RIFTS!
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.
SUBMISSIONS
Lucy "Vamp" Masterson, Psi-Stalker Glitter Girl Adventurer - MatevJoshua Amarillo, Unwilling Phaeton (R.C.C. Psi-Tech, with Phaeton Juicer Conversion) - Optimus ZedAthren Zentau, True Atlantean Biomancer - Void SlayerPatty - GaddezDamon (Deimos) Trenton (Wormwood Immigrant, Anarchistic Mind Melter) - OctoparrotJimmy "Slim Jim or Big Jim" Smith, Grackle Tooth, Tundra Ranger Scout - RucdocSgt. Mason "Mace" Laframboise (Ret.) - Steelhawk
Posts
Oh, we'll all regret this horribly I'm sure, but it seems fun right now, so why the hell not?
But only if I can be a Phaeton Juicer in a Glitter Boy variant with an extra pair of bionic arms and that burster M.O.M. implant from Mindwerks.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
....that....just no, that can't be real..... :shock:
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
My brain is imploding from the sheer awesome it's envisioning...
Watch and live vicariously through us who are already lost and damned.
*Be like me and sign up anyway!
*
Just because I'm pretty sure it's possible.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
You're all mad.
Things:
- As far as PCs, it's anything goes. If the book so much as hints as it being an 'Optional OCC' or 'Optional 'RCC', you can do it. If you want to layer some OCCs and RCCs together, we'll make that shit fit together somehow (unless the books specifically prohibit it).
Any book, any supplement, any magazine - if you're doing Rifts, you may as well go balls out and crank that dial to ten million or so.
- There are two fundamental rules changes I plan to implement. First, fuck that Goddamn d20. I want a bell curve, and I want more Crits. If the system wants us rolling a d20 for anything, we're rolling 3d6 instead. For combat, I'll bump up the minimum to-hit number from 4 to 7. Also, if you roll a pair, that's the equivalent of rolling a natural 20. This makes a lot of otherwise worthless combat maneuvers somewhat useful.
Second, I am going to be using a lot of 'minions'. These guy will have 1 MDC (some really tough ones might have a little more), and will be unable to use defense moves - instead, attacking them will require you to roll a higher minimum to-hit number (basic minions will start at 10).
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Oh God, what hath we wrought.
Simple:
-Spend 15 hours rolling a character.
-Realize that you don't have the right World Book to complete the character
-Buy the right World Book
-Find another character to mash together with the old cause it'd be wicked sweet.
-Whine/Beg/Bribe the GM with hookers to let the character come in
-Spend 30 hours writing up the custom stats for this character.
-Roll dice for an hour for 1 encounter.
-????
-PROFIT!
So, it turns out that the Phaeton Juicers, the vehicle juicers, don't get any vehicles as standard equipment.
So I guess I will have to steal my heavily modified glitter boy hovercycle.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
What book are the Phaetons in? Juicer Uprising?
holy goddamn hell this is complicated
Edit: Though I may be coming at it from a slightly different direction.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Personal Blurb to follow. Putting statblock together forced one too many saves vs exhaustion.
Attributes:
I.Q. 15
M.E. 14
M.A. 17
P.S. 23
P.P. 23
P.E. 23
P.B. 11
SPD 53
S.D.C.: 443
H.P.: 40
M.D.C.: 75 (in armor), 28 (with overcoat), 103 (with both), or by Power Armor
P.P.E.: 8
Combat Bonuses (While Piloting in parenthesis): Note: Does not calculate W.P. or Specific Piloting bonuses.
Attacks Per Melee: 6 (4 from HtH: Expert, +1 from Juicer, +1 from Boxing), 8 when piloting a vehicle, 9 when piloting power armor/jump bike/Icarus, 10 in SAMAS.
Strike: +3 (+6)
Parry: +5
Dodge: +5 (+6/+8 for air vehicles/+10 for Icarus)
Roll: +7
Pull Punch: +2 (+4)
Initiative: +3 (+6)
Vs. Horror Factor: (+5)
Vs. Possession: +1
Special: Can dodge/parry, even when surprised. Automatic dodge, including with vehicles, even vehicles that normally wouldn't get dodges (like tanks and APCs). Delivers knock out punch on Natural 20.
Weapons:
Vibro-Knife: +3 to strike, +5 to parry, 1d6 M.D.
Knife (Silver): +3 to strike, +5 to parry, 1d6+8 S.D./Hit Point
Wrench: +4 to strike, +6 to parry, 1d6+8 S.D./Hit Point
"Big Man" Laser Pistol: +3 to strike, 3d6 M.D.
Psionics: Master Psionic
I.S.P.: 84 (60 current)
Powers: Telemechanic Mental Operation, Telemechanic Paralysis, Telemechanic Possession, Machine Ghost, Object Read, Speed Reading, Total Recall, Mind Block, See Aura, Telemechanics (free/permanent)
Skills:
Languages: American (88%), Spanish (70%), Techno-Can (70%)
Literacy: American (50%), Techno-Can (50%)
Basic Math (65%)
Radio: Basic (60%)
Computer Operation (60%)
Computer Repair (40%)
Computer Programming (40%)
Basic Electronics (50%)
Basic Mechanics (50%)
Mechanical Engineer (35%)
Weapons Engineer (35%)
*Telemechanics (85%)
Pilot: Flight System Combat (90%)
Pilot: Jump Bike Combat (85%)
Pilot: Robots and Power Armor (86%)
Pilot: Hovercycles, Skybikes and Rocketbikes (98%)
Pilot: Goddamn Anything (50%)
Power Armor Combat: Elite (SAMAS)
-Power Armor Combat: Basic
Read Sensory Equipment (40%)
Weapon Systems (40%)
Gymnastics (Many%)
-Climb (30%)
-Prowl (25%)
Boxing
W.P. Energy Pistol
W.P. Heavy Energy Weapons (Vehicle Weapons)
W.P. Blunt
Hand to Hand: Expert
Gear:
Work coveralls with multiple pockets, several sets of utility-type clothes, durable steel-toed workboots and a suit of Branaghan Armor (with trenchcoat) and a pair of Rocket Boots (Juicer Uprising, pg 67). Also has an extensive tool kit, smaller portable tool kit, soldering iron, Wilk's laser scalpel, 3 rolls of duct tape, 2 rolls of electrical tape, pocket laser distancer, measuring tape, magnifying glass, multi-optics band, tinted goggles, sunglasses, pen flashlight, large flashlight, a half dozen flares, 200 feet (61 m) of lightweight rope, a couple knives, PDD recorder/player, hand-held computer, notebook, mechanical pencil, backpack, reinforced padded briefcase (10 M.D.C.) for fragile equipment and/or compo nents, 2 large sacks, and various other personal items and basic tools of the trade. Normally Joshua has an additional 23(!) spare gadgets, parts and components (circuit boards, electric motors, vehicle drive train, robot arm, etc.) kicking around to build, repair or modify equipment.
Weapons include a large wrench, a hammer, Vibro-Knife, survival knife, and a Wilks-Remi 136 "Big Man" laser pistol with four additional E-clips.
Vehicle: Heavily modified Tarantula Jump Bike with 10% higher max speed (220 mph) and 10% more M.D.C. (110 main body) Converted to run on scavenged robot internal nuclear reactor. WOULD GLADLY TRADE FOR ICARUS, COALITION SKYCYCLE OR ANY POWER ARMOR
Universal Credits: 601,600
Spare Tools, Components and Parts: 11,000 credits worth
Stats in Glitter Boy Killer Power Armor
Strike (HtH): +6
Strike (Weapons): +4
Parry: +6
Dodge: +7
Roll: +8
Pull Punch: +4
Initiative: +6
Vs. Horror Factor: +5
Vs. Possession: +1
Special: Can dodge/parry, even when surprised. Automatic dodge. Delivers knock out punch on Natural 20.
M.D.C. by Location:
* Hands (2) — 25 each
Lower Arms (2) — 110 each
* Upper Arms (2; thin) — 55 each
* Forearm Plasma Gun (1; left) — 35
* Forearm Ion Gun (1; left) — 15
* Forearm Grenade Launcher (1; right) — 20
Small Forearm Vibro-Blades (2) — 50 each
Large Forearm Vibro-Blades (2) — 90 each
* Extra Gun Arms (2; shoulders) — 45 each
Triple Barrel Laser Turret (1; back) — 80
Legs (2) — 230 each
Feet (2) — 100 each
* Mini-Tube Mini-Missile Launchers (10; shoulders) — 10
each
Secondary Sensor Clusters (2; chest) — 45 each
** Head (Main sensors) — 90
*** Main Body—440 (402 Current)
* A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a "called shot," but even
then the attacker is -4 to strike.
** Destroying the head of the power armor will eliminate
the main sensory system and optics, but does not impair the
pilot. Two secondary sensor clusters located in the chest and
shoulder area on either side of the head compensate for the
loss of the head sensors. Only if all three are destroyed must
the pilot rely on his own human vision and senses and loses
any power armor bonuses to strike, parry and dodge.
The head is a small and difficult target to hit, tucked into
the chest, between the two heavily plated shoulders. Thus, it
can only be hit when an enemy makes a "called shot," but
even then the attacker is -3 to strike.
*** Depleting the M.D.C. of the main body will shut the
armor down completely, rendering it useless.
Speed: 110 mph (running), Can jump 22 feet straight up.
Strength: P.S. 40
Attacks:
Forearm Plasma Gun: +4, 6d6 M.D.
Forearm Ion Gun: +4, 3d6 M.D.
Combined Ion & Plasma Blast: +4, 1d6x10 M.D.
Forearm Grenade Launcher: +4, 2d6 M.D. to 12 ft radius, volleys of 2, 40 grenades
Forearm Vibroblades: +6, 5d6 M.D.
Weapon Arm Railguns: +4, 4d6 M.D./burst, firelinked with forearm weaopns, 80 bursts per arm (160 total. 157 current)
Triple Barrel Laser Turret: +3, 6d6 M.D.
Mini-Missile Launcher: +3, 1d6x10x# of missiles in volley to a 15 ft radius, 10 plasma mini missiles (mini missiles depleted)
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Everyone - if you can list & detail your stuff the same way Zed did, I may totally get gay for you.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Edit: this is not healthy.
What are these strange new feelings that I'm feeling O_O?
Don't laugh, I was this close to rolling a Mecha-chick... :twisted:
I am disappointed
Lucy "Vamp" Masterson, Psi-Stalker Glitter Girl Adventurer
Attributes:
I.Q. 15
M.E. 23
M.A. 20
P.S. 12
P.P. 14
P.E. 15
P.B. 18
SPD 24
S.D.C.: 54
H.P.: 22
M.D.C.: 50 (Armor), 22 (Against supernatural creatures), 72 (If fighting a Supernatural wearing her armor), 650 (in Glitter Girl suit, main torso only)
P.P.E.: 4 (Must consume 50 P.P.E. a week or suffer 6d6 damage)
Combat Bonuses (While Piloting in parenthesis): Note: Does not calculate W.P. or Specific Piloting bonuses.
Attacks Per Melee: 4, (8)
Strike: +1 (+3 w/ Double Up, H2H)
Parry: +3 (+5)
Dodge: +3 (+5)
Roll: +3 (+6)
Disarm: (+1)
Pull Punch: +5 (+9)
Initiative: +1 (+3)
Perception: +4
Vs. Horror Factor: +9
Vs. Possession: +3
Vs. Mind Control/Drugs: +5
Vs. Psionic Attack: 6 or better (ALWAYS)
Vs. Magic Attacks: +1d4
Vs. Insanity: +6
Special: Sense Psychic/Magic Energy: Can "smell" psychics (P.P.E.) in range, (50 feet +20 per level [70 Feet Currently] if not active, 600 ft + 100 ft per level [700 Feet currently ] if 'prey' is actively using powers) May track previous smelled scents 20+5% per experience level (Currently 25%), Sense Supernatural Beings: As above, but supernatural creatures such as elementals, vampires, gods, etc. NOTE: Both power are always active unless at a Ley Line Nexus Point, Animal Empathy: +15% bonus to work with non-wild animals, wild animals treat as friendly woodland creature, Mega-Damage Combat: As noted above, if this character is in combat with Supernatural creatures, her HP becomes MDC for the duration of the fight. Being on a Ley line increases the MDC by 50%, and a nexus point doubles the character's MDC (Though, also as noted, obliterates their senses)
Weapons:
Hand to Hand: Strike +1, Damage varies per strike, Bitches don't know 'bout mah Kung Fu
Energy Pistol: Strike: +1, 1d6 MD
Energy Rifle: Strike +1, 3d6 MD
Feeding Knife: Strike +1, 1d6 SDC
Survival Knife: Strike +1, 1d6 SDC
"Glitter Girl Armor": It wrecks things, specifics can be gotten to if need be.
Psionics: Master Psionic
I.S.P.: 33
Powers: Intuitive Combat, Object Read, See the Invisible, Telepathy, Empathy, Clairvoyance
Skills:
Languages: American (95%), French (70%), German (70%)
Literacy: American (45%)
Basic Math (65%)
Radio: Basic (65%)
Land Navigation (+6%)
Basic Electronics (45%)
Robot Electronics (35%)
Basic Mechanics (50%)
Robots Mechanics (25%)
Detect Ambush (45%)
Prowl (30%)
General Repair & Maintenance: (50%)
*Sense Psychic/Magic/Supernatural Energy (25%)
Pilot: Hover Bike (73%)
Pilot Robot Combat: Elite (Glitter Boy)
-Power Armor Combat: Basic
Read Sensory Equipment (45%)
Weapon Systems (55%)
*Trust: 60%
*Charm/Impress: 40%
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons (Vehicle Weapons)
Hand to Hand: Martial Arts
Climbing (35%)
First aid (50%)
Gear:
Glitter Girl Armor, Medium Environmental body Armor, 2 smoke grenades, 6 signal flares, utility belt, air filter w/ gas mask, Walkie-Talkie, two sets of fatigues, lightweight velcro boots, canteen, robot medical kit, IRMSS
Weapons include Glitter girl armor, Energy Rifle, Energy Pistol, 4 E-Clips, Silver-plated Feeding Knife, 2 Hand grenades
Vehicle: T-550 Glitter Boy Armor
Universal Credits: 1800
**
Blech, it's as done as I can get it. Let me know if there are any glaring errors/goosery, I'm going to bed....
EDIT: WHAT HAS SCIENCE DONE!?
@Matev: I almost went Psi-Stalker, then I remembered that Psi-Tech did what I wanted better. I imagine we'll see a lot of Psi-Stalkers. They're just straight up better than regular people.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Would there still be room for me?
I'd be willing to throw down a cyberknight or major psychic.
And then some.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Yeah I dont want to start doubling up too much on psychics if the OP wants something else.
You know you want to.
Edit: Wielding a mega-damage chainsaw with a laser on top.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.