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Nostalgia4ColdWar
May 7, 2007

Good people deserve good things.

Till someone lets the winter in and the dying begins, because Old Dark Places attract Old Dark Things.
Let's take a good look at Fallout as it applies to Rifts.

Now, Fallout One was really fun and has a lot of stuff that you can adapt to Rifts.

The Super-Mutants. Now, I'm not going to spoiler a 20 year old game, so just suck it. We have the Master, the FEV, and the Super-Mutants. You can transfer the whole thing to the Mid-West, preferably in the Ohio Valley. You can have the Super-Mutants have serious MDC and Supernatural Strength, and have them be an interesting threat. They have Ancient Amerikan Empire gear, including what is normally crew-served or vehicle mounted weaponry, they are appearing more and more, and are starting to intrude on CS space.

The Brotherhood of Steel could be a weird techno-religious order, that searches out these old military bases that are hidden away in order to find the best of the tech. We need to decide why these bases weren't looted, and a really fun way is to go with the old 80's conspiracy theories. These bases were built by the DoD and kept off the books, and wrapped up in FEMAs budget. These bases are completely hidden, out of the way, underground. There are no records of these bases outside of the base network. Now, there's something we can add to them that is a lot of fun, but you don't want the BoS to get ahold of it. That's Mat-Trans, and that can lead you to fun episodic adventures.

OK, so you plant stuff from Fallout around, and then run the core of Fallout. Having it where 4-6 Supermutants can take on a GB and maybe win makes it extremely dangerous. The PC's can get involved as high-tech murder-hobos as people in the burbs or maybe small towns start disappearing and they start looking. The stuff in the bases is easily sellable to the CS. Hell, you can even have them raised in Vault-13, and just put them in high tech body armor that can't be replicated by the CS because it was all built using Zero-G manufacturing, which gives them an edge and a reason to stay away form the CS territory.

Then you have Fallout 2. This is a good game for places outside of CS territory. Hell, you can even leave it where it actually is. Go to the Fallout Wiki and check it all out.

Putting Fallout 3 in there as well as Fallout NV makes a hell of a lot more sense than anything KS has written for the region. Even if your players know the plot, just switch them around or add new ones. Steal the places, the people, some of the weapons, and some of the plots, and just wrap it up into a total crap-fest.

Fallout Tactics: This game wasn't played much. This can really really work. It's got everything you could want in it, and even handles the "NORAD Problem" that some people have with the game. Now me, I replaced the dumb brains in a jar with even militaristic descendants of the original crew who has decided to "Take back 'Murica!" and reestablish the old US without understanding how the world had actually changed, which led to the players having a nasty fight with SDC weapons in the bowels of NORAD.

OK, one thing you might want to invest in is the Gamma World old boxed set. I think it's 3E, with the map to the Allengheny Valley and Pitz Burke. The mutations can easily be adapted, and the settlements are a LOT of fun. I still plan on covering this later, but I gotta find the word doc with all my original work in it.

So, now let's move on the next part I want to cover before we get to anything.

Orbital Facilities, Satellites, and Communications

All right, reading the books it's pretty positive that KS has no drat idea how a radio works. Sometimes I even wonder if he even completely understands how the light bulb, a switch, and electricity all work together.

Early on America (and Europe) built repeater towers for signals. You still see it with HAM radio as well as this weird thing I saw using HAM radios and Commodore 64's to create a strange IRC network. Yeah, it existed. Cell towers are WELL within the CS technological curve. Additionally there were plans, in the event of a super-major catastrophe, to use modified C-5 Galazy planes to act as cell phone relay systems to bypass line of sight problems. While that might be unusuable according to our world, think of what the CS could accomplish with a couple dozen Deaths Head Transports up at the 25,000 foot mark, making small circles, relaying the digital data for the cellphone networks with ultra-high speed wireless.

So, yeah, near CS territory you would undoubtably have cellphones.

Yeah, the Ley-Lines wreak havoc with eletronic signals, but sooner or later someone would figure out a filter to slice that right out.

The internet would be there, hell, they'd probably have VR. Just think of this: The CS wants to try mass field trials of new power armor, so they load up all kinds of scenarios, the computer simulation data for the armor, and let neckbeards duke outin the simulation to get an idea of how things work. Hell, you could even see how fast those neckbeards crack encryption by putting a version out there and see how fast it can be cracked.

Unlike modern countries, the CS has constant pressure to modernize, update and keep up their R&D. To use an old phase and maul it: "The Coalition States must lead or perish."

Sembedia gives us all kinds of reasons that the sats are gone, mostly hinging on the "Killer Sat!" theory, but lets be honest, we all know that not even Soviet brute force tech is going to last 300 years. Solar pressure alone will make sure of that.

But let's say there are some left up there. These are going to be mean things, and we'll say there were ones up there that were killer sats from the Second Cold War. These things won't respond to brute force cracking attempts, and there's HUGE complications dealing with a sat.

So go ahead and add one in. It's not going to really unbalance the campaign. Geosynchronous ones aren't going to last long, and were probably punched out by the warfare going on at the end of the world, killer sats, solar pressure, debris impact, micro-metorite impacts, and just plain hardware failure. The orbiting ones might last longer.

So what about the attempt to launch stuff? Well, the counter-debris ring thing was interesting, but unless something is up there replentishing the ring, it's going to go away. So, why isn't any of it working?

Don't bother to answer why. It just is.

But how about the orbital facilities?

Well, there's plenty of goons on here who could tell you why those things wouldn't have lasted out a year under the post-cataclysm conditions, but lets go with Rule of Cool.

Everyone onboard died. Hell, they had to go to their home planet, they caught Space Herpes, or maybe they just all were stuck up there with Twilight on repeat on all the monitors and shoved themselves out of airlocks.

But leave them up there.

Why?

Because of our Mat-Trans.

Next Post: Variant origins and wrapping stuff up. Then we'll move to magic. It's time to add a framework to the helter-skelter "Nuh-uh!" magic of Rifts.

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Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer
Oh my god. I'm going to have to see if that Subway article is in that big PDF bundle TSR put out around issue 250. One thing that might be worth noting is a fair lot of conspiracy and magic-is-real stories posit that highways and railways follow things like ley lines, or can be repurposed into continent-spanning glyphs of power. RIFTS-as-written, ley-line eruptions would probably have left something like the Subway as a series of curiously deep ravines... but we all know what the answer to RIFTS-as-written is.

Maybe entire sections survived. Perhaps, realizing that things were not restabilizing, some tried to use them as shelters. Maybe their descendants are still down there in some sections, changed by magical radiation, microscopic invaders from nigh-invisible rifts, or the privations of living in a hideously constrained environment. Other sections could have been colonized via subterranean rift. Just maybe, there might be functional maintenance vehicles to take from one to another. You could go all Starlost or Metamorphosis Alpha with this poo poo.

But, um, anyway. RIFTS.

I was introduced to Palladium in 1989. It was grade 9, I had just got the AD&D 2nd Edition Player's Handbook, and a friend and I were chatting about it on the bus, as young geeks do. A third party, who in retrospect I strongly suspect is a sociopath, introduced himself and his ludicrously powerful D&D game. We got involved together gaming, and soon discovered our shared love of Robotech... the RPG books for which this fellow happened to have.

We rolled characters using that flimsy book and a horrifying exploding sixes house rule for stats. I ended up with a Veritech pilot with an IQ and Physical Prowess of 30, the latter which absolutely counted for his modern/onboard weapon rolls. He was the Beef Baron, named for a local strip joint, and he's technically survived roughly a quarter century of gaming now.

I remember getting hooked on RIFTS. I was flipping through the book and... yeah. Saw the Glitter Boy. Saw that shiny SOB was three times as tough as a Veritech and doled out ridiculous amounts of damage, and that was that. I didn't look back until Coalition War Campaign, which disgusted me so much that I quit buying the books cold-turkey. To me, the best books were the ones CJ Carella put out: It was like playing a Saturday morning cartoon, with huge laserblasts going everywhere, and big, chunky robots with silly designs taking 'em on the chin and coming back for more. I'm no more a military strategist than Siembieda is, but I knew that CWC was an enormous pile of bullshit. My one friend would still get the books he was interested in at the used bookstore, which always had a suspiciously good supply of recently-printed ones.

I remember being on the mailing list for a while, but got booted because my inbox filled up while I was on a week's vacation. I remember it mostly for some guy named Vargas, who everyone seemed to hate, and Maryann's occasional pronouncements... like forbidding people from going under the hood of the recently released (and amazingly awful) RIFTS Character Whatever They Called It.

That character generator was awful. I've seen some lovely homebrew chargen software, but they were asking thirty bucks for this. There was absolutely no support for integrating house rules, or new official OCCs and equipment, and it followed the rules slavishly: 3d6, top to bottom, and if you rolled major psionics you could kiss a whole passel of your secondary skills goodbye in the name of 'balance'. Most of it was a bad Windows 3.1 UI sitting on some cheapass database software, which turned skills and gear into a mess of pulldowns and scroll bars, and made it easier to delete items from the database than from the character sheet. And of course, once it was gone from the DB, it was gone for good. The friend I still played with then, and still do now, paid over thirty bucks with currency conversion and shipping, waited months (because it was ridiculously behind schedule, of course)... and finally received a Palladium-branded turd in his mailbox. It was a turd that he and everyone else was explicitly forbidden from tweaking, tearing apart, or actually making useful in any way.

I quit, years ago. Between the horrible core rules, the Byzantine house rules he put on top, and his almost fetishistic love of numbers, game sessions were mainly a series of consultations with the Random Missile Barrage table. I came back to one a couple of years ago, because it was basically the only way I'd be able to see him and his wife. He let me play a Cosmo Knight, since they were based out of Phase World at that point (I like PW. I think it's one of the best things to happen to RIFTS). From the word 'go', the Cosmo Knight was severely undergunned. I eventually convinced him to put that game on indefinite hold, because the asshat who had convinced him it would be 'quick' and 'easy' to run one again, moved out of the city. I'm afraid that we'll come back to those terrible house rules, and those characters with ten and eleven attacks per melee... because while I know he loves his wife, and the son who's on the brink of toddlerhood... I'm afraid he loves those fistfuls of d20s, d6x10s, and ten-page character sheets even more.

JohnnyCanuck
May 28, 2004

Strong And/Or Free
So, um. I'm in Rifts WB 20: Canada.

Kinda.

First person to find me and tell me where I am gets to hear the story.

The basic reason why? It involves me being a Big Deal™ on the Palladium boards back in the day.

(Oh god that still sounds so drat pathetic)

JohnnyCanuck fucked around with this message at 21:53 on Aug 16, 2013

EscortMission
Mar 4, 2009

Come with me
if you want to live.

JohnnyCanuck posted:

So, um. I'm in Rifts WB 20: Canada.

Kinda.

First person to find me and tell me where I am gets to hear the story.

The basic reason why? It involves me being a Big Deal™ on the Palladium boards back in the day.

(Oh god that still sounds so drat pathetic)

Are you the big gun on the cover?

JohnnyCanuck
May 28, 2004

Strong And/Or Free

EscortMission posted:

Are you the big gun on the cover?

Sorry, nope. If nobody finds me, I'll do my big reveal Wednesday, why not.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
Now that I can flip through it that Gencon is over...

... I got nothin'. It's hard enough finding the Scott Johnson art in that book as it is! That book is a parade of Palladium art freelancers.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

JohnnyCanuck posted:

Sorry, nope. If nobody finds me, I'll do my big reveal Wednesday, why not.

Hey you're supposed to tell us a story. :allears:

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
Indeed. Also, my Mutants in Orbit Rifts Space writeup has started in FATAL & Friends, as well.

JohnnyCanuck
May 28, 2004

Strong And/Or Free
Sorry guys! Totally forgot. Also, it turns out I lied (well, not a lie, per se). But I did misremember.

I'm in Free Québec, RWB22.

Here's the deal: years ago, when threaded message boards were still a really cool idea, I hung out on the Palladium Boards, and was probably the most goddamn vocal Canadian fan. I never had Kev's ear or anything - this was before Kev "trusted" the internet - but I ended up chatting a lot with Maryanne, Alex, and quite a few of the artists - including Scott Johnson.

This was never totally confirmed beck in the day, but we had enough hints that house rules back at the Palladium offices was to never ever acknowledge the message board in any way, lest they be sued. Therefore, if you were an artist who wanted to give a shout-out to your buds, you had to do it on the sly:



This pic is on page 30 of Free Québec. Look at the graffiti in the upper-right corner. There's my handle. Or at least most of it. Also acknowledged there are
  • AnubisXy, another extremely vocal mega-fan, whose graffitoed name Scott accidentally misspelled
  • Midnght, the then-forum moderator
  • Gideon, another dude
  • two to three other names I can't quite make out and forgot to ask Scott about

I never said it was a good story. :colbert:

JohnnyCanuck fucked around with this message at 22:12 on Aug 25, 2013

JohnnyCanuck
May 28, 2004

Strong And/Or Free
Q!=E

NGDBSS
Dec 30, 2009






That's pretty cool but your image needs [timg] desperately.

EscortMission
Mar 4, 2009

Come with me
if you want to live.
I like this story. :golfclap:

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer
I was never on the boards, but the bit about 'not being sued' reminded me that a bit of fan-stuff posted on the even older mailing list actually made it into print. The one bit I recall was for Nightbane, a 'clans of the moon' werewolf add-on that I'm stunned KS okayed because it howled Werewolf: the Apocalypse look-and-feel right down to the not-tribes.

Fortunately the other project that I remember being constantly updated, didn't. It was a mod to the melee combat rules... a complete rebuild, to be precise, and it not only included hit locations, but used them as striking surfaces, with different degrees of damage and resistance based on angles and... it was like Toribash in 1995, on paper. I'm not sure if he ever tried to use it himself, or if the pages of theory and convoluted instructions with ASCII stick figure examples he sent to the list every week or so was a cry for help.

JohnnyCanuck
May 28, 2004

Strong And/Or Free
The "Tribes of the Moon" stuff was Steve Trustrum's work. If I remember my Palladium scandals correctly, it got printed in the Rifter, but with significant alterations, and the second part of the article was promised but never actually got printed. Furthermore, he lost the right to reprint it himself because of the Rifter's weird submission policies.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
In flipping through Rifts Canada, I noticed it had a significant number of shoutouts to Palladium contributors in the text itself, as a number of NPCs are named after real people.

Bieeardo posted:

I was never on the boards, but the bit about 'not being sued' reminded me that a bit of fan-stuff posted on the even older mailing list actually made it into print. The one bit I recall was for Nightbane, a 'clans of the moon' werewolf add-on that I'm stunned KS okayed because it howled Werewolf: the Apocalypse look-and-feel right down to the not-tribes.

That runs on the dicey assumption that Kevin Siembieda is rather familiar with Werewolf, or any other RPG of the 1990s or 2000s, really.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Alien Rope Burn posted:

That runs on the dicey assumption that Kevin Siembieda is rather familiar with Werewolf, or any other RPG of the 1990s or 2000s, really.

Sure I know that now, but back then I figured that between the assorted legal issues they had, and the popularity of the WoD, someone would have spotted the similarities. Then again, if Johnny Canuck's recollection is correct, that could go some distance to explaining why things went to squirrely there.

Or it could just be the everyday fucker-uppery down at the Palladium ranch. :v:

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
Updated the OP, mainly just to do a few fixes, get the newer F&Fs in order, and added the "Palladium-Playing Awful Goons and Other Strangeness" section for goony Palladium material. Feel free to suggest additions, of course. I'd like to add more content if I find the time.

Oh! Funny story. I picked up a copy of Mutants Down Under to replace my lost book while I was at Gencon (there was a 1/2 off any After the Bomb or Heroes Unlimited book), and though it's great to see the Palladium folks keep a good percentage of their books on the wire racks, the pages are yellowed and I cringe slightly to think of how long Palladium has sat on that book, lugging it around conventions, hoping some schlep like me was like "Oh, I want this, because Eastman, Laird, and Lawson." And then I realized Mutants Down Under had so many brothers, just being lugged around, Palladium staffers and volunteers stuffing Mutants in Avalon into a wire rack con after con and hoping somebody actually wants it again...

... maybe it's not that funny after all. :geno:

JohnnyCanuck
May 28, 2004

Strong And/Or Free

Alien Rope Burn posted:

Updated the OP, mainly just to do a few fixes, get the newer F&Fs in order, and added the "Palladium-Playing Awful Goons and Other Strangeness" section for goony Palladium material. Feel free to suggest additions, of course. I'd like to add more content if I find the time.

You're missing my old buddy and new Marvel Comics Digital House Artist Scotty Johnson in the Art section, man!

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

JohnnyCanuck posted:

You're missing my old buddy and new Marvel Comics Digital House Artist Scotty Johnson in the Art section, man!

What? No, he's always been there, you just missed him, and you can't prove otherwise now. :colbert:

(I honestly have a harder time with more recent contributors, so always feel free to suggest folks I've missed.)

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


JohnnyCanuck posted:

[*]Gideon, another dude

That's me. I was Gideon on the forums right up until I went full time as a staff writer there. Then I quit posting because interacting with Palladium fans in a professional capacity is loving exhausting.

JohnnyCanuck
May 28, 2004

Strong And/Or Free
Then hey man! Good to hear from you again!

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


JohnnyCanuck posted:

Then hey man! Good to hear from you again!

Nice to see you still repping the Great White North.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
So! I'm looking towards my next F&F now that Mutants in Orbit is wrapped up. But there's a bit of trivia I could use some help with.

Kevin Long is known for his work on early parts of the Rifts line doing robot designs... and, to some extent, borrowing heavily from existing mecha designs. While he doesn't plagarize wholesale, there are recognizable design elements from existing robots and vehicles in a number of Rifts designs. Here's some notable examples, though keep in mind some only have distinctive elements (the Glitter Boy just has the same gun as the Gundam mecha, and the Hunter (and related designs) mainly just borrow Briareos' head design.
  • Glitter Boy = Full Armor ZZ Gundam (Mobile Suit Gundam ZZ)
  • Gargoyle G-10 or G-20 Avenger = Tekkaman Axe (Tekkaman Blade)
  • Triax X-535 Hunter / Jager = Briareos (Appleseed)
  • SAMAS = Madox-01 (Metal Skin Panic Madox-01)
  • Triax X-10A Predator = AD Police K-11 (Bubblegum Crisis)
  • KM-700 Uni-motorcycle = The Hound (Venus Wars)
Some link the Triax T-21 Terrain Hopper and Sylia Stingray's Hard Suit, though I personally feel that's a bit of a stretch. There's some possibility that the Triax X-5000 Devastator which may be related to Patlabor's AV-98 Ingram, and I remember there being a source for the X-1000 Ulti-Max, but I can't specifically recall what it was.

So, the question is - does anybody know of any other clear sources for Long's mecha work? There's also a poorly-sourced rumor that design-swiping got him into trouble during his days working on FASA's Battletech as well - any word on that? Bear in mind I'm not looking to totally just dump on the guy, I think he diverged enough in many cases that his designs often have their own merits, but it's relevant to a discussion of his work at Palladium and how anime-influenced it was.

Alien Rope Burn fucked around with this message at 17:53 on Aug 30, 2013

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


The Battletech thing was a completely separate issue, and only tangentially involved Palladium. FASA got in huge trouble for stealing a bunch of Macross designs and calling them their own. Then they did a bunch of stupid poo poo like trying to copyright giant robots and the visual representation of the M-16 in comics and games. Needless to say they failed at all of this.

clockworkjoe
May 31, 2000

Rolled a 1 on the random encounter table, didn't you?

Alien Rope Burn posted:

Updated the OP, mainly just to do a few fixes, get the newer F&Fs in order, and added the "Palladium-Playing Awful Goons and Other Strangeness" section for goony Palladium material. Feel free to suggest additions, of course. I'd like to add more content if I find the time.

Oh! Funny story. I picked up a copy of Mutants Down Under to replace my lost book while I was at Gencon (there was a 1/2 off any After the Bomb or Heroes Unlimited book), and though it's great to see the Palladium folks keep a good percentage of their books on the wire racks, the pages are yellowed and I cringe slightly to think of how long Palladium has sat on that book, lugging it around conventions, hoping some schlep like me was like "Oh, I want this, because Eastman, Laird, and Lawson." And then I realized Mutants Down Under had so many brothers, just being lugged around, Palladium staffers and volunteers stuffing Mutants in Avalon into a wire rack con after con and hoping somebody actually wants it again...

... maybe it's not that funny after all. :geno:

I also have AP podcasts of TMNT here http://actualplay.roleplayingpublicradio.com/2011/02/genre/action/tmnt-and-other-strangeness-mutants-in-new-york-part-1/ and here http://actualplay.roleplayingpublicradio.com/2011/02/genre/action/tmnt-other-strangeness-mutants-in-new-york-2/

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

CroatianAlzheimers posted:

The Battletech thing was a completely separate issue, and only tangentially involved Palladium. FASA got in huge trouble for stealing a bunch of Macross designs and calling them their own. Then they did a bunch of stupid poo poo like trying to copyright giant robots and the visual representation of the M-16 in comics and games. Needless to say they failed at all of this.

Yeah, I'm aware of that situation, but that's not what I was referring to. Long did some freelance work for Battletech, and the rumor goes that some of his work was too derivative and that FASA stopped serving up work as a result, but the more I consider and research the less likely it seems, it's probably just rpg.net hogswash stemming from his rep.


Added!

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


Oooooooooooooooooooooooooh, okay. Huh, I'd never heard that. It's very likely RPG.net bullshit.

JohnnyCanuck
May 28, 2004

Strong And/Or Free

Alien Rope Burn posted:

Yeah, I'm aware of that situation, but that's not what I was referring to. Long did some freelance work for Battletech, and the rumor goes that some of his work was too derivative and that FASA stopped serving up work as a result, but the more I consider and research the less likely it seems, it's probably just rpg.net hogswash stemming from his rep.
Yeah, those rumours have been floating around for years but I've never seen any great evidence for it.
Though we still have no idea what caused the Great Falling Out™ between him and Siembieda.

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


JohnnyCanuck posted:

Though we still have no idea what caused the Great Falling Out™ between him and Siembieda.

Use your imagination.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

CroatianAlzheimers posted:

Use your imagination.

Random, unexplained mutation caused by dimensional rift.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
Long did a poo poo-ton of work - Rifts World Book 5: Triax & the NGR represented nearly a year of him concepting and drawing on just a single book, for example. He probably didn't get paid very much, and there's reliable scuttlebutt Palladium used some of his sketchwork and other art without paying him. Certainly, they've continued to use his art, sometimes literally just altering it enough to try and dodge crediting him, sometimes not. No idea if they pay him to reuse his art when they recycled it for the Robotech kickstarter, depends on what his contract was like.

In short, he could do better, and did.

Alien Rope Burn fucked around with this message at 22:32 on Aug 30, 2013

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
FASA didn't actually steal anything, exactly- they used the likenesses they had in good faith, because they -thought- they'd bought the rights to do so from a modeling company. As it turns out, there was no small question about whether the company that sold the rights had them to sell. (Supposedly Harmony Gold's rights did not actually cover Japanese model kits manufactured for export, and that's what the FASA mechs were based on, but the judge did not find this line of reasoning persuasive.)

As a side effect, they later decided to go "gently caress it" to using mechs where the creators held any rights to the images at all. If Long retained any rights to the stuff he designed for them, he may have been caught up in that particular thing , but it wouldn't have been a specific, targeted, thing, just a change in company policy.

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


Bieeardo posted:

Random, unexplained mutation caused by dimensional rift.

That's as good an explanation as any, honestly.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
According to the Siembiedas, they got to visit Long when he worked at Raven Software and got a tour of his workplace, so presumably their parting wasn't too acrimonious. I don't think there's quite as much mystery behind it as people want to think, a lot of people want Long to burst out of the hedges and tell some horror story that confirms Siembieda chained him to his desk and how he had to cut off his own leg with a Copic marker or something, and that probably isn't going to happen.

Rabidredneck
Oct 30, 2010

Not pleasant when angered.
One reason I always enjoyed reading Palladium RPG's was despite how the rules needed major clarifications, and unbalanced classes they always had the ability to inspire ideas in me while reading. I'd read through a class and quickly get an idea in my mind of a character complete with backstory and motivations. Other games I could come up with a character idea in time, but palladium games for some reason really got my imagination working.

One of my favorite games was Splicers, especially the Host Armor (living power armor) creation rules. There were so many options that it was easy to come up with numerous models each completely different from each other. One poster on the Splicers board who went by the name Slappy went on to creat an entire series of character classes and organic weapons, host armor and living transport vehicles that were very well received by the community, some of his work was even featured in an issue of the Rifter magazine. I really wish I still had that rulebook.

CaptainPete
Apr 26, 2009

About a week ago, I started digging out some of my old RPG books because my gaming group is doing some one shots until one of my players leaves for school (no point in starting a campaign when the dude's just going to leave in a month). I found quite a few games that I bought but never played, including Rifts. Oh my god, did I feel old when I read through the core book. I used to have the first 15(!) world books, the first three supplements (with ARCHIE 3) and I think the first two or three dimension books... I know a had a ton of Rifters, too. I hate how much money I wasted, but I bought most of them used and I ended up selling almost all of them when I was broke and starving.

I always loved the ideas of the worlds they created. Rifts was the game I wish I could have created, because I used to love fantasy and sci-fi. When I looked through the old books I saw just how dated they are.

Now, I'm making characters for a one-shot, and I could use some advice from those of you who remember how to play the game: I'm planning on running a game down in Mexico/Vampire Kingdoms and I'm not sure what level the characters should be to survive encounters with vampires, mostly wild ones. I've got a Dog Boy, Coalition Grunt, Coalition Technical Officer, Wilderness Scout and a full conversion 'Borg.

Rifts: Love the ideas, hate the system.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
Fighting vampires comes down to three things:
  • Having enough M.D.C. to take all the vampire punchings and bitings you're going to take.
  • Ability to withstand psionic powers.
  • Ability to actually harm vampires.
Other than that, it's a question of how well the PCs can plan and work around vampire weaknesses. I ran a game awhile back that involved the PCs fighting vampires in South America, and vampires also just suffer from being tough as hell. Even the biggest, most ridiculous anti-vampire weapons take repeated hits to bring one down. Personally, I reduced the HP of mook vampires down to minimum (20, if I recall), so I could have scenes where PCs faced off against hordes of vampires and could actually take them down without it taking an eternity. This is especially true, I think, if you have a normal-sized play group, because Rifts seems to be "balanced" (using the term loosely) on having a group of 12-20 players crowdfunding damage against immense targets.

In any case, don't throw them up in a big fight against vampires until they're armed and prepared against them. But then, it's a one-shot, so it may be okay if they all die at certain points, depending on your intention. In your example, I'd let the dog boy have better armor than they have in the core, as well (I think they may have gotten some better armor in Coalition War Campaign or Lone Star, not sure). Having a swift vehicle to get around wouldn't hurt either. As Coalition, also bear in mind a lot depends on whether or not they have support as well.

Also, I wouldn't ever make anybody play a Coalition Grunt, but it's a one-shot, so class balance doesn't matter so much.

CaptainPete
Apr 26, 2009

Alien Rope Burn posted:

Fighting vampires comes down to three things:
  • Having enough M.D.C. to take all the vampire punchings and bitings you're going to take.
  • Ability to withstand psionic powers.
  • Ability to actually harm vampires.
Other than that, it's a question of how well the PCs can plan and work around vampire weaknesses. I ran a game awhile back that involved the PCs fighting vampires in South America, and vampires also just suffer from being tough as hell. Even the biggest, most ridiculous anti-vampire weapons take repeated hits to bring one down. Personally, I reduced the HP of mook vampires down to minimum (20, if I recall), so I could have scenes where PCs faced off against hordes of vampires and could actually take them down without it taking an eternity. This is especially true, I think, if you have a normal-sized play group, because Rifts seems to be "balanced" (using the term loosely) on having a group of 12-20 players crowdfunding damage against immense targets.

In any case, don't throw them up in a big fight against vampires until they're armed and prepared against them. But then, it's a one-shot, so it may be okay if they all die at certain points, depending on your intention. In your example, I'd let the dog boy have better armor than they have in the core, as well (I think they may have gotten some better armor in Coalition War Campaign or Lone Star, not sure). Having a swift vehicle to get around wouldn't hurt either. As Coalition, also bear in mind a lot depends on whether or not they have support as well.

Also, I wouldn't ever make anybody play a Coalition Grunt, but it's a one-shot, so class balance doesn't matter so much.

My plan is have them arrive in Tampico from Ciudad Juarez as an inspection team from the CS. During their second night, a massive attack happens and they have to fight their way out of the base and get away. I'm going to make sure they're more than ready for the attack, but given my players, I expect them to bungle the fight pretty badly.
I picked the Grunt as a class because I wanted one regular guy in the party. I may only have four people show up, so it might not even get played.

Thanks for the advice.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
It bears mentioning that occamsnailfile is currently running a Rifts Dimension Book 1: Wormwood writeup in FATAL & Friends right now.

Edit: Also, if anybody knows of sites or galleries for Vince Martin, Thomas Miller, or Roger Petersen to add to the OP, I'd appreciate it!

Alien Rope Burn fucked around with this message at 15:51 on Sep 19, 2013

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JohnnyCanuck
May 28, 2004

Strong And/Or Free
I just spent some time trawling the PB fora for g.txt-worthy posts.

I think the place is dying, guys. :(

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