Steel Rain (a Rifts adventure) (Inactive)

Game Master DEWN MOU'TAIN

Battle map

combat cheat sheet


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Edelsmirge wrote:

[dice=age at discovery]1d100

[Dice=age specific]5d6

[Dice=psionics]1d100

Going to go great horned dragon hatchling I think.

So I get six skills and eight psionics anything but super leaving me alot of ways to go. Any team weaknesses you'd like me to grab?

according to the book, rifts pg 100, you are already a major psionic, so dont need to roll for that level of ability.

as for team weaknesses....idk. this is my first time DMing a rifts adventure, so im not sure how the group will fare. So just wing it and we'll see what happens.


With the rolls I ended up getting earlier, I think I might go with the Mystic Magic OCC.

Name: "L" Finster Buckmund (the "L" being part of his Levels 1-2 magic-name)

Class: Mystic Magic OCC

IQ: 13 [130 IQ]
ME: 15
MA: 15
PS: 23 [Gymnastics included; +8 Dmg, ]
PP: 16 [Gymnastics included]
PE: 11 [Gymnastics included]
PB: 12
SPD: 27 [?]

Align: tbd; leaning towards scrupulous/good or unprincpled/selfish

HP: 11+1d6 ⇒ 1.

SDC: 4d6 ⇒ (2, 3, 4, 2) = 11;2d6 ⇒ (4, 6) = 10 [Gymnastics included].

ExP: 0

Random Psionics? 1d100 ⇒ 12.

Birth Order: 1d100 ⇒ 41.

Weight: 1d100 ⇒ 5.

Height: 1d100 ⇒ 78.

Family Origin: 1d100 ⇒ 25.

Type of Environment: 1d100 ⇒ 36. [presumably raised up at?]

Mystic abilities: TBA

ISP: 1d4 ⇒ 1 times 10 plus 15 [ME].

Spells: TBA

PPE: 1d6 ⇒ 1 times 10 plus 11 [PE].

OCC Skills:

1d6 ⇒ 2 Lang. +15%; [tba]

2 Musical Instruments +10%; [tba]

Dancing +15%;

Horsemanship +10%;

Wilderness Survival +15%;

Other OCC Skils: 8 slots

HtH Martial Arts; 3 slots taken

Holistic Medicine +10%; 2 slots taken

Gymnastics; 1 slot taken

WP: Automatic Pistols

WP: Laser Rifles

Secondary Skills:

Literacy [tba]

Lore: Demons and Monsters

Lore: Faerie

Archaeology

Standard Equipment:

Set of clothing, set of traveling clothes

light M.D.C. body armor (seldom wear heavy armor, because it reduces
their speed and mobility by half); [either Bushman or Urbanwarrior counts as light armor?]

knapsack, back pack, 1D4 small sacks, one large sack

six wooden stakes and mallet (for vampires and other practical applications), canteen, binoculars,

tinted sunglasses, air filter and gas mask,

at least one musical instrument [tba]

and often wear a hooded cloak.

Weapons will include a survival knife, automatic pistol [.45 Automatic], energy rifle [L-20 Pulse Rifle], and several extra clips of ammunition.

The vehicle of choice is often a living animal, horse, fury beetle,
or other animal. Mystics also seem attracted to motorcycles, dune
buggies, and ground hover vehicles.;[leaning towards horse or motorcycle, tbd]

Money: 2d4 ⇒ (2, 1) = 3x1000 credits;

Black Market Items: 2d6 ⇒ (2, 2) = 4x1000 credits; Are Tech-Wizard stuff like the Magic optic system or Lightning-rod available for purchase? Otherwise will concentrate on contraband books/entertainment.

Other items [to be purchased]: weighted sap gloves, fiberglass nightstick, short-staff, [battleaxe or mace and chain, tbd]


Here4daFreeSwag wrote:


Name: "L" Finster Buckmund (the "L" being part of his Levels 1-2 magic-name)
Class: Mystic Magic OCC

"L" Finster Buckmund tends to concern himself with preserving past illegal literature/arts/movies/songs/shows when not dealing with the supernatural or or the criminal underworld or psionic elements.

HP: 12 [Gymnastics included]
SDC: 21 [Gymnastics included].
ISP: 25 mebbe +8 or +23 more if Random Psionics apply?
PPE: 21

Random Psionics? 2 minor psionic powers [physical/senstive]; possible 15+2d6 ⇒ (5, 3) = 8 to ISP if allowed? if not, no worries; See Aura, Telekinesis [as prospective choices]

Birth Order: 2nd born of a family of 5

Weight: Skinny at 186 lbs

Height: Tall at 6'3"

Family Origin: Earth Native Human

Type of Environment: [presumably raised up at a small wilderness town]

Mystic abilities:

Sense Supernatural/Evil=50%
Open-State=50%/Save=+8psi,+4magic in Open-State
Save vs. Psionics=12+
+2 Save vs. Horror

Psionics:

Automatic: Clairvoyance, 6th-Sense, Exorcism
3 Sensitive: Total Recall, Object-Reading, Speed-reading
2 Healing: Bio-Regeneration, 1 more tba [heal-touch?psy-purif?induc-sleep?]

Spells: 6 [Levels 1 and 2]

Blinding Flash/1, Globe of Daylight/1, See Invisible/1
Mystic Alarm/2, Befuddlement/2, 1 more tba
[?seeaura1?/?chaml2/?detoncealm2/?concealm2/?extinfire2]

OCC Skills:

2 Lang. 50+15=65%; [American english/elven-Dragonese]
Play 2 Musical Instruments 35+10=45%; [tba]
Dance 30+15=45%;
Horsemanship 40+10=50%;
Wilderness Survival 30+15=45%;

Other OCC Skils: 8 slots

HtH Martial Arts; 3 slots taken
Holistic Medicine 20+10=30%; 2 slots taken
WP: Automatic Pistols; 1 slot taken
WP: Laser Rifles; 1 slot taken
Gymnastics; 1 slot taken
Automatic kick attack at first level; 2D4 damage.
50% — Sense of balance
60% — Work parallel bars & rings
70% — Climb rope
70% — Back flip
25% base climb ability
30% base prowl ability
+ 2 bonus to roll with punch or fall
+ 2 P.S.
+2 to P.E.
+ 1 to P.P.
+2D6 to S.D.C.

Secondary Skills: 4 slots

Literacy [American-english] 30%; 1 slot taken
Lore: Demons and Monsters 25%; 1 slot taken
Lore: Faerie 25%; 1 slot taken
Archaeology 20%; 1 slot taken

Standard Equipment: [already included or must be purchased?]

light M.D.C. body armor (seldom wear heavy armor, because it reduces
their speed and mobility by half); [either Bushman or Urban Warrior counts as light armor?]

The vehicle of choice is often a living animal, horse, fury beetle,
or other animal. [leaning towards horse, have no other piloting skills]

Money: 3000 credits;

Black Market Items: 4000 credits; Are Tech-Wizard stuff like the Magic optic system or Lightning-rod available for purchase? Possibly other types of magical items? Otherwise will concentrate on contraband books/entertainment.


Here is a first pass at the Rogue Scientist.

I need to do equipment, but otherwise the character is entirely skill bonuses. No psionics, no cybernetics. I can acquire an energy rifle and body armor of any type. Otherwise I am the sill bonuses that you see. I did make him a martial artist so at least he could keep up on a fist fight. Otherwise, I imagine the rest of the group is protecting him so he can work whatever computer mojo is necessary for the story.


IQ: 5d6 ⇒ (6, 3, 3, 5, 5) = 22 add: 1d6 ⇒ 1

MA: 4d6 ⇒ (3, 2, 3, 1) = 9

ME: 5d6 ⇒ (6, 1, 1, 1, 1) = 10

PS: 6d6 ⇒ (4, 2, 6, 5, 4, 1) = 22 add: 1d6 ⇒ 6

PP: 4d6 ⇒ (4, 6, 1, 1) = 12 add: 1d6 ⇒ 1

PE: 5d6 ⇒ (6, 3, 2, 6, 1) = 18

PB: 6d6 ⇒ (2, 4, 1, 3, 1, 6) = 17

SPD: 4d6 ⇒ (2, 4, 1, 2) = 9 add: 1d6 ⇒ 1

Mdc hp hp: 1d4 ⇒ 2x100+50

ISP ISP: 3d4 ⇒ (1, 1, 2) = 4x10


GM SuperTumbler wrote:

Here is a first pass at the Rogue Scientist.

I need to do equipment, but otherwise the character is entirely skill bonuses. No psionics, no cybernetics. I can acquire an energy rifle and body armor of any type. Otherwise I am the sill bonuses that you see. I did make him a martial artist so at least he could keep up on a fist fight. Otherwise, I imagine the rest of the group is protecting him so he can work whatever computer mojo is necessary for the story.

i see the 4 pages...but aside from the saves and your alignment as diabolical, it's blank. no skills are shown.


Hit Points: 1d6 + 13 ⇒ (5) + 13 = 18

SDC: 4d6 ⇒ (3, 5, 2, 1) = 11

Psionics: 1d100 ⇒ 40 No Psionics

PPE: 2d6 ⇒ (2, 5) = 7

credits: 1d6 ⇒ 5 500 credits

black market stuff: 4d6 ⇒ (2, 6, 2, 6) = 16 16000 in artifacts


Uploading the form filled pdf to Google Drive seems to delete or hide all of the filled info.

Here is a flat version that should be readable.

I had originally spent some skills on Martial Arts, but decided to just make him useless in a fight. He has a wide array of computer and engineering skills, and enough wilderness survival to scavenge when he needs to. He is an amateur archaeologist and anthropologist. He probably knows as much about pre-rifts society and technology as one can know at 1st level. (Well, except that his IQ is good but not god like. I guess those bonuses could be bigger.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Okay, thanks to health reasons, I am going to bow out.
Everyone, good luck and have fun.


Irnk, Dead-Eye's Prodigal wrote:

Okay, thanks to health reasons, I am going to bow out.

Everyone, good luck and have fun.

sorry to see you go. good luck with the health reasons.


an updated cast list:

dropped out

irnk: cyber knight bowed out

Kinghottrash: crazy bowed out.

Albion, the eye dropped out

rolled
Lairdthorne: rolled

Edelsmirge: horned dragon. Rolled

closer to completed...

Gm supertumbler: had a headhunter (with completed character), rogue scientist, completed character

Me: something...

Joshb: juicer, only rolled. has messaged me. encouragement to complete juicer has been sent

Spazmodeus: Mind Melter, has rolled. needs skills and equipment

Misterlurch: ley line walker former CS military Specialist. rolled, skills complete. needs to finish equipment.

here4dafreeswag: Mystic mage; just needs equipment

i think thats everyone who's posted in this thread...if i missed you, or as you complete your character i'll keep updating this list.

looks like we have 4 mostly completed PCs, one rolled for dragon, and a potential juicer.


Hey Rizz

Been following along and reading the handbook but never played. Really like the cyber knight and the 'dog boy' just makes chuckle. How many are you looking for, and would you mind a complete noob to the system?

stats for a Cyber Knight:

Intelligence quotient (IQ) how smart you are
4d6 ⇒ (4, 3, 6, 1) = 14
mental endurance (ME) how well you can manage stress
4d6 ⇒ (6, 4, 6, 2) = 18 + 4 = 22 + 2 = 24
Mental Affinity (MA) showcases personal charm, your ability to lead
4d6 ⇒ (5, 4, 2, 1) = 12 + 4 = 18
Physical strength (PS) how much like Arnold you can become
4d6 ⇒ (3, 3, 6, 1) = 13 + 1 = 14
Physical Prowess (PP) how bendy you are
4d6 ⇒ (2, 3, 2, 2) = 9
Physical Endurance (PE) stamina, how long you can do it
4d6 ⇒ (5, 1, 4, 3) = 13 + 4 = 17
Physical Beauty (PB) how physically attractive you are
4d6 ⇒ (1, 4, 5, 3) = 13
speed(Spd) how fast can you run
4d6 ⇒ (2, 6, 5, 2) = 15 + 2 = 17

extra dice rolls for high attribute
ME1d6 ⇒ 4

Hit Points: P.E. score + 1d6
HP: 1d6 ⇒ 2 + 15 = 17 H.P.

S.D.C. Men of Arms roll lD4x 10
S.D.C: 1d4 ⇒ 2 = 20 + 30 = 50 S.D.C

Cyber Knight stuff
Special Bonuses: Add+1D4 to M.A., M.E., P.S., P.E., and Spd
attributes.
MA: 1d4 ⇒ 4
ME: 1d4 ⇒ 2
PS: 1d4 ⇒ 1
Pe: 1d4 ⇒ 4
Spd: 1d4 ⇒ 2
Also add 1D4x10 S.D.C.,
SDC: 1d4 ⇒ 3 x 10 = 30 S.D.C.
Permanent Base P.P.E.: Roll 6D6
PPE: 6d6 ⇒ (4, 3, 4, 1, 6, 3) = 21
Psionic Powers
PP: 1%-80%: 1d100 ⇒ 15
ISP: 6d6 ⇒ (1, 2, 6, 1, 5, 6) = 21
Money:
credits: 2d6 ⇒ (6, 3) = 9 x 100 = 9200
black market item: 1d6 ⇒ 2 x 1,000 = 2,000


Little help please: where is the basic stuff for combat stats. Not sure where to find those numbers.


Robert Henry wrote:

Hey Rizz

Been following along and reading the handbook but never played. Really like the cyber knight and the 'dog boy' just makes chuckle. How many are you looking for, and would you mind a complete noob to the system?
** spoiler omitted **

yeah, feel free to jump in. i can accomodate ya. to be honest i think the other adventure we are in is kind of petering out.


GM SuperTumbler wrote:
Little help please: where is the basic stuff for combat stats. Not sure where to find those numbers.

welll...

i found this nice handy breakdown of how combat works in rifts.

basically, and we are going to go through this in our test combat next week:

you go into combat, you roll a d20. 5 or more is a hit. 1-4 is a miss. you add your WP skill bonuses, and get a total amount

if you hit, the opponent has a chance to parry or dodge. you cannot parry modern weapons (guns, missles, explosives), but can dodge these attacks.

your opponent gets to roll a d20, adds modifiers (im sure theres some skills that lend to dodge bonuses, i dont have my book with me at the moment) and if that roll meets or exceeds your attack roll, its a dodge.

if it doesnt exceed the attack roll, its a hit. then the MDC armor your wearing takes damage. You keep track of damage to the armor, and then once it hits 0, then it's destroyed and next shot will pretty much fry your body because your body isnt MDC resistant.


RIZZENMAGNUS wrote:
yeah, feel free to jump in. i can accommodate ya. to be honest i think the other adventure we are in is kind of petering out.

Very cool, Thanks. I'm sure there will be a crap ton of questions. My goal is to have the crunch done before I go to bed Sunday.

first questions:
I figured I'd put these in spoiler so I didn't take up half the page.

The first is an assumption. I'm assuming extra dice rolls for 'high attribute' happens after the original roll for stats. Not after the additions to stats from skills. But, I'm also assuming that the 'bonuses' from the 'Attribute Bonus Chart' are calculated after the bonuses from skills are applied.

So the question.

Rifts guide book wrote:

Standard Equipment: A suit of personalized, heavy, mega-damage body armor, including Coalition armor. A suit of light M.D. body armor, a set of dress clothing, and a set of black clothing for covert operations. Also a gas mask and air filter, tinted goggles, hatchet for cutting wood, knife (or two), ancient weapon of choice, modern handgun and rifle (probably energy weapons) and three extra ammoclips, first-aid kit with extra bandages and antiseptic, suture thread and painkiller, tent, knapsack, back pack, saddlebags, two canteens, emergency food rations (two week supply), Geiger counter, and some personal items.

The knight's mode of transportation can be just about anything, but they lean toward real horses, robot horses, hover cycles, and modified motorcycles. They are also known to use magic devices.
Rarely use power armor or robot vehicles.

Cybernetics: The cyber-knight is not necessarily opposed to cybernetic augmentation, but starts out with only one, cyber-armor (A.R. 16, 50 M.D.C.).

Can he start with a hover cycle at first level? The only one that wasn't coalition is the A.T.V. Speedster Hover Cycle on page 226. Is it available and would it come with the laser?

Does he really get both a suit of heavy mega damage armor and a suit of light M.D. body armor? Can I replace the suite of light M.D. Armor with the cyber-armor? (the 50 M.D.C. seems to be the same.) Can the heavy armor be old Coalition armor that has had it's appearance modified? (I'm going for something samurai-like, his ancient weapon will be a katana, and he will have trained in 'the monastery' thus all the physical training.)

Can he select from any energy hand gun and rifle? I'm interested in the "NG-Super Laser Pistol and Grenade Launcher" on page 224 I like it because of it's versatility. (His primary weapon will be the psi-sword for mega-damage and the Katana for S.D.C. Damage.) Also for similar reasons I'm looking at the "JA-11 Juicer Assassin's Energy Rifle" on page 225. A long range mega damage weapon that he can also use for S.D.C. damage at range, which would work for hunting.


I will be taking prowl as a skill and sixth sense for sure for psychic but am leaving things open to fill in needs for the group. Also my rolls discouraged me a bit for a dragon. I might have to roll something else just for a more average roll lol


Edelsmirge wrote:
I will be taking prowl as a skill and sixth sense for sure for psychic but am leaving things open to fill in needs for the group. Also my rolls discouraged me a bit for a dragon. I might have to roll something else just for a more average roll lol

LOL

yeah i can understand that. The dragon is a bit "slow". but hey, you can play your dragon like the old man in the movie Waiting
here's the clip
, but kind of like in a reverse way.

Oh, im not supposed to do that? well, i am only 23 days old. something new to learn


Robert Henry wrote:

ill put my answers in bold below your questions.

I figured I'd put these in spoiler so I didn't take up half the page.
The first is an assumption. I'm assuming extra dice rolls for 'high attribute' happens after the original roll for stats. Not after the additions to stats from skills. But, I'm also assuming that the 'bonuses' from the 'Attribute Bonus Chart' are calculated after the bonuses from skills are applied.

correct. attribute roll first, then the high attribute d6 roll, then add in any bonuses from skill mods. The end attribute number is what you use for any bonuses you are eligible for

So the question.

Rifts guide book wrote:
Standard Equipment: A suit of personalized, heavy, mega-damage body armor, including Coalition armor. A suit of light M.D. body armor, a set of dress clothing, and a set of black clothing for covert operations. Also a gas mask and air filter, tinted goggles, hatchet for cutting wood, knife (or two), ancient weapon of choice, modern handgun and rifle (probably energy weapons) and three extra ammoclips, first-aid kit with extra bandages and antiseptic, suture thread and painkiller, tent, knapsack, back pack, saddlebags, two canteens, emergency food rations (two week supply), Geiger counter, and some personal items.

The knight's mode of transportation can be just about anything, but they lean toward real horses, robot horses, hover cycles, and modified motorcycles. They are also known to use magic devices.
Rarely use power armor or robot vehicles.

Cybernetics: The cyber-knight is not necessarily opposed to cybernetic augmentation, but starts out with only one, cyber-armor (A.R. 16, 50 M.D.C.).

Can he start with a hover cycle at first level? The only one that wasn't coalition is the A.T.V. Speedster Hover Cycle on page 226. Is it available and would it come with the laser?

hover cycle yes, laser no.

Does he really get both a suit of heavy mega damage armor and a suit of light M.D. body armor? looks like that is what the book says, so yes. lol

Can I replace the suite of light M.D. Armor with the cyber-armor? (the 50 M.D.C. seems to be the same.) hmmmmm...it makes more sense to me that a cyber-knight would have this cybernetic implant, if he was able to get the implant. The heavy armor could be made to fit over the body with the augmented implants. So yeah, you can have the cyber armor in leu of the light mdc armor.

Can the heavy armor be old Coalition armor that has had it's appearance modified? (I'm going for something samurai-like, his ancient weapon will be a katana, and he will have trained in 'the monastery' thus all the physical training.) Ive been reading some of the material beyond the basic Rifts book we are using for character generation and rules for the RPG, and they say that its extremely rare for anything of far east asian (china, korea, japan, thailand, etc) to be available on the north american continent. Same thing with South american arms and armor. (and apparently there's this huge issue with SA weapons where even Kevin says yeah, the SA weapons are overpowered.) So id say that you could have an immitation of a samurai armor, but it's not an identical match. As for the katana, it'd be the same thing. it'd could look like a katana, at a 60-70% match. really just the blade form and pommel, but the real accurate details wouldnt be there.

Can he select from any energy hand gun and rifle?
I'm interested in the "NG-Super Laser Pistol and Grenade Launcher" on page 224 I like it because of it's versatility. (His primary weapon will be the psi-sword for mega-damage and the Katana for S.D.C. Damage.) Also for similar reasons I'm looking at the "JA-11 Juicer Assassin's Energy Rifle" on page 225. A long range mega damage weapon that he can also use for S.D.C. damage at range, which would work for hunting.

sure. you can have both the pistol and juicer rifle.


Dang, it feels like Christmas....

As for the armor, I was just thinking old heavy coalition armor, with slight cosmetic alteration to look a little 'samurai-ish.' Mostly the helmet, The coalition armor is detailed and easy to copy and paste :) and I'm cool with the sword just be modern metal with that shape, or an 'antique' made in old America.

I think I will also try a purchase a revolver for S.D.C. Will try and get him posted soon.


Dang it, all my rifts books are in storage. Or I would join in.


EltonJ wrote:
Dang it, all my rifts books are in storage. Or I would join in.

I put a link to the single book were are using in one of my first posts, if that helps


Just a few more rolls; all for equipment, this time...

1d4 ⇒ 2 small sacks.

3d4 ⇒ (3, 3, 1) = 7x100; hardbound fiction

8d6 ⇒ (4, 1, 3, 5, 4, 3, 6, 1) = 27; trinket

8d6 ⇒ (2, 5, 3, 5, 2, 4, 1, 3) = 25; trinket

8d6 ⇒ (6, 5, 5, 6, 3, 2, 6, 4) = 37; trinket

8d6 ⇒ (6, 6, 5, 4, 3, 3, 4, 6) = 37; trinket?

1d6 ⇒ 1x100; old coin?

2d4 ⇒ (1, 2) = 3x100; forbidden book

So the results seem to be:

2 small sacks, 700 credit of 1 Hardbound fiction

27 credit trinket, 25 credit trinket, and two 37 credit trinkets; probably stuff like candles, incense, and other stuff.

100 credit old coin

300 forbidden book; Erin Tarn's?

Some other rolls in case they're needed; won't necessarily get them or do anything with these rolls...

8d6 ⇒ (3, 3, 3, 4, 4, 1, 5, 1) = 24

8d6 ⇒ (6, 2, 4, 4, 4, 5, 3, 2) = 30

8d6 ⇒ (5, 6, 5, 1, 1, 2, 5, 5) = 30

2d4 ⇒ (4, 3) = 7

3d4 ⇒ (4, 3, 3) = 10

Otherwise, I've narrowed down my spell and psionic lists.

For spells: Blinding Flash/1st [1], Globe of Daylight/1st [2], See the Invisible/1st [4], Mystic Alarm/2nd [5], Befuddle/2nd [3], and Concealment/2nd [6]. Am willing to change some spell choices based on the party's needs.

For psionics: Clairvoyance [4], 6th-Sense [2], Exorcism [10], Total Recall [2], ?Object-Reading [6], Speed-reading [2], Bio-Regeneration [6], ?Psychic Purification [8], See Aura [6], Telekinesis [3/8/8+(1=10lbs each)]; Am willing to change Object-reading and Psychic Purification to some other power based on the party's needs.


My juicer is almost done.


Ok, this is RH'S Cyber-Knight Navarre. still need a couple of items for inventory, mostly ammunition for his revolver.

Also saw a saves for spell magic and ritual magic, I have no idea what to do with that. And not sure what the P.P.E. is for.

Rizz (and anyone else who has played Rifts before) please take a look at Navarre and tell me if I'm missing anything, or if there is anything I should organize differently for convivence.

His basic backstory:
As a young child he was burned badly when his village was attacked by a demon a Cyber-Knight came to the rescue and killed the demon then took Navarre to their monastery where the child received medical help for the severe burns. They had to use synthetic skin to repair the injuries (when he became fully grown, the synthetic skin was replaces with cyber-armor). While their they learned he had psychic potential.

Encouraged by his family, Navarre stayed at the monastery training to become a knight, being allowed to visit his family a couple times a year. Training in the monasteries strict physical and mental schools. Eventually he learned to forge his own Psi-blade and was equipped and sent out into the world.

The cyber-knight who found him favored an eastern style of weapon and fighting, so to honor his sensei he followed in a similar style.

edit:
I forgot to roll the rest of the points for SDC
+ 2d6 gymnastics: 2d6 ⇒ (5, 6) = 11
+ 1d6 acrobatics: 1d6 ⇒ 4
+ 4d6 wrestling: 4d6 ⇒ (2, 6, 6, 3) = 17


1 person marked this as a favorite.
Buckmund, "L" Finster wrote:

Just a few more rolls; all for equipment, this time...

1d4 small sacks.

3d4x100; hardbound fiction

8d6; trinket

8d6; trinket

8d6; trinket

8d6; trinket?

1d6x100; old coin?

2d4x100; forbidden book

So the results seem to be:

2 small sacks, 700 credit of 1 Hardbound fiction

27 credit trinket, 25 credit trinket, and two 37 credit trinkets; probably stuff like candles, incense, and other stuff.

100 credit old coin

300 forbidden book; Erin Tarn's?

Some other rolls in case they're needed; won't necessarily get them or do anything with these rolls...

8d6

8d6

8d6

2d4

3d4

Otherwise, I've narrowed down my spell and psionic lists.

For spells: Blinding Flash/1st [1], Globe of Daylight/1st [2], See the Invisible/1st [4], Mystic Alarm/2nd [5], Befuddle/2nd [3], and Concealment/2nd [6]. Am willing to change some spell choices based on the party's needs.

For psionics: Clairvoyance [4], 6th-Sense [2], Exorcism [10], Total Recall [2], ?Object-Reading [6], Speed-reading [2], Bio-Regeneration [6], ?Psychic Purification [8], See Aura [6], Telekinesis [3/8/8+(1=10lbs each)]; Am willing to change Object-reading and Psychic Purification to some other power based on the party's needs.

i think he looks good. just put it all together in your profile and make a post in the discussion page.


Navarre "Two-Fingers" wrote:


Also saw a saves for spell magic and ritual magic, I have no idea what to do with that. And not sure what the P.P.E. is for.

Rizz (and anyone else who has played Rifts before) please take a look at Navarre and tell me if I'm missing anything, or if there is anything I should organize differently for convivence.

ritual magic save is 16+

spell magic save is 12+, but this number increases as the mage increases in levels.

i like your layout on your profile page. The numbers look good, so feel free to post in the discussion page.


@Rizzen - To make things simple, I am going to modify my backstory. My guy has only recently deserted from the CS. So all his gear will remain CS standard. One of his most pressing goals will be to trade for, buy, or steal non-CS gear. I am supposed to select one "conventional military vehicle". But the options are either all CS vehicles, or non-military stuff. What do you think is appropriate? For CS equipment, SAMAS or Sky Cycle seems to fit, otherwise we can just make it a CS-issue version of the Mountaneer or Big-Boss?

I am downselecting psionics now, and have most of the rest finished. I will make the profile and link to the character sheet shortly.


Background and descriptions to follow. Here is the character sheet thus far: Link


MisterLurch wrote:
Background and descriptions to follow. Here is the character sheet thus far: Link

link works, but isnt allowing me to access the document.


MisterLurch wrote:

@Rizzen - To make things simple, I am going to modify my backstory. My guy has only recently deserted from the CS. So all his gear will remain CS standard. One of his most pressing goals will be to trade for, buy, or steal non-CS gear. I am supposed to select one "conventional military vehicle". But the options are either all CS vehicles, or non-military stuff. What do you think is appropriate? For CS equipment, SAMAS or Sky Cycle seems to fit, otherwise we can just make it a CS-issue version of the Mountaneer or Big-Boss?

I am downselecting psionics now, and have most of the rest finished. I will make the profile and link to the character sheet shortly.

a militarized/CS version of the mountaineer ATV fits more in line with your sudden abandonment of the CS. We can say that there is a turret mounted with a C40-R Coalition Rail gun (Pg 226)


Try this one: Link


MisterLurch wrote:
Try this one: Link

Looks good. Go ahead and dot in the discussion pave.


I just can't go with what I have and the party is pretty well set. As much as I like this I think I may have to bow out as I got accepted to two other games


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If you don't get another player I could go juicer or dogboy


Edelsmirge wrote:
If you don't get another player I could go juicer or dogboy

Welcome back, Edelsmirge; dunno if you'd want to do so... but if you really had your heart set upon playing a Dragon, mebbe you could roll all over again for a different type of dragon? (If Rizzenmagus is okay with it, of course) ;)

Still, a Juicer or a Dogboy would be fun to have in the group too. :)


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I just love the game really and haven't played rifts in forever


Edelsmirge wrote:
I just love the game really and haven't played rifts in forever

No worries and good to hear, Edelsmirge. :)

This would be the first time playing Rifts myself. ;)

Come to think of it, prolly best to check with Rizzenmagus about that whole re-rolling for another dragon part. ;)


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juicers are a lot of fun. I have played several. Auto-Dodge is not to be discounted.

A dogboy I have never played nor seen played, but it might allow for some interesting party dynamics with the ex-CS officer.


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The reason I want to play a dragon is that it is a huge tank but it ups the damage level against the party and most people can't take multiple mdc blasts like a dragon. It's why you usually put a dragon shape shifted in a group. A dragon looking like a hot chick wearing some human armor isn't so scary...


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The season's been crippling my opportunities to finish off my mind melter....will attempt to do so this evening.


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I nearly went with the dragon idea, so I get that completely. plus .. playing a freaking dragon! :D

But like I said earlier, I almost always play a magic use of some kind so I went with a mundane OCC. And somehow I still ended up with psionics.


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Edelsmirge wrote:
The reason I want to play a dragon is that it is a huge tank but it ups the damage level against the party and most people can't take multiple mdc blasts like a dragon. It's why you usually put a dragon shape shifted in a group. A dragon looking like a hot chick wearing some human armor isn't so scary...

dragon morphed into a hot chick wearing human armor...thats funny!

Alright edelsmirge, play a dragon, and do a reroll.


One more try:

psionics: 1d100 ⇒ 43
age at discovery: 1d100 ⇒ 34

IQ: 5d6 ⇒ (3, 6, 6, 2, 6) = 23
MA: 4d6 ⇒ (3, 2, 2, 1) = 8
ME: 5d6 ⇒ (1, 1, 2, 4, 2) = 10
PS: 6d6 ⇒ (2, 3, 3, 4, 6, 2) = 20
PP: 4d6 ⇒ (3, 4, 3, 5) = 15
PE: 5d6 ⇒ (1, 3, 4, 4, 6) = 18
PB: 6d6 ⇒ (3, 5, 5, 1, 3, 4) = 21
SPD: 4d6 ⇒ (1, 5, 3, 5) = 14
MDC Hp: 1d4 ⇒ 2
ISP: 3d4 ⇒ (1, 3, 2) = 6

IQ bonus: 1d6 ⇒ 2
PS bonus: 1d6 ⇒ 1
PE bonus: 1d6 ⇒ 6
PB bonus: 1d6 ⇒ 3

Grand Lodge

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Ok stating up and skills as well as psionics etc asap

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