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Unread postPosted: Sun Mar 02, 2014 2:13 pm
  

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Palladin

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Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
The third power of telekinesis, for 80 PPE, allows them to cast the spell on pg132 with everything 'increased 10'.

You pretty much have to interpret this as 'add 10' rather than 'multiplied by 10' otherwise they're kind of unstoppable. This interpretation was possible up to around the third printing of the book... would anyone know if later printings added in a multiplier clarification which rules out the addition approach?

However I noticed in Dark Conversions (for Rifts) that this was changed to 'increased x 10'. Of course we could just interpret that it is +10 in Nightbane and x10 in Rifts. The power would be less broken in Rifts due to the MDC and otherwise tendency of TK to suck.

Range/Duration are not a huge issue here. The enhanced stats would either be 70/600 feet and (10+level)/(level x 10) minutes.

The real rub is weight and damage. Both get enhanced, which means damage is exponentially enhanced because it is weight-dependent to begin with. Normally if you throw a 1 pound object with TK, it merely does d4. A nightlord throwing it is either going to do 10+d4 or d4x10.

Instead of being limited to 60lbs though, a Nightlord is either limited to 70lbs or 600lbs.

Using the x10 approach, this means a nightlord could pick up a 600lb motorcycle or something (whatever tends to weigh that much) and throw it at yuo for 31d6x10 damage. That is INSANE for the Nightbane world, and why I'm really reaching for the +10 instead of the x10.

x10 isn't so bad for Rifts since this is merely 3d6 MD. Lines double weight/range and Nexi triple them, but even then a Nightlord is going to be limited to inflicting ~1d6x10 dmg with their TK, which seems balanced in Rifts. It's just really broken in Nightbane to use a multiplier instead of an adder.

I figure some GMs who take the multiplier approach might opt to ignore the 'damage' multiplying part, and only treat weight as multiplied, since enhanced weight potentially increases damage anyway?

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Unread postPosted: Sun Mar 02, 2014 6:19 pm
  

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Palladin

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Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
Tor wrote:
The third power of telekinesis, for 80 PPE, allows them to cast the spell on pg132 with everything 'increased 10'.

You pretty much have to interpret this as 'add 10' rather than 'multiplied by 10' otherwise they're kind of unstoppable. This interpretation was possible up to around the third printing of the book... would anyone know if later printings added in a multiplier clarification which rules out the addition approach?

However I noticed in Dark Conversions (for Rifts) that this was changed to 'increased x 10'. Of course we could just interpret that it is +10 in Nightbane and x10 in Rifts. The power would be less broken in Rifts due to the MDC and otherwise tendency of TK to suck.

Range/Duration are not a huge issue here. The enhanced stats would either be 70/600 feet and (10+level)/(level x 10) minutes.

The real rub is weight and damage. Both get enhanced, which means damage is exponentially enhanced because it is weight-dependent to begin with. Normally if you throw a 1 pound object with TK, it merely does d4. A nightlord throwing it is either going to do 10+d4 or d4x10.

Instead of being limited to 60lbs though, a Nightlord is either limited to 70lbs or 600lbs.

Using the x10 approach, this means a nightlord could pick up a 600lb motorcycle or something (whatever tends to weigh that much) and throw it at yuo for 31d6x10 damage. That is INSANE for the Nightbane world, and why I'm really reaching for the +10 instead of the x10.

x10 isn't so bad for Rifts since this is merely 3d6 MD. Lines double weight/range and Nexi triple them, but even then a Nightlord is going to be limited to inflicting ~1d6x10 dmg with their TK, which seems balanced in Rifts. It's just really broken in Nightbane to use a multiplier instead of an adder.

I figure some GMs who take the multiplier approach might opt to ignore the 'damage' multiplying part, and only treat weight as multiplied, since enhanced weight potentially increases damage anyway?

I would say that it increases weight and range by ten. The damage will be calculated as usual by the weight of the object used.

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Unread postPosted: Sat Mar 08, 2014 1:41 pm
  

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Palladin

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Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
But then why mention damage at all? The distinct mention would mean even with a given weight they're better at it, throw it harder, etc. Just wondering if the 'increased 10' is only changed to 'times ten' in Dark Conversions or if it occurred in later printings of Nightbane as well. Plus ten wouldn't be as horrific in an SDC setting.

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Unread postPosted: Sat May 24, 2014 6:58 am
  

It means to "add one 0 digit to the end" when 10 is used with no modifier so 1d6 becomes 10d6 or 1d6x10, a 3000 ft rang becomes 30000 ft, etc.


Please realize the night lords are intended to be insane powerful beings (in the Nightlands and nightbane setting), strong enough that the young dragon to dragon average power level nightbane should be considered roughly 1/10th as strong as a Nightlord.


These are supposed to be SERIOUS big bass of slightly over a (pantheon) god's power, it would take a small group of nightbane and some very clever strategy to possibly take one out or at least 5-10 of them to match power with power.


Converted 'bane tend to be of above average supernatural being, which if you play rifts as a not supernatural being you will realize is quite powerful(with some bane rivaling of exceeding a dragon's or other medium level(the stage between average and greater) supernatural beings).

A Nightlord should be one digit level stronger(so essentially add a 0 to the end of any stated numbers they do where it mentions to).


I think in rifts they would be above a greater super natural being but somewhat below an alien intelligence supernatural being(aka they arent Shuma Gorath, but they are a lot stronger than Demon Lords (on average) and other Hell Lords).

Frankly if "megaverse in flames" hit the Nightlands the Nightlords would wipe it out SO quick lol.

THAT is how scary they are supposed to be(rightfully so). Though they have lots of limiters in place it is very difficult for them to leave the Nightlands. It would make for a very interesting campaign if a night lord succeeded in establishing a partial(or complete?!) domain somewhere not Nightbane earth/the Nightlands.

If you want to get really crazy there is the dealio regarding mirror worlds.... Just think that all the greatest supernatural beings in your setting have a other side of the mirror counter part... (Even if already very evil) ... A night lord is their evil, juiced up counter part!

XD they are VERY VERY SCARY.


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Unread postPosted: Sat May 24, 2014 7:16 pm
  

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Niji wrote:
XD they are VERY VERY SCARY.


They're really just big poodles. Feed 'em a biscuit and they'll shut up. :)

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Unread postPosted: Sun May 25, 2014 1:27 pm
  

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Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
Their TK is not that scary in Rifts, just makes it a competent power able to inflict MD...

but in SDC dimensions... I believe Nightlords are actually stronger than Alien Intelligences and the strongest of gods.

Their TK ability is so strong in SDC dimensions that they have more damage-inflicting ability than anybody.

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Unread postPosted: Wed Jun 04, 2014 3:17 am
  

Nightfactory wrote:
Niji wrote:
XD they are VERY VERY SCARY.


They're really just big poodles. Feed 'em a biscuit and they'll shut up. :)


This post seems a bit ironic or more accurately...extremely accurate, Poodles are the most vicious and aggressive of all the canine breeds/species variants, by several leagues (male poodles anyway). Did you know that frufru looking coat(not the groomed version) gives them one of the highest defenses in nature for laying a crazy beat down? An overgrown poodle coat is so dense and diverting a hail of bullets will likely only phase it if they struck by way of an eye not adequately protected or the butt hole if it's tail was hiked(fairly likely). Even worse when commanded by something they deem their master(The Dark in this allegory) they are the most vicious and ruthless of non mentally unstable/capricious killing machines particularly with proper training.

Like.. The Nightlords are definitely poodles! That makes them all the more frightening...


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Unread postPosted: Sat Jun 07, 2014 4:24 am
  

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Palladin

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Quote:
so dense and diverting a hail of bullets will likely only phase it
I want to believe...

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