WHAT ARE WE DOING?
We're going on an adventure of romanticized, Pirates of the Carribean-esque, well, piracy. But with all the toys and madness and convolution of Rifts! Y'ARRRRR! There will be pillaging, there will be bar fights, there will be mustache-twirling villains and fair maidens, there will be ship battles, there will be swashbuckling, and yes, there may also be deck swabbing.
Our fair vessel will be a Death's Head transport, and our first order of business will be to make with the acquisition of the marvelous ship from the hands of the Coalition. I'm sure they'll be happy to give us a fair deal on one so long as we bring the right faces to the bargaining table.
WHERE WILL WE BE GOING?
Wherever we might hear the Siren call of fame & fortune.
Seriously, this adventure can move across multiple world books, so we can deal with whatever settings & characters you'd really like to see.
WHAT MATERIALS CAN I USE? WHAT CHARACTERS ARE BANNED?
Nothing is forbidden!
Any book, any magazine article; Hell, if you really feel the need, it wouldn't be difficult to talk me into letting you use one of the many retardo-powergamer character classes posted to the Internet. This is Rifts
, ladies and sirs - we are going balls out and cranking the dial way
over nine thousand. If you want to blend OOCs and RCCs together, we can work that out too (unless the rules strictly forbid it, but that's pretty rare).
WHAT ARE THE HOUSERULES?
I am making two fundamental changes:
1) Fuck the d20. If I want to roll an erratic polyhedron erryday, I'll use the d20 system. When we're in combat, we will be rolling 3d6, and we will be using 7 instead of 4 for the minimum to-hit roll. If you roll a pair? That's considered the equivalent of a natural 20 (so, yes, we're going to see a Hell of a lot of crits in this game). Rolling snake eyes (a pair of ones) is always a miss/failure. It's the equivalent to rolling a natural 1 on a d20.
This gives us a nice bell curve of probability to work with, and it makes many combat abilities that rely on a natural 20 being rolled to actually be useful
2) Minions. This game will feature a lot of enemies with 1 MDC that cannot take active defensive actions; they'll be assigned a minimum To-Hit value of around 10 or so to compensate. This should help make combat a little more tactical, a little more entertaining, and not take until sometime next century to resolve
Aside from that, I'll probably be making a lot of on the fly fiat for skill checks in the event that your character encounters a situation where they don't have a skill but want to give something a shot anyway - and when you're rolling your attributes, for God's sake, make 3 rolls for each and pick the best one (...and if someone gets really unlucky and still gets fucked over in some key attribute, I'll work something out with them).
WHAT KIND OF PARTY DO WE NEED?
Ideally, I'd like to see at least 1 Power Armor and/or Giant Robot pilot, at least 1 magic user or magic-sensitive character, at least 1 psychic character, at least 1 monster and at least 1 character who does guns, guns and more guns
. A hacker type and/or mechanic type could be an asset too.
Really, though? Play whatever you think would be most fun. That's where Rifts really shines.
Maximum party size of 6, minimum of 3.
If I somehow get more than 6 applicants, I'll use random selection to determine who's going on the voyage.
I WANT TO PLAY THIS, BUT I DON'T KNOW RIFTS OR OWN ANY BOOKS. CAN YOU HELP A BROTHER OUT?
Yes; if you tell me what kind of character you want to play, I can work with you to find an appropriate character class and work out the details. Everyone has to kind of stumble around with the mechanics of the game anyway because they're so clunky, so you shouldn't feel too overshadowed.
Lucy "Vamp" Masterson, Psi-Stalker Glitter Girl Adventurer - Matev
Joshua Amarillo, Unwilling Phaeton (R.C.C. Psi-Tech, with Phaeton Juicer Conversion) - Optimus Zed
Athren Zentau, True Atlantean Biomancer - Void Slayer
Patty - Gaddez
Damon (Deimos) Trenton (Wormwood Immigrant, Anarchistic Mind Melter) - Octoparrot
Jimmy "Slim Jim or Big Jim" Smith, Grackle Tooth, Tundra Ranger Scout - Rucdoc
Sgt. Mason "Mace" Laframboise (Ret.) - Steelhawk