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Posted Thursday, January 29, 2009 5:16 PM
Champion

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Cyberware, Psionics and Nanosystems

Q: "Psi Pulse - Causes Tech. Glitch on one subject for 10 secs" - is a subject one item of technology, or one person and all the items they're carrying/wearing/implanted with?

A: Tech Glitch varies depending on the type of thing you're attempting to Glitch - If it's a computer system, or standing piece of hardware then it only really works on that. If it's a person, it appears to work on the kit they're carrying - plus there are some area effect types out there that hit more than one person.
Be aware that certain NPCs sometimes have the ability to specify the exact target of the Glitch, i.e. "powersword", which is not the case with players and that the effect target/subject is by Character or an inanimate object not carried by one.

...

Q: Does Psi Resist use PsiPoints, or is it automatic and unlimited?

A: Psi-resist does not have an ongoing cost associated with it's use - If you've got it, and want to resist something you've got the level to cover, then you can.

...

Q: Just wanted to double-check my understanding on psionics: psi pulse - tech glitch level 2: there's no duration, so it's permanent? [until repaired]

A: Yup. Fixing can be with Tech probe or with actual arcane skills.

...

Q: What's the current ruling on psi-resist working when someone is unconscious / incapicated? As I recall it still resists or not by choice (i.e. you don't resist psi heals, but can still resist rippers). Does this also apply to teleport? (e.g. teleporting casualities back to base camp for treatment, or teleporting enemies to capture them)

A: The player has full control over whether or not they Resist, at all times, until dead.

...

Q: How does psi resist function while someone is unconscious?

A: Resist as a controlled mechanism does not require technical conciousness, so unconcious characters can take
healing effects.

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Q: When you call a Psi ability, is it based on your Psi level or the level of the ability e.g. A Psi level 2 using the level 1 Mind strike ability. Would they call "Psi 1 Confused 10 seconds" or "Psi 2 Confused 10 seconds"?

A: Psi calls are always preceded by the ability Psi lvl, not that of the user. The abilities are individual effects unto themselves, rather than one ability given more 'juice' by the Psyker.

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Q: quick question on teleport. It says target/user is teleported in the rules. Does this mean only one person can teleport or is it possible for the psionicist to teleport a concious or unconcious character along with them?

A: The standard psi power teleport effects one person (and their clothes and things they are carrying less than a person in size). It's range touch, so you can use it on yourself or someone else. If you use it on someone else, they can choose to resist it with psi-resist if they want to, regardless of whether their conscious or unconscious. Objects you are actively holding (e.g. not a gun tied to your belt, but one held in your hand) are also covered by your psi resist. This is relevent if you try to teleport away with if an object someone else is holding. (as happened one game).
It's not possible to teleport inorganic objects by themselves - you have to send them attached to an organic being.
Note that certain NPC things have powers which at a glance resemble teleport, but are not, so function differently.
Teleport can take man-portable objects with you. This includes large items that can be only just carried, like tripod mounted weapons, but not bigger items like titan weapons that take multiple people to carry.
In-Game we have allowed 'apparently' simultaneous departures using this. To re-iterate though, this still requires the double expenditure, or rather the expenditure per target, of Psi points as it does technically count as two separate actions. Argument could be made that this is unfair compared with the opportunity available vs other abilities to interrupt them (as rarely as we bother) during their vocalised part, to which I would say, I just think it is cooler roleplay to have 'porters be snappy, Pcs and Npcs alike. So that is why it has established itself like this.

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Q; How would psionic protection work on armour that was weaker than the protection level. Say you're wearing some primitive gauntlets (1/0) and someone has put Psi Protection 2 on you (+2/+2). That makes the armour on your arms
(3/2). If you get hit with an S3 weapon is that sufficient to break the armour?

A: Armour is not reduced by damage unless the damage call is twice the protection number: this is the Break Point.....(any Psi Protection adds 1 to the BP).....So Flak will break at S4 or S5 with a Psionic Protection. Psi Protections themselves do not break.
In your example, your bodily protection is 3/2 but the breakpoint of the armour is 3/1, 2/0 without the psi.

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Q: For westlitsiders it says that they get one of psi level 1 or psi resist 1 free. Does this stack for a westlitsider defender or is the psi level 1 automatically the free pick from those two??

A: The Psi freebie is not stackable. The idea is that Defender types are inclined to Psi USE, hence bonus Ability levels rather than Resist.

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Q: Strengthen Mind: 'widen one of their abilities'
Please could you clarify exactly what this means?

A: Strengthen mind:
You target one psi effect they can do normally. It lets them use the effect of the same name one level higher, as if they have it. If someone has psi heal lvl 1, and someone uses strengthen mind on this, they can then use psi heal level 2. This is only works if the corresponding power one level higher actually exists. This also applies to trying to use it to get level 5 effects. The effect lasts 12hrs according to the 2.1 rules.

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Q: I have a further question to this one:
a) Does the boosted power cost the same as it normally does (ie. do you pay the cost for psi heal 1 but get the psi heal 2 affects - bad example as they cost the same but you get the idea), and
b) Do you need to have the actual psi level to cast it at its new higher level (ie. could the above named person only use psi heal 2 if they also had psi 2)?

A: a) Yes b) No.

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Q: Still on Strengthen Mind:
What call do you give? If you boosted say Ripper2 to Ripper3, would you call "Psi2, Ripper3"? I figure that because you aren't boosting how strong their actual level is, it can still be resisted by PsiResist2...

A: You call Ripper 3 and it can't be resisted except with Psi Resist 3 or above. The boost effectively gives you Ripper 3 in all ways for the 12 hour duration, but removes Ripper 2. Abilities where there is no obvious lvl up, require a ref decision, based on circumstances, character type and how entertaining we think it can be. This especially applies to going past the standard lvl 4. This is less likely to be successful and if it is will very likely drain huge amounts of Psi points or even be painful. Be warned.

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Q: Can I please request a clarification for the Psi2 power 'Strengthen Body'? It states it adds +1Bpt to a location for 12 hours, up to the max level of the caster. It also grants the ability 'Discern Injury' as per the medic skill. What I would like to know, is can this be used as a temporary wound patch? When you give them the +1bpt are you just upping their upper limit from 2 to 3, or actually giving them an additional point as well as upping their limit (and therefore making it possible to go from -1 to 0 on an injured limb)?

A: It can be used to heal and the healing is permanent - if you read the description it says any bonus points vanish at the end of the duration. It can be used as both psi healing and/or bonus toughness, with the bonus toughness eventually wearing off.

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Q: I have a question - what does the Psi power 'Warp Test' (any level) actually *do*?

A: let's just say you dig deep into your Psi to do this and until then.....that's the mystery. It can (potentially) have benefits for you during time-in, but it's something your character will not know until they do it.

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Q: If you spend all the psi at one time, can you do multiple things at once? Say, you have an injured person and want to get them to safety, can you spend 10 psi all at once instead of 5 at a time, and teleport whilst carrying them? Or a 'broadwave' telepathic yell for help to many recipients at once?

A: Generally it's one effect per call per cost with the standard powers. There are certain abilities which are 'Vocal Range' rather than individual target, but that's still a single call & cost & effect.

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Q: Targeter Cybereye says "If Tech. glitched, the user is blinded in one eye which must be acted upon". Does this mean that you have to roleplay being blinded in one eye for the duration of the tech glitch, or that the character is permanantly blinded even when the glitch wears off and this has to be acted upon by ic methods to fix?

A:If the Tec Glitch is called with a duration (eg "Tec. Glitch...[head]...30sec.) that is how long the blindness would last. If the time is unspecified, it is 'permanent', until the targeted area is fixed by the appropriately skilled; in the case of this, a Cybertechnician.

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Q: One thing I was thinking of was playing a character who's been badly injured and thus needs cyberware to get them back up to average. Is it ok to do things like hearing aids and the like, random things like that even if they're not covered in the rules?

A: That's fine. We did in fact have a right laugh with someone previously, who had headware to make him smarter/saner, who initially had fits and seizures when glitched or badly hurt. If it isn't taking the piss and is suitably in the spirit of the rules we are happy for IC impacting stuff like this to make Characters more fun.

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Q: The Cybernetic Medfit Implant works "as Auto-Med"... does this mean it'll only be any use for me, or can I hook myself up to others as well (bwahaha...)? I'm thinking the former but wishing the latter...

A: It is personal. This is due to both it's integral surgical nature and that Fain can't be arsed to sit and work out the Rp and rules for a custom job that can be used on external subjects.

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Q: Are you open to suggestions for new items of Cyberware? Cos I have some ideas of things I'd like to get as Cyberware.

A: New Cybernetics - sure. Ideas are fine, but enacting them is the hard part. We have had several example of this, from Lucius Kharnan and his posse working hard to produce their Pulse Pistol, to simpler stuff like having Targeters that can work as microscopes. Needless to say, get relevant engineers on it. (The A I s won't do this for you, just in case you were trying it). This is only for implants which give an in-game benefit - Jenna has some non-standard implants, but they're just to get some damaged organs back to factory standard.

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Q: Does the cybernetic targeting eye mod counts a s "weapon" cyberware?

A: Nope

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Q: Nanolords and Attributes:
Doesn't say one way of the other, but can points be spent subsequently to upgrade systems or is your shift always the same as your initial choices?

A: Rp can be used to aquire further Shapeshift Attributes, additional to your initial ones.

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Q: In the same vein, regarding the 'Extreme' variants - if systems can be upgraded is it possible to upgrade from the 'normal' version to the 'Extreme' version at reduced cost or do you have to pay full whack?

A: The Extreme etc: I have deliberately made it so you have to pay each price separately, representing that each has it's own procedure/installation.

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Q: And if you have 'Extreme' is it possible to make the choice to not go the whole the hog and just shift to the normal version? (Because it might get messy if you Extreme Aggressor or Armoured Hide whilst wearing armour when all you wanted was Aggression Growth or Toughened Hide)

A: To use the 'lesser' versions you must have them installed with their own procedure and Rp cost.

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Q: In which case - if they are seperate and individual systems, do they stack?

A: I think as a rough guide, anything with 'incompatible with worn armour and Cybernetics blah' is probably not stackable with other loc. Attribute, but replacing. Which means Thermal Resistance can be added to Toughened Hide, but Armoured Hide can't be.

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Q: I had some ideas for new Nanosystems. Are you open to suggestions of new abilities?

A: If you wish to take an interest in that direction, see what happens. Currently nanosystems are handled by a few specialists (obviously far too valuable to be wandering around as Pcs) and the Tegular, who understand it all far better than anyone else, so while your character can't build new stuff you can investigate IC how to have it done.



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LT -Captain Iolanthe Swan
Riftworld - S.J MacRae
Brighton Below - Drizzle
Post #82646
Posted Thursday, January 29, 2009 5:19 PM
Champion

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Equipment and Armour

Q:The rules say that "any object not possessing a code tag cannot be taken by players/regarded as useful". Does this include stuff like PDAs/walkie talkes/torches/similar items that aren't covered in the rules, and if so would that mean we should get codes for them, or we can't bring them IC?

A: Anything you aren't sure of, just ask at the event. IC, it is often a case of attached values being different in Riftworld. Items that are thought to be worth nicking are those covered by codes. Certain personal stuff, like personal gadgets (eg dictaphone is a sound recording device, a camera is a visual recording device) may well have a code, in the Computer System, or the Engineer codes, but unless we think it likely to be nicked, we aren't that facist about it. This laxness includes stuff like trinkets, which may be pilfered if someone REALLY thinks they can justify it IC.
Personal radios are not allowed except in special IC situations - see rules -Setting Outline.
Codes can be requested before Event if you want, and have settled on a Char. otherwise they are given in your Char. envelope.

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Q: Is it possible to aquire very rare equipment at some point (in play or downtime or whatever), or should Alan stop building a missile launcher?

A: Yes. It is possible. Though the price may not be worth paying... we've acquired automeds, rocket launchers, and other equipment. You can do it by random luck, trade, dirty deals, combining forces and so on. Making deals with PCs or NPCs of other cultures is certainly possible in play. Though the main source of BIG GUNs, also known as the Xadacian branch of 'Guns R Us', has recently closed its doors due to 'irreperable differences with orbital ballistics' and is unlikely to be opening its doors anytime soon...

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Q: Is it a deliberate choice that there's a fair chunk of Vrare equipment, and not a single character choice that has access to them? Find it or make it would hence appear to be the only way to get hold of them - making the rp cost a bit redundant!

A: Even if you make stuff with the craft/arcane skills, you still need to pay the RP cost for it, so knowing the cost is useful. It also gives you an idea how much it is worth if you find it and want to take it back to trade it in. The XP is 'resources, reputation and time' which you have to use to 'get stuff' like training, equipment requisition and time in the workshops/labs and other facilities. They can also feature in deals or gifts as well as manufacturing, where the Rp gives you a 'value context'.

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Q: Armour stacking rules state that where armour is worn over the top, the better armour gets +1. Does this mean that Cyber (2,1) plus leathers (1,0) would make for a total of (3,2), despite the fact that leather is functionally useless against Energy?

A: Having chatted with others on this, it seems against the spirit of the rules if not the wording. The best description would have been 'armour with a value vs S and E' adds to the better. Prim does not have a value vs E, so doesn't. Therefore Prim over cyberflak would be 3/1.

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Q: How does layering armour affect the break point? eg I have Psi armour +1/+1, scaley skin +1/+1 and flak +2/+1, giving me +4/+3 armour overall. The Psi doens't break (says so in the rules), but does the flak break at +4/+2 as normal, or at +8/6?

A: Neither. The layered armour ups the protection on you, but doesn't affect the break point of each individual armour - however, psi armour specifically DOES add one to armour's break point, so it breaks at +5/+3.

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Q: Displacerfield- Yellow sash. Struck by a matching or penetrating attack, the wearer leaves play, moves 20m in any direction and re-enters play. Is this a random direction, or a direction determined IC by the wearer?

A: This is a roleplay decision, based on how much the player wants to have their pc know what the thing does, or just how much you want to munchkin it up. The tec. is 'smart', as it needs to be able to avoid placing you in walls etc. Decide yourself what parameters it has, whether this is - move me away from other large animals/objects, or move in preferential direction or higher ground or just random. For example, I think we would regard it as cheesy/munchkiny to have it set to 'port you behind an attacker for a throat-cutting, especially when the point of the thing is to get you away from danger, not put you closer.

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Q: This may sound a strange question, but how much kit do we bring IC and how much OOC? The only other SF game I've played (System Override) everything was IC, so we carried our food, sleeping bags etc round with us - is that the case in Riftworld, or can I be a bit more slapdash in packing?

A: Since we're not crazy enough to do continuous time-in, your tent remains OOC. You can carry sleeping mats etc round with you if you wish (we had a skukier who seemed to carry everything he needed...).

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Q: Is there any limit on the number of torches we can bring?

A: You should be scared of the dark!!! Bring as many torches as you can reasonably carry. Pretty lights show the twisted ones exactly where you are.

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Q: The City uses credits as money - is there any "conversion rate to RP" or rough value for credits?

A: Physical currency is localised and not exchangeable for anything more than 'mundane' supplies. These basics include food and board. The credit system of City may be more sophisticated in some ways, but for game purposes falls into the same catagory as above.

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Q: Do lore codes stay the same between events? ie am I as well to embroider the code on my flak jacket, or will it change by the next event?

A: Yep, lore codes stay the same and that goes for the things not normally on lore sheets too. (e.g. a wierd Eldriss concussion pistol)

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Q: Can I buy equipment that's not available to my character class, if I get a recommendation from someone who can get it?

A: A character who wants some tec they can't normally get can be 'referenced' by a character from a culture who can. Bear in mind if something bad happens from this, BOTH characters 'become-responsible-in-the-eyes-of...' As in, 'you told us that maniac was sound'.

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LT -Captain Iolanthe Swan
Riftworld - S.J MacRae
Brighton Below - Drizzle
Post #82647
Posted Thursday, January 29, 2009 5:23 PM
Champion

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Character Creation and RP

Q: Does the bonus from being from Manbas (your first energy weapon or weapon use skill is 1/2 cost) stack with the Citier bonus (all energy weapons and skills cost -2)?

A: No. The 'personalised' package is an alternative to the cultural options, not a 'baseline.' (It's also something very few people actually go for, as far as I know)

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Q: Does the personalized Mambas template bonus mean the first energy weapon AND skill is 1/2 cost or weapon OR skill.

A: It means both your first energy weapons and first energy weapon skill cost half (nb. fractions are not rounded, but tracked as fractions).

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Q: Can you save starting Rp if you've not got the points to get what you want at first? Rather than buy random odd stuff to fill up the points.

A: Yes, unless they are gained from a special time/place related deal, eg." ...help us [in Ongoing]do this here two months from now and we will be indebted [RPs] to you.."

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Q: Are RP transferrable?
Hypothetical example: Three Citier friends are worried that one of them is likely to die because that person has KeBSITH[1] Syndrome so, after an expedition, they each pool their 4RP to buy a Medfit (12RP) for one of them. Is that allowable?
[1] Keeps-Being-Shot-In-The-Head Syndrome

A: Rp - we have in the past allowed transfer of Rp, on the grounds of it's heavy reliance of word-of-mouth rep. as well as actually time and effort represented. We work it on the basis of personal reference eg quoting the right names, going to right places or even getting personal notes.
Devious and fraudulent (Ic) means to play/use up other pcs Rep.points are therefore tricky and if successful likely to end badly one way or another.
So, if Rp is to be 'pooled' just make sure everyone really IS up for that... Ooc this must be put down in Ongoing by each participating contributor and will not be allowed 'by proxy'.
Be aware that saying in your Ongoing 'i give such-and-such ANY RP they need to do this WILL result in just that. If you only want some of your Rp contributed, make it clear.

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Q: Do half RP points round up or down?

A: Neither, they could as 0.5 of an RP.

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Q: I assume you don't get all 4 RP for playing a character for only part of the weekend. If that's right, does it break down to 1 for Fri night, 2 for Sat and 1 for Sun?

A: Thats the break down I was given when I asked about XP for characters started midway through the event after Lyria went Angry Dog Woman.

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Q: Can my character change allegiance - eg a North Xadacian move South - and how does that affect my character "class" skills and equipment buys?

A: It is also worth rementioning that Rp spends still carry Og Ic restrictions. The best way we have found to work this, is that with adequate Ic referencing from eg a Citier, non-Citiers can get access to stuff they may not normally be able to, like training or equipment. However, they would not get the culture bonuses/deductions. To get these requires a fuller 'intergration' into the said culture, which take a lot of Ic and Og effort and time, effectively changing the pc culture niche. Ketta has done this after much hassle and Ic time, transfering from Shengui to Citier culture stats.

...

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LT -Captain Iolanthe Swan
Riftworld - S.J MacRae
Brighton Below - Drizzle
Post #82648
Posted Thursday, January 29, 2009 5:25 PM
Champion

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Combat Related


Q; Where it says that using weapons unskilled means the damage is halved, does this round up or down? i.e. is a man with no CC skill able to call S1 with his knife?

A: Using weapons unskilled means the damage is halved: the Official answer is that it rounds DOWN.

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Q. Riftworld is described as a "Full Contact Sport" on the booking form... what does that mean in practice? It could be a mere reference to the fact that we hit each other with weapons, or it could imply that things like grappling, barging and tripping were permitted.

A: Grappling is permitted, as is 'hand damage' with claws and certain nanolord shifts, and this is the reason for the 'full contact' aspect. Just to clarify 'hand damage' - there are certain weapon phys-reps e.g. claws that fall into this category. There are certain NPC's fighting styles that do not use weapons. If you'd rather no-one tackled you to the ground or somesuch, you need to let us know. If you do tackle someone to the ground, do it in such a way as to let them know what's coming, even though the character might be surprised. As much as I like people to stay IC, dropping OOC for safety's sake is sometimes necessary.

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Q: What skill is used for thrown weapons, and primitive ranged weapons such as bows? Do they all come under Ranged Solid?

A: Bows came up a while back. For IC and OC reasons, no bows are used. They exist in the game world as hunting weapons, but are not used in real combat. It's also a safety issue given the rough and tumble nature of combat. Thrown weapons aren't used either. When a dagger costs one RP, you don't want to go throwing it away. (and it's not
likely to do enough damage to hurt most things).
Thrown Weapons - nope. None (unless you count Grenades). You may not throw daggers, nor use bows.

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Q: Using a sword in one hand and a pistol in the other requires ambidex, yes?

A: We are something of a 'hero' system, so I don't mind people having a gun in one hand which they may fire and a melee weapon in the other. If a player really wishes to Roleplay the hinderance of an 'offhand' they can do this however they wish.

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Q: For the Xadacians it states..."Ranged Weapon Skills always cost half". Does this cover simply the 'Ranged Solid/Energy' skills or peripheral ranged skills such as 'Marksman' and 'Twin Shoot'?

A: This bonus is for the 'Use Ranged' skills only, not the extras/peripherals.

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Q: What would a chainsword would be classed as in this system. Is it energy or solid?

A: Chainfists come under the Energy Weapon side of thing so I'd say chainswords would probably do the same. That said, there aren't any chainswords as such listed so my initial feeling would be that they'd just count as an energy sword. That's certainly what I'd think if I saw one IC.

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Q: If I pack a stub cannon phys rep with enough weight, can I bypass the 'can't run with heavy weapons' rule?

A: No, they're too heavy to run with. You can buy a Float Pod for 3 points to attach to it if you wish, which will bypass the "can't run with heavy weapons" rule. Though that's rare so if you lose the kit you'll automatically get another Stub Cannon, but lose the Float Pod.

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Q: Is there any way to move normally with a heavy weapon other than a grav pod? I was wondering about a pair of cyberarms, but by the rules that would make no difference despite a single arm letting you use a two-hander like a 1.

A: powered armour...

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Q: Could you use a crossbow as a "counts as" flintlock? Obviously without bolts, using like a normal flintlock. Alan just likes the idea of a skukier with a crossbow as a back up character.

A: I'd love to say yes and provide a decent explanation for it's use in a system otherwise devoid of strung weapons, but i'm sorry to say it's just easier to respond with no.

...




---------------------
LT -Captain Iolanthe Swan
Riftworld - S.J MacRae
Brighton Below - Drizzle
Post #82649
Posted Thursday, January 29, 2009 5:31 PM
Champion

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OOC Logistics

Q: When does the game start? We're coming from work so we may be late...

A: We plan to start about 9pm (generally). If you are really late after this, that's fine, though we'd ask you to walk up into the site to find us rather than drive in straight away.

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Q: Are we feeding ourselves or do i just bring some cash?

A: Players are completely non-catered, and there are no food sellers on site. Crew get breakfast but no other meals.

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Q: Does Riftworld have a website?

A: Yes! Finally! It's very basic, no pretty pictures unless you follow the gallery link, but it's there:
www.riftworld.co.uk

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Q: I have spoken to my friend and she said she'd probably perfer to crew than play. She'd just like to know what it involves before she decides. Sooo can you give me an idea please?

A: Crewing Riftworld comes in two flavours:
Perm Crew
You can never ever play again. You'll be told as much about what's actually going on as you want to know and can therefore grin evilly at the players while not actually telling them anything. You'll also get to NPC as some of the more interesting and plot soaked beings.

Non-Perm
You can still play! You'll occasionally get asked to leave the crew hut if we've dragged a player back to do something horrible to them and you won't be allowed to read the event brief. You won't get the juicy NPC roles plot wise but that doesn't stop you getting juicy combat types. It's a good way to get a feel for the game.

General Stuff
You get breakfast and a warm bunk!
Expect to work hard for it.
Riftworld is combat heavy, you'll probably be getting into lots of fights and hitting the floor on a regular basis.
We're happy taking crew who have LRPed for years and ones for whom it's their first event. We don't have any compunction about killing PCs especially if they've been stupid or unlucky. We prefer them to suffer though.

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Q: Being a complete complete newbie, not only to Riftworld, but to the wonderful and sweaty world of LRP in general, can anyone give me any tips in general for Riftworld?

A: Riftworld is sci-fi, so for crewing I expect what you will mainly need is generic modern day bottom layers. Generic trousers (eg combats) and warm tops (with no logos). Good boots - the site at Chester has some steep slopes. I'm sure that overlayers and weapons are provided for crew.

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Q: I'm new to the system: should I crew first to get the hang of it, or should I play from the start?

A: The transition from player to crew is easier than the transition from crew to player in RiftWorld. I'd be tempted to say try playing your first event, and then decide if you'd prefer to crew. The rule is that you can crew one event only before playing. If you crew twice, you become perm crew and get briefed on plot.

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Q: How do we actually book for the game?

A: Booking is by contacting Fain or Fain's Minion - email address should be on the web site.

...


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LT -Captain Iolanthe Swan
Riftworld - S.J MacRae
Brighton Below - Drizzle
Post #82650
Posted Thursday, January 29, 2009 10:29 PM
Heroic Knight

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Marianne (1/29/2009)
Q: I'm new to the system: should I crew first to get the hang of it, or should I play from the start?

A: The transition from player to crew is easier than the transition from crew to player in RiftWorld. I'd be tempted to say try playing your first event, and then decide if you'd prefer to crew. The rule is that you can crew one event only before playing. If you crew twice, you become perm crew and get briefed on plot.

That's not strictly speaking the case, it's more of a guideline than a hard and fast rule. You can temp crew as long as you like, but it will get harder and harder not to hear things you shouldn't and consequently harder to be able to play without knowing-too-much.

Crew get worked hard so we don't want to put any off especially while they're still working out what to play. You will be encouraged to make a decision one way or another though, if only so we don't have to keep shuffling people in and out of the normally crammed crew area when discussing plot.

Thanks for putting this summary together by the way!

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Post #82684
Posted Thursday, January 29, 2009 11:07 PM


Champion

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Thanks for the compile, I've pinned it and made a few edits purely for further streamlining and also corrected a few math errors (thought the text is usually saying the right thing).

----------------------------------------------------------------------------
- Come to Riftworld:the sun never shines, tomorrow is not a better day, but you can drink and swear all you like. That's when we attack.-

"We make ritual noise, we weave the fabric of dreams..."

Bugger it, I was supposed to be having a break from this stuff...oh well....
Post #82688
Posted Saturday, February 07, 2009 12:48 PM


Champion

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Q:

On re-reading the nanolord rules (it's something I do from time to time to make sure I'm not hashing it up...) the following occured to me.
Now the rules are a power takes y seconds to come online. Once you have a power online you have the total time till reset is 60 mins - 5mins per power (number of powers x).

The way I'd been playing it was: Decide now what you want, work out the y total, at that point all powers are active and you now have 60-5x before everything turns off. Just seemed the logical way to do it. Effectively I walk around in two modes -
A) Everything on. Usually when we have a couple of minutes warning a fight is about to happen or someone asks me to do someting dangerous. Lasts 40 mins.
B) Emergency response mode. Usually when someone gets the drop on us, or people start acting weird - all I do is take ten seconds out to be able to immobilise people. Lasts 55 mins in theory but usually dropped as soon as immediate danger passes.

However...
It did occur to me on rereading that nothing specifically states that you turn on what you want at the start and then that's it until the reset. Could I in theory turn on just the Hypo-digits, then five minutes later decide 'sod it, I need the heavy stuff' and turn everything alse on whilst still shifted? If so what the hell does that do to the time remaining? Still five minutes off or do I have to do mental algebra?

As an aside, the various 'per location' shifts - for the purpose of working out how long till the reset is it five minutes for any/all activations or five minutes per location?


A:
nano shifts:
I did not actually intend to restrict activation to one decision. If you activate a attribute, leaving you 55 min and decide after (roughly guessing is fine) 10min pass (45min remaining point) that you'd like to activate another attribute, you can do resulting in another loss of ANOTHER 5min of activity from the initial activation time. This simply means that you have 40 rather than 45 min left at that point. As we've said before, best guesses are fine with us as long as we know you aren't taking the piss.
All you need to remember is the countdown starts from the first Attribute activation since the system rested -["...timed from the start of ANY attribute.."]. So you cannot activate any attribute 55 min after activating a first one.

The attributes last the time [from 60min] and don't cancel before that, ie you can't activate a trait then switch it off before time and likewise force the rest period, hence previous recommendations to activate more attributes you may need rather than less.
It says 'up to' in the rules because the times mentioned don't confuse the issue with the time it also takes to do the shift - the deductions are from the moment you decide to activate a trait, NOT from when the trait is 'in service' 10 or whatever seconds later - you don't get the shift time for free.
This is to stop the nanolords from being oversnacky and gives them even more to aim for. This represents the stepping stone from the old system without making them totally plasticine.

Attributes listed as per location do indeed count as separate entities for this.

Come the day nanolords can shift at will without resting, everyone better get scared. [BigGrin]

Maybe we could introduce new rule where the system can be shut off prematurely, with some kind of penalty....


----------------------------------------------------------------------------
- Come to Riftworld:the sun never shines, tomorrow is not a better day, but you can drink and swear all you like. That's when we attack.-

"We make ritual noise, we weave the fabric of dreams..."

Bugger it, I was supposed to be having a break from this stuff...oh well....
Post #83399
Posted Wednesday, February 11, 2009 1:19 PM


Champion

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Group: System Moderators
Last Login: Tuesday, May 11, 2010 7:27 PM
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As a final ruling that I now promise to stick to:

Vrare stuff:
Having mulled it over and in the interests of entertainment, I have decided that the Non-Specific Manbasians stand as the text, ie they don't have Rarity restrictions on stuff, just the penalties stated. Looking back on the original tabletop, the spirit seems that outcast/outliver types (which is more or less what you are likely to be if you aren't City or Cyberate) had a whole subterranean ancient world to delve about in, where what they might turn up in a dark corner was anyone's guess. Feel free to go wild on this, but as well as the stated lack of bonuses other than the initial weapon/skill and the usual Psi restrictions, I'd also like to suggest (from a purely roleplay pov) that such characters are likely to be..well...odd. [For those who know - Acretius]

Nanolord Attributes:
Like any other aspect of RW you may explore all sorts of activity In-game and during Ongoing Actions (downtime). There is indeed no Nanotech Skill for pcs - Mariannes comment is valid - nanotechnology is heavily lab-based and mostly the domain of the Tegular (whose humanity is still an issue under discussion and whose capacities have already been demonstrated as far beyond) and a few choice research scientists, all too valuable to go wandering around the dangerous outside. This does not, however mean you cannot pursue ideas you might have about R and D. Again I would say, talk to other nanolords and use your OA.

Nanolord mind-set examples:
The Law of Bio-Conduct states the minimum strictures - '..no killing of anything without justification..Twisted are not enemies, but 'pests'...no advocating biologically dangerous actions - release of dangerous virus or chemicals...' to paraphrase.
As it says, at the core of their society is ecology, with the reseeding of the ruined lands about them and the study of the rest.

For the majority of nanolords, the shapeshift system is not what they are about - it is just a tool they use to facilitate their other work.

Attitudes can vary as in any very large and spread community. We have easy-going, civilised 'lord-of-the-manor' type Belraine, whose main contribution to the fertility of his land is the onward perfection of vineyards (and frankly wine).
We've had more 'spiritual' tree-hugger types, responsibility-obssessed types, security specialists. Vince seems to be very much Scientific Inquiry type. The scope is there to explore, from hardcore scientist who just wants to avoid death whilst on field studies, to trippyhippy spiritualists to whom there is a spiritual bond with the forms they choose to shift to.

----------------------------------------------------------------------------
- Come to Riftworld:the sun never shines, tomorrow is not a better day, but you can drink and swear all you like. That's when we attack.-

"We make ritual noise, we weave the fabric of dreams..."

Bugger it, I was supposed to be having a break from this stuff...oh well....
Post #83741
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