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 RIFTS: Merctown 
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Joined: Tue Dec 15, 2009 8:26 pm
Posts: 74
Post Re: RIFTS: Merctown
I think we're getting onto the same page now.

A couple of things you and Lando said just clicked in my head; I'm now wondering how easily they might pick right up on someone floating about them via AP, especially if they're hanging near the nexus and red spy gets a little too close to blu base.

I don't want to get down and dirty with their base, to be truthful. I want to find a comfortable distance away from them where we can spy via optics/binocs and be outside their range to possibly sense anyone, be in a good spot to note the area, and find potential ambush spots between the village and there. I don't recall any specifics, but I remember getting the impression the lair was a good distance out. I could be wrong on that, though.

I agree on luring them away from their base into a good spot to box the barge in and hijack it. That was one of the initial plans I was noodling over.


Fri Nov 11, 2011 10:40 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: RIFTS: Merctown
You can make plans and do recon or other things as you like, there is no one saying you must rush into anything tonight. *GM grins*


Fri Nov 11, 2011 10:43 pm
Profile YIM

Joined: Sun Dec 13, 2009 7:19 pm
Posts: 228
Post Re: RIFTS: Merctown
Just thinking out loud here...

Gerald claims we owe him for the 8th level spell he gave Lily, but according to RUE, it takes 16 days to learn an 8th level spell. We have only been at the village for 4 days. So he hasn't finished teaching it to her, so we don't owe him yet. Gerald was well paid by me with a ruby from Helheim for everything we ate/drank in the village and we have paid for any purchases, or at least I have, with the local merchants, so I don't think he has a leg to stand on.

I say we kill the slaver, and if Gerald wants the barge, he can haul his fat ass out to it and get it.

As for the slaver's possessions like the staff of eylor, we should definitely destroy anything that detects as evil. Why let evil spread?

If Gerald wants to be an a-hole towards us after we volunteered to kill the slaver that kicked his butt, after we killed the devil unicorn and after we brought down the dino with the psi stalker, then let him, we can find somewhere else to call home. But I don't think we should give him evil artifacts, especially with the way he is acting, which is pretty evil to begin with...


Mon Nov 14, 2011 6:43 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: RIFTS: Merctown
Gerald did say previously he wasn't keeping the items, he was making sure they were taken care of properly, but you can come to any conclusions you like. By being hostile to your host you've already done yourself harm.

Also, the slaver was what Juste and Lily agreed to do for the spells they got and the other magic items, so unless you wish to give up those items and the spells you need to do the job. Juste got a few spells including a Spell of Legend and the dino with the psi-stalker had nothing to do with Gerald or the village, it was an encounter ya'll had.


Mon Nov 14, 2011 7:59 pm
Profile YIM

Joined: Sun Dec 13, 2009 7:19 pm
Posts: 228
Post Re: RIFTS: Merctown
1) Noone was hostile to anyone... I simply said I wasn't willing to give him evil artifacts.

2) A host doesn't charge you an 80k credit gem for simple food and board, that is what someone that is profiteering does.

3) A good host wouldn't try to extort a group of friendly adventurers into giving him evil artifacts.

If you were pissy over Eric and his invitation to a new player, you shouldn't have taken it out on the group by intentionally trying to misinterpret things. Just because a good cyberknight wants to destroy evil artifacts instead of passing them along, isn't an invitation to go all crazy on the group, which you pretty much did, by having Gerald put on his armor and get ready to fight us. You can claim now that I am misreading Gerald, but I am just going off what you said in the game. I am sorry if you are upset over things happening in real life, I know you have more than your share of issues right now, but don't try to turn it around and make it sound like a cyberknight trying to do the right thing is causing a "good" LLW to behave badly.


Mon Nov 14, 2011 9:32 pm
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Joined: Thu Dec 17, 2009 2:07 am
Posts: 159
Post Re: RIFTS: Merctown
you two stop this testosterone butting of heads, and relax. i'll have Roger ask Gerald to show us how he destroys the artitifacts to allay Dan's char's fears..... this head butting won't end well at all.


Mon Nov 14, 2011 10:03 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: RIFTS: Merctown
Falcon79 wrote:
you two stop this testosterone butting of heads, and relax. i'll have Roger ask Gerald to show us how he destroys the artitifacts to allay Dan's char's fears..... this head butting won't end well at all.


Oh no butting of heads, I'm just playing the NPC and he's playing his pc, nothing wrong with that. The life of roleplaying in Rifts.


Mon Nov 14, 2011 11:07 pm
Profile YIM

Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: RIFTS: Merctown
Athos wrote:
If you were pissy over Eric and his invitation to a new player, you shouldn't have taken it out on the group by intentionally trying to misinterpret things. Just because a good cyberknight wants to destroy evil artifacts instead of passing them along, isn't an invitation to go all crazy on the group, which you pretty much did, by having Gerald put on his armor and get ready to fight us. You can claim now that I am misreading Gerald, but I am just going off what you said in the game. I am sorry if you are upset over things happening in real life, I know you have more than your share of issues right now, but don't try to turn it around and make it sound like a cyberknight trying to do the right thing is causing a "good" LLW to behave badly.


Actually, I am playing him correctly as he clearly said previously that he intended to destroy the artifacts. I can pull up the game logs where the LLW was scanned by various party members and not shown to be evil. *smiles* I also have logs of his story about the battle with the slaver and the loss of his comrades (obviously something he is sad about) and his battle at Tolkeen where he fought alongside the cyberknights as an ally. The party agreed to do this job (more than one player agreed to it) previously and he expected it to be done. He also gave you healing/medicine/food/shelter and the like as well. You gave him the gem willingly if I recall. Yes, I had a minor conflict with Eric over the unexpected player who had the wrong impression that he was going to play without having his pc reviewed/approved. That has happened before and yes I do have a lot of things going on in my personal life. I did not mean to take it out on the party or you in anyway and if you feel that way I wish to publicly and formally apologize. Of course if the game isn't to your liking you can of course drop out. I have nothing against you or your pc, I'm just roleplaying the NPC who is now "upset" because of how your pc seems to be against helping him and his village. He got in his armor to defend himself and his village should you or your party mates decide to be hostile.

Now I'm off to my class tonight, talk to ya'll later.


Mon Nov 14, 2011 11:20 pm
Profile YIM

Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: RIFTS: Merctown (2-3 openings)
I'm putting the game on hold until after the holidays due to a few things with grad school projects/papers and company I've got coming into town.

This gives the party plenty of time to decide whether they wish to do the job for Gerald and the village (and if so make plans on how to go about it and what gear if any they might need) or perhaps part ways with the village and go about their own business.

Now the party has been returned to Rifts: Earth, but things are still in turmoil with and the party has made friends with some folks on the western coast.. somewhere in what used to be California. They've befriended a village overseen by a LLW named Gerald who evidently fought at Tolkeen and elsewhere. He has hired the party to deal with several Splurgorth Slavers that raid his village and the neighboring 2 villages.

Day: Friday Dec 2nd, 2011
Session #59
Game Time: 9:00 pm to 11:30 pm
Room: RIFTS: Merctown
Server: Mayhem Gaming Server
Backup: Blackstar Games

Party
Jason - Dog Boy named Tibbs
Fathom - Changeling Mind Melter
G.T. - Lily Dawn Flower Spotted Hawk Human Female Ley Linewalker
Athos-Dimitri (Human Cyberknight)
Falcon-Human/Mutant Glitterboy
-True Atlantean Tattoo Archer
Opening-??

MIA
Starmage-Juste Ahrimane True Atlantean Shifter

RULES
Core: Rifts: Ultimate Edition
Sourcebooks: MercTown, MercOps, Mercenaries, Mercenary Adventures, various other RIFTS supplements (I own a great deal of them).

Character Level: 4th
Stats: roll 4d6 for humans, takes highest 3, reroll 1's
D-bees per specific D-bee's, No evil alignments (no demons/monsters).
Starting Gear: Per OCC/RCC with possible weapons/armor and such approved by me.
Starting Funds: Maximum starting funds, including black market goods x2
Character sheets should include background/story leading upto your arrival in Merctown. Sheets should be in rtf, word or pdf format for readability/printing. I have good sheet files if needed. I also have OpenRPG nodes.
Email completed pcs: landothearchmagi at comcast.net (replace at with @, no spaces.


Wed Nov 16, 2011 2:50 am
Profile YIM

Joined: Tue Dec 22, 2009 8:18 pm
Posts: 134
Location: Vidor, Texas
Post Re: RIFTS: Merctown (2-3 openings)
Lando The Archmagi wrote:
I'm putting the game on hold until after the holidays due to a few things with grad school projects/papers and company I've got coming into town.

This gives the party plenty of time to decide whether they wish to do the job for Gerald and the village (and if so make plans on how to go about it and what gear if any they might need) or perhaps part ways with the village and go about their own business.

Now the party has been returned to Rifts: Earth, but things are still in turmoil with and the party has made friends with some folks on the western coast.. somewhere in what used to be California. They've befriended a village overseen by a LLW named Gerald who evidently fought at Tolkeen and elsewhere. He has hired the party to deal with several Splurgorth Slavers that raid his village and the neighboring 2 villages.

Day: Friday Dec 2nd, 2011
Session #59
Game Time: 9:00 pm to 11:30 pm
Room: RIFTS: Merctown
Server: Mayhem Gaming Server
Backup: Blackstar Games

Party
Jason - Dog Boy named Tibbs
Fathom - Changeling Mind Melter
G.T. - Lily Dawn Flower Spotted Hawk Human Female Ley Linewalker
Athos-Dimitri (Human Cyberknight)
Falcon-Human/Mutant Glitterboy
-True Atlantean Tattoo Archer
Opening-??

MIA
Starmage-Juste Ahrimane True Atlantean Shifter

RULES
Core: Rifts: Ultimate Edition
Sourcebooks: MercTown, MercOps, Mercenaries, Mercenary Adventures, various other RIFTS supplements (I own a great deal of them).

Character Level: 4th
Stats: roll 4d6 for humans, takes highest 3, reroll 1's
D-bees per specific D-bee's, No evil alignments (no demons/monsters).
Starting Gear: Per OCC/RCC with possible weapons/armor and such approved by me.
Starting Funds: Maximum starting funds, including black market goods x2
Character sheets should include background/story leading upto your arrival in Merctown. Sheets should be in rtf, word or pdf format for readability/printing. I have good sheet files if needed. I also have OpenRPG nodes.
Email completed pcs: landothearchmagi at comcast.net (replace at with @, no spaces.



I'll be done with my friday class by then! :D

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Wed Nov 16, 2011 1:50 pm
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