
GM Armadillephant |

I'd say keep it at 3/4 BAB, so it's on par with other 6-level casters.
Alternatively, we could keep it at lower "spells" per day and give it full BAB.
EDIT: In the case of giving it full BAB, I'd want to alter the spells so that it's more like a ranger or paladin in that regard.

GM Armadillephant |

Alright, looking at what I was planning to have to do to get things around for this game, I'm realizing there's actually not much left with mechanics. Really the only thing I'd have to do now is finalize the weapons lists--which isn't a big deal--and create the Splicer and Splicing rules.
As far as that goes, though, I'm actually happy not to include it, so that we can get going again.
Was anybody particularly interested in trying those out? I still plan to work on it, but probably as a side project. If nobody minds, I'll scratch them from the game (at least for now) in favor of getting this moving again (or at least sooner than if I create a whole system).
EDIT: Sneaking this in just under the limit!
Modern Path Weapons (Small and Big Guns)
Supplementary Weapons Info: Energy, Explosives, and Melee Weapons

Kora Kirion - Junior Paladin |

I'll stick with Kora being a Pal/Machinesmith if we are still going with gestalt. Machinesmith fits well with my character and isn't to broken mechanic wise sinces it's already tech favoring in some regards. I can change up the Mechanus if you need me too Arma. I just thought it'd be neat to have a mechanical ride across the wasteland. Not exactly an original idea but Road Warrior is still a fav of mine. :D
I'd be interested in seeing the splicer but as for Kora I don't think it would fit. Now if he were to die I would definitely try something less BoS and go for a wasteland weirdie for sure. :)

GM Armadillephant |

All of that sounds fine, everybody. Yeah, that progression seems okay by me, Terry.
So, you guys point out a good question: do we want to stick with gestalt? Or do we want to switch back to a simpler setup with single classes?
Equally important: shall we stick with the story as-is and the characters we have, or begin again at level 1 or do a different story or what?
I'm up for whatever, guys.

Kora Kirion - Junior Paladin |

whatever is easiest on you Arma i like the gestalt idea and if we go back to simpler characters then i may switch my guy over to being a machinesmith full time as i am enjoying that concept alot. :)
as for our current storyline id like to stick with it unless you need to change it im down with anything that makes it easier on you honestly. ;)

Deidre Rose |

I vote either gestalt without perks and just offer perks in place of feats or do normal classes with perks in addition to feats. I've done a home-brew post-apocalyptic campaign before with gestalt and perks and it really does get messy and hard to calibrate. So we can still use and create relevant perks, but they'd just be chosen in place of feats. They're one in the same, really.
So my vote regarding those options.... gestalt >:)

Knight Apprentice S. Morrow |

Personally I like Gestalt because it matches Fallout dynamic character building more. The only other way I can see us achieve this is by using True20 rules.
Here is an example of my (game retired) Zombie Apocalypse True20 character ...
http://pbphouse.com/forum/index.php?PHPSESSID=9hufkfct9apqrgohqu89chsfr7&am p;topic=2811.msg120653#msg120653
BTW, say cheese to the character picture ... ;-)

Knight Apprentice S. Morrow |

I disagree, it's still very incomplete regardless of how many books you have. In other words, there are hole, inconsistencies, and breaks in the system such as cybernetic armor being strong than Robot armor when in fact, it should be the other way around (little stuff like that). Now since Rifts has been out for a loooong time, they may have closed those holes since I last played in the 90s. However, regardless of the holes, Palladium games are fun to play. I played Palladium games from the early 80s starting with Teenage Mutant Turtles and Other Strangeness and Robotech, through my stint in the Corps with Ninjas and Superspies, until about the late 90s with Rifts playing a Robot character. After that, it was DnD, Star Wars, and Vampire. Now, it's only Pathfinder, a dash of True20, and MMOs for many reasons.

Darius Darkblade aka Legionare |

Played way to much robotech rifts crossover....... >.> <. <
Miss the old world of darkness the new stuff it just lacks something.... also play a bit of shadow run and Arcanis.
And improbable island. If anyone wants to. Check that out let me know I can get you a refef so I get stuffs and I can help you out starting off... old little Uk based brower game with a good rp crew on it...

GM Armadillephant |

Alright, we'll keep this gestalt, so as to maintain the ability to have multi-leveled characters with several tricks up their sleeves!
I think that, at least for this, I'll stick our modified Pathfinder, since most people understand that game and its basics.
So, to sum up, we're leaving off the Splicing (at least for now), and continuing the story from where we are, with the characters we have?
You're down to six party members by my count. Want to press on with what you have, or shall I open recruitment to see if one or two others are interested in joining this madness?

Kora Kirion - Junior Paladin |

I'm here boss. :)
I agree with Deidre, if we are going to be making changes and are still figuring out the rules of the game I say we stick with what we have to avoid overburdening you. Trust me, I started GMing here and I took on too many people at first. Lost a few of them through attrition and one good player because of my own negligence. So I chose to stick with those I have and try and improve the game despite how my RL stuff is throwing me for a loop right now lol!

GM Armadillephant |

Alright, sounds good. We can probably get the ball rolling here within a few days, then--I'll check over sheets, and you guys can convert weapons and finalize choices.
Winter, scrolling back through a couple pages, I'm not seeing your query. What's the deal with the deal with Cleric spells, if you take my meaning?

Knight Apprentice S. Morrow |

I think he wanted to spec to cleric and wanted to know how to treat his spells.
Also the gauss pistol in the fallout book comes off as a linear induction weapon no enegry.
However, it was reclassified in New Vegas as an Energy weapon since it uses energy cells, your call.

Darius Darkblade aka Legionare |

It does still use a bullet. I just don't want it disintegrating people lol. Its set up so it uses a bullet with an energy cell so the only way for that to make sense is if its firing a bullet and using the cell as a charge and if you look up real world gauss guns they use magnetics to fire a ball sorta like dominoes. .... really cool stuff I built on put a hole in my shed way about two inches across and then blew my timing circuits...... ~kicks yet another fun projects remains~

GM Armadillephant |

Alright, let's call it an Energy Weapon, but it doesn't disintegrate or melt things on critical kills or anything. Technically, it could be ruled a Small Gun since it shoots a bullet, but the bullet itself is so small that it adds no recoil, and it's really the energy applications that are giving it power--not ballistics.
Sound good?

Winter MacAllister |

Alright, sounds good. We can probably get the ball rolling here within a few days, then--I'll check over sheets, and you guys can convert weapons and finalize choices.
Winter, scrolling back through a couple pages, I'm not seeing your query. What's the deal with the deal with Cleric spells, if you take my meaning?
Darius had it right - basically, what do I count my cleric spells as, or do I discount them altogether and put in some sort of psionics/other power as a substitute?

Knight Apprentice S. Morrow |

The way Gauss weapons work is that it sends a shaped tungsten spike through an electromagnetic field speeding the metal up to supersonic speeds. The shape and the velocity of the round equals that of an armor piercing round. Of course, the ammunition can be anything that can be accurately accelerated. Since the weapon uses energy cells to power the magnetic field, it is considered an energy weapon. Now the impact and the velocity of the round could cause a type of blast because of the energy behind it similar to what you would see if a meteor hit the earth. The weapon is considered a stealth weapon because there is no muzzle flash and a true muzzle blast.

GM Armadillephant |

Winter: Just pick the spells as you see fit. They're re-flavored as bits of technology that only work once or twice before "breaking," and then you have to "repair" them (i.e., prepared slots run out, you have to prepare again the next day). Obviously, some spells just won't work with this idea, but if we get to those, we'll figure something out.

Darius Darkblade aka Legionare |

That works I just didn't want it shooting beams of power and crap. Its a baby tau rail rifle to me and that's how I wanted it :) also This Way there are potentially other things I can do to a round such as sheathing it in carbon fiber....

Knight Apprentice S. Morrow |

All rail guns have the same basic principles, a metal object accelerated by some sort of field. Then they are modified accordingly for their mission in destroying the target. The only difference between a Tau railgun and a real life rail gun, is the materials used and perhaps how the projectile is accelerated? Currently, rail guns are only tested on large vehicles. For now, small arms is stuck at the gun powered filled cartridges. Of course, they are testing new things all of the time but nothing has caught on long enough to replace the smokeless gun powder cartridge.

Darius Darkblade aka Legionare |

Yeah I lost my gauss rifle to a timing circuit meltdwon still have all the neo dyanimium magnets though :) my rail died when the capacitor bank was overloaded by my brother the rat bastard I told him not to mess with it while I went to grab our beer but no I come back ti a fire....... was so mad. Currently refining capsicum oil......

GM Armadillephant |

Right now I'm looking at starting up a week or two from now as summer starts and my life (hopefully) calms down with the end of school and the finding of a summer job. I'm still finalizing Perks, and I'll get those up when I can. I'll do a final check of everyone's characters and then we'll get moving again!
Between now and then, if anybody has any concerns or questions, let me know and I'll try to get on it.

GM Armadillephant |

Yeah, sorry. I've been busy, and yesterday I was hunting for a job AND came down with a nasty cold (in summer, what fun), so I wasn't in any shape to post. I've got perks going strong, at least the first few you'd qualify for, but I want decisions on how to do them. I know it was put forward at one time to have them as feats, but I was honestly considering having them be an extra that you grab at every level. What do you guys think/prefer?

Kevros Droverson |

If that is the case, shouldn't we get "perks" every level like Fallout or every other level like modded Fallout?

Darius Darkblade aka Legionare |

Depends on how good they are. If you make them weaker than feats make them separate if they are as good or a bit better make replacement choices. And if you want us to pick both hand us and extra feat "slot" at the lvls we don't get feats and say it must be a perk.
But really I don't care how we do them and I know they will be fun Arma. I'm just waiting so I don't have to redo my edit.

GM Armadillephant |

Well, I'm just wondering, because I want you guys to get a real Fallout-type feel here, and Perks at every level seems like part of that to me. And with so many classes gaining a benefit at every even level, I feel like the best way to balance it out is to have them at every level.
As for comparable benefits compared to feats, some might bet better, some might be a little worse, but being able to put multiple ranks into Perks to improve their benefits balances it out (as does strict requirements for some of the more powerful perks).