Steel Rain (a Rifts adventure) (Inactive)

Game Master DEWN MOU'TAIN

Battle map

combat cheat sheet


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first time in a long time since ive played risk the RPG. Put out an interest check, and lots of people responded. so here we are....

Books used: the Rifts rpg sourcebook only. I know there are hundreds of other source books, but to keep it simple, we shall use this one.

this book is the main reference book

We'll keep it simple for right now.

Roll 3d6 for your attributes:

the attributes:

Intellgence quotient (IQ) how smart you are
mental endurance (ME) how well you can manage stress
Mental Affinity (MA) showcases personal charm, your ability to lead
Physical strength (PA) how much like arnold you can become
Physical Endurance (PE) stamina, how long you can do it
Physical Beauty (PB) how physically attractive you are
speed(Spd) how fast can you run

if you get a 16, 17, or 18 for a roll, roll an extra d6 as a way to showcase your exceptionalism.

3d6 ⇒ (2, 5, 4) = 11
3d6 ⇒ (6, 3, 3) = 12
3d6 ⇒ (5, 5, 6) = 16
3d6 ⇒ (3, 4, 6) = 13
3d6 ⇒ (3, 5, 4) = 12
3d6 ⇒ (1, 4, 2) = 7
3d6 ⇒ (4, 6, 5) = 15

we are starting at first level. All OOC and RCCs are open, as found in the book.

i'll make a better posting about this when im not fighting the effects of my meds tomorrow.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

What the hell, I'll bite.

I.Q.: 3d6 ⇒ (6, 6, 2) = 14
M.E.: 3d6 ⇒ (5, 5, 2) = 12
M.A.: 3d6 ⇒ (3, 1, 4) = 8
P.S.: 3d6 ⇒ (6, 3, 2) = 11
P.P.: 3d6 ⇒ (3, 6, 2) = 11
P.E.: 3d6 ⇒ (4, 5, 5) = 14
P.B.: 3d6 ⇒ (4, 4, 3) = 11
Spd: 3d6 ⇒ (1, 6, 5) = 12 Ok, so the good news is I'm...
Aggressively mediocre in everything except Intelligence & Robustness
The bad news is I'm kind of an a+$&%##.
Great, I'm F*+*in' Sheldon from Big Bang Theory.

If I go full Borg, do I get to make my body, or do you do that?


No idea what I will play, but let's see what the rolls will tell us.

Intellgence quotient (IQ) how smart you are
mental endurance (ME) how well you can manage stress
Mental Affinity (MA) showcases personal charm, your ability to lead
Physical strength (PA) how much like arnold you can become
Physical Endurance (PE) stamina, how long you can do it
Physical Beauty (PB) how physically attractive you are
speed(Spd) how fast can you run

IQ 3d6 ⇒ (2, 5, 4) = 11
ME 3d6 ⇒ (3, 3, 1) = 7
MA 3d6 ⇒ (4, 6, 6) = 16
PA 3d6 ⇒ (2, 4, 6) = 12
PE 3d6 ⇒ (6, 2, 4) = 12
PB 3d6 ⇒ (5, 3, 4) = 12
SPD 3d6 ⇒ (4, 5, 1) = 10

MA is 16, so +1d6 ⇒ 1

Hit points 1d6 + 12 ⇒ (6) + 12 = 18


@irnk: you get to make it. Since this is level 1 adventure, you wont be able to max out the stats if you go full borg conversion, because of being a newb to whatever means you aquired the borg conversion. usual options are Coalition soldier, or mercenary group, or former slave borg. Or something different?

So, make up the borg with what makes sense, and i'll review it with you and see if we can get something that is powerful, but isnt toooooooo powerful.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

GM Supertumbler, you need to roll one more time for Physical Prowess, basically Dex.
Edit, also a high ME is good for things like Psi & Magic, if I recall correctly. That said, if we go Chi-town (See below) they do not like Magic & they keep their Psi's on a short leash.

RIZZENMAGUS, well.... That is largely going to be dependent on what you're running. Are we Chi-town loyalists, gritty Headhunters who don't ask a fellow uncomfortable questions so long as they can get the job done, plucky Free Staters? Those are just the top three possibilities off the top of my head but all three imply significantly different 'what makes sense' sensibilities.


3d6 ⇒ (6, 6, 3) = 15

So altogether we have:

IQ 11
ME 7
MA 17
PA 12
PE 12
PB 12
PP 15
SPD 10


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm a spazz, I thought it was you're Mental Endurance that was exceptional. You're a people person, definitely GM Supertumbler.

Edit: Sadly, core Rifts doesn't really have a People Person OCC, unless you count Vagabond, which is really the no-class class. That said, I can see some possibilities...

Second Edit: I guess Rogue Scholar would work, you only have to have an IQ & ME of ten or better.


Alas, I have a high Mental Affinity and a low Mental Endurance. He will be a good talker, able to convince people of things. Maybe an officer/ex-officer of some sort.

I'm going to wait to see what shape the campaign and party take before I make any decisions.


IQ: 3d6 ⇒ (5, 3, 1) = 9
ME: 3d6 ⇒ (2, 1, 4) = 7
MA: 3d6 ⇒ (1, 3, 5) = 9
PS: 3d6 ⇒ (3, 4, 1) = 8
PE: 3d6 ⇒ (5, 5, 4) = 14
PP: 3d6 ⇒ (5, 2, 6) = 13
PB: 3d6 ⇒ (3, 6, 2) = 11
SPD: 3d6 ⇒ (2, 2, 6) = 10

HP: 1d6 + 14 ⇒ (1) + 14 = 15

SDC: 1d4 ⇒ 3 * 10 = 30

Not an inspiring set of stats to start with.

The only answer I see is chemical enhancement!

One Juicer, coming up!

Super Endurance

SDC Boost: 1d4 ⇒ 4 * 100 = 400 + 30 = 430

PE Boost: 2d6 ⇒ (2, 4) = 6 + 14 = 20

HP Boost: 1d4 ⇒ 1 * 10 = 10 + 20 + 1 = 31

Super Strength

PS changed to 22

Super Speed

Speed Boost: 2d4 ⇒ (1, 3) = 4 * 10 = 40 + 10 = 50

Super Reflexes

PP changed to 20

Body Clock

Months to Live: 4d6 ⇒ (6, 2, 5, 5) = 18 + 60 = 78!


OK...dice don't let me down!

IQ: 3d6 ⇒ (2, 1, 6) = 9
ME: 3d6 ⇒ (5, 3, 3) = 11
MA: 3d6 ⇒ (3, 3, 6) = 12
PS: 3d6 ⇒ (5, 1, 1) = 7
PE: 3d6 ⇒ (4, 2, 3) = 9
PB: 3d6 ⇒ (6, 1, 5) = 12
SPD: 3d6 ⇒ (2, 1, 4) = 7

Blurg...hmmm, I'll take gander at the rule book and see what inspiration strikes.


Hey, here is some good ol' Rifts. I've only really made characters for it so I apologize if I'm shaky afterwards.

IQ: 3d6 ⇒ (5, 1, 2) = 8
ME: 3d6 ⇒ (1, 4, 6) = 11
MA: 3d6 ⇒ (5, 4, 2) = 11
PS: 3d6 ⇒ (1, 2, 1) = 4
PE: 3d6 ⇒ (5, 1, 2) = 8
PB: 3d6 ⇒ (1, 6, 4) = 11
SPD: 3d6 ⇒ (4, 1, 2) = 7

Well aren't I non-exceptional. Looks like I'm cutting parts of my body off and replacing it with machine parts!

I also forgot PP!

PP: 3d6 ⇒ (5, 2, 2) = 9

I am thinking of being a good ol' fashioned Crazy. Everyone loves a Crazy, right?


Yeesh...that's a lot of lower numbers i wasnt expecting to see. Let me try something.

4d6 ⇒ (6, 6, 4, 1) = 17
4d6 ⇒ (4, 3, 3, 3) = 13
4d6 ⇒ (4, 1, 6, 5) = 16
4d6 ⇒ (1, 1, 2, 1) = 5
4d6 ⇒ (6, 5, 3, 6) = 20
4d6 ⇒ (1, 4, 1, 1) = 7
4d6 ⇒ (6, 1, 5, 1) = 13
4d6 ⇒ (4, 5, 3, 5) = 17

4d6 ⇒ (2, 6, 6, 5) = 19
4d6 ⇒ (5, 2, 6, 4) = 17
4d6 ⇒ (2, 3, 4, 5) = 14
4d6 ⇒ (1, 1, 6, 3) = 11
4d6 ⇒ (1, 5, 4, 4) = 14
4d6 ⇒ (3, 2, 3, 2) = 10
4d6 ⇒ (1, 4, 1, 1) = 7
4d6 ⇒ (6, 2, 4, 4) = 16

4d6 ⇒ (4, 1, 1, 1) = 7
4d6 ⇒ (4, 4, 2, 5) = 15
4d6 ⇒ (3, 1, 2, 5) = 11
4d6 ⇒ (4, 6, 2, 1) = 13
4d6 ⇒ (6, 3, 4, 5) = 18
4d6 ⇒ (2, 6, 4, 4) = 16

4d6 ⇒ (4, 1, 6, 4) = 15
4d6 ⇒ (1, 2, 6, 5) = 14
4d6 ⇒ (5, 5, 2, 1) = 13
4d6 ⇒ (5, 6, 5, 6) = 22
4d6 ⇒ (5, 5, 6, 5) = 21
4d6 ⇒ (2, 2, 3, 2) = 9
4d6 ⇒ (1, 6, 4, 1) = 12
4d6 ⇒ (1, 4, 4, 2) = 11

3d6 + 6 ⇒ (3, 1, 5) + 6 = 15
3d6 + 6 ⇒ (2, 4, 2) + 6 = 14
3d6 + 6 ⇒ (3, 2, 3) + 6 = 14
3d6 + 6 ⇒ (1, 6, 5) + 6 = 18
3d6 + 6 ⇒ (1, 3, 2) + 6 = 12
3d6 + 6 ⇒ (6, 6, 2) + 6 = 20
3d6 + 6 ⇒ (3, 2, 4) + 6 = 15
3d6 + 6 ⇒ (6, 5, 6) + 6 = 23

3d6 + 6 ⇒ (5, 3, 1) + 6 = 15
3d6 + 6 ⇒ (4, 6, 1) + 6 = 17
3d6 + 6 ⇒ (2, 1, 3) + 6 = 12
3d6 + 6 ⇒ (6, 2, 1) + 6 = 15
3d6 + 6 ⇒ (2, 2, 2) + 6 = 12
3d6 + 6 ⇒ (5, 6, 4) + 6 = 21
3d6 + 6 ⇒ (5, 1, 2) + 6 = 14
3d6 + 6 ⇒ (2, 5, 6) + 6 = 19

3d6 + 6 ⇒ (4, 2, 2) + 6 = 14
3d6 + 6 ⇒ (4, 6, 1) + 6 = 17
3d6 + 6 ⇒ (6, 2, 5) + 6 = 19
3d6 + 6 ⇒ (4, 4, 6) + 6 = 20
3d6 + 6 ⇒ (1, 4, 6) + 6 = 17
3d6 + 6 ⇒ (4, 3, 5) + 6 = 18
3d6 + 6 ⇒ (4, 3, 6) + 6 = 19
3d6 + 6 ⇒ (6, 3, 2) + 6 = 17

Everyone, reroll, and do 4d6. Keep the same rule for adding a d6 if you roll above a 16.

As for setting, starting location, i was thinking about starting the adventure in the ruins of Denver, Colorado. I'll write more towards this tomorrow, about what's going on in Denver, what life is like in the immediate area, and what events are precipitating your adventure.

If you want to play a Coalition, thats fine, it'd have to be in the vein of espionage or even potential trade/merchant venue.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So are we rolling 4d6 & only keeping the three highest?

Just so you know, I'm going to laugh my ass off if I roll worse this time.

IQ: 4d6 ⇒ (4, 1, 3, 2) = 10, so 9
ME: 4d6 ⇒ (3, 2, 2, 6) = 13, so 11
MA: 4d6 ⇒ (5, 2, 5, 5) = 17, oooh so close! 15
PS: 4d6 ⇒ (5, 6, 6, 2) = 19, Hey! There we go! 17
PP: 4d6 ⇒ (6, 4, 4, 4) = 18, 14
PE: 4d6 ⇒ (4, 5, 1, 3) = 13, 12
PB: 4d6 ⇒ (4, 4, 5, 3) = 16, 13
Spd: 4d6 ⇒ (3, 4, 6, 4) = 17, 14
Gonna re-roll the extra d6 for PS...
bonus PS: 1d6 ⇒ 3, so my PS is 20 now & my next highest is MA
I'm dumb but strong & lovable...
SO not my real life!


IQ: 4d6 ⇒ (3, 5, 6, 1) = 15
ME: 4d6 ⇒ (6, 4, 4, 4) = 18
MA: 4d6 ⇒ (4, 3, 4, 6) = 17
PS: 4d6 ⇒ (2, 1, 4, 5) = 12
PE: 4d6 ⇒ (3, 5, 4, 5) = 17
PP: 4d6 ⇒ (4, 2, 4, 2) = 12
PB: 4d6 ⇒ (3, 2, 4, 6) = 15
SPD: 4d6 ⇒ (2, 1, 4, 2) = 9

ME Bonus: 1d6 ⇒ 4
MA Bonus: 1d6 ⇒ 6
PE Bonus: 1d6 ⇒ 3

IQ:15
ME:18+4=22
MA:17+6=23
PS:12
PE:17+3=20
PP:12
PB:15
SPD:9


Yay for rerolls!

IQ: 4d6 - 1 ⇒ (6, 2, 2, 1) - 1 = 10
ME: 4d6 - 1 ⇒ (3, 6, 1, 5) - 1 = 14
MA: 4d6 - 3 ⇒ (4, 5, 3, 5) - 3 = 14
PS: 4d6 - 3 ⇒ (4, 6, 3, 3) - 3 = 13
PE: 4d6 - 1 ⇒ (3, 2, 3, 1) - 1 = 8
PP: 4d6 - 1 ⇒ (2, 1, 1, 2) - 1 = 5
PB: 4d6 - 1 ⇒ (1, 3, 2, 6) - 1 = 11
SPD: 4d6 - 2 ⇒ (2, 3, 4, 6) - 2 = 13

Still cybernetic enhancements! Still thinking a crazy!


Re-rolls are awesome.
Just going to wait for clarification if its 4d6 minus the lowest die.


4d6, keep everything


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
RIZZENMAGNUS wrote:
4d6, keep everything

Oh my...

I guess that means I roll some more dice...

IQ: 10, no more rolls
ME: 13, stays as is
MA: 17, gets an additional d6
PS: 19, rolled and additional d6, for a new total of 22
PP: 18, gets an additional d6
PE: 13, no additional roll
PB: 16, purdy, add d6
Spd: 17, plus 1d6...

extra MA: 1d6 ⇒ 2
extra PP: 1d6 ⇒ 2
extra PB: 1d6 ⇒ 5
extra Spd: 1d6 ⇒ 3

For a final Stat line of...
IQ: 10, ok
ME: 13, high average
MA: 19, Definite people person
PS: 22, stronk!
PP: 20, bendy! Also, since Paladium goes off of PP for to-hit even in melee rather than PS, accurate!
PE: 13, again high average
PB: 21, Really purdy!
Spd: 20, Fast!

So...
Not a dummy, but IQ is definitely the low end for this individual.
Really can't decide now...

Edit: So review of classes & I'm pretty sure I've narrowed it down to either Cyber-Knight or City Rat.


Oh my! :)

re-rolls...

IQ: 4d6 ⇒ (2, 6, 6, 3) = 17
ME: 4d6 ⇒ (4, 4, 1, 6) = 15
MA: 4d6 ⇒ (6, 5, 5, 4) = 20
PS: 4d6 ⇒ (4, 2, 6, 3) = 15
PE: 4d6 ⇒ (4, 6, 1, 1) = 12
PP: 4d6 ⇒ (4, 6, 6, 5) = 21
PB: 4d6 ⇒ (3, 1, 5, 2) = 11
SPD: 4d6 ⇒ (2, 6, 3, 2) = 13

extra for IQ: 1d6 ⇒ 4 so IQ is 21
extra for MA: 1d6 ⇒ 3 so MA is 23
extra for PP: 1d6 ⇒ 5 so PP is 26

IQ: 21
ME: 15
MA: 23
PS: 15
PE: 12
PP: 26
PB: 11
SPD: 13

Alright then! More options...


Intellgence quotient (IQ) 4d6 ⇒ (5, 4, 1, 2) = 12
mental endurance (ME) 4d6 ⇒ (3, 1, 4, 6) = 14
Mental Affinity (MA) 4d6 ⇒ (2, 6, 6, 6) = 20
Physical strength (PA) 4d6 ⇒ (2, 2, 1, 3) = 8
Physical Endurance (PE) 4d6 ⇒ (1, 5, 1, 5) = 12
Physical Prowess (PP) 4d6 ⇒ (2, 2, 6, 6) = 16
Physical Beauty (PB) 4d6 ⇒ (4, 1, 2, 6) = 13
speed(Spd) 4d6 ⇒ (2, 5, 6, 5) = 18

MA bonus: 1d6 ⇒ 5
PP bonus: 1d6 ⇒ 3
Spd: 1d6 ⇒ 1

IQ 12
ME 14
MA 25
PA 8
PE 12
PP 19
PB 13
Spd 19


I guess this character is destined to extremely likeable.

I know that you said Rifts Core only, and I hate to be that guy, but I would love to add Rifts New West if we are setting things in Denver. Lots of good material in there and nothing too broken.

I'd love to play a Gunfighter OCC from that book.

Barring that, I'll probably create a headhunter in the same general style of a gunfighter. Good shooter who fights for the little guy. A born leader.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So just a reminder for those of us contemplating social type characters, Paladium systems most immediate glaring weakness is a complete dearth of social skills...


Yep. Spaz and I with our high MA is pretty much useless, but the GM can handle it through roleplay to some degree.


Keep everything?! I'd say you're a madman but this is Rifts which is basically post-post-apocalyptic superheroes so...

That gives me a...

IQ: 11
ME: 15
MA: 18
PS: 26
PE: 09
PP: 06
PB: 12
Spd: 15

Additional D6 For MA: 1d6 ⇒ 1
Additional D6 For PS: 1d6 ⇒ 6
Moar Strength: 1d6 ⇒ 4

I am still thinking of being a Crazy just because they sound great. The ruins of Denver sounds like a great place to be a good-hearted, psychotic ninja.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I've looked at both & still can't decide between Cyber-Knight & City Rat...

Think I'm gonna let it percolate for a bit & see what more other people go for.


Ok, like I said my knowledge of Rifts is really sparse, so I will need help for this - I would really like to play a Techno Wizard, but it seems..... Complicated? :P

Otherwise maybe an ex Dog-Pack Bounty Hunter?

And for rolls - it is 4d6, 7 times right?

What is the extra stuff you guys are rolling?


If you roll a 16 or higher for a stat, roll an extra d6 and add it to that stat.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Albion, The Eye wrote:
And for rolls - it is 4d6, 7 times right?

It's actually 8 times, RIZZENMAGNUS forgot PP, Physical Prowess, basically Dex.

If you are going to be fighting, PP is really important because those are your bonuses to hit, even in melee.

Also, if you are considering Dog-Pack RCC, even an escaped one, you probably want to re-read all of it, because some of the RCC's use different dice-rolling conventions than what RIZZENMAGNUS is giving so you may want confirmation from them about which ones to use.
Disregard above, I re-read Dog-Pack RCC & it looks like that isn't an issue with them. You do get some bonuses, but those are rolled after your standard rolls, much like bonuses from skills.


Irnk, Dead-Eye's Prodigal wrote:
Albion, The Eye wrote:
And for rolls - it is 4d6, 7 times right?

It's actually 8 times, RIZZENMAGNUS forgot PP, Physical Prowess, basically Dex.

youre right. i did forget physical prowess. important as it helps with the ability to dodge.


GM SuperTumbler wrote:

I guess this character is destined to extremely likeable.

I know that you said Rifts Core only, and I hate to be that guy, but I would love to add Rifts New West if we are setting things in Denver. Lots of good material in there and nothing too broken.

I'd love to play a Gunfighter OCC from that book.

Barring that, I'll probably create a headhunter in the same general style of a gunfighter. Good shooter who fights for the little guy. A born leader.

no.

i only have a physical copy of the linked Rifts book, plus the Rifts Game Masters guide, which has a lot of extra equipment and what not. But im trying to keep this simple. Im having to relearn all the rules for Rifts, and i dont relish the idea of having to read through tons of books just to start this game. But, as we progess, and if this adventure turns into more of a campaign, then id be open to including books as time progresses.


Im still fleshing this out, and i want to look at a map of the greater Denver area to finish some thoughts and what not.

quick and dirty what i have so far, but nothing is set in stone yet

Kingdom of Den (denver)

city: Den, population 12,000
Kingdom population,~100,000

rich trade route between western coast and the far flung CS empire.

Safe haven for CS felons and criminals. Former Scientists and Teachers of CS have been found within the environs of the community.

Large Deebee settlement to the south that is quasi-independent of Kingdom, yet not.

Special Notes: every 5 years, the ar'aruochs arrive from a Rift further north, migrate to the south by santa fe where they breed.
an ar'aruoch is a massive 50 foot tall at the shoulder, 70 foot long, walking meat plant. It's hide can be preserved and made into MD resistant materials, and it's meat is resistant Earth's bacterial rotting, making it perfect for long term meat supply.

something about NORAD.


Thanks for the explanations everyone - so before deciding if a Techno Wizard is too complicated, I should roll first I guess. To check if the stats add up?

4d6 ⇒ (5, 1, 4, 2) = 12
4d6 ⇒ (5, 6, 5, 3) = 19
4d6 ⇒ (4, 1, 3, 6) = 14
4d6 ⇒ (2, 1, 3, 3) = 9
4d6 ⇒ (5, 1, 6, 6) = 18
4d6 ⇒ (1, 5, 5, 2) = 13
4d6 ⇒ (3, 5, 5, 6) = 19
4d6 ⇒ (3, 5, 4, 6) = 18

1d6 ⇒ 4
1d6 ⇒ 5
1d6 ⇒ 6
1d6 ⇒ 3

Which means:

I.Q.: 12
M.E.: 23
M.A.: 14
P.S.: 9
P.P.: 23
P.E.: 13
P.B.: 25
Spd: 21

So... What is this guy good at? Not 100% sure on what he is good at, except to-hit (but probably low damage because of poor PS?) :D


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Most big damage weapons don't worry about Strength as most big damage weapons inflict MEGA damage...

It's a thing. Honestly, you would be pretty damn good at almost anything that wasn't specifically Physical Strength. With that ME you'd make a hella'va Psycher, any variety. You could also make a fairly good Mage, again just about any variety.

The other thing about Strength is, well, there are several skills which as a secondary effect give bonuses to Physical stats.

Taking several of the Physical Skills can net you up to ten additional points in PS.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

RIZZENMAGNUS, Cyber-Knight tells me what Languages I start with, but City Rat doesn't. Do I look somewhere else? If so, where?


I'm going to go with a Headhunter. Any restrictions on weapons or cybernetics/bionics. The rules say things like 1d4 of your choice, which opens up everything from 1d6 SDC blades to 6d6 MDC particle cannons. I'm inclined to go big unless there is some reason not to.


@irnk: The language skill is listed under technical. You get your native language for free. For the city rat, on page 74 of the rifts book, it says the city rat can have any technical skill at (+10%) under the OCC related skills. You are also eligible to take the technical skill Language as a secondary skill, but without the inherent starting bonus as if you had taken it as a related skill. So, you can choose any language.


GM SuperTumbler wrote:
I'm going to go with a Headhunter. Any restrictions on weapons or cybernetics/bionics. The rules say things like 1d4 of your choice, which opens up everything from 1d6 SDC blades to 6d6 MDC particle cannons. I'm inclined to go big unless there is some reason not to.

well, just remember that not everything has MDC armor...


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I speak 'Merican & anything else I take as a Technical skill...

That'll work.

I still can't decide which I wanna go for.

Right now we have a Headhunter/Gunslinger-type

A crazy

Aaaand nobody else (including me) has really committed to anything...


Dropping a note to admit I am having a hard time processing all the available info (my lack of knowledge of the system coming to the forefront) - hope to have sometime during the weekend to digest things a bit further, and come up with a character.


Irnk, Dead-Eye's Prodigal wrote:


Right now we have a Headhunter/Gunslinger-type

A crazy

Aaaand nobody else (including me) has really committed to anything...

true.

If it would help, with the adventure i have in mind, i think it would be beneficial for the group to have either a Operator OCC or Rogue Scholar OCC

Also, i will be away from my computer this weekend, so my responses here will be limited. i wont have my rifts book with me, so detailed questions will have to wait til sunday for a proper response.


As a long time lover of rifts, I am definitely interested!
Let's see what the dice have to say:

Intellgence quotient (IQ) how smart you are
4d6 ⇒ (6, 2, 6, 4) = 18
mental endurance (ME) how well you can manage stress
4d6 ⇒ (6, 6, 4, 5) = 21
Mental Affinity (MA) showcases personal charm, your ability to lead
4d6 ⇒ (6, 6, 2, 4) = 18
Physical strength (PA) how much like arnold you can become
4d6 ⇒ (3, 5, 1, 2) = 11
Physical Prowess (PP) how bendy you are
4d6 ⇒ (5, 3, 2, 2) = 12
Physical Endurance (PE) stamina, how long you can do it
4d6 ⇒ (2, 4, 4, 3) = 13
Physical Beauty (PB) how physically attractive you are
4d6 ⇒ (4, 2, 2, 1) = 9
speed(Spd) how fast can you run
4d6 ⇒ (3, 4, 4, 1) = 12

if you get a 16, 17, or 18 for a roll, roll an extra d6 as a way to showcase your exceptionalism.

IQ: 18 + 1d6 ⇒ 18 + (4) = 22 Wile E. Coyote. Super Genius.
ME: 21 + 1d6 ⇒ 21 + (6) = 27 Unbreakable mind.
MA: 18 + 1d6 ⇒ 18 + (1) = 19 Everybody's best friend.

Those seem a lot high. What am I missing?

Anyway, I am thinking a Ley Line Walker. Unless you are open to letting me try out a baby dragon... ;)


Dotting.....


IQ - 4d6 ⇒ (6, 2, 1, 6) = 15
ME - 4d6 ⇒ (5, 6, 2, 2) = 15
MA - 4d6 ⇒ (6, 6, 3, 5) = 20
PS - 4d6 ⇒ (5, 6, 3, 6) = 20
PE - 4d6 ⇒ (6, 6, 3, 4) = 19
PP - 4d6 ⇒ (4, 2, 2, 3) = 11
PB - 4d6 ⇒ (4, 6, 6, 2) = 18
SPD - 4d6 ⇒ (5, 2, 5, 4) = 16

Bonus Rolls:
MA - 1d6 ⇒ 5
PS - 1d6 ⇒ 5
PE - 1d6 ⇒ 5
PB - 1d6 ⇒ 3
SPD - 1d6 ⇒ 5

Total:
IQ - 15
ME - 15
MA - 25
PS - 25
PE - 24
PP - 11
PB - 21
SPD - 21

Ok, nice range of stats.... now to figure which OCC/RCC... lol


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Laird_Thorne wrote:
Ok, nice range of stats.... now to figure which OCC/RCC... lol

Well, RIZZENMAGNUS did mention that an Operator or Rogue Scholar would be usefull...


MisterLurch wrote:


Those seem a lot high. What am I missing?

Anyway, I am thinking a Ley Line Walker. Unless you are open to letting me try out a baby dragon... ;)

Sure. Its in the book.


Irnk, Dead-Eye's Prodigal wrote:
Laird_Thorne wrote:
Ok, nice range of stats.... now to figure which OCC/RCC... lol
Well, RIZZENMAGNUS did mention that an Operator or Rogue Scholar would be usefull...

That i did.


For those with more experience than I, maybe you can help me understand the classes in core. From the core book, I have only ever played a full conversion borg and a juicer.

As I was thinking through character concepts for this game, I thought that a Cyber doc or a Rogue Scientist could be interesting, but I can't see that they can do anything. Is it just their skill selections that let them affect the world? They don't really seem to have any class abilities.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If I recall correctly, very few, if any, of the other OCC's allow the MD skill & pretty sure non other than the cyber-doc gets MD-cybernetics.

That said, unless you are interested in 'thrilling physician stories'... Being able to pull off, over time, with technology, almost the same effects that a Mind-Melter could in minutes with Psi, might not be your thing.

In response to your final comment, yeah, the RCC's & mostly Men-at-arms OCC's are where 'more than just a specific flavor of skill monkey' is found.


Need to roll a bunch of things.

speed bonus from athletics: 1d6 ⇒ 3
SDC bonus from athletics: 1d8 ⇒ 7
knives: 1d4 ⇒ 4
Grenades: 1d6 ⇒ 2
Cybernetics: 1d4 ⇒ 4

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