Good foes for 1st-level characters?
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- Procopius
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Good foes for 1st-level characters?
So I'm gearing up to run my first Rifts game since...oh, let's call it high school, back in 1997 or 98. That doesn't seem so long ago until you count the years -- and the subsequently released World Books, I guess.
Anyhow, my players are starting as 1st-level characters: the inevitable dragon hatchling, a RMB-flavor Rogue Scholar, and a Preacher from WB: New West. Possibly also an After the Bomb mutant Blue Jay (family Corvidae, so using the Crow template) with the Vagabond OCC, but the less said about that the better.
I want to keep a bit of the original wasteland/wilderness feel of the Rifts Main Book that I remember from my winsome and feckless youth, so I was thinking of a Magnificent Seven/Seven Samurai-esque adventure where the PCs come across a small town that chose its protectors poorly and is now held in brutal serfdom by a few MD-capable villains. I want to do this to emphasize to my players the awesome power conferred upon them by their MD sidearms and armor compared to the normal people struggling to survive in the harsh world of North America in the PA era.
Now, my struggle is this: I know that Palladium generally prefers one powerful foe for the heroes to fight as a team, but I was hoping to have them fight equal or larger numbers of baddies with at least a 50/50 chance of success before factoring in player ingenuity (or lack thereof).
Can anyone recommend some good foes for my guys?
Anyhow, my players are starting as 1st-level characters: the inevitable dragon hatchling, a RMB-flavor Rogue Scholar, and a Preacher from WB: New West. Possibly also an After the Bomb mutant Blue Jay (family Corvidae, so using the Crow template) with the Vagabond OCC, but the less said about that the better.
I want to keep a bit of the original wasteland/wilderness feel of the Rifts Main Book that I remember from my winsome and feckless youth, so I was thinking of a Magnificent Seven/Seven Samurai-esque adventure where the PCs come across a small town that chose its protectors poorly and is now held in brutal serfdom by a few MD-capable villains. I want to do this to emphasize to my players the awesome power conferred upon them by their MD sidearms and armor compared to the normal people struggling to survive in the harsh world of North America in the PA era.
Now, my struggle is this: I know that Palladium generally prefers one powerful foe for the heroes to fight as a team, but I was hoping to have them fight equal or larger numbers of baddies with at least a 50/50 chance of success before factoring in player ingenuity (or lack thereof).
Can anyone recommend some good foes for my guys?
"Any life when viewed from the inside is simply a series of defeats."
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Re: Good foes for 1st-level characters?
xiticix are always a good foe. They come in large numbers but most flavors are not that strong by themselves but they do have some specialty ones that are tougher or have different abilities.
With the minion war starting demon/devil scouting parties are also pretty good because while they have larger spell access a lot of demons/devils are not that physically powerful and pretty reasonable to fight in sizable numbers. Plus if the players get to fat and sassy you can show them that devils and demons have some power house variants.
With the minion war starting demon/devil scouting parties are also pretty good because while they have larger spell access a lot of demons/devils are not that physically powerful and pretty reasonable to fight in sizable numbers. Plus if the players get to fat and sassy you can show them that devils and demons have some power house variants.
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Re: Good foes for 1st-level characters?
Thanks! My hope was more towards bad guys that simple townsfolk would have been credulous enough to hire on as protectors. I can't really see that with Xiticix or demons and dyvals.
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Re: Good foes for 1st-level characters?
1,000 Ancient Dragons!
This is tough because there is no formula which allows you to gauge how hard a potential enemy would be to defeat. There are a bunch of systems that don't, so that's not a huge thing, but still. I would start off with a number of bandits equal to the number of PC with light/damaged armor and weak weapons, using no tactics and no Hand to Hand sills or weapon proficiencies and build up the enemies capabilities from there.
This is tough because there is no formula which allows you to gauge how hard a potential enemy would be to defeat. There are a bunch of systems that don't, so that's not a huge thing, but still. I would start off with a number of bandits equal to the number of PC with light/damaged armor and weak weapons, using no tactics and no Hand to Hand sills or weapon proficiencies and build up the enemies capabilities from there.
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Re: Good foes for 1st-level characters?
Random predators from the back of the RMB.
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Re: Good foes for 1st-level characters?
Killer Cyborg wrote:Random predators from the back of the RMB.
Seem unlikely to have been initially hired as guardians of a town.
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Re: Good foes for 1st-level characters?
Then go with a random assortment of 2nd or so level character's as NPC's. Or if you want a comedyish game do mirror versions of their characters with goatee's and all.
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Re: Good foes for 1st-level characters?
Procopius wrote:Thanks! My hope was more towards bad guys that simple townsfolk would have been credulous enough to hire on as protectors. I can't really see that with Xiticix or demons and dyvals.
Note that quite a few demons/devils are very capable of taking on human appearance at least for long periods of time.
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Re: Good foes for 1st-level characters?
Daniel Stoker wrote:Then go with a random assortment of 2nd or so level character's as NPC's. Or if you want a comedyish game do mirror versions of their characters with goatee's and all.
Daniel Stoker
I was actually going to say "each other", but this works too.
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Re: Good foes for 1st-level characters?
Procopius wrote:Killer Cyborg wrote:Random predators from the back of the RMB.
Seem unlikely to have been initially hired as guardians of a town.
I missed that part!
But hey, maybe they were used like guard dogs, until they got out of hand.
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Re: Good foes for 1st-level characters?
Go with some human toughs in SDC armor with a smattering of MD weapons... and a big secret weapon.
Against villagers, these guys are pretty rough... MD weapons let them disintegrate villagers with a single shot, and tough (but SDC) armor means they can't be easily killed by Farmer Brown with his deer rifle. Most have, essentially, vibro-knives and laser pistols.
Their big secret weapon, that they bring out if someone tries to take the town away from them? Mini-missile launcher. Six-shot magazine, guarenteed to **** up the entire town if they start using it, but also going to really ruin the day of anyone they shoot with it.
PC-level armament will one-shot most of the bad guys, but there can be plenty of them, having a running battle through the town. Their leader is in actual EBA, with a full on energy rifle... still someone they can take out, but someone they're going to have to get, first.
If you want a bit more oomph, toss in a 1st level Line Walker... Armor of Ithan on various people makes them a lot tougher, even if it's only 10 MDC... they become two-hit mooks instead of one-hit mooks.
Against villagers, these guys are pretty rough... MD weapons let them disintegrate villagers with a single shot, and tough (but SDC) armor means they can't be easily killed by Farmer Brown with his deer rifle. Most have, essentially, vibro-knives and laser pistols.
Their big secret weapon, that they bring out if someone tries to take the town away from them? Mini-missile launcher. Six-shot magazine, guarenteed to **** up the entire town if they start using it, but also going to really ruin the day of anyone they shoot with it.
PC-level armament will one-shot most of the bad guys, but there can be plenty of them, having a running battle through the town. Their leader is in actual EBA, with a full on energy rifle... still someone they can take out, but someone they're going to have to get, first.
If you want a bit more oomph, toss in a 1st level Line Walker... Armor of Ithan on various people makes them a lot tougher, even if it's only 10 MDC... they become two-hit mooks instead of one-hit mooks.
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Re: Good foes for 1st-level characters?
Spiny Ravagers.
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Re: Good foes for 1st-level characters?
Bill wrote:These guys.
I do love the Ayatollah of Rock-n-Rollah. I think this plus Mark's very cromulent suggestion is where I'm heading.
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Re: Good foes for 1st-level characters?
Killer Cyborg wrote:Random predators from the back of the RMB.
I still use this chart for random creations
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Re: Good foes for 1st-level characters?
Procopius wrote:I want to keep a bit of the original wasteland/wilderness feel of the Rifts Main Book that I remember from my winsome and feckless youth, so I was thinking of a Magnificent Seven/Seven Samurai-esque adventure where the PCs come across a small town that chose its protectors poorly and is now held in brutal serfdom by a few MD-capable villains. I want to do this to emphasize to my players the awesome power conferred upon them by their MD sidearms and armor compared to the normal people struggling to survive in the harsh world of North America in the PA era.
Now, my struggle is this: I know that Palladium generally prefers one powerful foe for the heroes to fight as a team, but I was hoping to have them fight equal or larger numbers of baddies with at least a 50/50 chance of success before factoring in player ingenuity (or lack thereof).
Can anyone recommend some good foes for my guys?
Now that I've read your post more carefully, my suggestion is looking over these low-powered OCCs that I wrote quite a few years ago, the Raider OCC in particular.
I'll post them all, but put most in spoiler tags so as to not take up too much space for this one post.
Common traits for Non-Adventuring Occupational Character Classes:
-There are no racial restrictions.
-There are no alignment restrictions.
-There are no attribute restrictions.
-Base S.D.C. is 4d4.
-All non-adventuring classes use the Vagabond experience table.
Raider
Wherever there are people trying to prosper, there are also people who try to feed on or steal that prosperity. Communities trying to live in peace have to worry about raids not just from barbarian tribes, but also from more advanced forms of bandits as well. Raiders can come in the form of biker gangs, hover gangs, or any number of other forms. They are typically mobile in nature, roaming the land in convoys, looking for easy prey. They prefer to raid poorly defended communities of farmers or homesteaders, but they will content themselves with individual homesteads, trappers' cabins, or travelers on the road. They are not cowards by nature, but they will usually avoid armed bands of adventurers when they can. There is no profit or fun in getting killed, only in dominating people who are weaker than they are.
Raiders are typically of Selfish or Evil alignments, but Good aligned Raiders are not completely unheard of. There are some "Robin Hood" type bands of Raiders who prey exclusively on those that they see as being evil: Coalition farms and towns, or perhaps D-Bee communities, depending on the personal views of the particular band.
Note: There are many types of raiders roaming the face of Rifts Earth, and not all of them belong to the Raider OCC. In fact, as many as 60% of the bands of raiders are actually made up of barbarians. Even a band made primarily of people belonging to the Raider OCC will often have a Vagabond, Wilderness Scout, Mercenary, or Headhunter among them, often in a leadership capacity. Even the occasional Juicer or Crazy will form a band of Raiders around them, choosing to lead a gang of lesser warriors than to serve in a more organized and powerful group.
Class Ability/Bonuses:
Size Up Prey
Raiders live to prey on the weak. They quickly learn to tell the difference between a disguised CS convoy and a caravan of legitimate merchants. They learn to tell which farms are well-defended, and they learn to sniff out an ambush or trap set by local law enforcement or adventurers. This ability lets them tell when a potential target will be worth the effort, whether the risk involved will be worth the potential gain in loot and excitement.
Base Skill: 15%+5% per level.
OCC Skills:
Speak Native Language
Wilderness Survival (+10%)]
W.P. Knife or Sword
W.P. Handguns
W.P. Rifle, Shotgun, or Heavy Military Weapons
W.P. One of choice
Radio: Basic (+5%)
HTH Combat: Basic (can be upgraded to HTH: Expert at the cost of one Other skill).
Other Skills: Select ten skills at level one, and one additional skill at levels 3, 7, 11, and 15. All new skills start at level one proficiency. These selections benefit from any bonus that may be noted below.
Communications: Any(+5%) except for Cryptography, Electronic Countermeasures, and Laser Communication.
Cowboy: None.
Domestic: None.
Electronics: Any except for Electrical Engineer and Robot Electronics.
Espionage: Any.
Horsemanship: General, Equestrian, and Exotic only.
Mechanical: Aircraft Mechanics, Automotive Mechanics, Basic Mechanics only (+5%)
Medical: First Aid and Paramedic only.
Military: Any (+5%)
Physical: Any (+10%)
Pilot: Any (+5%) except Flight System Combat, Jump Bike Combat, Robot (and Power Armor) Combat: Elite
Pilot Related: Any.
Rogue: Any (+5%) except Computer Hacking.
Science: Astronomy & Navigation and Mathematics only.
Technical: Any.
Weapon Proficiencies: Any.
Wilderness: Any.
Secondary Skills: A total of six secondary skills may be chosen at first level.
Standard Possessions/Equipment:
Rugged travel clothing, survival knife and 1d4 combat knives, and other equipment as determined below. (Other equipment can be added by the Game Master).
Some gangs of raiders have access only to SDC equipment, but many gangs have limited MDC equipment.
Armor (Roll percentile dice)
1-65 A suit of SDC armor ranging from primitive medieval style to 20th century body armor.
66-85 A suit of light (often damaged and/or homemade) MDC body armor (35% chance that the armor is environmental). There is a 50% chance that the armor will only have 1/2 of its maximum MDC.
89-95% A suit of heavy MDC body armor (30% chance of the armor being environmental). Usually the armor is homemade from pieces of armor take from the dead during raids. There is a 50% chance that the armor will only have 1/2 of it's maximum MDC.
96-100 A suit of power armor (SDC construction or MDC with 1/3 of the normal MDC and 1/4 ammunition).
Weapons
Each Raider has an SDC pistol and an SDC rifle, with 1d4 clips/magazines of standard ammunition for each.
Alternatively, the Raider can choose a bow, crossbow, or spear-gun and 1d4x10 arrows/bolts/spears (SDC) instead of a gun (or instead of each of his guns).
-Each Raider has one SDC melee weapon of choice.
-Roll percentile dice 1d4 times on the following table:
1-10 The Raider owns a Vibro Blade.
11-20 The Raider owns 1d4 clips/belts/quivers of SDC armor-piercing or explosive rounds for one of his weapons.
21-30 The Raider owns 1 clip of Mega-Damage Ram-Jet rounds for one firearm (or 1d4 magical or high-explosives projectiles if they have a bow/crossbow/speargun).
31-50 The Raider owns an assault rifle. There is a 35% chance that the assault rifle has a grenade launcher with 2d4 (SDC) grenades. In addition, if there is a grenade launcher then the Raider has a 25% chance of having 1-2 Mega-Damage rifle-launched grenades.
51-60 The Raider owns 1d6 SDC hand grenades or 2d4 sticks of SDC dynamite.
61-65 The Raider owns 1-3 Mega-Damage hand grenades, or 1d4 sticks of Mega-Damage dynamite.
66-75 The Raider owns a Heavy (SDC) Military Weapon (such as a heavy machinegun or anti-tanke weapon).
76-85 The Raider owns a Mega-Damage energy pistol with 1d4-1 spare E-Clips.
86-100 The Raider owns a Mega-Damage energy rifle with 1d4-1 spare E-Clips.
Vehicles:
Roll percentile dice once on the following table:
1-40 No Vehicle.
41-55 SDC car, motorcycle, or truck.
56-75 Horse or other common riding animal.
76-85 MDC car, motorcycle, hovercycle, truck, ATV, or hover vehicle.
86-95 SDC military vehicle (Tank, APC, helicopter, etc.)
96-100 MDC military vehicle (1/2 MDC and 1d4 working weapons systems maximum).
Money: 1d6x100 in Credits or various local currencies, and 1d4x1000 in Black Market Salable Goods and stolen items.
Cybernetics:
Roll percentile dice once on the following table.
1-60 Has no cybernetics or bionics.
61-70 Has one replacement limb (usually cyber-snatched, with side-effects)
71-80 Has one cybernetic implant.
81-90 Has one cybernetic limb and one implant.
91-100 Has 1d4 cybernetic implants.
Spoiler:
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Re: Good foes for 1st-level characters?
simvan monster riders, a couple on velociraptor type creatures, a pair on flying creatures and a chieftain on a rhino-buffalo; they are SDC beings so you can use as many as needed and provide them with any amount of armor needed for a fun game,
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Re: Good foes for 1st-level characters?
or corrupt rogue power-hungry CS soldiers
You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
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Re: Good foes for 1st-level characters?
For extra fun, toss in a Neuron Beast (SB1 original, p115; or SB1r, p143) lurking in shadows. It's an intelligent monster that enjoys using psionics to stir up conflict and "drink the strong emotions." It's also too tough for the party to directly take on (2D4x100 MDC) so they'll have to really think about how to deal with it. This could lead to some good role-playing problem solving instead of just trying to shoot their way to a solution.
EDIT - I just noticed the stats were changed in SB1r. The main body was raised to 1D4x100+420 MDC. Pretty good bump up. Still, you could use either one and just say they come in two related sub-species. Or if you want to tone it down farther, make it a juvenile where it's too tough for the party, but not if they can unite the townfolk and other antagonists against the beast.
EDIT - I just noticed the stats were changed in SB1r. The main body was raised to 1D4x100+420 MDC. Pretty good bump up. Still, you could use either one and just say they come in two related sub-species. Or if you want to tone it down farther, make it a juvenile where it's too tough for the party, but not if they can unite the townfolk and other antagonists against the beast.
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Re: Good foes for 1st-level characters?
bandits or a pack of wild vampires.
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Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
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Re: Good foes for 1st-level characters?
IMO:
because of the way Palladiums power levels are all over the place unlike a system like D&D where power levels are fairly defined... Just about anything can be used against 1st level characters. The counter argument is that there are some things that really shouldn't be used because frankly they are VERY dangerous.
examples: A weak group might be a "rogue" coalition psi stalker with the remnants of a dog pack say 1-4 dogboys. to make them "weaker" the "pack" recently got formed, or taken down from 8-15 dogboys to the current 1-4 and so they are still shaking out the dominance issues, they may have damaged gear (reduced mdc on armor and be short on weapons and munitions)
a strong group the same psi stalker with an unshaken dog pack, where they all work together and use intelligent tactics and only use "suicidal" maneuvers as part of an overarching plan to setup a devastating surprise for the party. (like a dog boy suicide bomber who has multiple plasma grenades, fusion blocks, and Claymore style mines strapped to his armor that deliberately charges into the middle of the pc's under massive cover fire then pulls the "rip cord" setting all that stuff off and triggering a massive explosion (hopefully killing multiple defenders)
on the other hand a stock glitter boy is ALWAYS very dangerous to most pc's because of its capability to one shot just about anything short of a large robot vehicle or massive tank. (3d6 x10 mdc per shot tends to have that effect)
because of the way Palladiums power levels are all over the place unlike a system like D&D where power levels are fairly defined... Just about anything can be used against 1st level characters. The counter argument is that there are some things that really shouldn't be used because frankly they are VERY dangerous.
examples: A weak group might be a "rogue" coalition psi stalker with the remnants of a dog pack say 1-4 dogboys. to make them "weaker" the "pack" recently got formed, or taken down from 8-15 dogboys to the current 1-4 and so they are still shaking out the dominance issues, they may have damaged gear (reduced mdc on armor and be short on weapons and munitions)
a strong group the same psi stalker with an unshaken dog pack, where they all work together and use intelligent tactics and only use "suicidal" maneuvers as part of an overarching plan to setup a devastating surprise for the party. (like a dog boy suicide bomber who has multiple plasma grenades, fusion blocks, and Claymore style mines strapped to his armor that deliberately charges into the middle of the pc's under massive cover fire then pulls the "rip cord" setting all that stuff off and triggering a massive explosion (hopefully killing multiple defenders)
on the other hand a stock glitter boy is ALWAYS very dangerous to most pc's because of its capability to one shot just about anything short of a large robot vehicle or massive tank. (3d6 x10 mdc per shot tends to have that effect)
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Re: Good foes for 1st-level characters?
Human (or to use an idea from the old RMB, "human like D-bee's", that use human racial stats but have alien appearances) bandits are a good low level challenge. and if you use soem of the lower end equipment like the GAW weapons and armor from merc ops, or the conventional rifles and SMG's from NG and WI in mercenaries, you can even use larger groups of enemies. Ramjet ammo is a godsend in making lower power threats.
not to mention that you can use the GAW modified vehicle stats to fill out "mad max" style bandit gangs, and import the "homespun armor" from rifts austrailia (hand made MDC armor, created using scrap and other 'found materials' like tires, bits of old EBA, mdc leather, etc..) to give them armor that isn't super expensive high tech stuff.
not to mention that you can use the GAW modified vehicle stats to fill out "mad max" style bandit gangs, and import the "homespun armor" from rifts austrailia (hand made MDC armor, created using scrap and other 'found materials' like tires, bits of old EBA, mdc leather, etc..) to give them armor that isn't super expensive high tech stuff.
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Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
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Re: Good foes for 1st-level characters?
I dont really get the whole "first level characters are weak" vibe.
Power gains in Palladium are incremental - first level characters are more than capable of taking on equivalent level opponents. If they are smart (and have a decent party composition), a first level party can handle a party of first-level CS patrollers no problem and probably come out the other side little the worse for wear.
And as for a Neuron beast? If they catch it where they can use range to their advantage, a party of first level characters could handle one no problem. 800MDC really isn't that much when its just one thing and the entire party is going ham on it.
Which is not to say it isnt dangerous. It is.
Power gains in Palladium are incremental - first level characters are more than capable of taking on equivalent level opponents. If they are smart (and have a decent party composition), a first level party can handle a party of first-level CS patrollers no problem and probably come out the other side little the worse for wear.
And as for a Neuron beast? If they catch it where they can use range to their advantage, a party of first level characters could handle one no problem. 800MDC really isn't that much when its just one thing and the entire party is going ham on it.
Which is not to say it isnt dangerous. It is.
Im loving the Foes list; it's the only thing keeping me from tearing out my eyes from the dumb.
Re: Good foes for 1st-level characters?
Yeah I was going to say CS.
Rogue CS Special Forces guys, out on a long range patrol, they extort and terrorize the town. Always pretending that they are there to save the town.
Rogue CS Special Forces guys, out on a long range patrol, they extort and terrorize the town. Always pretending that they are there to save the town.
Dan Frederick
Re: Good foes for 1st-level characters?
Fell wrote:Yeah I was going to say CS.
Rogue CS Special Forces guys, out on a long range patrol, they extort and terrorize the town. Always pretending that they are there to save the town.
Wait that sounds like normal CS what makes this group rogue?
The Clones are coming you shall all be replaced, but who is to say you have not been replaced already.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Re: Good foes for 1st-level characters?
Blue_Lion wrote:Fell wrote:Yeah I was going to say CS.
Rogue CS Special Forces guys, out on a long range patrol, they extort and terrorize the town. Always pretending that they are there to save the town.
Wait that sounds like normal CS what makes this group rogue?
They aren't cutting their superiors in on the profits?
Fair warning: I consider being called a munchkin a highly offensive slur and do report people when they err in doing so.
'Reality is very disappointing.' - Jonathan Switcher from Mannequin
It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
'Reality is very disappointing.' - Jonathan Switcher from Mannequin
It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
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Re: Good foes for 1st-level characters?
Colonel_Tetsuya wrote:I dont really get the whole "first level characters are weak" vibe.
The big weakness of 1st level characters? Equipment. As you level up and collect stuff, you gain power. A 1st level character likely has a couple weapons, a few clips, and that's about it.
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When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
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When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
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Re: Good foes for 1st-level characters?
Mark Hall wrote:Colonel_Tetsuya wrote:I dont really get the whole "first level characters are weak" vibe.
The big weakness of 1st level characters? Equipment. As you level up and collect stuff, you gain power. A 1st level character likely has a couple weapons, a few clips, and that's about it.
that's why if you are a "nice" gm my suggestion of the psi stalker and thrashed dogboys can be a godsend of "cheap gear as loot" if you manage to off them there is a fairly good chance that they will have a number of "empty" E-clips just waiting to be recharged. Granted that's still a chunk of creds to recharge them but being able to go from say 2-4 clips per weapon to ~10 (maybe) constitutes a rather major firepower (or longevity) upgrade for the group... plus if nothing else eclips are effectively cash as far as trade is concerned, EVERYONE considers them to have value ... full or empty as long as they can be recharged.
ok granted the inn keeper or tavern owner might not be terribly interested in them... but there is almost guaranteed that someone in town would be willing to trade for them.
Re: Good foes for 1st-level characters?
You should run a pack of DB Goblin bandits attacking a farming village ala Seven Samurai.
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Re: Good foes for 1st-level characters?
Not all OCCs have the starting gear weakness though. Some are loaded for war right out of the gate. In any case, the real weakness of starting PCs is the starting spells and powers of mages and psychic characters, but even more so is the attacks per melee.
an entire group can have trouble with a single, well geared mega-juicer of mid-level because of his MDC and automatic dodge. Give him NE weapons and force fIeld and he'll be a kill machine just like any PC would be. Toss in a single caster to drop defensive spells when needed and you might be rolling a new group next game.
an entire group can have trouble with a single, well geared mega-juicer of mid-level because of his MDC and automatic dodge. Give him NE weapons and force fIeld and he'll be a kill machine just like any PC would be. Toss in a single caster to drop defensive spells when needed and you might be rolling a new group next game.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
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Re: Good foes for 1st-level characters?
Jerell wrote:You should run a pack of DB Goblin bandits attacking a farming village ala Seven Samurai.
THAT sounds like a lot of fun... especially if a number are cobblers. Some scraps of MD armor, maybe some odd magical weaponry...
-overproduced by Martin Hannett
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
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Re: Good foes for 1st-level characters?
Mark Hall wrote:Colonel_Tetsuya wrote:I dont really get the whole "first level characters are weak" vibe.
The big weakness of 1st level characters? Equipment. As you level up and collect stuff, you gain power. A 1st level character likely has a couple weapons, a few clips, and that's about it.
Dunno about that, myself. Any character that starts with an energy rifle can start with a weapon that does 1d4x10-1d6x10; most have enough E-clips (only really need 2-3 additional) to make short work of an enemy party of similar level and numbers to the party. You cant really get a lot of weapons more powerful than that.
Couple that with decent strategy or (say, if fighting CS opponents) a single mage with Impervious To Energy and the enemies are basically free kills.
Power gains really only come via leveling, for the most part, unless the GM invents super-loot (especially for tech based characters). You can start with everything else.
Mages and Psychics gain a lot more from leveling (new spells, spells become more powerful).. but mostly its just a few more actions/attacks and bonuses.
First level characters in Palladium are extremely competent and powerful.
Im loving the Foes list; it's the only thing keeping me from tearing out my eyes from the dumb.
Re: Good foes for 1st-level characters?
Colonel_Tetsuya wrote:I dont really get the whole "first level characters are weak" vibe.
Power gains in Palladium are incremental - first level characters are more than capable of taking on equivalent level opponents. If they are smart (and have a decent party composition), a first level party can handle a party of first-level CS patrollers no problem and probably come out the other side little the worse for wear.
And as for a Neuron beast? If they catch it where they can use range to their advantage, a party of first level characters could handle one no problem. 800MDC really isn't that much when its just one thing and the entire party is going ham on it.
Which is not to say it isnt dangerous. It is.
To me the first level are week does not play out well. It is more the gear that determines what a player party can take than level. A first level charter can take out some one several levels higher if he has the right gear. The biggest over all difference is the number of attacks but a well geared party can take out a foe in less than a round. I have had a level 1 party 2 cyberknights and CS SF take out a greater demon in under a round.
The Clones are coming you shall all be replaced, but who is to say you have not been replaced already.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
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Re: Good foes for 1st-level characters?
Uh...dumping damage like it's a plummeting stock usually drains ammunition. It's great to be that strong for one round, but what about the next?
As to low level parties and 800 MDC mitt being that much, along with the range advantage...If something like a neuron beast is at a disadvantage, it will probably flee. If you see it again, it will be on it's terms most likely.
Damage can accomplish a lot, but it's usually pretty fleeting.
As to low level parties and 800 MDC mitt being that much, along with the range advantage...If something like a neuron beast is at a disadvantage, it will probably flee. If you see it again, it will be on it's terms most likely.
Damage can accomplish a lot, but it's usually pretty fleeting.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
Re: Good foes for 1st-level characters?
Alrik Vas wrote:Uh...dumping damage like it's a plummeting stock usually drains ammunition. It's great to be that strong for one round, but what about the next?
As to low level parties and 800 MDC mitt being that much, along with the range advantage...If something like a neuron beast is at a disadvantage, it will probably flee. If you see it again, it will be on it's terms most likely.
Damage can accomplish a lot, but it's usually pretty fleeting.
When you are in a hard fight or against something powerful you do what you need to and worry about the next fight when it comes.(and hope you had a chance to reload.)
The Clones are coming you shall all be replaced, but who is to say you have not been replaced already.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
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Re: Good foes for 1st-level characters?
Killer Cyborg wrote:Procopius wrote:I want to keep a bit of the original wasteland/wilderness feel of the Rifts Main Book that I remember from my winsome and feckless youth, so I was thinking of a Magnificent Seven/Seven Samurai-esque adventure where the PCs come across a small town that chose its protectors poorly and is now held in brutal serfdom by a few MD-capable villains. I want to do this to emphasize to my players the awesome power conferred upon them by their MD sidearms and armor compared to the normal people struggling to survive in the harsh world of North America in the PA era.
Now, my struggle is this: I know that Palladium generally prefers one powerful foe for the heroes to fight as a team, but I was hoping to have them fight equal or larger numbers of baddies with at least a 50/50 chance of success before factoring in player ingenuity (or lack thereof).
Can anyone recommend some good foes for my guys?
Now that I've read your post more carefully, my suggestion is looking over these low-powered OCCs that I wrote quite a few years ago, the Raider OCC in particular.
I'll post them all, but put most in spoiler tags so as to not take up too much space for this one post.
Common traits for Non-Adventuring Occupational Character Classes:
-There are no racial restrictions.
-There are no alignment restrictions.
-There are no attribute restrictions.
-Base S.D.C. is 4d4.
-All non-adventuring classes use the Vagabond experience table.
Raider
Wherever there are people trying to prosper, there are also people who try to feed on or steal that prosperity. Communities trying to live in peace have to worry about raids not just from barbarian tribes, but also from more advanced forms of bandits as well. Raiders can come in the form of biker gangs, hover gangs, or any number of other forms. They are typically mobile in nature, roaming the land in convoys, looking for easy prey. They prefer to raid poorly defended communities of farmers or homesteaders, but they will content themselves with individual homesteads, trappers' cabins, or travelers on the road. They are not cowards by nature, but they will usually avoid armed bands of adventurers when they can. There is no profit or fun in getting killed, only in dominating people who are weaker than they are.
Raiders are typically of Selfish or Evil alignments, but Good aligned Raiders are not completely unheard of. There are some "Robin Hood" type bands of Raiders who prey exclusively on those that they see as being evil: Coalition farms and towns, or perhaps D-Bee communities, depending on the personal views of the particular band.
Note: There are many types of raiders roaming the face of Rifts Earth, and not all of them belong to the Raider OCC. In fact, as many as 60% of the bands of raiders are actually made up of barbarians. Even a band made primarily of people belonging to the Raider OCC will often have a Vagabond, Wilderness Scout, Mercenary, or Headhunter among them, often in a leadership capacity. Even the occasional Juicer or Crazy will form a band of Raiders around them, choosing to lead a gang of lesser warriors than to serve in a more organized and powerful group.
Class Ability/Bonuses:
Size Up Prey
Raiders live to prey on the weak. They quickly learn to tell the difference between a disguised CS convoy and a caravan of legitimate merchants. They learn to tell which farms are well-defended, and they learn to sniff out an ambush or trap set by local law enforcement or adventurers. This ability lets them tell when a potential target will be worth the effort, whether the risk involved will be worth the potential gain in loot and excitement.
Base Skill: 15%+5% per level.
OCC Skills:
Speak Native Language
Wilderness Survival (+10%)]
W.P. Knife or Sword
W.P. Handguns
W.P. Rifle, Shotgun, or Heavy Military Weapons
W.P. One of choice
Radio: Basic (+5%)
HTH Combat: Basic (can be upgraded to HTH: Expert at the cost of one Other skill).
Other Skills: Select ten skills at level one, and one additional skill at levels 3, 7, 11, and 15. All new skills start at level one proficiency. These selections benefit from any bonus that may be noted below.
Communications: Any(+5%) except for Cryptography, Electronic Countermeasures, and Laser Communication.
Cowboy: None.
Domestic: None.
Electronics: Any except for Electrical Engineer and Robot Electronics.
Espionage: Any.
Horsemanship: General, Equestrian, and Exotic only.
Mechanical: Aircraft Mechanics, Automotive Mechanics, Basic Mechanics only (+5%)
Medical: First Aid and Paramedic only.
Military: Any (+5%)
Physical: Any (+10%)
Pilot: Any (+5%) except Flight System Combat, Jump Bike Combat, Robot (and Power Armor) Combat: Elite
Pilot Related: Any.
Rogue: Any (+5%) except Computer Hacking.
Science: Astronomy & Navigation and Mathematics only.
Technical: Any.
Weapon Proficiencies: Any.
Wilderness: Any.
Secondary Skills: A total of six secondary skills may be chosen at first level.
Standard Possessions/Equipment:
Rugged travel clothing, survival knife and 1d4 combat knives, and other equipment as determined below. (Other equipment can be added by the Game Master).
Some gangs of raiders have access only to SDC equipment, but many gangs have limited MDC equipment.
Armor (Roll percentile dice)
1-65 A suit of SDC armor ranging from primitive medieval style to 20th century body armor.
66-85 A suit of light (often damaged and/or homemade) MDC body armor (35% chance that the armor is environmental). There is a 50% chance that the armor will only have 1/2 of its maximum MDC.
89-95% A suit of heavy MDC body armor (30% chance of the armor being environmental). Usually the armor is homemade from pieces of armor take from the dead during raids. There is a 50% chance that the armor will only have 1/2 of it's maximum MDC.
96-100 A suit of power armor (SDC construction or MDC with 1/3 of the normal MDC and 1/4 ammunition).
Weapons
Each Raider has an SDC pistol and an SDC rifle, with 1d4 clips/magazines of standard ammunition for each.
Alternatively, the Raider can choose a bow, crossbow, or spear-gun and 1d4x10 arrows/bolts/spears (SDC) instead of a gun (or instead of each of his guns).
-Each Raider has one SDC melee weapon of choice.
-Roll percentile dice 1d4 times on the following table:
1-10 The Raider owns a Vibro Blade.
11-20 The Raider owns 1d4 clips/belts/quivers of SDC armor-piercing or explosive rounds for one of his weapons.
21-30 The Raider owns 1 clip of Mega-Damage Ram-Jet rounds for one firearm (or 1d4 magical or high-explosives projectiles if they have a bow/crossbow/speargun).
31-50 The Raider owns an assault rifle. There is a 35% chance that the assault rifle has a grenade launcher with 2d4 (SDC) grenades. In addition, if there is a grenade launcher then the Raider has a 25% chance of having 1-2 Mega-Damage rifle-launched grenades.
51-60 The Raider owns 1d6 SDC hand grenades or 2d4 sticks of SDC dynamite.
61-65 The Raider owns 1-3 Mega-Damage hand grenades, or 1d4 sticks of Mega-Damage dynamite.
66-75 The Raider owns a Heavy (SDC) Military Weapon (such as a heavy machinegun or anti-tanke weapon).
76-85 The Raider owns a Mega-Damage energy pistol with 1d4-1 spare E-Clips.
86-100 The Raider owns a Mega-Damage energy rifle with 1d4-1 spare E-Clips.
Vehicles:
Roll percentile dice once on the following table:
1-40 No Vehicle.
41-55 SDC car, motorcycle, or truck.
56-75 Horse or other common riding animal.
76-85 MDC car, motorcycle, hovercycle, truck, ATV, or hover vehicle.
86-95 SDC military vehicle (Tank, APC, helicopter, etc.)
96-100 MDC military vehicle (1/2 MDC and 1d4 working weapons systems maximum).
Money: 1d6x100 in Credits or various local currencies, and 1d4x1000 in Black Market Salable Goods and stolen items.
Cybernetics:
Roll percentile dice once on the following table.
1-60 Has no cybernetics or bionics.
61-70 Has one replacement limb (usually cyber-snatched, with side-effects)
71-80 Has one cybernetic implant.
81-90 Has one cybernetic limb and one implant.
91-100 Has 1d4 cybernetic implants.Spoiler:
Nice you send this into rifter, too bad it's not in PDF it be a nice way to full up the background in towns with decent occs.
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Zardoz wrote:You have been raised up from Brutality, to kill the Brutals who multiply, and are legion. To this end, Zardoz your God gave you the gift of the Gun. The Gun is good!
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Re: Good foes for 1st-level characters?
- Random mobs of unskilled humans and d-bees
- Big Animals
- Mutant animals (TMNT or HU2 style)
- Level 1 soldiers with low M.D. gear (Mercenaries)
- SDC robots (HU2 style) with man-sized body armor & weapons
- Mechanoid helper robots NOT in large groups
- Low power creatures from CB1, 2, and 3
- Unskilled Humans and d-bees with minor super powers (HU2, WB2, and SB3)
- SDC interdimensional beings (Dimension Books)
- Powerful brainwashed creatures who have forgotten their skills or spells
- Big Animals
- Mutant animals (TMNT or HU2 style)
- Level 1 soldiers with low M.D. gear (Mercenaries)
- SDC robots (HU2 style) with man-sized body armor & weapons
- Mechanoid helper robots NOT in large groups
- Low power creatures from CB1, 2, and 3
- Unskilled Humans and d-bees with minor super powers (HU2, WB2, and SB3)
- SDC interdimensional beings (Dimension Books)
- Powerful brainwashed creatures who have forgotten their skills or spells
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
Create and print dozens of different graph papers.
Re: Good foes for 1st-level characters?
Having read the post... I suggest the following:
Robby's Rogues
Robby is a Glitterboy Pilot, he ran a small group of mercs. He has 2 lieutenants, a Juicer named Spaz and a Crazy named Blitz. They are all level 1.
Robby also has 6 mercs of low skill. They have energy pistols (2d6 MD) and rifles (4d6 MD) as well as light MD armor (25 MD) a few might have vibro-blades. (2d6 MD)
They were hired by the town as protectors and it wasn't bad. Then in an encounter Robby's Boom Gun got blown up. Now he's just angry. He's replaced it with a far less impressive Railgun (1d4x10) but he feels like a shell of his former self. He took the town over because he believed they wronged him by not replacing the Boom Gun (they couldn't afford 5-10 million!)
Bobby will start by sending Blitz out to explain to the PCs that they rightfully own the town and (if they know what's good for them) the PCs should leave. If they do then nobody gets hurt.
Engaging Blitz would make him flee if his armor is reduced by 50% if the PCs follow then it becomes and old west shootout. Mercs snipe at them through windows and from behind parked vehicles. Each miss blows huge holes in the scenery.
Once Spaz or Blitz, and at least 4 of the six Mercs have been dealt with, Bobby emerges. Once Bobby's down the PCs can see the massive devastation dealt to the town.
Robby's Rogues
Robby is a Glitterboy Pilot, he ran a small group of mercs. He has 2 lieutenants, a Juicer named Spaz and a Crazy named Blitz. They are all level 1.
Robby also has 6 mercs of low skill. They have energy pistols (2d6 MD) and rifles (4d6 MD) as well as light MD armor (25 MD) a few might have vibro-blades. (2d6 MD)
They were hired by the town as protectors and it wasn't bad. Then in an encounter Robby's Boom Gun got blown up. Now he's just angry. He's replaced it with a far less impressive Railgun (1d4x10) but he feels like a shell of his former self. He took the town over because he believed they wronged him by not replacing the Boom Gun (they couldn't afford 5-10 million!)
Bobby will start by sending Blitz out to explain to the PCs that they rightfully own the town and (if they know what's good for them) the PCs should leave. If they do then nobody gets hurt.
Engaging Blitz would make him flee if his armor is reduced by 50% if the PCs follow then it becomes and old west shootout. Mercs snipe at them through windows and from behind parked vehicles. Each miss blows huge holes in the scenery.
Once Spaz or Blitz, and at least 4 of the six Mercs have been dealt with, Bobby emerges. Once Bobby's down the PCs can see the massive devastation dealt to the town.