Megaversal Legion(Adventure)
The Megaversal Legion adventure is a higher powered game focused on a special squad of the Megaversal Legion who gets cut off behind enemy lines while on a scouting mission in the South American Jungle.
For this game I'm trying to put an emphasis on the cool stuff that the different characters can do within the RIFTS system, while reducing the emphasis on the clunky combat system. Unfortunately I haven't been able to streamline character creation very much, so it'll still take a while to put characters together, however once that's done things should run quite smoothly.
As a GM I'm going to be working on saying Yes as well as my improvisation skills, and my ability to run a game where the PCs are dumped in a situation where they have to figure out what's going on, something which ended poorly the last time I tried :'(
I would like the players to work on Building characters as a Group and creating some interesting party dynamics. As well I'd like to see people try new types of characters. For example if you usually play a introverted speedy character, try a boisterous demo-man. Or perhaps you usually play dark outcasts who are really good guys at heart, perhaps a optimistic kid that just kinda fits in would be a different change. Of course if you've already tried something and didn't like it, there's no need to try that again, but if you can think of something new and exciting, give it a shot.
Contents
Character Creation
House Rules
Player Characters
Party Overview
Resources
We have a collection of Rifts books and PDFs over at Geek Hause which you are free to browse. For this game in particular, it would be of use to read the section on the Megaversal Legion in South America 2.
Useful Links
- Skill List - An online list of the skills found in the GMG. Only contains the skill name and %, not the full description.
- Quality in Rifts - A number of houesrules, essays, reviews and other interesting material related to making Rifts better. One of my favourites is the Fairly Complete Rifts Timeline.
Session Summaries
Last Session
In the center of the crater, where once a small army had been, two factions meet. Apollo and Aries walked in from the north, while the PCs enter from the south. Apollo explains that they were unaware that they were in claimed territory, nor was it their intent for the ley line storm to strike the Legion. However now that that the confrontation has begun, they wish to end it as quickly as possible, preferably without further bloodshed. Unfortunately contact is still out with HQ, so no formal agreements can be reached before the ritual to summon the supernatural entity is complete.
Rather than waiting an alternative solution is proposed. A second ritual would be constructed, one that would capture the power of the entity if it were to be slain immediately upon fully entering our dimension. However for this to work, additional assistance would be required. The PCs are at first leery about participating in this kind of soul draining ritual, but after Matt identifies the entity as one of the Host, which is responsible for the devastation of much of his homeworld, they quickly agree to help.
After a good night's sleep and a few hours of preparations, the epic battle ensues. Hector guides the ritual while Krystle attempts to enchant the Host. Matt, Zeek, Akrhan, Apollo, Aries and Artemis lay down heavy fire. It's not long before the Host is enchanted, and forced to dance rather than engage in combat physically. This forces it to rely solely upon his psychic strength, lashing out mentally to cause debilitating pain, and using Apollo's Power Armour as a telekinetic battering ram which is repeatedly thrown at the mystic defences of Zeek and Akrhan. However by drawing on the energy of the Pyramid, they are able to hold strong and it isn't long before the Host is defeated, by an impressive combination strike between Zeek and Matt.
Now granted increased power, the PCs must decide where they which to turn their efforts next.