Starting Point

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Which Route

Poll ended at Sun Nov 03, 2019 2:02 pm

Slow Boat to Escabana
4
80%
The Road to Ruin
1
20%
Mystical Highway
0
No votes
 
Total votes: 5

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Venatus Vinco
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Starting Point

Post by Venatus Vinco »

Hey guys,

A couple of set-up items. I plan on breaking your expedition into small "Expeditionary Teams" or "Adventure Groups" (aka you guys) that range out along different routes and meet-up at pre-determined locations along the way to share notes, resupply, etc.

Leg One: Lazlo to Escabana (Merc Bay)

Leg Two: Escabana to Hope (Colorado Baronies)

Leg Three: Hope Over the Great Barrier Wall (Rocky Mountains)

So just looking at a map of Rifts Earth, Lazlo is kind of isolated and it looks you have options:
  • Slow Boat to Escabana (passing by Manitoulin Island, CS Iron Heart, Manistique Imperium)
  • The Road to Ruin (Wilderness route via the Ruins of Detroit, New Lazlo, Ruins of Old Chicago)
  • Mystical Highway (Ley Line Phasing through a series of interconnected ley lines and nexus points)
Thoughts?

What kind of adventures/encounters/styles do you want to see along the way?

Any other ideas?

VV
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Re: Starting Point

Post by Venatus Vinco »

Setting Rule?

Alone in the Dark: Any character who goes to explore something alone dies horribly.
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Re: Starting Point

Post by Pender Lumkiss »

Venatus Vinco wrote: Thu Oct 24, 2019 9:02 am Setting Rule?

Alone in the Dark: Any character who goes to explore something alone dies horribly.
Hehe. Perfect. Maybe just roll on the death and defeat table.
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Re: Starting Point

Post by Pender Lumkiss »

Overall I like the proposed legs of the adventure. I think we can have fun RP with this group and I find the personal interactions between group members a lot of fun. I also love when their backstories make it into the adventure. One of my favorite TV shows is star trek the next generation. An adventure show to be sure but at its core it is about the characters and how they deal with each other and to some extend the choices they have to make during the adventure... Speaking of that we need an arc where someone wants to take new Alecto apart and through social combat we stop them. Hehe. Hope what Insaid makes sense.

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Re: Starting Point

Post by Roderick Wolfram »

The general path is fine with me. Being an adventurer makes me think of a line from Indiana Jones and the Temple of Doom, "Fortune and glory, kid. Fortune and glory." A little treasure hunting along the way would be cool. That being the case, spending on long time getting to the Baronies is just meh for me, so I am up for the ley line route.
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Re: Starting Point

Post by Pursuit »

I vote boat.

Also, I like the proposed setting rule, with Jon’s suggested edit that it be a roll on the death and defeat table.
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Re: Starting Point

Post by Merlaggon »

I am happy with any of the routes, but I think the slow boat will give us time to integrate the team together and decide how everyone's relationships with each other are before we complicate things too much.
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Re: Starting Point

Post by Pender Lumkiss »

Slow boat to hell please.
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Re: Starting Point

Post by Venatus Vinco »

Added a Poll, and yeah, I love rolling on Death and Defeat. Works perfectly!

I will say that we can do this a little bit West Marches style so if half of you want to bark up a particular tree you can do that while the other do something else.

Heck, if you want to do side journeys but not everyone can we could do some roll20 side jobs.

VV
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Re: Starting Point

Post by Icosa »

I voted for the road, cuz ROAD TRIP!

But the boat's fine too. I just had to be the odd one out. :)
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Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
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Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
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Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
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NG-S2 Survival Pack
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