Koumei wrote:I think your bonus to hit caps out there. So on the one hand, if you roll any number that isn't a 1, you hit, on the other hand, people will likely have a dodge bonus higher than your bonus to hit.
Except they take a -10 to dodge firearms (and can't parry unless they're very hardcore). So whatever.
Yeah, Miss Nuclear Feet is pretty awesome, but that's focused as hell. You shouldn't feel small in the pants just because she can out-damage you.
Also, hilarious fact: Kev had a short article in a Rifter saying that some players are bad because they load up on physical skills for all the bonuses, so the bonuses should be capped. But this is obviously the fault of those players - at no point did he screw up there.
It's especially dumb considering the majority of them have zero use other than the skill bonuses (meaning if you're capping it you could save time and just say "You can spend a skill to gain +X, maximum Y") and that the kind of people who would take all of them are, well, the kind of people who would in fact take all of them (that is to say, close-combat mercenaries and juicers would indeed do a lot of running, weightlifting, boxing, kickboxing, wrestling, gymnastics and Atlantean Splujitsu).
Ok, so there is no way to really beef ranged attack "To-Hit" rolls in Rifts. That's kind of good to know.
Oh, and that "Skill Caps" article; it's in the same Rifter that has the Mental Skills. Fucking irony.
The funny thing is that I looked in the book for mental skills; then found like... a
bunch of useful things:
1. Spells to summon grain/water. Sure that
seems uselesss; until you realize that I've got a pegasus mount and go adventuring. Not having haul actual food when I do have large pools of PPE (over 200 at level 1; via a combination of Godling + Shifter Supernatural link PPE pools). The side benefit is that Grain + Water + hunted Meat = soup or stew. Mmmm, mmmm. Well, at least you won't starve.
2. Rules and a skill for aerial mounted combat (I mean... seriously what the hell?) awesome synergy for my character; however I need to get Horsemanship (Aerial) before I can get Horsemanship (Aerial Combat). This prompted me to start digging around for a Palladium rule book for the stuff on Aerial Horsemanship.
3. Mental skills. Awesome, I grabbed Reading/Literacy studies; Tactical/Strategic Games, and Philosophy. Apparently... you can have a philosophical debate and 'win' with this skill, or something. The philosophy skill is the only one that has a percentage assigned to it.
4. The thing on skill caps. Way to shoot me in the dick there Kev.
5. An explanation as to
where the Ley Line Walker's "uniform" of being completel bundled up, with a gas mask, goggles, etc. came from. In a Chaos Earth article.
All in all, the issue had a lot of really good articles for just one character of mine. That's most likely luck, than it is anything else.
Regarding Ms. Nuklear Toes. Not so much small in pants, as really impressed. She's probably got a bunch of other Tattooed combat options, and is an MDC creature; meaning that stark naked, she's pretty effective. I don't know what the base-line for character options is though.
Besides, having a character that allows the team to seriously threaten even the toughest opposition that they see, makes it so that the whole team suddenly has a whole new range of potential enemies that they can go up against; and expect to win.
Your group could go after large Splugorth Slaver ships (the one from
South America 1, has sections that have 100 to 600 MDC; and a main hull of 2500 MDC), and leave you to start tearing apart or caving in the ship itself; while the rest of the team starts to murder everything that tries to stop you. Having a team that can take on and wipe out enemy patrols is one thing. Having a team that can assault an enemies "largest" vehicles, and expect to beat them, is an other thing all together.
Oh, and even the 'normal' fighting will be pretty hardcore, as the ship has the following crew entry:
Crew:
Twenty-two total. A captain, two pilots, a navigator, two
communications officers, two sensor officers, three petty officers, four weapons officers, and seven sailors (Kittani, Kydians or Altarians).
It typically carries a company of 64 armored troops, usually Kittani Serpent or Equestrian power armor, plus 12 Splugorth Slavers on flying barges and 60 Blind Warrior Women (see Rifts Atlantis for descriptions).
Additionally, its cargo holds have room for 800 humanoid
captives, in 100 special cells, complete with shackles and ar-
mored walls and doors.
The cells will be uncomfortably cramped if more than four people are placed there, and down-right nasty if they are filled to capacity. The Splugorth don't care. Often, the slaves are kept pacified with zombitron para-sites, drugs, or shackles, especially if they are dangerous or
have special powers.