Interest Check: Technology and You! (the campaign setting is mentioned below -- not on the title for Paizo's safety)


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This is just an interest check.

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This is not a interest check for roleplaying in the Fallout universe with Pathfinder, its an advert for playing in that other post apocalyptic universe with the Pathfinder Roleplaying Game.

Oh yeah, I just got my hands on the Tech Guide. Well, what do you think I'd put up an interest check for using that book?

Silver Crusade

To my knowledge there isn't a rule or copyright preventing people from playing Rifts on the campaign forums here. We have people playing DnD, Shadowrun, and CoC so I don't see why it would be any different for Rifts.


dot dot dot
I love the rifts setting. I just am not the hugest fan of their mechanics. I would love to play a cyberknight or a mind melter (assuming that psionics are a thing).


KS tends to trademark EVERYTHING about his system, so if he sees a conversion of his system to another, he sends out cease and desist letters.

Obviously, he is either jealous of other companies' systems, or he can't face the fact that the RIfts system is flawed. I can run PATHFINDERized Rifts, but I can't up conversions. However, the Tech Guide has made the Everything-including-the-Kitchen-Sink setting possible with Pathfinder. To a point. Everything in Pathfinder is already there, just needed the Tech Guide.

Silver Crusade

EltonJ wrote:

KS tends to trademark EVERYTHING about his system, so if he sees a conversion of his system to another, he sends out cease and desist letters.

Obviously, he is either jealous of other companies' systems, or he can't face the fact that the RIfts system is flawed. I can run PATHFINDERized Rifts, but I can't up conversions. However, the Tech Guide has made the Everything-including-the-Kitchen-Sink setting possible with Pathfinder. To a point. Everything in Pathfinder is already there, just needed the Tech Guide.

But your not selling anything or making any money... Oh well this is beyond my scope of knowledge at this point, have fun :3

Sczarni

Im listening.


Rysky wrote:
EltonJ wrote:

KS tends to trademark EVERYTHING about his system, so if he sees a conversion of his system to another, he sends out cease and desist letters.

Obviously, he is either jealous of other companies' systems, or he can't face the fact that the RIfts system is flawed. I can run PATHFINDERized Rifts, but I can't up conversions. However, the Tech Guide has made the Everything-including-the-Kitchen-Sink setting possible with Pathfinder. To a point. Everything in Pathfinder is already there, just needed the Tech Guide.

But your not selling anything or making any money... Oh well this is beyond my scope of knowledge at this point, have fun :3

Thank you, but I'm wondering how much interest I can drudge up to play in that everything-including-the-kitchen-sink setting. :)


Vrog Skyreaver wrote:

dot dot dot

I love the rifts setting. I just am not the hugest fan of their mechanics. I would love to play a cyberknight or a mind melter (assuming that psionics are a thing).

It's the kitchen sink, psionics is definitely a part of it. But it's Pathfinderized, so the only thing missing is the mecha -- which can be simulated by using d20 mecha.

I can run it in the Wild New West, Atlantis, Psyscape, yadda-yadda. Also Canada and other interesting settings. :)


Dot for interest


dot


Do you have an idea of what level we would be running?


Nope. Not yet. I don't even have a idea where to set it yet. :)


dot

I'm a fan of the 'game not named' setting :P However, I am NOT a fan of KS, the specifics of which I'll not get into here (I already got permabanned on their site, I prefer Paizo's site much better). I can understand having issues running the mechs, but how do you plan to handle vehicles in general? I know that 3/3.5/PF have always been rather vague when it comes to something with wheels on it.

I wish you luck in getting this one off the ground.


EltonJ wrote:

KS tends to trademark EVERYTHING about his system, so if he sees a conversion of his system to another, he sends out cease and desist letters.

Obviously, he is either jealous of other companies' systems, or he can't face the fact that the RIfts system is flawed. I can run PATHFINDERized Rifts, but I can't up conversions. However, the Tech Guide has made the Everything-including-the-Kitchen-Sink setting possible with Pathfinder. To a point. Everything in Pathfinder is already there, just needed the Tech Guide.

My understanding is that KS got burned early on with trying to source out his PalFan stuff, and it was more or less confirmed about a decade ago by a former employee that he's pretty much a luddite when it comes to changing things that belong to 'him' (i.e. the archaic rules system, the lack of 'current' pdf's (despite ample evidence that ebooks are a phat revenue stream), print fonts that look like they came from Ben Franklin's old printing press, etc.) The whole 'crisis' thing nearly put the company under, and in many ways, the company still hasn't recovered. I can go on for a bit, but I think you get the gist of the situation. It's not so much a jealousy issue, as 'an old man thinking' business model.


Lord Manticore wrote:

dot

I'm a fan of the 'game not named' setting :P However, I am NOT a fan of KS, the specifics of which I'll not get into here (I already got permabanned on their site, I prefer Paizo's site much better). I can understand having issues running the mechs, but how do you plan to handle vehicles in general? I know that 3/3.5/PF have always been rather vague when it comes to something with wheels on it.

I wish you luck in getting this one off the ground.

GoO's d20 Mecha. Still the best supplement for running giant robots that walk, and vehicles with wheels.


d20 future has stats for mechs, btw, which you can find on their srd doc:

SRD.

Might not be a perfect fit, but could save you a lot of work. The other option is something that I did for my tabletop version of that game using pathfinder rules: I assigned all vehicles a pool of temp HP (roughly equivilant to their MDC) which could only be repaired by either magic or use of the craft (robotics) skill. you could replace various weapons with similar version in the tech. guide and you have power armor.


Thank you for the suggestion. :)

I also have the d20 Mecha SRD handy, though. :)


That works too =_


Okay, so this "isn't a conversion"

---

RACES
all are allowed. Oh, forget most of the RCCs ever existed. Most every race except humans and mutant animals are considered to be dimensional beings. Mutant animals are created with Chris Fields' Fursona 3rd Party Supplement, or the ARG (this includes the dog boy pack).

---------------------------
Classes through the Numbers

GUNSLINGER: -- defacto, numero-uno, class. This class replaces the fighter in ubiquity, and guns are (as usual) considered common in this Post Apocalyptic world.
Archetypes
Geeze . . . All.

BARBARIAN
Barbarians typically get access to a particular feat that allows them to shoot guns. Barbarians range all over the Rifts era of Earth. And are particularly represented by the Brodkill (the Rifts version of Orcs).
Archetypes
uh, all?

BARD
Bards are considered to replace the rogue scholar OOC.

CAVALIER
No Rifts equivalent. The Cavalier can represent the unpowered Cyber-knight, or with some training in Mecha operation, use the Glitter-boy Mecha.

CLERIC
Most clerics are Judeo-Christian in America. That is, their patron is NG and they receive the Good, Healing, Protection, and War domains. Other faiths exist, of course, but that will be handled on an askance basis. Oh, yeah, the J.C. clerics' alignments are all over the map.

FIGHTER
Fighters are experts in Archaic Arms, and they may also get that gun wielding feat. They are to the Gunlinger in Rifts, as the Gunslinger is to the Fighter in Golarion.
Archetypes
All, but mobility fighter is the most common.

INQUISITOR
Judeo-Christian, of course.

MONK
Masters at unarmed combat.
Archetypes
ALL.

PALADINS
Paladins in Rifts are in the Cyber-Knights, but these paladins are paladins of the Judeo-Christian Faith. They can generate a mindblade through their conviction. (see the Soulknife in the PFSRD).

RANGER
Rangers replace the Wilderness Scout OOC.

ROGUE
Rogues are City Rats, Operators, Rogue Scientists, Vagabonds, and anything else catch all.

MEN OF MAGIC
ALCHEMIST
Alchemists replace the Techno-Wizard OOC in Rifts.
Archetypes
Geeze . . . all. Oh, a new one converted from Eberron, the ARTIFICER.

DRUID
Druids are found in England, but some are in the Americas.

ORACLE
Most oracles are not Judeo-Christian, but represent shamanisitic faiths or Eastern faiths.

SORCERER
No change, except they might wield guns. May replace the Mystic OCC (although the Cerbremancer PrC actually represents them).

SUMMONERS
The Shifters of the Rifts, except replaced by the Summoner class. Summoners gain access to magic that represent their training with the Rifts, including the infamous Gate spell.

WITCH
In Rifts, Witches aren't very nice people -- most of the time. All archetypes allowed.

WIZARD
Replaces the Ley-line Walker OOC. Well, an Archetype does anyhow, see DEEP MAGiC -- Ley Line Magic for more details.

PSYCHIC MEN
PSION
The Psion class replaces the Mind-melters (MELT MY MIND!), Bursters, and Electros.

PSYCHIC WARRIOR
Psychic Warriors stay as they are.

SOUL-KNIFE
Most are Cyber-knights.

WILDERS
Replace the Crazy OOC.

OTHER PSYCHIC CLASSES
As written, although there isn't one to emulate a psi-stalker, oh well. The marksman is re-flavored as a Psychic Gunslinger.

MEN OF TECHNOLOGY

MECHA PILOT (see BESM d20)
-- Catch all from RPA elite to Glitter-boys, to . . . well, you get the idea.

TECH-GENIUS (See BESM d20)
Non magical techno-wizard. :)


I'm interested, I share Lord Manticore's sentiments on the quirky fun of The Setting That Shall Not Be Named and on the game designer, um, You Know Who.


If I could offer a suggestion, I used the Machinesmith class as the techno-wizard. It worked pretty well.

Additionally, the technology guide has an archetype for fighters that specializes in cybernetics (called, I believe, the cyber soldier) that could work well with a full conversion borg.


It might work even better for the operator, actually. :)


what about my favorite class of all time: the atlantean undead slayer? I think that the tattoo stuff works well with the cryptic. I really like the concept of t-man/undead slayer, and would play one over anything else. Barring that, however, I wanna melt some minds (and faces)!


I would agree with Vrog that the machinesmith would make a fine substitution for the techno-wizard. Somehow, I don't see us with a lot of available time to craft TK hoverboards in this campaign.


Vrog Skyreaver wrote:
what about my favorite class of all time: the atlantean undead slayer? I think that the tattoo stuff works well with the cryptic. I really like the concept of t-man/undead slayer, and would play one over anything else. Barring that, however, I wanna melt some minds (and faces)!

Let me get out Psyscape. I think some of the psi-powers can be redone for Pathfinder. (no, it's not a conversion!)


Lord Manticore wrote:
I would agree with Vrog that the machinesmith would make a fine substitution for the techno-wizard. Somehow, I don't see us with a lot of available time to craft TK hoverboards in this campaign.

The machine smith can also replace the Tech-Genius too. So you're right.


I still like the Artificer.


One of the things that might be interesting might be to have us replace the guards on Erin's trip through the world. That way, we could get a taste of all the major areas.


Only thing is, I don't have all the sourcebooks.


interested, but stretched thin at the moment. if a spot opens up later, i might jump on it if i see it


fair enough then. I would just pick a place that you feel familiar with and go from there. We can make it work somehow (although the 'burbs would probably not be the best starting place).


We are going to play in:

-- Utah. --

Salt Lake City received 2 high classed Nukes, so did Provo. Ogden got one, and the Cache Valley got another. Vernal got a nuke. And Saint George did also. These towns are ruined. Also, the Glenn Canyon Dam was nuked (and so was Boulder/Hoover Dam), and the flood waters of both Lake Powell and Lake Mead washed over the Los Angeles Radiation Zone.

-- This is the New Wild West --

It's 5 centuries after the events of Chaos Earth, and now you're rising out of a Post Apocalyptic Event. Energy has surged along ley lines and the Rifts opened, letting in a lot of people. The starting town is the little town of Moab, just south of the Colorado River (actually it straddles the river.)

it's not a rough and tumble town, but just south of you is Cedar City, which has become Utah's Dodge City. People are trying to resettle Salt Lake City, but the valley has been underwater for 5 centuries.

--- Character Generation Rules ---

Reserved for 6 slots.

25 point buy.

2 traits.

The Feat Hidden Talent (from the XPH) is open to all.

Use the Pathfinder Companion Tech Guide, wear the latest in Post Apocalyptic fashion (anything on Fallout 3, except the Vault Uniforms, are acceptable), or in Wild West wear. Be cowboys astride your robot horses, be banditos, be bounty hunters, I've got a lot of Spaghetti Westerns and A-list Westerns I can draw from. :)


Dot :)
I also may or may not be stalking Vorg...
Dangit! I'm excited about the chance to create and play a very unlucky halfling malefactor!

Edit: umm. What lvl? I assume 1? Also I got an idea for a dwarf gun tank :)


Gobo Horde wrote:

Dot :)

I also may or may not be stalking Vorg...
Dangit! I'm excited about the chance to create and play a very unlucky halfling malefactor!

Edit: umm. What lvl? I assume 1? Also I got an idea for a dwarf gun tank :)

I don't think you were. Or you'd submit a character for my Forgotten Realms campaign. :)

Oh, geeze, the world is so over the top, at least GURPS and Pathfinder can bring some sanity to it. Only North America and Britain (and possibly Japan or Russia) are not mythical. Every other place requires a campaign setup of mythical proportions.

World books way over the top include:

Rifts Main Book
Rifts Ultimate Edition
GM's Guide
Book of Magic
Adventure Guide
Chaos Earth
Rise of Magic
Creatures of Chaos
Rifts conversion book 1
Rifts conversion book 2: Pantheons of the Megaverse
Conversion book 3 Dark Conversions
Rifts Mercenaries
Merctown
Merc Ops
Rifts Chi-Town Burbs
Tolkeen Crisis
The Black Vault
The Vanguard
Merc Adventures
Shemarrian Nation
Bionic Sourcebook
Source book 1 (Also a revised and expanded version)
Source book 2: Mechanoids
Source book 3: Mindwerks
Source Book 4: Coalition Navy
World Book 1: Vampire Kingdom
World Book 2: Atlantis
World Book 3: England
World Book 4: Africa
World Book 5: Triax and the NGR
World Book 6: South America
World Book 7: Rifts Undersea
World Book 8: Japan
World Book 9: South America 2
World Book 10: The Juicer Uprisings
World Book 11: Coalition War Campaign
World Book 12: Psyscape
World Book 13: Lone Star
World Book 14: The New West
World Book 15: Spirit West
World Book 16: Federation of Magic
World Book 17: Warlords of Russia
World Book 18: Mystic Russia
World Book 19: Australia
World Book 20: Canada
World Book 21: Splynn Dimensional Market Place
World Book 22: Free Quebec
World Book 23: The Xiticix Invasion
World Book 24: China 1
World Book 25: China 2
World Book 26: Dinosaur Swamp
World Book 27: Adventures in dinosaur Swamp
World Book 28: Arzno
World Book 29: Madhaven
World Book 30: D-Bees of North America
World Book 31: Triax 2
World Book 32(?): Lemuria
Dimension Book 1: Wormwood
Dimension Book 2: Phase World
Dimension Book 3: Phase World Source Book
Dimension Book 4: Skraypers
Dimension Book 5: Anvil Galaxy
Dimension Book 6: Three Galaxies
Dimension Book 7: Megaverse Builder
Dimension Book 8: Naruni Wave 2
Dimension Book 9: ??? (So far this is vaporware...suppose to be United Worlds of Warlock)
Dimension Book 10: Hades
Dimension Book 11: Dyval
Dimension Book 12: Dimensional Outbreak
Dimension Book 13: Fleets of the Three Galaxies
Heroes of the Megaverse
Coalition Wars 1: Sedition
Coalition Wars 2: CS Overkill
Coalition Wars 3: The Sorceres Revenge
Coalition Wars 4: Cyber Knights
Coalition Wars 5: Shadows of Evil
Coalition Wars 6: The Final Siege
Aftermath
Rifts Index and Adventures Vol. 1
Rifts Index and Adventures Vol. 2
Rifts Game Shield and Adventure
Mutants in Orbit
Rifts Coloring Book
Machinations of Doom
Zeleznik Art book
3 novels Sonic Boom, Deception's Web, and Treacherous Awakening
A short story anthology "Tales of the Chi-Town Burbs"
Rifts Manhunter


Despite that, lets start you all at 10th level.

That level is about the right level for a level 1 Rifts Character out of the main book, with all the crazy stuff the Shifter starts with. The Vagabond (unskilled OOC) is the only character class that starts at first level AD&D or Pathfinder.

25 point buy.

You may dip into a PrC. Any PrC out of any of the Pathfinder books and Dreamscarred Press' Ultimate Psionics -- will do. You can also pick out a dragon from ~In the Company of Dragons.~

EDIT:

I changed my mind. 5th level.

You still won't be able to open a Rift using magic (that's done with the Gate spell) but, most monsters from all the bestiaries are set up as foils for levels 5 through 9.


do you have suggestions for the stats on the alantean race?


Yes. But I'll have to get my copy of Rifts: Atlantis out. I think the backstory is that they are dimensional walkers. Give me some time on that.

--------------------

Anyone who is thinking of playing a Preacher cleric or Paladin you don't have to be Peter Priesthood, or Peter Perfect. It's a flawed world, and it gives rise to flawed men. Yeah, I know that the Cyber knights are Lawful Good, but please use some common sense. The world is a violent place, even more so than today (although now I wonder, America isn't rioting whole scale yet). The Brotherhood of Steel from Fallout can represent the Cyber-Knights, and the Brotherhood of Iron (the Steel dissidents) from Fallout 3 can represent Cyber-Knights that had their faith checked.

There are anti-paladins in Pathfinder, and they'd be perfect for vengeance minded Cyber-Knights.
---------------------


EltonJ wrote:

Yes. But I'll have to get my copy of Rifts: Atlantis out. I think the backstory is that they are dimensional walkers. Give me some time on that.

--------------------

Anyone who is thinking of playing a Preacher cleric or Paladin you don't have to be Peter Priesthood, or Peter Perfect. It's a flawed world, and it gives rise to flawed men. Yeah, I know that the Cyber knights are Lawful Good, but please use some common sense. The world is a violent place, even more so than today (although now I wonder, America isn't rioting whole scale yet). The Brotherhood of Steel from Fallout can represent the Cyber-Knights, and the Brotherhood of Iron (the Steel dissidents) from Fallout 3 can represent Cyber-Knights that had their faith checked.

There are anti-paladins in Pathfinder, and they'd be perfect for vengeance minded Cyber-Knights.
---------------------

OK so my question is: what classes and races from PF are you allowing, and will we need to do any conversions along the way?


ALL of them.

The universe is that quirky. Conversions will happen on a case by case basis over Private Messaging.


From what I remember, they were from atlantis, caused a great cataclysm which moved altantis to an alternate dimension, then have spent the rest of the time in penance, roaming the multiverse fighting evil, especially vampires. recently their race has come under attack by unknown enemies. the clans are divided in what to do about the attacks (or even who is responsible). They're basically humans who have extended their lifetime into the centuries and have slightly better attributes than a human, are immune to the bite of a vampire, and all of them base get 2 tattoos: one to summon a magic weapon, and the other I don't amember.


Lord Manticore wrote:
EltonJ wrote:

KS tends to trademark EVERYTHING about his system, so if he sees a conversion of his system to another, he sends out cease and desist letters.

Obviously, he is either jealous of other companies' systems, or he can't face the fact that the RIfts system is flawed. I can run PATHFINDERized Rifts, but I can't up conversions. However, the Tech Guide has made the Everything-including-the-Kitchen-Sink setting possible with Pathfinder. To a point. Everything in Pathfinder is already there, just needed the Tech Guide.

My understanding is that KS got burned early on with trying to source out his PalFan stuff, and it was more or less confirmed about a decade ago by a former employee that he's pretty much a luddite when it comes to changing things that belong to 'him' (i.e. the archaic rules system, the lack of 'current' pdf's (despite ample evidence that ebooks are a phat revenue stream), print fonts that look like they came from Ben Franklin's old printing press, etc.) The whole 'crisis' thing nearly put the company under, and in many ways, the company still hasn't recovered. I can go on for a bit, but I think you get the gist of the situation. It's not so much a jealousy issue, as 'an old man thinking' business model.

Yeah, from your point of view. I don't the original system because I've been exposed to many others, and they solve the problems of RPing so incredibly well. In fact, I think RIFTS could stand to be played with just coins as a resolution mechanic, and it's infinitely better.

He has a lot of good ideas, its just that I can't think highly of the man. It's not 1979 any more. Copyright law died with the invention of ArcNet, because the scientists then could share their porn with each other. He still thinks it's 1979. And while he is legally in his rights to send out those C&D letters, he stops innovation of his system and it's sad.

I sat here, thinking that I could overhaul the whole Rifts skill system using the D&D 5th Ed Skill resolution system. Throw out the percentiles and bring in the D&D Advantage/Disadvantage system to bring a lot of easiness (Check out my Norman England Adventures campaign, it's awesome!).

Secondly, I'd overhaul combat to match D&D 5th's. Just say you're up against something that could parry your attacks, and you are at a disadvantage in combat. Parry his, and he's at a disadvantage.

Thirdly, Mega-damage and Standard damage is resolved by Damage Reduction.

And then you got some more sanity. The original system works (obviously), but everyone needs to be on the same page. Including the GM. There has been a lot of innovations in RPGs for over 30 years lately, and he keeps plugging on with a system that is outdated. The saddest thing is, smart people, after encountering a lot of other systems, move on and leave him behind.

And Rifts World Book #32: Lemuria is the only book that is balanced in comparison to Pathfinder and D&D 3.x.


Oh yeah, I'm reading Splynn Dimensional Market, and I'll be adding some Atlantis influence. :)


Dot!


how are we doing HP?


oh. AVERAGE!

Can't have the barbarians breaking 100 hp. Oh, yes, one thing. the Starting Equipment for your OCC analog is basically what you start with. It should be the equivalent of a 5th level character. :)


Without further ado, I present you Castael Archerean:

Attributes:

STR 16
DEX 16
CON 18
INT 10
WIS 10
CHA 10

Combat Info:

HP 31
AC 18/22 T 15 FF 15/19
BAB 5
INIT +5
FORT 9
REF 8
WILL 3

Speed 30'

Bastard Sword +9 to hit; 1d10+3 damage; 19-20/x2 crit

Skills:

Feats:

Toughness x4

Class Features:

Studied Target (+2; Move Action; 2 Targets)
Track
Magic Tattoos: mw Bastard Sword -5 hp x2
Knight's Armor (+4) -5 hp
Shield -5 hp
Flight -10 hp
Powerful Body: Constitution +1 -20 hp

Gear:

Sleeves of many garments
Jingasa of the fortunate Soldier
Ring of Protection +1
Amulet of Natural Armor +1
Cloak of Resistance +1

Background:

One of a crop of Atlanteans who were rejoiced to find their homeland again, Castael joined the exodus to Earth. Upon arriving, he was as heartbroken as any of his kin to discover that his race's ancient enemies, the Splugorth, had taken up residence in the land of his people's birth. Taking the vows of the Undead Slayer, Castael was tasked by his clan leaders with raising an army from the mainland to attack Atlantis: the resulting attack, while costly and devastating, was ultimately just a line item in the yearly report for splynncrynth. Worse, it alerted him that there were atlanteans on earth.

For Castael's part, the raid resulted in over 90% casualties among the attackers. Only the timely intervention by the shifter who was assigned as transport to his team prevented their destruction along with everyone else.

Disheartened, Castael took to wandering what was once the continental US. Helping where he could, he fought vampires, bandits, and anyone who would pray on the weak and helpless. His wanderings eventually will lead him to the fateful little town of Moab, where he will stumble into town and collapse.


Don't forget, the skills from d20 Modern and Future are perfectly viable options.


Bump this up, people! :)


bump, man, bump! :)


I'll be your saddle tramp. ;)

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