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[Rifts - Chapter 1 : BAH! The Midwest!] Release the Kraken!
Posts
GT: batshido Hit me up on ME3.
It will involve Mecha of some kind though. Oh yes.
i am such a gearhead
GT: batshido Hit me up on ME3.
Still, Juicer. Whatchagonnado.
GT: batshido Hit me up on ME3.
You and me both 3clipse.
PAX Prime 2011 DM Challenge Champion
Did you play ChromeHounds before people figured out how to break the game?
It was the most amazing mech game ever created (Steel Battalion comes close I guess).
I played it, I didn't like it. I actually fell deeply in love with SB at PAX this year. I've started going to a Mechwarrior battlepod store locally to try and recapture the feeling.
PAX Prime 2011 DM Challenge Champion
It is raw sex. I tried snagging a control after PAX, but ended up only getting one without the foot pedals by accident. Kinda killed that buzz.
Back on topic: Boy, sure is technology in here.......
PAX Prime 2011 DM Challenge Champion
Either of those things would be welcome (or both rolled into one.
Alternatley, I can roll up a psychic If we have enough time. Or a mechanic.
That's gonna be us!
I won't know for sure until Elki gets back to me; her PM just said, 'Altery. What's with that?'
So, either I altered something in a post that I wasn't supposed to (have no idea what that would be), or she thinks I have a sock puppet (I don't).
By monsters, I mean any sort of Dee Bee or sapient creature that has an 'Optional Player Character' tag. Things like Murder Wraiths don't really make for good player characters, at least not in the sort of campaign I intend to run (most Murder Wraiths are only puppets, for starters, controlled entirely by a Necromancer in the service of The Horseman of Death; the ones that aren't must still sustain themselves on torture & cannibalism); I'd probably be okay with it if we were just going to be a bunch of psychos running around, but a purely diabolical undead flesh eater won't fit the theme of heroic piracy very well.
I haven't finished rolling things (including psionics) but this seems a good start.
Athren Zentau
True Atlantean Biomancer
Alignment: Scrupulous Acceptor
A tall man with long and wild dark hair, thin, sharp features and tanned skin. He is most commonly dressed in plain, plant woven clothing or a suit of insect like chitin.
IQ 16
ME 15
MA 13
PS 16
PP 12
PE 22 +14% vs coma/death +4 vs magic/poison
PB 13
SPD 35
15 16 13 11 11 19 13 19
SDC 100
HF 12
weight 170
Height 6ft 2 inches
Age 23 (+800 year time warp)
PPE 84
Psionics none
Other rolls
Combat abilities
+0 strike (+1 with sword)
+3 to parry (+4 with sword or bow)
+3 to dodge
+6 to roll
+6 Vs HF
+6 VS magic
+4 vs posion
+29% vs coma/death
+4 vs biomanipulation
+2 Vs psionics
immune to physical transformation
Common True atlantean abilities
Sense Vampires 1000 ft radius
Operate dimensional pyramids
Sense ley lines and nexus points
Sense rifts
Leyline Phasing
Biomancer OCC abilties
Communication with plants and animals; 30% chance to calm enraged animals
60 ft +10 per level (automatic)
Healing touch 1d4 hp/sdc/mdc per level 3 times per day
Gift of nature; provide a days meal 8 PPE
Gift of peace; non-supernatual animals will never attack except in self defense including alien animals
Create Bio-Weapons
Spell Knowledge
Tatoo (left wrist): Flamberg covered in fire 10 PPE 15 minutes magical 2 handed sword inflicting 3d6 MDC
Weather Sense 24 hour weather report one mile 1 PPE
Insect Leap 50ft distance jumps 10ft high jumps 5 PPE
Weave Plants 3sqft of cloth or 5 MDC to wood armor 15 PPE
Shape Plant 4 PPE
Globe of Daylight
Chameleon
Skills
Language/ Literate Spanish 98%
Language/ Literate Faerie 98%
Language American +10%
Language Deamigog +10%
Lore: Demons and monsters +15
Lore Faerie +20
Basic Math +10
Holistic Medicine +10
wilderness survival +15
Land Navigation +10
Track animals +10
WP Archery and Targeting
WP sword
Hand to Hand basic
Biology +10
Chemistry +10
Pathology +10
Medical Doctor +10
Boxing
Gymnastics
Pilot: exotic animal
running
Athletics
Art
Equipment
4000 in valubles
Wooden staff
Light Chitin Armor 70 MDC regenrates 4d6 per day 1d6 MDC in hand to hand +1 to strike
Wooden Sword 2d4 SDC or 3d6 MDC
Bio-Energy Bow 4d6 MDC 900 ft 40 arrows / 25 PPE or 40 ISP
Elki's a dude.
Random Insanity: Phobia of Mutant Animals
GT: batshido Hit me up on ME3.
GT: batshido Hit me up on ME3.
Damon (Deimos) Trenton (Wormwood Immigrant, Anarchistic Mind Melter)
As a child, was part of a community that immigrated from Wormwood via rift and settled in North/Central America. His elders taught him a healthy respect and wariness of magic. Temporarily fell in with some Juarez gangs that espoused psionic superiority, where he gained the majority of his wealth and which greatly affected his worldview. Recently parted ways with them. Prefers to wear a set of light Dead Boy armor; the psi-stalker helmet's spikes have been filed down to round studs.
Attributes:
I.Q. 12
M.E. 14
M.A. 9
P.S. 24
P.P. 12
P.E. 17
P.B. 12
SPD 35
H.P.: 16
M.D.C.: 51 (unarmored), 101 (deadboy armor)
P.P.E.: 8
Attacks Per Melee: 3(2 from HtH: Martial Arts, +1 from Boxing)
Strike: +1
Parry: +3
Dodge: +3
Roll: +7
Pull Punch: +5
Disarm: +2
Initiative: +3
Damage: +9
Vs. Horror Factor: +1
Vs. Possession: +4
Vs. Mind Control: +2
Vs. Illusions: +3
Vs. Magic/Poison: +1
Vs. Coma/Death: +4%
+3 on Perception rolls
Weapons:
TK Machine Gun: 2D6 MDC/burst. Range 4000 ft. 80 bursts
TW Modified NE-4P Plasma Cartridge Pistol: 1d4x10 MDC. Range 500ft. 2 shot capacity (refill by casting magic or psionic fireball)
6 Wooden Stakes
Psionics: Master Psionic
I.S.P.: 94
Powers: Alter Aura (self), See Aura, Sixth Sense, Mind Block, Detect Psionics, Psychic Diagnosis, Exorcism, Summon Inner Strength, Meditation, Telekinetic Push, Telepathy, Sense Magic, Read Dimensional Portal, Pyrokinesis, Telekinetic Acceleration Attack, Radiate Horror Factor
Skills:
Languages: American (89%), Spanish (85%), Demon (85%)
Literacy: American (45%), Spanish (45%)
Basic Math (70%)
Pilot: Automobile (72%)
Pilot: Motorcycle (74%)
Streetwise (39%)
Land Navigation (50%)
Weapon Proficiency: Energy Pistol
Lore: Demons & Monsters (40%)
Lore: Magic (40%)
Boxing
Kick Boxing
Running
Gymnastics (not listing included skills)
Athletics
Prowl (35%)
Hand to Hand: Martial Arts
Gear: (Either worn, or carried in the back of his vehicle) Backpack, utility belt, canteen, sunglasses, gas mask, knife, 1 week of rations, sleeping bag other personal items. Keeps a modest selection of extremely fashionable clothes and suits in his vehicle, along with 10 bottles of psi-cola.
TW E-Clip Recharger (within 200 miles of a ley line, recharges up to 6 E-Clips per hour).
Vehicle: CS Citizen (70 MDC)
Universal Credits: 402150, (5000 in black market literature, drugs, and vids)
I forgot my favorite part of character creation! Being driven insane by music.
Phobia: Loud Noises. Panic Attacks. Hysterical Blindness. The list goes on and on.
You're better off just rolling a Juicer and remembering that you'll need to reroll in 5 years of game time.
GT: batshido Hit me up on ME3.
Naw that's when you merge with the Cosmic Forge.
The problem is that there's very little granularity when it comes to "normal" combat abilities. You're either proficient with your weapon or you're not, and you get bonuses accordingly. So it doesn't really matter if you have only the most basic combat training and the guy across the street has been a merc for 2 years, if you're the same level and you both have the applicable Weapon Proficiency skill, you'll have the same bonus.
More "normal" people tend to get a little more in terms of mundane skill options than the Crazies, Cyborgs, Juicers, etc, though. That's kind of their one advantage. They might not be able to leap small buildings, fire a gun faster than the trigger can physically depress or set things on fire with their mind, but they might just be able to fix the car if it breaks down, perform first aid or possibly even read.
GT: batshido Hit me up on ME3.
It's totally possible; if you want to play a Frank Castle like character, there's an entire book (Mercenaries) dedicated to the archetype. If you want a 'wild west' type, there's 3 books for you (Lone Star, New West and Spirit West). And if you really want to do something mundane, you can roll up one of many different kinds of peasants scattered throughout different rulebooks. YAY!
Why read it when you can shoot the knowledge of out it?
PAX Prime 2011 DM Challenge Champion
Also: I'm assuming we're starting at level one.))
Patty Forsana
Race: Elf
Height: 6'5
Weight: 170
Age: 83
Class: Operator
Level: 1
IQ: 22
ME: 14
MA: 7
PS: 16
PP: 19
PE: 9
PB: 27
SPD : 12
SDC: 25
HP: 13
PPE: 19
Racial abilities:
Nightvision 60 feet
OCC Talents:
Jury rig: lasts twice as long and takes half the time
Find parts and components: Gets discounts on parts form lots of folks and is excellent at salvage work
recognize machine quality: 66%
Repair and soup up equipment/vehicles/structures: The crew of pimp my ride ain't got nothing on me.
Skills:
Elven/dragonese 98%
English 68%
Techno-can 68%
Literacy techno-can (Technically I don't start with a literacy but I can't have other OCC skills without it :?) 53%
basic math 73%
computer operations 58
computer repair 48
electrical engineer 58
find contraband 54%
jury rig 63%
mechanical engineer 53%
Pilot: Hover craft 73%
Pilot: motorcycle 83%
pilot: hovercycle 93%
radio basic 68%
sensory equipment 58%
weapons engineer 48%
WP blunt
WP energy rifle
hand to hand: expert
More skills
robot mechanics 38%
vehicle armorer 48%
locksmith 48%
hacking 43%
Monster lore 43%
robot electronics 48%
Appraise goods: 48%
secondary skills:
programming 38%
wp energy pistol
literacy english 38%
WP heavy MD weaponry
Bonuses:
Strike: +2
Parry: +2
Dodge: +2
Attacks: 4
Damage: +1
Initiative: 0
Perception: +2
Roll with impact: +2
Save vs. fatigue: +2
Save vs. psi: 15 or better
Charm: 83%
Equipment:
Neural mace
NG-45LP Long pistol (juicer uprisings PG 73)
JA-12 Laser rifle (Juicer uprisings pg 76)
WI-FT1 Plasma flamethrower (Juicer uprisings pg 76)
Triax Commando scout armor with helmet (Triax and the NGR page 38, 77 MDC)
Tool belt (with lots of tools)
Work gloves
12 flares
200 feet of rope
Protective goggles
6 long e-clips
3 short e clips
8 extra grenades for the rifle
air filter
language translator
Data recorder
back pack
Radio
Stolen coalition warbird (Yup. I'm getting ballsy with this request. Coalition war campaign page 169)
Tarantula combat bike (first vehicle in the Juicer uprisings book)
Not enough lime.
There's no 'perks' for being really well trained with a gun (though, curiously, many of the different hand to hand styles come with lots of perks as you develop the skill). The gun-specialist types get a lot of up-front bonuses for shooting & range, but in practice, those bonuses will never really compare to what you get for being a Borg / Juicer / Crazy / Biowizard etc.
That strikes me as pretty odd, given this system o.O
And Sniper, if you're desperate.
GT: batshido Hit me up on ME3.
Perfect! Gives me an extra plot hook.
Characters are differentiated via massive, earthshaking mechanical differences while the very basic things that they do over and over again are nearly identical for everyone.
GT: batshido Hit me up on ME3.
Oh I could start getting crazy with the CWC book. I'm thinking, roll around in a modified Hellraiser.
We might actually be starting soon.
D:
It's okay. It'll be alright. This will be different than all those other times.
She never really wants to hurt me...
4?
Tons of assassins; there are even character classes specifically designed for hunting down other specific character types. There aren't many 'rogues' per say... in fact, off of the top of my head, I can't think of any dedicated thieves or rogues.