Post Dbees of NA: Nhur Dwarves

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Kagashi
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Post Dbees of NA: Nhur Dwarves

Unread post by Kagashi »

Originally, Nhur Dwarves were basically Palladium-like dwarves who could ambiguously create watered down rune weapons with no intelligence in the SB4 CS Navy book. Also in the CS Navy book were TW Firebolt pistols and muskets.

Fast forward to DBees of North America, and they get a slight expansion, although not really. They do go into more detail about history, but a lot of game mechanics are still left to the imagination of each individual reader.

Apparently the Nhur Rune Maker is "essentially" a Mystic Kunyza, but doesnt go into what parts make them essential. Clearly, the skill list needs to be modified, as MKs all speak Russian and Euro, and Nhur Dwarves are mostly in North America...Okay, so thats an easy kill, but the skill list of the MK is really tailored for a Russian campaign. Likewise, only 10% of Nhur's are Rune Makers. Yet if you look at what MK's get, you wonder why there are not more of them and 90% choose to be vanilla pirates. Okay, fine, so thats a role playing aspect as opposed to a roll playing aspect. But still, Id like to have seen a book that was supposed to detail things actually detail what a Nhur Rune Maker RCC actually was.

The problem goes to equipment too. A MK gets a 400 MDC suit of chain mail. Nhur Armor is specifically mentioned in Dbees of NA, but none are equal to 400 MDC. So do Rune Makers horde their best armor for themselves and pass out the piddly 40-100 MDC armor to all the other folks? Should that 400 MDC armor be overlooked and just give them Nhur armor to start off?

The ranged weapons are left ambiguous too. In SB4, Queenston Harbor has the Firebolt weapons and it claims they are TW in origin. Easy to do since QH is close to Lazlo, the birthplace of Techno Wizardry. However, in D-Bees of NA, all of a sudden the Nhur Rune Makers can make ranged weapons in addition to melee weapons, and they too have a musket and pistol with identical stats as the TW weapons wielded by QH. The only difference is a Nhur weapon is -3 to strike unless you have a PS of 26 or more. The QH TW versions have +1 to strike no matter what. It appears these weapons are different versions of the same concept, the true TW weapons being superior to anything a Nhur Rune Maker can design. On the other side of the same coin, Nhur cannons are superior to the Queenston Harbor cannons in terms of damage, and cost the same to reload and same payload. One can simply make assumptions these are different weapons, but it simply does not say.

It just irks me that they write a book that is supposed to answer questions, instead they leave aspects just as ambiguous as when they first started with the book that could have easily just stated out what the heck a Nhur Rune Maker was and what they can create.
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Re: Post Dbees of NA: Nhur Dwarves

Unread post by SolCannibal »

Honestly no idea whatsoever, but you got me really curious, so im going to hit the aforementioned books next week when i get back home to give the subject some thought. I think they might make a very nice fit for one of the races of the world of a Shifter i made recently... thanks.
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Re: Post Dbees of NA: Nhur Dwarves

Unread post by eliakon »

Kagashi wrote:Originally, Nhur Dwarves were basically Palladium-like dwarves who could ambiguously create watered down rune weapons with no intelligence in the SB4 CS Navy book. Also in the CS Navy book were TW Firebolt pistols and muskets.

Fast forward to DBees of North America, and they get a slight expansion, although not really. They do go into more detail about history, but a lot of game mechanics are still left to the imagination of each individual reader.

Apparently the Nhur Rune Maker is "essentially" a Mystic Kunyza, but doesnt go into what parts make them essential. Clearly, the skill list needs to be modified, as MKs all speak Russian and Euro, and Nhur Dwarves are mostly in North America...Okay, so thats an easy kill, but the skill list of the MK is really tailored for a Russian campaign. Likewise, only 10% of Nhur's are Rune Makers. Yet if you look at what MK's get, you wonder why there are not more of them and 90% choose to be vanilla pirates. Okay, fine, so thats a role playing aspect as opposed to a roll playing aspect. But still, Id like to have seen a book that was supposed to detail things actually detail what a Nhur Rune Maker RCC actually was.

The problem goes to equipment too. A MK gets a 400 MDC suit of chain mail. Nhur Armor is specifically mentioned in Dbees of NA, but none are equal to 400 MDC. So do Rune Makers horde their best armor for themselves and pass out the piddly 40-100 MDC armor to all the other folks? Should that 400 MDC armor be overlooked and just give them Nhur armor to start off?

The ranged weapons are left ambiguous too. In SB4, Queenston Harbor has the Firebolt weapons and it claims they are TW in origin. Easy to do since QH is close to Lazlo, the birthplace of Techno Wizardry. However, in D-Bees of NA, all of a sudden the Nhur Rune Makers can make ranged weapons in addition to melee weapons, and they too have a musket and pistol with identical stats as the TW weapons wielded by QH. The only difference is a Nhur weapon is -3 to strike unless you have a PS of 26 or more. The QH TW versions have +1 to strike no matter what. It appears these weapons are different versions of the same concept, the true TW weapons being superior to anything a Nhur Rune Maker can design. On the other side of the same coin, Nhur cannons are superior to the Queenston Harbor cannons in terms of damage, and cost the same to reload and same payload. One can simply make assumptions these are different weapons, but it simply does not say.

It just irks me that they write a book that is supposed to answer questions, instead they leave aspects just as ambiguous as when they first started with the book that could have easily just stated out what the heck a Nhur Rune Maker was and what they can create.

For my game (and this is pure House Rules territory)
I looked at the Mystic Kyznya and noticed that they were all basically linked to a god.
I then went Hmmmm. And smiled :twisted:
I have only 10%... because only those 10% 'make the grade' for the training. With their own secrertive forge god.
How secretive a forge god you ask? Good question... the fact that you don't read about it though should tell you a lot there :D
Presto, I now have some intriguing back story...
...and a REASON for the Nhur to be racial pirates... their god says so.
Just like Mystic Kuznya must he heroes and follow their gods rules or lose their powers so too the Nhur must be pirates and mercenaries.
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Re: Post Dbees of NA: Nhur Dwarves

Unread post by HarleeKnight »

eliakon wrote:
Kagashi wrote:Originally, Nhur Dwarves were basically Palladium-like dwarves who could ambiguously create watered down rune weapons with no intelligence in the SB4 CS Navy book. Also in the CS Navy book were TW Firebolt pistols and muskets.

Fast forward to DBees of North America, and they get a slight expansion, although not really. They do go into more detail about history, but a lot of game mechanics are still left to the imagination of each individual reader.

Apparently the Nhur Rune Maker is "essentially" a Mystic Kunyza, but doesnt go into what parts make them essential. Clearly, the skill list needs to be modified, as MKs all speak Russian and Euro, and Nhur Dwarves are mostly in North America...Okay, so thats an easy kill, but the skill list of the MK is really tailored for a Russian campaign. Likewise, only 10% of Nhur's are Rune Makers. Yet if you look at what MK's get, you wonder why there are not more of them and 90% choose to be vanilla pirates. Okay, fine, so thats a role playing aspect as opposed to a roll playing aspect. But still, Id like to have seen a book that was supposed to detail things actually detail what a Nhur Rune Maker RCC actually was.

The problem goes to equipment too. A MK gets a 400 MDC suit of chain mail. Nhur Armor is specifically mentioned in Dbees of NA, but none are equal to 400 MDC. So do Rune Makers horde their best armor for themselves and pass out the piddly 40-100 MDC armor to all the other folks? Should that 400 MDC armor be overlooked and just give them Nhur armor to start off?

The ranged weapons are left ambiguous too. In SB4, Queenston Harbor has the Firebolt weapons and it claims they are TW in origin. Easy to do since QH is close to Lazlo, the birthplace of Techno Wizardry. However, in D-Bees of NA, all of a sudden the Nhur Rune Makers can make ranged weapons in addition to melee weapons, and they too have a musket and pistol with identical stats as the TW weapons wielded by QH. The only difference is a Nhur weapon is -3 to strike unless you have a PS of 26 or more. The QH TW versions have +1 to strike no matter what. It appears these weapons are different versions of the same concept, the true TW weapons being superior to anything a Nhur Rune Maker can design. On the other side of the same coin, Nhur cannons are superior to the Queenston Harbor cannons in terms of damage, and cost the same to reload and same payload. One can simply make assumptions these are different weapons, but it simply does not say.

It just irks me that they write a book that is supposed to answer questions, instead they leave aspects just as ambiguous as when they first started with the book that could have easily just stated out what the heck a Nhur Rune Maker was and what they can create.

For my game (and this is pure House Rules territory)
I looked at the Mystic Kyznya and noticed that they were all basically linked to a god.
I then went Hmmmm. And smiled :twisted:
I have only 10%... because only those 10% 'make the grade' for the training. With their own secrertive forge god.
How secretive a forge god you ask? Good question... the fact that you don't read about it though should tell you a lot there :D
Presto, I now have some intriguing back story...
...and a REASON for the Nhur to be racial pirates... their god says so.
Just like Mystic Kuznya must he heroes and follow their gods rules or lose their powers so too the Nhur must be pirates and mercenaries.


There are under 5000 Nuhr on Rifts Earth and about half live in QH; of those, only about 100 are pirates, and those that aren't, really hate the fact that they are ALL considered pirates. (Sourcebook 4 - page 123)
There are two kinds of people in this world... 1: Those who can extrapolate from incomplete data
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Re: Post Dbees of NA: Nhur Dwarves

Unread post by glitterboy2098 »

eliakon wrote:...and a REASON for the Nhur to be racial pirates... their god says so.
Just like Mystic Kuznya must he heroes and follow their gods rules or lose their powers so too the Nhur must be pirates and mercenaries.

so they are Pastafarians? link
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Re: Post Dbees of NA: Nhur Dwarves

Unread post by Incriptus »

I had created a customized (weaker) Mystic Kuznya several years ago. I would likely suggest similar changes to the Nhur.

[obviously house rules]

Special Powers & Abilities of the Mystic Smith

1: The Mettle of the Forge: The magic of the mystic smith uses not only transforms the metal that they work with, it transforms the user as well. This ability increases their SDC by their P.E. attribute x100, making them the equivalent of minor MD beings, despite still being vulnerable to S.D.C. attacks.

2: Resistance to the Elements: The Smith’s body is impervious to natural cold heat and fire, but magical fire and cold still do full damage.

3: Enhanced P.S.: When creating the character, roll the P.S. attribute as usual but then add 1d6 + 4 to the number rolled, minimum of 16. The character’s strength is considered augmented like that of a juicer.

4: Initial Spell Knowledge: The mystic smith is a moderate spell caster and has a full understanding of spell magic and how to tap into ley lines and nexus points. Initial spell knowledge includes Ignite Fire, Fuel Flame, Extinguish Fire, Superhuman Strength, Armor of Ithan, Deflect, Energy Bolt, Fire Ball, Fire Bolt, Impervious to Energy, Impervious to Fire, Magic Shield.

The Mystic Smith has limitations in his spell casting much like that of a Techno-Wizard. It is not his understanding that it lacking but instead his orientation. In the mind of a Mystic Smith one uses tools to create magic, and magic to create tools. Consequently without a weapon, armor or another type of object to focus his magicks all ranges, durations, damages and spell effects are reduced by half.

The form and function of the focus must match to a degree. For example defensive spells like Amor of Ithan or Impervious to Energy require armor or a shield. Ignite Fire might require flint and steel. Energy attack spells would require a weapon.

Additional spells can be acquired at any time as per the pursuit of magic

5: P.P.E.: Like all practitioners of magic, the Mystic Smith is a living battery of mystic energy that he can draw upon at will. Permanent Base P.P.E.: 2d4 x10 + P.E. Attribute. Add an additional 2d6 P.P.E. per level of experience

6: Psionics: Standard

7: O.C.C. Bonuses: +2 P.E. +2 to save vs Horror Factor

8: Forge Magic Items: The signature ability of the Mystic Smith is to create magic items made from metal. The character practices a form of item creation reminiscent of a combination of that of the Mystic Kuznya of Russia and the Techno-Wizards of North America! As such the Mystic Smith is able to produce any of the magical metal creations of the Mystic Kuznyas and produce limited Techno-Wizardry Devices. The Mystic Smith can only make techno-wizard devices in the form of simple forged items, with an emphasis on ancient weapons.

Mystic Smith O.C.C.
Also known as Metal Mages, Sorcerous Smiths, Forge-Wizards, Lesser Kuznyas
Alignment: Any
Attribute Requirements: I.Q. 10, M.E. 10, P.E. 10
Racial Requirements: none, although the recent transplants are Dwarves (70%) and Humans (20%). The aptitude to work magic and with one’s hands are all that is required. Some members of the magicians of the federation of magic are already learning this new craft.

O.C.C. Skills
Language: Native 98%
Language: One Other of Choice +15
Lore: One of Choice
Armorer: +30
Recognize Weapon Quality: +30
Blacksmith: +30
Gemology: +15
General Repair: +15
Leather Working: +10
Masonry: +10
Techno-Wizardy Construction: Special 70% + 2% per level of experience (-50% when designing anything other than ancient weapons, armor, or tools)
Pilot: Horsemanship + 10
Pilot: One of Choice +5
W.P.: Blunt
W.P. Ancient: Three Others of Choice
Hand to Hand: Expert to start but can be changed to Martial Arts or Assassin for the cost of One O.C.C. Related Skill

O.C.C. Related Skills: Select four other skills at level one and one additional at levels 3, 6, 9, and 12
Communications: Any
Cowboy: None
Domestic: Any (+5 for Cook)
Electrical: None
Espionage: Wilderness Survival Only + 5
Horsemanship: Exotic Only
Mechanical: Locksmith only + 10
Medical: First Aid only
Military: Any (+5, +10 for Military Fortifications)
Physical: Any, except Acrobatics and Gymnastics (+10 where applicable)
Pilot: Sailboat only
Pilot Related Skills: Navigation only
Rogue: Any (Except Computer Hacking)
Science: Any
Technical: Any + 10
W.P.: Any
Wilderness Skills: Any +10

Secondary Skills: Six skills from the secondary list, plus one additional secondary skill at levels 2, 3, 7, 10, & 14.

Standard Equipment: 2 MD crafting hammers (1d6 M.D. when used as a weapon), silver S.D.C. dagger (1d6), Silver M.D knife (1d6 M.D.), magic scissors, M.D. bolt cutter (2d6 M.D.), One Primary Ancient Weapon(400 P.P.E. worth of features), 2 ancient M.D. Weapons of Choice (300 P.P.E. worth of features), 1 primary set of armor (200 P.P.E worth of features), 1 secondary set of armor (100 P.P.E. worth of features).
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