything that makes enemies flat-footed, anything that takes advantage of flat-footed enemies, anything that allows out-of-turn intimidate checks, and anything else that can render enemies shaken without taking up an action. Since fear is a recurring theme in this book, a lot of feats are aimed at people exploiting Shatter Defenses.

Bully Breed lets an animal companion do your intimidating for you (and makes them more action-efficient in doing so to boot). Disconcerting Knowledge allows you to substitute a monster knowledge check in place of Intimidate for an Intimidate roll - I guess you're scaring them with your encyclopedic knowledge? There are several that are more or less NPC only, like a feat that causes fear checks when you perform a coup de grace and feats attaching fear checks to swallow whole or engulf.

Deadhand Style, the first of a three-feat chain of vaguely undead-themed attacks for monks, let you spend a swift action to burn ki to cause shaken in the target you're punching. While in theory, this would work as part of Shatter Defenses/Medusa's Wrath, it's subtly terrible. Without spending a feat, you could instead spend a swift action and a ki point to get an extra attack with no strings attached. Despite the non-good-only restriction, this isn't much for an interesting NPC: a monk that has a weak version of a vampire's attacks isn't very interesting when the GM can use a vampire's stats whenever they want.

There are two different feats for sacrificing people for magical power, right next to each other, and they don't interact with each other at all. One is for improving rituals from Occult Adventures (and doesn't require you to be evil despite the whole sacrificing an intelligent creature requirement), one gives a single spell a small bonus for 24 hours, and they're both terrible. Neither of these feats should exist: you don't want PCs sacrificing people for small boosts, and GMs should have much broader power to set up story events than the narrow restrictions of a feat. Even if you disagree with that, they're completely redundant with each other: this book does not need two different unrelated feats for sacrificing a person to power a magic ritual.

Next time on HORRIBLE ADVENTURES: I Put 53 Pages of Spells On You

Cease to Hope fucked around with this message at 10:15 on May 31, 2017

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Kavak posted:

If it's going to Gothic Horror everything, it should go whole hog. Gothic Horror Italy, Gothic Horror Denmark, Gothic Horror Minnesota.

To Protect Flavor posted:

Uff da, I would unironically love this.

YOU!





STOP MAKING WISHES ON THE loving MONKEY'S PAW!

Evil Mastermind
Apr 28, 2008

If I may cross-quote myself:

Evil Mastermind posted:



It's me. I'm the problem. :smithicide:

e: aaaand just cancelled my pledge, because going through the KS is a rip off.

Evil Mastermind fucked around with this message at 19:02 on May 31, 2017

Night10194
Feb 13, 2012

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

Kurieg posted:

STOP MAKING WISHES ON THE loving MONKEY'S PAW!

You know given our timeline I'm starting to think the world is just infested with the drat things.

Also, more 1500s German vampires and ancient Egyptians coming soon. I may have multi-month dry spells but I will not abandon getting through all of WHFRP2e some day.

Especially as it was just announced that there's going to be a 4e, it'll still be set in the Old World, and it'll be more in the mold of 2e. Apparently being published by the chaps that did the One Ring.

RocknRollaAyatollah
Nov 26, 2008

Lipstick Apathy

I really like this cover, outside the alligator teeth, but it looks like it's going to be the best part so far.

Kavak
Aug 23, 2009


Kurieg posted:

STOP MAKING WISHES ON THE loving MONKEY'S PAW!

https://www.youtube.com/watch?v=TlvKydE0EVA

Cirina
Feb 15, 2013

Operation complete.

Evil Mastermind posted:

If I may cross-quote myself:


e: aaaand just cancelled my pledge, because going through the KS is a rip off.

Would you mind going over the red flags that made you cancel?

wdarkk
Oct 26, 2007

Friends: Protected
World: Saved
Crablettes: Eaten

Eopia posted:

Would you mind going over the red flags that made you cancel?

I'm guessing it's some combination of "it's not actually cheaper than retail" and "if anything goes wrong my money is gone."

Evil Mastermind
Apr 28, 2008

wdarkk posted:

I'm guessing it's some combination of "it's not actually cheaper than retail" and "if anything goes wrong my money is gone."
The first one.

See, really all you need to run Torg is the core book and the deck of cards. But there's no pledge level that just gets you those.

The "GM level", which is $120+shipping, is the book (print & pdf), the cards (print & pdf), the GM screen, 16 premades, dice, counters, and all the old pdf's. Oh, and any pdf stretch goals.

The book itself is $50. The cards are $25. But there's no pledge level that's just the book and cards. I found out I could just pledge $75 now, and in the pledge manager get the book and cards, but then I wouldn't get the pdf of the core book. According to the guy I talked to, if I want the book and the pdf, then I'd have to order through Ulisses Spiele's webstore once the game becomes available there.

So really, there's no reason for me to back the KS, because I don't need the extra physical stuff, I don't need the old pdfs because I already have them, and none of the pdf stretch goals look must-have.

So I can pay $75+shipping (which is $15 for me) and still have to buy the pdf separately, or I can spend $120+$15 and get a bunch of extra crap I don't need or want. Or I can just wait and buy the book later.

All that said, it makes no sense to me why they're doing it this way. The rep said it was to "support game stores", but that doesn't line up unless I get the pdf of the core game when I buy locally. Not that I'd expect any of my local stores to carry it, but still.

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Evil Mastermind posted:

All that said, it makes no sense to me why they're doing it this way. The rep said it was to "support game stores", but that doesn't line up unless I get the pdf of the core game when I buy locally. Not that I'd expect any of my local stores to carry it, but still.

Nah, if you want to support game stores you gotta do like what Monte Cook did and have a special "oh so you're a game store?" Tier that sells the books at cost with a bunch of freebies because gently caress you that's why.

Nessus
Dec 22, 2003

To witness titanic events is always dangerous, usually painful, and often fatal.



Seems like what you'd do to Support Game Stores is have some kind of pack-in or bonus content or chibi bookmark which is ONLY available from purchase through an authorized game store.

Cease to Hope
Dec 12, 2011

Cease to Hope posted:

Talisman collectors scribe master talismans to use as focuses, which work exactly like normal focuses. All of their other abilities use spellbound talismans, which are spells scribed on a small object. They can throw spellbound talismans to apply touch spells at range or give spellbound talismans to allies to activate on their turn. Talisman collectors can also cast a spell as a triggerable magical trap, this time as a glyph contained in a magical circle instead of a ghost. It seems like a major missed opportunity that they didn't go full anime with this and take more inspiration from the various ways ofuda are used in Japanese pop fantasy - that's normally the kind of thing Paizo loves to do.


I'm surprised they didn't go with something more like this for the talisman collector illustration.
[/img]

this is getting rewritten because apparently I didn't realize ofuda was the main gimmick of kami mediums in occult adventures! granted, nobody else pointed this out either, but accuracy is important

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!


Rifts Game Shield & Rifts Adventures: Part 1 - "Another great example of the Coalition's scheming and manipulation."

The definition of “inconsequential”, this book is a side effect of doing every Rifts book in order. Usually I do it because Rifts is always back-referential to any and all books in its line, but you might enjoy this side trip of Palladium adventures. Also, every time I mention "pee-cee" that refers to Player Characters, of course, not Personal Computers. Also, I'm not sure my sarcasm about a certain line about women entirely came across in my tone, so I'm raising a :siren: sarcasm alert :siren: in advance. It's probably clear, but better safe than stupid given the state of things here in America. (It's not great.)

It’s a short book that should be a short review. While I consider the dearth of meaning in existence that leads to reviews like this, you can download part one here, and check out the visual companion below. Enjoy what Rifts considers "non-linear" adventuring! :v:


Baron Varn Cromwell.


The Green Team.


New art for the "City Chicks".

Next: Nothing you do really matters. Not really.

Alien Rope Burn fucked around with this message at 21:36 on Jun 3, 2017

chiasaur11
Oct 22, 2012



Kurieg posted:

YOU!

STOP MAKING WISHES ON THE loving MONKEY'S PAW!

But I just wished for a turkey sandwich on rye bread!

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!


Rifts Game Shield & Rifts Adventure Book: Part 2 - "Even if the player characters should fail to destroy the spore weapons, either Doctor Krug uses his plasma grenade to incinerate the ZK-12 canisters and remaining Death Flower plants, research notes and himself, if need be, or the Coalition nukes the base!"

It's time to conclude the main adventure in there with a lesson that no matter how hard players struggle to do good in the world, Siembieda is there to provide the stunning conclusion that nothing they did mattered.

Upon review of the review, you may wonder what the Coalition attack on the Zick-Tick-Icks in Part 1 was all about. Nothing having to do with the plot, seemingly, but just stirring up the bugs to make trouble for Tolkeen. But how did they have the chemical weapon they used?

:iiam:

I suspect a rewrite may have happened at some point (maybe the Coalition were the original villains) or that plot thread was just forgotten. Enough with minutae on top of minutae, though, you can listen to part 2 of the review here. The visual companion is below, and if you think the review's a bit plain so far, it's nothing but exasperation from here on out. So look forward to that! :v:


Dana Langton


Zachary Krug


Gus Remington

Next: So, you just buy every Rifts book that comes out, right...?

Alien Rope Burn fucked around with this message at 21:38 on Jun 3, 2017

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!


Rifts Game Shield & Rifts Adventure Book: Part 3 - "76-00 Aeshma appears with a Baal-rog, two Gargoyles and an Alu demon."

I use the term "gee-em-pee-cee" a lot in this, by which I refer to GameMaster Player Characters, the somewhat faulty tendency for some GMs to think they can have their own "player character" in the game to join in with the other players. This is faulty because A) they have all the power in most games so they're mostly playing with themselves, and B) every character that isn't played by a player is a "gamemaster character" for them to have fun with anyway. The characters presented in this adventure aren't, strictly speaking, GMPCs since they come with the adventure and aren't created by the GM running it... but they certainly feel like them. Maybe they're GDPCs instead... Game Designer Player Characters.

You may or may not want to refresh yourself on Armageddon Unlimited from Rifts Mercenaries, as I give them a quick overview but don't go into full details. After that, you can listen to part 3 of the review here. And then you can shake your head sadly, I bet you are, don't even pretend.

I realize I probably mispronounced Gallienius's name and I don't even care! Visual companion!


Warlord Grange


Gallienius


Baywatch Baywulfe


This never happens in the actual adventure.

Next: Fishing for gullible players.

Alien Rope Burn fucked around with this message at 21:40 on Jun 3, 2017

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Mors Rattus
Oct 25, 2007

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

Dragonmech: Steam Warriors: I TORE OUT MY SPINE TO REPLACE IT WITH A METAL ONE

So, new steam powers. This has taken a while because of my new job, and also because it's...well, a lot of entries. Some can be kind of neat, though, so let's see if I can't at least summarize my way through:

  • Adamantine Spine: Super expensive, but it's a chromed, polished robotic spine that you can install in someone...if you have Heal at 10 ranks or more, anyway. If used on a mech or device you don't need that, and mostly it just makes the thing look creepy and intimidating, giving +2 to Intimidate checks using it and allowing it to carry poo poo as if its Strength were 2 higher. In a steamborg, however, it does this and acts as light fortification - ie, it nullifies the extra damage of 25% of crits and sneak attacks.
  • Air Generator: It's a tank that stores and dispenses enough air for one Medium creature to breath for an hour. You could attach it to an amplifier to shoot 1d4 damage air blasts at the cost of a minute of air per blast.
  • Artificial Liver: A cybernetic liver replacement that cleans out blood toxins. Steamborgs with one heal 1 additional Con damage per day and get +5 to Fort saves vs poisons and toxins. For mechs and robots, it instead gives +2 Dex due to better lubrication (from removed impurities). Amplifiers give +1 to Con healing for borgs and +1 Dex for machines.
  • Autoforge: A complex robotic forge, fueled by coal and run by robot arms. It can produce a single type of gear as if it had 10 ranks in the relevant Craft skill. It works continuously, but produces only as much as a normal smith at a forge could. It takes one week and 100 gp to retool to make a different kind of gear, and it cannot make masterwork gear without a discriminator. If you, for some reason, install it into yourself, you can use your own skill bonus instead and just craft poo poo out of your back?
  • Backup Engine: A secondary engine you attach to a primary one to take over if the primary fails. It will activate and prevent total failure, but any steam powers that would be active on the primary cease functioning and no steam powers can be activated.
  • Balloon: It's a balloon for holding air or liquid. It can be made in any size, which is the size when inflated. It's one size smaller when not. It takes 10 minutes to inflate one, or one minute with a bellows. If failed with stuff lighter than water, it can hold up to 200 pounds afloat at Medium size. If combined with a heat-producing object, it can be used as a slow hot air balloon.
  • Bloodhound: It's a robotic nose. It can detect scents out to 30 feet (double if upwind, half if downwind), or twice that for strong scents and triple for overwhelming. It can sense general direction unless within 5 feet, at which point it can be more specific. If attached to an imagemaker, it can transmit scents as well as images.
  • Bouncer Springs: It's a spring that boosts jumps and cushions falls. When compressed, it gives +4 to Jump checks. Wen open, it allows a DC 10 Tuymble check to fall on the springs and reduce damage by 1d6.
  • Clockwork Lock: It's a robotic lock. On its own, that's it. If combined with identifiers or imagemakers or whatever, however, you can make it only open for certain saliva or images or voice prints or code words or whatever you want, really.
  • Cold Generator: It makes an area around it colder, allowing people to withstand temperatures up to 140 degrees (F) without having to make any saves. If amplified, it deals 1d4 damage. It is not magical.
  • Cooler: It's an air conditioner and heat sink. It gives +4 to all saves and Con checks against heat and fire effects.
  • Diffuser: It takes an energy source and distributes it over an area, but weakens it. It will reduce any damage a steam power it's attached to causes, but will extend useful aspects through a large area, such as making a house-sized light or air conditioner. It will cancel out the effects of an amplifier.
  • Environmental Control Unit: Creates a 4-foot circle of temperature and weather control, giving +4 to saves against bad weather or producing the effects of extreme heat or cold.
  • Exchanger: Swaps the locations of two substances - so it can swap a five-foot cube of air for a five-foot cube of water, provided you have both on hand.
  • Expander: Causes whatever it's installed on to become one size level larger without changing its mass in any way.
  • Extender: Allows whatever it's attached to to extend its reach by 10 feet.
  • Fan: It's a fan. It pushes air.
  • Filter: Removes impurities from substances. As a face mask, it will give total protection against nonmagical inhaled poisons and diseases, and +2 to Fort saves against contact poisons and diseases. If used to filter a room, everyone in it gets a +2 bonus against all those things.
  • Fuel Maximizer: Makes an engine or device more efficient, doubling its operation time or number of uses before running out of fuel.
  • Fuel Tank: Doubles the uses for any fueled device it's attached to.
  • Gearbox: Lets you add or subtract 5 from an attack before rolling to give the inverse to damage.
  • Hydraulic Arm: Does a single specific task an arm could do, with a Strength of 20. It can attack, but has -4 to all attacks due to awkward shape.
  • Icebox: A freezer. If you attach a pump it can deal 1d4 damage, and does that damage to anyone put inside it.
  • Light Prism: Warps light around what you attach it to, nonmagically applying the effects of 10% cover from displacement. If attached to an imagemaker, allows the creation of 3D holograms.
  • Magnet Bond: A pair of magnets that hold things in place, up to 500 pounds, requiring a DC 30 Str check to move.
  • Muffler: Increases the DC of Listen checks to detect machinery by 5.
  • Navigator: Keeps track of distances moved and turns taken, 'remembering' up to two miles of past travel (total, over all paths remembered).
  • Nutrient Pack: Creates a nutrient slurry that it then injects into your bloodstream, enough to feed a steamborg for up to a month before it runs out of fuel. Can also be used as a food dispenser on its own.
  • Piston Ram: It's a robotic battering ram. It breaks objects - 4d6 damage every other round.
  • Randomizer: Causes one aspect of a device, such as target, range, damage, attack type or direction, to be randomized based on a chart the PC and GM create. (Randomizer causes the damage, if selected, to use a random die type no larger than the device's normal damage die.)
  • Refined Controls: Gives a +2 competence bonus to any skill checks the attached device is used for.
  • Release Valve: Activates other steam powers when a set of named criteria are met, such as taking a certain amount of damage, running low on ammo, etc.
  • Seal: Prevents escape or entry by either all gases or all liquids.
  • Self-Destruct Device: Blows up once activated, dealing 1d6 damage to anything in 5 feet. (Damage and range increase with each additional device, of course, so you can actually build up to sizable damage if you want to spend all your time and steam powers making these.)
  • Skill Box: Gives any attached device 4, 8 or 12 ranks in a set skill.
  • Skill Recorder: Gives a +5 bonus to a specific skill based on the information spool placed in it.
  • Sonic Pods: A launcher of glass spheres that explode when resonated, dealing 1d6 damage within 5 feet.
  • Spellcasting Hands: Allows a steamborg with artificial hands to cast spells without the normal +10% failure chance for artificial hands. Did you know that was there? I didn't until now!
  • Spring Box: Gives whatever it's attached to the Run feat and +4 to Con checks for running and avoiding damage for forced marches.
  • Spring Winder: Can boost physical abilities by +4 and movement speed by +10, once per day, for no more than ten rounds. For other devices, doubles the power of the clockwork device for 1 minute, like a boiler for steam devices.
  • Stabilizer: Gives +4 to Balance checks and +4 vs bullrushes, and removes up to -4 of penalties for unstable grounds, high wind or so on.
  • Steam Jet: Shoots high pressure steam bursts. Lets you fly at 10 feet and poor maneuverability for up to ten rounds, or can prpel a craft. Deals 1d12 damage to anyone caught in the jet.
  • Steam Shovel: It's a hole digger. It digs holes.
  • Steam Spigot: It uses steam from an engine to fill a balloon, which then bursts and does 1d6 damage to anyone nearby.
  • Timer: It can track the passage of time.
  • Trap Armature: It prevents traps from activating while being disarmed, but takes a DC 10 Disable Device check to attach to a trap.
  • Treads: Treads.
  • Trembler: It is a machine that has tremorsense.
  • Trigger: It lets something automatically activate when a specific event occurs.
  • Vocalizer: It lets something make intelligible sounds, though it needs to be attached to something smart enough to be able to talk.
  • Water Generator: Actually it's just a one gallon reservoir attached to a hose. If attached to an amplifier, it can deal 1d6 subdual damage with a ranged touch attack. It has enough water for four blasts.
  • Water Wheel: It's a water wheel. It can power clockwork or steam devices as long as the water flows over it.
  • Wheels: Wheels.

Next time: ROBOT BRAINS

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