To bring the steel rain (a Rifts adventure)


Recruitment

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Base SDC: 2d6 + 12 ⇒ (3, 2) + 12 = 17


Random Psionics: 1d100 ⇒ 98


Here is my submission.

Don't have a name yet. He is a product of Coalition officer training, trained in advanced weapons systems, piloting, intelligence and equipped with the best equipment and enhancements. He was even taught to read. When he was separated from his advance recon unit was by a rift opening, he was forced to make his way on his own.

Here in the new west, he makes his way as a hired gun and marshal for hire. His Dead Boy armor has been repainted white with a large blue star over his heart.


Irnk, Dead-Eye's Prodigal wrote:


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.

that's a pretty good answer Irnk. Ive been rereading the cyber-doc and rogue scientist OCCs again, and yeah, they are rather limited in the "hey i can offer more than XXX". Moreso, there hardly seems to be anything that offers or lends a healing ability as commonly found within a DnD or pathfinder environment. This is a very lethal system, where life or death does indeed hang by a dice roll. Besides that thought, it is frustrating for that player that wants to play as a Doc, or rogue scientist or scholar, to really fit into an adventure environment. Heck, im getting frustrated! even after i specifically made the post saying that a scientist or rogue would be helpful to the group.

So now im sitting here scratching my head, trying to figure out how to make these OCCs more palatable for a PC for use. Especially either as a skills monkey and/or true healer role.


The only real idea I can think of, in terms to the issue of making the other classes pop out more, is the Savage Worlds conversion rules of Rifts. They did a lot to make the make the less iconic OCCs pop out more and stand on their own with more starting XP, extra bonuses, all that stuff.

Of course, we would lose the feeling of the original books entirely; balance was not a thing that they were really concerned with.

Maybe whoever wants to play a rogue scholar/scientist could also make a secondary character? I know it is extra work but it is a possibility without house-ruling all the stuff.


They do get access to most skills, and that could offer some narrative power. I might take a shot at statting one up and see if I can make it work.


I think Rifts would work better as a skill oriented game.

Just blasting dinosaurs or robots would get old pretty quick.


Well, we're not going to reinvent the wheel here. I still need to run this adventure first before we start overhauling or adding home rules and what not.

I'll make the a rogue doctor, and play him as DMPC.


Rizzenmagnus, I'm willing to write up a rogue scientist if you like. I'm not overly attached to my other character. You said Rogue doctor, so I'm guessing medical skills would be useful? Any guidance on what skills would be useful?

IQ 4d6 ⇒ (5, 3, 4, 6) = 18
ME 4d6 ⇒ (2, 4, 4, 6) = 16
MA 4d6 ⇒ (1, 2, 5, 2) = 10
PS 4d6 ⇒ (3, 1, 6, 4) = 14
PE 4d6 ⇒ (2, 5, 1, 4) = 12
PP 4d6 ⇒ (4, 2, 2, 5) = 13
PB 4d6 ⇒ (2, 5, 3, 6) = 16
SPD 4d6 ⇒ (2, 1, 4, 2) = 9

IQ bonus: 1d6 ⇒ 1
ME bonus: 1d6 ⇒ 4


I am not giving up on this one - going over the OCC and RCC again, as well as the character creation rules.

What characters do we have so far? Is anything decided? :D


Albion, The Eye wrote:

I am not giving up on this one - going over the OCC and RCC again, as well as the character creation rules.

What characters do we have so far? Is anything decided? :D

the list so far....

irnk: a borg, only rolled
Gm supertumbler: had a headhunter (with completed character), now making a rogue scientist.
Me: something...
Joshb: juicer, only rolled.
Spazmodeus: rolled...awaiting inspiration
Kinghottrash: crazy
Misterlurch: ley line walker
Lairdthorne: rolled

it looks like there's been a delay in people finishing characters, which i am putting down to it being a holiday weekend last weekend. No big deal. i'll ping them tomorrow if no one posts characters on their own tonight.


We've had one person commit to a Crazy & another a Headhunter. I am trying to decide between Cyber-Knight & City Rat.


I'm mostly just making a Rogue Scientist to see if I can make it work. I can play whichever character works best for the group.


Guys, I have found several ideas which appeal to me - from the Coalition Grunt, to the Cyber Doc and Operator. But I cannot pass the opportunity to be a Techno Wizard, come on! :D

So that is decided - working on a base crunch now.


sweet!

im going to roll up a character real quick, just so i have some more experience with it.

going to go with a wilderness scout...looks like fun!

Intellgence quotient (IQ) how smart you are
4d6 ⇒ (3, 4, 2, 1) = 10
mental endurance (ME) how well you can manage stress
4d6 ⇒ (2, 4, 5, 2) = 13
Mental Affinity (MA) showcases personal charm, your ability to lead
4d6 ⇒ (5, 3, 6, 2) = 16
Physical strength (PS) how much like arnold you can become
4d6 ⇒ (2, 1, 5, 4) = 12
Physical Prowess (PP) how bendy you are
4d6 ⇒ (1, 6, 6, 2) = 15
Physical Endurance (PE) stamina, how long you can do it
4d6 ⇒ (5, 2, 6, 5) = 18
Physical Beauty (PB) how physically attractive you are
4d6 ⇒ (1, 3, 3, 3) = 10
speed(Spd) how fast can you run
4d6 ⇒ (1, 5, 3, 1) = 10

extra dice rolls for high attribute
MA 1d6 ⇒ 2
PE 1d6 ⇒ 1

Extra PE dice roll per Wilderness scout OCC
1d4 ⇒ 1

totals:
IQ 10
ME 13
MA 18
PS 12
PP 15
PE 20
PB 10
SPD: 10

Hit points: based off of PE, so 20 HPs.

SDC, 3d6 + 3d6 + 10 ⇒ (6, 4, 4) + (6, 5, 3) + 10 = 38 (base plus OCC)

OCC skills
Cooking +5
climbing +20
general athletics
language (choice of three, +15%)
land nav +20
Horsemanship +20
ID plants +20
hunting
fishing +10
prowl +15
track animals +20
wilderness survival +20
WP Knife
WP Bolt action rifle, Archery, Energy Rifle
Hand to hand, basic

OCC related skills

ill finish this later, just remembered i need to work on something else.


So I have good news and bad news...

Good news is I have a better job with better pay and just overall better stuff all around! The bad news is the hours are the middle of the day. I already know I'm going to have to likely cut some games out here just to stay sane so it wouldn't be fair of me to take a spot for this and just duck out immediately.

If this game is still going on in the future when I have a chance to take on more gaming goodness, I'll send a message and see how it goes.

Good luck folks! Have fun!


well that sucks kinghottrash...but cool that you got a better job with better pay, better benefits, better all around. so i guess bah yeah?


Yeah, it is unfortunate. I will check in though if things change or my plate gets a tiny bit less heavy <3


Sorry to hear you will not have as much free time KingHotTrash, but congrats for the new job! ;)

----------

Reposting my stats, and what I have of my character so far and some questions.

Techno-Wizard

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

HP (should be...): 1d6 + 13 ⇒ (2) + 13 = 15
This is kinda low isn't it? :P

Psi Powers?: 1d100 ⇒ 7
Major Psionics!
This individual can select a total of eight (8) powers from one category or a total of six (6) from any of the three categories available - any suggestions guys?
ISP (ME+4d6?): 23 + 4d6 ⇒ 23 + (5, 4, 6, 3) = 41

Or.... since I am a Techno Wizard, this is not used?

The techno-wizard has the following psionic powers: mind block, speed reading, total recall, and tele-mechanics
+
At level one experience, the character knows the following spells fundamental to his needs for empowering TW devices! Blinding flash, globe of day light, ignite fire, fuel flame, fire bolt, call lightning, energy bolt, energy field, impervious to energy, and telekinesis.

Magic Bonuses: + 2 to save versus horror factor.

Permanent Base P.P.E: 2D4x 10, in addition to the P.E. attribute number
2d4 ⇒ (1, 4) = 5x10 + 13 = 64

I am worried the book states 'Attribute Requirements: l.Q. 12, M.E. 12 or higher. A high P.E. and P.P. is also suggested but are not mandatory'. And mine are IQ13, ME23, PE13, PP23. So some are a bit low?


You've got two different IQ's displayed there Albion? So long as you meet the minimums, you're fine.
Also, look at the skills you have available if you are concerned about your PE, several Physical skills provide a bonus to some of the physical stats.


Albion, The Eye wrote:

Sorry to hear you will not have as much free time KingHotTrash, but congrats for the new job! ;)

----------

Reposting my stats, and what I have of my character so far and some questions.

Techno-Wizard

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

[dice=HP (should be...)]d6+13
This is kinda low isn't it? :P

[dice=Psi Powers?]d100
Major Psionics!
This individual can select a total of eight (8) powers from one category or a total of six (6) from any of the three categories available - any suggestions guys?
[dice=ISP (ME+4d6?)]23+4d6

Or.... since I am a Techno Wizard, this is not used?

The techno-wizard has the following psionic powers: mind block, speed reading, total recall, and tele-mechanics
+
At level one experience, the character knows the following spells fundamental to his needs for empowering TW devices! Blinding flash, globe of day light, ignite fire, fuel flame, fire bolt, call lightning, energy bolt, energy field, impervious to energy, and telekinesis.

Magic Bonuses: + 2 to save versus horror factor.

Permanent Base P.P.E: 2D4x 10, in addition to the P.E. attribute number
2d4x10 + 13 = 64

I am worried the book states 'Attribute Requirements: l.Q. 12, M.E. 12 or higher. A high P.E. and P.P. is also suggested but are not mandatory'. And mine are IQ13, ME23, PE13, PP23. So some are a bit low?

i think the assumption is that, in one of the first steps of character creation, you roll for psionics. If you dont roll low enough to be either major or minor psion, by taking the techno-wizard occ it automatically grants you minor psionics.

i say, since you rolled it, youre a major psionist who loves being a techno-wizard. You have the same saves against psionic/mental attacks, so a base 10. You have the same availability to psionic spells as a major psionisists. you suffer the same skill bonus penalty as described on page 12 of the rifts campaign book.
I have no problem with you starting out with the base spells as the techno-wizard, learning those extra spells as a major psionisit would have access to (8 in one category, or 6 total from all three categories).

as for the rolls, yeah they are going to be allllll over the place. the joy of allowing fate to decide, which is fine. So you have an average IQ for learning things, but have a helluva will power that can see you through even the worst that the realms can through at you.


we still wanting to do this? responses have petered down to nil...


Sorry, last half of the week was a bit crazy as was the weekend.

After going down a couple of rabbit holes concerning a few other OCCs, I've returned to my original inclination : Mind Melter RCC

I hope to have a profile up this evening.


RIZZENMAGNUS wrote:
there hardly seems to be anything that offers or lends a healing ability as commonly found within a DnD or pathfinder environment. This is a very lethal system, where life or death does indeed hang by a dice roll.

If remember correctly, the powers you are looking for would be in the Psionics section.

Ironically, the best healers in the game are probably Mind Melters...

Regarding not posting...

Well, my keyboard is refusing to recognize my space-bar so Typing is unbelievably laborious right now. Hopefully I will have dug up a replacement once I get home from work tomorrow...


I'm still around. Still fiddling with the rogue scientist build, though I can go with the Headhunter whenever.


Okay, I am struggling with a concept. I almost always go with a magic user of some kind, so I think that I am going to retire the idea of a Ley Line Walker. At this point, I am leaning heavily toward a military type of some kind, possibly a Coalition deserter.


Heh, I may just hafta roll and trust in the dice-gods to see what comes up...

4d6 ⇒ (1, 5, 3, 4) = 13.

4d6 ⇒ (1, 2, 6, 6) = 15.

4d6 ⇒ (2, 3, 5, 5) = 15.

4d6 ⇒ (5, 6, 3, 2) = 16.

4d6 ⇒ (6, 6, 1, 2) = 15.

4d6 ⇒ (2, 1, 5, 1) = 9.

4d6 ⇒ (2, 1, 6, 3) = 12.

4d6 ⇒ (4, 6, 5, 6) = 21.

1d6 ⇒ 5 for the 16

1d6 ⇒ 6 for the 21

guess that makes the 16 into a 21 and the 21 into a 27. :)

So the stats are in order then starting with IQ=13 then?

Prolly hafta see where the inspiration for class/profession takes me...


groovy!

@spaz: good to know. glad to see youre still with us. mind melter would be fun to see in action.

@irnk: oh i know that sweet pleasure of a failed space bar. or worse, the letter "T". uggg.

@gmsupertumbler: what you go so far with the scientist?

@misterlurch: might i suggest the Coalition tech officer, the military specialist, or Grunt OCCs? The Elite RPA/ "SAM" OCC has that fancy SAMAS armor with a jet pack and wings, and while it's cool, it wouldnt work well with this adventure. although...nothing says you just cant ditch the jetpack and wings somewhere and just wear the armor, rail gun, and nuclear power pack.

Let's make a plan to have this adventure start next monday, 12-12. thisll give us another week to figure things out, flesh out characters, ask questions, and so on.

also, prior to the start of the adventure, we are going to do a practice combat session, so that way we can see what happens when combat occurs, what issues may arise, and just get a feel for the rules and RIFTS setting.


Alright! New keyboard works. Ready to go. Think I am going to make the plunge & commit to Cyber-Knight.
And so...

Cyber-Knight
Cyber-Knight bonus to ME: 1d4 ⇒ 4
Cyber-Knight bonus to MA: 1d4 ⇒ 2
Cyber-Knight bonus to PS: 1d4 ⇒ 2
Cyber-Knight bonus to PE: 1d4 ⇒ 2
Cyber-Knight bonus to Spd: 1d4 ⇒ 3
Cyber-Knight bonus to SDC: 1d4 ⇒ 3 times 10 for +30 SDC

Which gives me...
IQ: 10, not an intellectual by any standard, but also not an idiot
ME: 17, resolute, with at least some bonus
MA: 21, Oh yeah! Definitely a people person!
PS: 24, Ver-STRONK!
PP: 20, still bendy! still accurate
PE: 15, above average, but not extraordinary...
PB: 21, Purdy. Though I think there might be another PC or two who manage to beat me in looks. I am sad.
Spd: 23, Fast!
Hit Points: Hit Points start at your PE, plus 1d6 per level...
So...
Hit Points: 15 + 1d6 ⇒ 15 + (6) = 21 Nice!
SDC: SDC for a Man-at-Arms OCC is 1d4 times 10, plus additional bonuses from class & skills, so...
SDC: 1d4 ⇒ 4 times ten: 40 plus 30, 70 starting SDC, not counting bonuses from skills


More rolling!

Hit points: 12 + 1d6 ⇒ 12 + (4) = 16
SDC: 3d6 ⇒ (5, 1, 4) = 10
PPE: 2d4 ⇒ (1, 3) = 4
ISP: 15 + 3d6 ⇒ 15 + (6, 4, 6) = 31 15 + 14 x 10 = 155
Money: 4d6 ⇒ (6, 4, 3, 3) = 16
Black market goods: 2d4 ⇒ (1, 4) = 5


I'll try to get a version of the scientist up tomorrow. Anything that would be especially important to put into it skill wise?


Would you consider a dragon hatchling?


Maor Cyber-Guy Stuffs!

First, Psi!:
Permanent base PPE: 6d6 ⇒ (1, 1, 1, 6, 2, 6) = 17 base PPE
Psi chance: 1d100 ⇒ 4! Ah Haz Psychic Powah!
Starting ISP: 6d6 + 10 ⇒ (4, 1, 3, 1, 5, 2) + 10 = 26
What Psychic Powahs?:
Empathy (4 ISP cost), pg. 121
Mind Block (4 ISP cost), pg. 122
Summon Inner Strength (4 ISP cost), pg. 118
Finally, as a Major Psychic, his Psychic Save is 12+

Now skillz!
Automatic! I mean OCC!

Literacy, +20% bonus, starts at 50%
Languages: 'Merican!, starts at 96%, won't improve
Languages: Elf!, starts at 96%, won't improve
Languages: Spanish, +30%, starts at 80%
Languages: Euro, +30%, starts at 80%
Lore: Demon +20%, starts at 45%
Anthropology +15%, starts at 35%
Paramedic +10%, starts at 50%
Land Navigation +12%, starts at 48%
Horsemanship +15%, starts at 55%
Swimming +10%, starts at 60%
Now this isn't all my skills by any measure. Hell, it's not even all my OCC skills. However the rest of my OCC skills are either Hand-to-Hand Training & Weapon Proficiency, or they are skills which are going to change some of my physical stats. So those are going to be in a different post.


Hey guys, unfortunately I am going to drop from the race. It just takes too much time and dedication to get my character up and running. Time I do not have.

In any case, it seems the ball is rolling with more determination now, so good luck to you all with the game!


I was looking at the coalition OCCs and I am really starting to like the idea of a deserter. A CS soldier with a conscience. I really like the SAMAS pilot, but I think he would be too high profile and would have less opportunity to be exposed to other thoughts to break the propaganda training. I think I am going to go with the military specialist.

I will work on getting that written up in the next couple of days.


@Rizzen - There are some additional things to figure out for the Military Specialist. It says to choose one bionic appendage. The bionic limbs start out at 10 for all attributes associated with the limb. More attributes cost extra. What level would the CS have "approved" for the limb replacement? Would the limb come with any additional weapon systems? Basically need you to put on your CS Command hat and "assign" the resources this officer would receive.

Intellgence quotient (IQ) 22
mental endurance (ME) 27
Mental Affinity (MA) 19
Physical strength (PA) 11
Physical Prowess (PP) 12
Physical Endurance (PE) 13
Physical Beauty (PB) 9
speed(Spd) 12

Other rolls for my CS deserter:
HP: 13 + 1d6 ⇒ 13 + (3) = 16
SDC: 1d4 ⇒ 2 x 10 = 20

Psionics: 1d100 ⇒ 2, major psionic
I think we have a second major reason why he deserted!


Forgot ISP and PPE:

ISP: 4d6 + 27 ⇒ (3, 6, 3, 1) + 27 = 40
PPE: 2d6 ⇒ (2, 1) = 3


Skill Interactions:

Running:
Spd: 4d4 ⇒ (4, 3, 3, 4) = 14
SDC: 1d6 ⇒ 1
Acrobatics:
SDC: 1d6 ⇒ 1
Athletics:
Spd: 1d6 ⇒ 2
SDC: 1d8 ⇒ 7
Boxing:
SDC: 3d6 ⇒ (3, 2, 6) = 11

For people new to RIFTS, remember to read the descriptions of your skills. There are often hidden bonuses to other skills. (i.e. Hunting gives a Bonus to Wilderness Survival)

Also, some skills require others to first be taken. (i.e. Navigation requires Basic Math)


@rizzen - in addition to the question about the bionic limb, would you have any objection to me replacing the coalition equipment with non-CS versions? It makes sense to me that undercover or covert types would have access to such "substandard" equipment.


GM SuperTumbler wrote:
I'll try to get a version of the scientist up tomorrow. Anything that would be especially important to put into it skill wise?

Skills reccomended for rogue scientist

Think of the movie "war games".


Edelsmirge wrote:
Would you consider a dragon hatchling?

Yup


RIZZENMAGNUS wrote:
GM SuperTumbler wrote:
I'll try to get a version of the scientist up tomorrow. Anything that would be especially important to put into it skill wise?

Skills reccomended for rogue scientist

Think of the movie "war games".

That's good. I was giving him lots of tech and computer skills. Didn't have time today to do all of the cross referencing of skills to get everything right, but I should be free to get it done tomorrow.


MisterLurch wrote:

@Rizzen - There are some additional things to figure out for the Military Specialist. It says to choose one bionic appendage. The bionic limbs start out at 10 for all attributes associated with the limb. More attributes cost extra. What level would the CS have "approved" for the limb replacement? Would the limb come with any additional weapon systems? Basically need you to put on your CS Command hat and "assign" the resources this officer would receive.

Intellgence quotient (IQ) 22
mental endurance (ME) 27
Mental Affinity (MA) 19
Physical strength (PA) 11
Physical Prowess (PP) 12
Physical Endurance (PE) 13
Physical Beauty (PB) 9
speed(Spd) 12

Other rolls for my CS deserter:
HP: 13+1d6
SDC: 1d4 x 10 = 20

Psionics: 1d100, major psionic
I think we have a second major reason why he deserted!

Can you reference me that page number where it sets the limb attribute start at 10? Im on p237, reading about partial bionic recon and not seeing anything about a lower limit of 10.

Well, we could say that you had a sudden awakening to psionics, after your surgery for replacing the missing limb.


MisterLurch wrote:
@rizzen - in addition to the question about the bionic limb, would you have any objection to me replacing the coalition equipment with non-CS versions? It makes sense to me that undercover or covert types would have access to such "substandard" equipment.

Yup. Heck, i'll even let you come up with the name of the company that makes knockoff CS equipment


age at discovery: 1d100 ⇒ 72

age specific: 5d6 ⇒ (1, 2, 4, 4, 1) = 12

psionics: 1d100 ⇒ 34

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?


@Rizzen - The thing about attributes of 10 is on page 239 in the middle of the left-hand column. It is in the section titled Prosthetic Weapon Limbs and under a sub heading of Attribute Levels.

@Edelsmirge - I am planning on taking a mix of physical and healing for my psi powers. Not sure which direction it will lean, but there it is.


@Rizzen - CS replicas are being made and sold by Demara Industries. CEO is one Waldo Demara. They also produce several Northern Gun imitations as well as a few coveted NGR (New German Republic) models. The CS has tried to infiltrate and assassinate Waldo Demara on several occasions, but the wily bastard has avoided their snares thus far. Crowning achievement so far has been the reproduction of the CS SAMAS rail gun. Rumors also hint at a non-CS version of the SAMAS coming soon.

P.S. For interesting reading, do a google search for Ferdinand Waldo Demara, one of the greatest multiple imposters in American History. He is easily on par with Frank William Abagnale.


MisterLurch wrote:

@Rizzen - The thing about attributes of 10 is on page 239 in the middle of the left-hand column. It is in the section titled Prosthetic Weapon Limbs and under a sub heading of Attribute Levels.

@Edelsmirge - I am planning on taking a mix of physical and healing for my psi powers. Not sure which direction it will lean, but there it is.

Blech...shouldve continued to read.

Hmmm...you could have a higher attribute rating for the one limb, but it wouldnt translate more than an ability to somewhat soak MD, or deliver an MD punch/kick, as the rest of your body is still "original". Kind of like will smiths character in "i, robot" and his bionic arm.


Melee attacks with that arm can cause more damage (since PS can be higher), and (i think) ranged and melee attacks can be more accurate if they used only that arm (since PP can be higher). Or am I understanding it wrong?


MisterLurch wrote:
Melee attacks with that arm can cause more damage (since PS can be higher), and (i think) ranged and melee attacks can be more accurate if they used only that arm (since PP can be higher). Or am I understanding it wrong?

yup. you are correct. right there in the attribute bonus chart, page 8.

ps 17 give +2 to hand to hand combat, 18 +3, 19 +4, 20 +5, etc.

alright lets do this.

limb augmented attribute: 16 + 1d6 ⇒ 16 + (4) = 20

edit: i hit the wrong button, meant preview instead of submit.

how about this?

if its an arm, it has an augmented PS of 20
if its a leg, it has a PP of 20.

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