Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Dagon
Apr 16, 2003


Great thread. I'll do FATAL. By hand, no generator.

Adbot
ADBOT LOVES YOU

Dagon
Apr 16, 2003


quote:

Welcome to a fantasy medieval role-playing game that focuses on realism and detail whenever possible without sacrificing fun.

Oh, we'll see about that…



Lets get right to it. FATAL has (or had) a generator, but that is just cheating, so we will do this by hand, by the book, with random rolls wherever possible (everywhere).

quote:

Random determination is more realistic, since no one gets to choose their race in reality.
code:
<skybot> 23 (d100=23)
Elf, Light.


We are told that elves are tiny, live in forests, and fart 3d10 times per day because of their vegan diet. Light Elves are the good ones, but they like to play pranks.

quote:

Sub-Ability Points: Physical Fitness + 5, Strength - 60, Bodily Attractiveness + 10, Health +10, Facial + 10, Vocal + 10, Kinetic + 10, Hand-Eye Coordination + 10, Agility + 5, Enunciation + 5, Drive + 5, Intuition + 10, Common Sense + 10, and Reflection + 5.
Base Current Armor: 10.
Base Life Points: 15.
Physical Description: Light elves tend to be attractive; however, this race has no pubic hair. The appearance of light elves is whiter than the sun. Their hair ranges from white to golden or blonde. Light elves prefer to wear green clothes. Light elves average 4’ tall.
Disposition Modifiers: Morality + 25.
Temperament Modifiers: Sanguine + 25 and Melancholic - 25.
Sociality: Light elves live in forest kingdoms. There, elves often live in the hollows of huge tree trunks, and are hidden from others.
Language: Elven.
Occupation: Any. Common occupations for light elves include Acrobat, Bard, Dancer, Druid, Gardener, Herbalist, Musician, Ranger, Sage, Sorcerer, and Stabler. Elves begin work in puberty.
Skills: Climb + 3, Contortion + 3, Dance + 3, Etiquette + 3, Herbalism + 3, Musical Instrument (Singing) + 3, Nature (Plants) + 3, Nature (Trees) + 3, Smell + 3, Tracking + 3, and Tumbling + 3.
Religion: Light elves worship their own gods.
Names: Common male names include Aedilfrid and Earconberct. Common female names include Cynwise and Quoenburg.

So now we move on to gender. Again, we are told that no one gets to choose in reality. Now, telling us to toss a coin or something is too hard, so we jump all the way to Chapter 6: Sociality, where, buried a few pages in, we finally find a table for offspring gender, which is probably as close as we are getting, and are told that a roll of <53 is female, and >52 is male.
code:
<skybot> 77 (d100=77)
We luckily avoid any undefined edge cases and come out a Male, which gives us a bonus to a our Physical Fitness, Strength, Math, Spatial, Drive, and Choleric temperament, and penalties to our bodily attractiveness, facial charisma, language, intuition, reflection, and sanguine temperament.

Onward to Chapter 2!

quote:

This chapter is concerned with anthropometry (physical measures of the body), such as height and weight, including genitalia, as well as allergies, intoxication, and diseases affecting the body.

Oh joy.

First up is our age. As an Elf, we luck out of a random roll, and are told we start at Young Adulthood, and we will live to an age based on the size of our forest. How big is our forest? Well…
code:
<skybot> 1 (d8=1)
Forest size "<1" miles squared, so we will burn out by 250 years old. Young Adult puts us at 26-40% of that, which I don't want to figure out the math for, so I just rolled until I got something in that range.
code:
<skybot> 28 (d100=28)
70 years old.

Now, Height.
code:
<skybot> 50 (6d4+33=3, 3, 3, 3, 2, 3)
We are 4'2", just a hair above average for Elves.
For being a towering example of elvendom, we gain an extra 4 lbs, +4 Strength, and +3 Bodily Attractiveness.

And Weight.
code:
<skybot> 57 (2d6+53=2, 2)
Add in our extra weight for being tall and we are 61 lbs, compared to the average 60 lb Elf, and we get another +1 Strength.

quote:

Characters have never heard of BMI, and will never discuss it with each other. BMI is provided in this book to provide the Aedile and player a better understanding of the relationships between Physique, height, and weight.
To determine if a character is under- or overweight, simply divide their weight by the square of their height, and multiply the result by 705.

Seriously? OK.
(61/(50^2))*705 = 17.202
Consulting the chart, a male Elf should be between 17 and 20. So we are almost underweight. If we were under or over, we would have penalties to our attractiveness, unless we were female, where, of course, thin is in.

Body Part Proportions are next. Really.

quote:

The information in the table below is unnecessary at the moment if creating a character and progressing through the book page by page.
Thank you.

Most Attractive/Repulsive Feature:

quote:

Roll 1d100 twice, first for the most attractive feature of your character, then for the most repulsive feature.
code:
<skybot> 47 (1d100=47)
Face! +1d10 Facial Charisma
code:
<skybot> 20 (1d100=20)
Eyes! -1d10 Facial Charisma
code:
<skybot> -2 (1d10-1d10=1, -3)
Our chiseled jaw and perfect skin don't make up for our big bug eyes, I guess.

Skin Color. As a Light Elf, we get a -80 on this roll.
code:
<skybot> -31 (d100-80=49)
So, like almost all of our kind, we are "Deathly Pale (many think they are undead)."

Hair Color.
code:
<skybot> 3 (d100=3)
Light Elves get a special table ranging from blonde to white, and we get Dirty Blonde.

Hair Length.
code:
<skybot> 33 (d100=33)
9-16" or upper back

Hair, Thickness and Type
code:
<skybot> 89 (d100=89)
Medium thickness and curly, giving us +1d10 (+9) Facial Charisma. Our dirty blond locks frame our high cheekbones and bulging eyes sublimely.

Eye Color
code:
<skybot> 51 (d100=51)
Blue. 80% of light elves have blue eyes.

Breadth (one arm and half of torso) we are told is 50% of height in inches.

Vision
code:
<skybot> 38 (d100=38)
Perfect natural vision

Facial Features
code:
<skybot> 81 (d100=81)
Mouth, upward sloping. Strong-willed, tendency to rise in society. Uh huh.

Freak of Nature

quote:

Roll 1d1000000 (6 dice that are 10-sided) to see if something about a character is a freak of nature. If the results equal 000001, then the character is a freak of nature who has survived; most freaks of nature are killed when their deformity is discovered at birth.
code:
skybot> 721332 (1d1000000=721332)
So that’s a no.

Now, we get on to the good stuff.

Areola Diameter
code:
<skybot> 58 (1d100-15=73)
-15 for being male, and our areola are 1".

Areola Hue
code:
<skybot> 49 (1d100=49)
Light. To match our deathly pale flesh.

Nipple Length
First, we see if they are inverted.
code:
<skybot> 6 (1d100=6)
Nope!
code:
<skybot> 83 (1d100-15=98)
-15 for being male again, making our erect nipples 1/2"

Tongue Size
code:
<skybot> 33 (1d100=33)
Normal size tongue, 2" for an elf.

Anal Circumference Potential
code:
<skybot> 81 (1d100+5=81)
I don't think we are a Nymphomaniac or "accustomed to anal sex" yet, so no modifiers, other than +5 for being male. We can are 6-8" circumference, or, as we are helpfully told, "thick manhood" of our same species. Speaking of which...

quote:

A Manhood that is short but extremely thick is known as a chode.

We are instructed to take our height in feet, in inches, for our Base Length (4.16"). Then, roll (10d100/5)-1 and consult a size modifier.
code:
<skybot> 442 (10d100=13, 92, 22, 12, 64, 2, 82, 59, 45, 51)
(442/5)-1=87.4
Which gives us -14%, or 4.02 inches.
Then, to get our girth, we multiply our base length by 0.85, so, 3.536, and roll and check the chart again.
code:
<skybot> 568 (10d100=94, 47, 35, 42, 100, 27, 71, 89, 1, 62)
(568/5)-1=112.6
Which gives us a +16%, or 3.696 inches. A stout elven twig.

Rare Features! It says these aren't usually generated, but may be useful in game, so I'll do them quick.
We have big feet (8-9"), our fist is the same in circumference, we are right handed, our head is 21.13 inches around, we are not allergic to anything (yet), and one beer will get us drunk.

Taking a break now, will get to Chapter 3: Abilities, next.

Dagon
Apr 16, 2003




Chapter 3: Abilities

quote:

There are 5 core abilities (Physique, Charisma, Dexterity, Intelligence, and Wisdom), each with 4 sub-abilities. To determine a character’s abilities, begin by calculating each of the 20 sub-abilities. Sub-abilities must be rolled in order and the order cannot be altered. For each sub-ability, roll 10d100, divide the sum by 5, subtract 1 from the result, and truncate the remainder.

Here we go. Raw scores, before any modifiers (you'll have to trust me on these rolls, I did them, but they would destroy tables:
pre:
Physique		100	Charisma	97	Dexterity		100					
Physical Fitness	123	Facial		91	Hand-Eye Coordination	77
Strength		96	Vocal		102	Agility			108
Bodily Attractiveness	81	Kinetic		92	Reaction Speed		101
Health			101	Rhetorical	104	Enunciation		114

Intelligence		97	Wisdom		104		
Language		68	Drive		117		
Math			118	Intuition	87		
Analytic		79	Common Sense	105		
Spatial			126	Reflection	107	
Now, I'm not crazy enough to explain every one of these, but 100 is an average human. Lets just look at our highest and lowest scores, both in Intelligence.

Spatial: 126

quote:

This sub-ability is concerned with manipulating visual-spatial images. Spatial Intelligence may be observed during the following: the ability to imagine correctly how objects will appear when rotated in two- or three-dimensional space, finding hidden figures within the contours of a larger figure, accurately predicting where a moving object will be at any given moment, the ability to arrange items to make or resemble a specific design, and object assembly.

Language: 68

quote:

Those with excellent Language sub-ability are able: to speak multiple languages fluently; acquire, retain, and utilize a large Vocabulary; and demonstrate impressive reading comprehension. However, this is only the potential to do these things. In a fantasy medieval environment where illiteracy is the norm, most of the potential of this sub-ability may go unrealized.

Then, the game basically tells us that those numbers are meaningless, and that any ability checks will be done using a modifier from a table.

quote:

Driven by hormones, the young male agrees, and asks “What is the tonguetwister?” The chambermaid challenges “Huge hung hero hunks hastily hump horny heaving hot whores. How‘bout it, huh?” To make an ability check, roll 3d10 and apply the Skill Modifier to the result. A 6 or less always represents failure or a fumble.


The following 24 pages are all charts with conversions from the raw numbers to the modifier, and other modifiers, like how far you can jump or a number of extra allergies or what level of math you can do or how many hours you are likely to spend relaxing.

Lets go ahead and apply our bonuses from our race and features before, and figure out our modifiers. Some of these stats modify other stats, so we'll do that here too.

pre:
Physique		97	+0	Charisma	105	+3	Dexterity		105	+3
Physical Fitness	128	+14	Facial		108	+3	Hand-Eye Coordination	87	-6
Strength		41	-38	Vocal		112	+6	Agility			113	+6
Bodily Attractiveness	108	+3	Kinetic		102	+0	Reaction Speed		101	+0
Health			111	+6	Rhetorical	104	+3	Enunciation		119	+9

Intelligence		97	+0	Wisdom		111	+6			
Language		68	-17	Drive		123	+12			
Math			118	+9	Intuition	97	+0			
Analytic		79	-10	Common Sense	115	+9			
Spatial			126	+12	Reflection	112	+6			
We also lose a total of 3 (-6+2+1) from a few of these, bringing our Life Point total, whatever that is, down to 12 from its Elven base of 15.

With our Intelligence of 97, we consult a chart and find out that is Average for Elves, and so we are not eligible for "Retard Strength." We aren't particularly young or old, so no penalties or bonuses apply there. We also haven't undergone any persistent exercise yet, so no increases to certain scores there either.

Our new highest score is a whopping 128 Physical Fitness.

quote:

Often considered endurance or stamina, a character’s Physical Fitness is not concerned with the size or strength of the muscle, but its ability for durative exertion. Characters with high Physical Fitness have low body fat and are able to perform exerting activities for long durations, such as sprinting.

Next, Chapter 4: Disposition! I can't hardly wait!

Edit: Forgot height and weight and facial features bonuses, added them in.

Dagon fucked around with this message at 22:54 on Feb 19, 2014

Dagon
Apr 16, 2003




Chapter 4: Disposition

quote:

Dispositions refer to metaphysical beliefs of a character. Metaphysical beliefs are concerned with speculation beyond the physical world, such as gods and conceptions of good and evil. Essentially, metaphysical beliefs produce a blend of 2 related but distinct dimensions: ethics and morals.
[…]
Example: Assume that a married man is walking down the street. An attractive woman stops him, talks for a few minutes, and blatantly asks him to go home with her.

Exciting. This should be horrible.

We are instructed to roll for piety points, and then to roll to see if some other modifiers apply:
code:
<skybot> 46 (d100=46)
46 PP base…
Bodily Attractiveness? <skybot> 68 (d100=68) Nope
Culture? <skybot> 55 (d100=55) Nope
Drive? <skybot> 51 (d100=51) Yes! Add our Drive modifier (+12)
Facial Charisma? <skybot> 44 (d100=44) Nope
Health? <skybot> 72 (d100=72) Yes! Multiply modifier by -1 and add (-6)
Near Death Experience? <skybot> 51 (d100=51) Yes! I guess it was a bad one… <skybot> 2 (d2=2)<skybot> 2 (d8=2) (-2)
Negative Event? <skybot> 99 (d100=99) Nope

So, with a total of 50 PP, we are sort of pious (Worships intermittently, but may attend regularly). If we are a priest, this might matter…

quote:

Each character must have a disposition. Upon character creation, 1d100 must be rolled twice: once for ethicality and once for morality.
code:
<skybot> 80 (d100=80)
Ethicality: Neutral w/Ethical
code:
<skybot> 120 (d100+25=120)
Morality: Moral

The book terms this as NM w/EM tendencies, or Neutral Moral with Ethical Moral tendencies. Oh, this is alignment!

quote:

NM w/EM: Different from simply supporting the greatest good for the greatest number, characters with this disposition often support ethics, provided the ethics don’t conflict with morals. These characters want to be true to themselves and have consistent behavior, but if a contradiction emerges from this, their own sense of right and wrong is more important than any ethical code.

Goody two shoes! This is then followed by a very lengthy description of ethical and moral systems which categorizes them into a bunch of crap that doesn't go on my character sheet.

Disposition was blissfully short, so on to the next chapter.

Chapter 5: Mind

quote:

Temperament is a combination of internal processes that are determined at birth and affect the moods and lives of characters. 4 bodily secretions cause temperament:
• Blood causes the sanguine temperament, which is characterized as warm and pleasant.
• Yellow Bile causes the choleric temperament, which is characterized as hot-tempered.
• Black Bile causes the melancholic temperament, which is characterized as sad and depressed.
• Phlegm causes the phlegmatic temperament, which is characterized as apathetic.

We roll for each of the 4 temperaments, recording the first and second highest ones. Because we are an Elf we get Sanguine + 25 and Melancholic - 25, and because we are a dude we get Sanguine -2 and Choleric +2.

code:
<skybot> 97(d100+23=97)
<skybot> 26 (d100+2=26)
<skybot> 32 (d100-25=32)
<skybot> 55 (d100=55)
Sanguine and Phlegmatic!

quote:

Sanguine-Phlegmatic: On the outside, this character is happy, emotional, expressive, and a joy to others. However, these characters are very selective of which emotions they show, and behind closed doors they are characterized as unenthusiastic. It is this contrast that causes others to consider their happiness to be fake.

Next up is mental illness. If we took a reroll on a sub ability, we get a mental illness. I must have missed that before, so I am going to pretend we took a reroll and go ahead and roll something up. Where is my trusty d1000!
code:
<skybot> 847 (d1000=847)
Satyromania (male only). Well I'm a he so we are ok there. Lets see what that is.

quote:

Over a period of (5 + d100) months, the male experiences an uncontrollable desire for sexual intercourse. This causes significant distress or impairment in social, occupational, or other important areas of functioning. This disorder affects only males. Satyromaniacs are also known as sex maniacs.
Due to this mental illness, the Debauchery (see Chap. 6: Sociality) of this character increases by 25. Whenever a male is afflicted with satyromania and around females with a Charisma exceeding 130, he must pass a Drive check at TH 20 or attempt to solicit sex, usually making lecherous comments about her body.
Of course, we get something like that and not a phobia or depression or something. It could be worse though, looking at some of the other options.


Next time, Chapter 6: Sociality!

Dagon
Apr 16, 2003


Double post, but probably the last for today...



So far, we have a total elf-bro. Hes pretty average. Not very strong, but very physical. Built for speed. Wise and good at math, but not too good at the talking. He's a good guy, and mostly friendly, but will probably date rape you.

Chapter 6: Sociality
Oh good, another chapter of useless poo poo!

Name! Finally! See Appendix 7! Roll a d1000!
code:
<skybot> 944 (d1000=944)
Uinfrid

Happy Birthday, Uinfrid!

quote:

To determine a character’s birthday in a format of (month/day/year) for Neveria (a fantasy world), simply apply the following formula: {1d20* / [(1d12 + 1d20) - 1] / [5100 - age]**}
* Note: Reroll results of 14 or higher. In Neveria, the year consists of 13 months because months are based on lunar cycles.
** Note: In Neveria, different cultures count their years differently. The formula used above represents kobold years (KY).
I don't think this dice bot can handle that, so…
code:
<skybot> 8 (1d20=8)
<skybot> 12 (1d12=12)
<skybot> 15 (1d20=15)
8/26/5030 KY

Birth Status
code:
<skybot> 75 (1d100=75)
Uinfrid is legitimate!

Social Class
code:
<skybot> 78 (1d100=78)
Class: Serf, Starting Funds: 1d100 s.p., Education: Literate
Not bad, considering its all the same except for the money up until a 98.

Birthplace
code:
<skybot> 62 (1d100=62)
Uinfrid was born in a city. Then he moved to his lovely little forest which is going to kill him at a young age, I guess?

Siblings
code:
<skybot> 22 (1d100-25=22)
Elves get a penalty here, they breed slow. Uinfrid has 1d6 (4) brothers. He was the 4th born.

Marital Status
code:
<skybot> 48 (1d100=48)
Uinfrid is single, watch out.

Sexuality
code:
<skybot> 17 (1d100-5=22)
Elves get a -5 here, pretty close to the -4 that small breasted women get. 17 is pretty low, normally anything over a 5 makes you Heterosexual. Light Elves are Bisexual on up to a 40 though. So there we are.

Debauchery

quote:

Debauchery is the willingness of a character to indulge sexual desire. Some characters refuse all sex, while others are willing to do anything.
code:
<skybot> 49 (1d100+15=34)
We get a +25 for our Satyromania, and -10 for being an Elf. Checking the male table (yes there are two different tables), Uinfrid is willing to Give Oral Sex. This is sort of a sliding table, so he probably won't give anal, give pain, piss on you, be bound, or receive any of those and more.

Offspring Number
Well, he isn't pregnant and doesn't have a spouse, but if he did I'd be rolling 1d10,000,000 here.


The rest of the chapter is spent talking about society, laws, bath houses, occupation demographics, and recipes.


Next time, finally, we get to Chapter 7: Occupation

Dagon fucked around with this message at 01:11 on Feb 20, 2014

Dagon
Apr 16, 2003




The tale of Uinfrid the Elf continues with Chapter 7: Occupation

quote:

If a character is equal to or younger than the age listed above, then the player may choose an occupation for their character. The most popular choice for a player is an adventuring occupation, such as an assassin or mercenary. Historically, most simply chose the same occupation as their parents.

Well choosing is no good, we want to make a poo poo-farmer turned adventurer, not some kind of heroic elf knight or something. You know, for realism.

Since Uinfrid is a Serf (as 98% of Elves are), we get the largest list of occupations to roll on. Slaves only have one, slave. Peasants have 40ish, Nobles have 25ish, Royals have 6, and Serfs have about 150. I say -ish and about because they are in these huge tables and each entry is assigned a range of numbers, so that there can be a .5% chance of being a fisherman but only a .1% chance of being clockmaker. You know, for realism.

Lets get to it!
code:
<skybot> 16 (d1000=16)
The massive 16 of 1000 gets us Armorer! I am happy with this result just because it is near the beginning of the enormous occupation chapter.

quote:

Armorer
Ability Requirements: Strength 90, Spatial Intelligence 90, and Intelligence (overall) 85.

Wait… requires Strength 90? Uh well, it doesn't actually say what to do here that I can find, so I'm going to assume Uinfrid tried to take up the family job of stapling leaves together to make elven armor, but just wasn't cut out for it, and reroll.
code:
<skybot> 280 (d1000=280)
Gladiator! Hell yeah!

quote:

Ability Requirements: None.
Gender: Occasionally, female gladiators enter the arena. Males, however, are clearly the default gender for gladiators. Among human cultures, human male gladiators must be at least age 25 and females at least age 21. Other cultures -- such as bugbear, kobold, and subterranean troll -- have no restrictions of age or gender.
Race: All races may be imprisoned, and hence, are each likely to have members who have become gladiators, whether they volunteered or not.
Disposition: While all dispositions are possible, very few gladiators are ethical, since it is often their unethical or unlawful actions that have caused them to be imprisoned in the first place. Temperament: Gladiators tend to be choleric. Sociality: The vast majority of gladiators are slaves, peasants, or serfs, as are most criminals. However, nobles have been known to volunteer to become gladiators.
Religion: Some gladiators worship gods of war or combat, though others many pay no attention to religion at all.
Skills: Armor (General, Light), Armor (General, Medium), Dismemberment + 3, Impaling + 3, Mangling + 3, Seduction + 3, and 4 Weapons (Specific).
Equipment: Gladiators receive their armor and weapons, if any, as a courtesy of the arena. No gladiator is ever given heavy armor, and only occasionally do they acquire medium armor. Nearly any melee weapon may be used by gladiators in the arena.
Magic Points: Inapplicable.
Advancement Points: Gladiators gain AP by damaging foes while in an arena or a situation in which they fight for money, freedom, or the amusement of the public. Points gained equal the damage dealt.
Training: None.
Guild: None.

Uinfrid the Sanguine and Satyromaniacal, Elven Gladiator.

Chapter 8: Skills

quote:

Most skills may be attempted by all characters, though some have prerequisites. For example, any character is capable of attempting to seduce someone, even if they are not a whore by occupation and their sub-ability scores are low in Bodily Attractiveness, as well as Facial, Vocal, Kinetic, or Rhetorical Charisma.
[…]
Many skills have a Learning Curve (LC), which is a modifier to skill checks when skills must be learned in order to be performed without penalty.
[…]
In addition to these bases, however, each character starts with a number of Skill Points (SP) depending on Race, Age, and Lifespan. These SP are invested into the appropriate skills under Points Invested on the character sheet (see App. 1: Character Sheets). Again, if at least 5 points are allotted to a skill when the character is created, then a LC does not apply to that skill.
At the time of character creation, additional SP may be distributed to skills depending on occupation (see Chap. 7: Occupation) and race (see Chap. 1: Race and Gender). Then, after SP are determined from the table above, a character must invest all SP into skills. Investing SP should be done year by year, instead of in a lump sum.


So… Uinfrid is 70, and will live to be 250 (unless he moves to a different forest?). Looking back at the Elf lifespan chart, he was an Infant for 5% of his max (12.5), a Child for 10% (25), and Puberty for 10% (25), which adds up to 62.5 of his 70 years, so 7.5 as a Young Adult.
code:
<skybot> 115 (37d8-37=4, 2, 3, 4, 7, 4, 7, 1, 1, 2, 8, 3, 8, 5, 5, 3, 2, 4, 
1, 1, 7, 8, 6, 6, 3, 2, 5, 7, 7, 1, 2, 3, 7, 1, 1, 6, 5)
<skybot> 64 (25d6-25=1, 4, 3, 5, 6, 2, 3, 3, 6, 4, 6, 3, 2, 6, 1, 2, 1, 3, 6, 6, 4, 
6, 1, 4, 1)
<skybot> 54 (7d10=8, 10, 2, 9, 10, 5, 10)
So, 115+64+(54/2)-7=199 Skill Points to spend. 1d100% each year are supposed to go to occupational skills, to represent the family trade, but Uinfrid wasn't always going to be a gladiator and I really don't want to track it year by year so I'll just conveniently ignore that.

quote:

Whenever a skill check is necessary, the player rolls 3d10, modifies the result according to the number in Total Modifier, and announces the adjusted result. The Aedile will compare this result to a Threshold (TH), which is usually known only by the Aedile. If the player’s result equals or exceeds the TH, then the character has passed. Otherwise, the player has failed the skill check. A 6 always fails or is a fumble.

Big numbers good, got it. As an Elf and a Gladiator, we get some bonuses:

quote:

Skills: Climb + 3, Contortion + 3, Dance + 3, Etiquette + 3, Herbalism + 3, Musical Instrument (Singing) + 3, Nature (Plants) + 3, Nature (Trees) + 3, Smell + 3, Tracking + 3, and Tumbling + 3.
Skills: Armor (General, Light), Armor (General, Medium), Dismemberment + 3, Impaling + 3, Mangling + 3, Seduction + 3, and 4 Weapons (Specific).

There is no max to skills, but we are technically supposed to be doing it year by year along with our Aedile to make a snapshot about how when Uinfrid was 8 he climbed a tree and got a skill point or some poo poo. I'm just going to start putting points in our race and profession skills, starting with 5 in each in case of that LC thing, and then look for cool stuff.

Some special cases...

quote:

Smell is a sense and different than most skills. Each character must roll 3d10 to determine the quality of this sense and record this as SP invested. A character may invest no more than 1d10 SP into this skill. If a character needs to assess the sensitivity of their Smell, then they must pass a Smell skill check.
code:
<skybot> 18 (3d10=2, 10, 6)
<skybot> 8 (1d10=8)

quote:

Weapon, Specific: This skill applies individually to different weapons. For each weapon in which 5 SP have been invested, the weapon may be used in combat without penalty. Some occupations (see Chap. 7: Occupation) grant 1 or more Weapon (Specific) skills. Consider these granted skills as though 5 free SP have been invested.
[…]
Roll 3d10 and apply the average of the modifiers from the sub-abilities that are determined by Weapon Type (see Weapons in Chap. 9: Equipment), which are S, SA, or A. Characters who use weapons of type S include the modifier for Hand-Eye Coordination. Characters who use weapons of type SA include the modifiers for Hand-Eye Coordination times 2, then add the modifier for Agility, and divide the sum by 3. Characters who use weapons of type A include the modifiers for Hand-Eye Coordination and Agility.
I'm not ready to delve into equipment just yet, so I'll just give myself a +5 in each and save them for last.

So, after much thinking, I bump pretty much everything to 10 SP, and add Disarm, Jump, Teaching, Weapon Masteries, and a Weapon Trick.

code:
Skill				SP	Ability	Bonuses	Total
Armor (General, Light)		5	-		5
Armor (General, Medium)		5	-		5
Climb				10	PF/A	+3+10	23
Contortion			10	PF/A	+3+10	23
Dance				10	K/A	+3+3	26
Disarm				5	HC/A	+0	5
Dismemberment			10	
Etiquette			10	I/CS/Re	+3+5	18
Herbalism			10	I/CS/Re	+3+5	18
Impaling			10	
Jump				5	PF	+14	19
Mangling			10	
Musical Instrument (Singing)	10	HC/Sp	+3+3	16
Nature (Plants)			10	I	+3	13
Nature (Trees)			10	I	+3	13
Seduction			10	BA/C	+3+3	16
Smell				8	18	+3	29
Teaching			1	I/In/CS	+3	4
Tracking			10	I	+3	13
Tumbling			10	A	+6	16
Weapon				10	*	+5	15
Weapon				10	*	+5	15
Weapon				5	*	+5	10
Weapon				0	*	+5	5
Weapon Mastery			1			
Weapon Mastery			1			
Weapon Trick			3	HC	-6	-3
So now we peek into the next chapter to pick a couple weapons. We want type A weapons, since our HC sucks (-6), but A will cancel it (+6).

quote:

Each weapon also has either A (Agility), SA (Strength and Agility), or S (Strength) listed. ‘A’ weapons may be used to attack twice per round in combat, while ‘S’ and ‘SA’ weapons may be used to attack once per round in combat.
Oh good, the thing we are not lovely with is faster too.


gently caress.
Double gently caress, outside of daggers, garrotes, punching, and whips, everything is going to use my HC. I guess we are only -2 with SA weapons, so they are next best.
For now, I'm going to take Stiletto and Sword, Long as my +15 and mastered weapons, the Whip, Bull as my +10 weapon, and Spear, Trident as my +5. We might need to change these later, but that works for now.


Next time, Chapter 9: Equipment, and tying it all together!

Dagon fucked around with this message at 17:38 on Feb 20, 2014

Dagon
Apr 16, 2003


I hope nobody minds that I am double posting a bunch and spamming with terrible FATAL poo poo.



Chapter 9: Equipment

Looking back, Uinfrid was born a serf, starting with 1d100sp.
code:
<skybot> 63 (1d100=63)
Luckily being a gladiator, he gets his weapons and armor for free. So we only really need to go shopping for whatever else. Let's figure Uinfrid has given up on the arenas and decided to adventure, so he will need travelling gear and some basic supplies.

Backpack, leather 10 s.p.
Blanket, wool 4 s.p.
Boots, calf 20 s.p.
Breeches 4 s.p.
Condom 1 s.p.
Flint 2 s.p.
Rope, per 50’ 10 s.p.
Torch 1 s.p.
Wineskin 6 s.p.
5 sp left over

What is more telling here is the items on the list we can't afford. Underwear and an undershirt. Uinfrid goes commando and likes to show off his hot bod. With his remaining money, he can probably afford a drink or some vegetables for dinner.

Its weapon time!

quote:

Weight Distribution is the location of the balancing point of the weapon, considering the handle or end closest to the wielder as 1, and the tip or end closest to the foe as 100. The range of Weight Distribution is 1-100.
Fulcrum Range is where the wielder places their hand or hands. If both hands are used, then the hand closest to the attacking-end of the weapon is considered the fulcrum. The location of their hands is the point from which leverage is gained. The higher the number, the closer the fulcrum is to the attacking-end of the weapon. The lower the fulcrum on a hacking or pounding weapon, the more damage is delivered but it has a higher Delivery Penalty (see Delivery Penalty on the next page). Therefore,the higher the fulcrum on a hacking or pounding weapon, the less damage is delivered but it has a lower Delivery Penalty.
Who caaaaaares.

quote:

Damage is the numerical value determined by dice that the foe suffers, should the wielder connect successfully with their foe. Once rolled, damage must be modified by the point chosen as fulcrum, if applicable (see Fulcrum Range). To modify damage by fulcrum, subtract the chosen point from 100, and divide the result by 100. Multiply damage by this result. Finally, damage may be modified by Strength, if caused with an ‘S’ or ‘SA’ weapon (see Type for A, SA, or S weapons). After damage is modified, if applicable, it is subtracted from the IP of the foe’s armor if the armor but not the foe was struck, or additionally, the BPP and LP of the damaged foe if struck. Edged weapons listed are considered to be sharp. If an edged weapon is dull, it does only 50% of the damage listed.
Delivery Penalty is a number that is to be subtracted from the initiative roll (see Chap. 10: Combat) each round, which serves to make combatants with weapons likely to be slower while attacking than combatants using only natural weapons, such as brawlers, animals, or many beasts. Delivery Penalty (DP) is listed directly for Missile Weapons. Players must calculate DP for all other weapons. For hacking or pounding weapons, consult the first method below:
First, multiply Weapon Size in inches by Weapon Weight in pounds. Multiply the result by the Weight Distribution. Consider this result A.
Next, select a point in the Fulcrum Range, if a range is offered. Then, subtract the chosen point from 100, and divide this result by 100. Consider this result B.
Multiply result A by B. Divide this result by 2. The Strength of the character must equal or exceed this result to be physically capable of wielding the weapon.
If the character is capable, then apply the opposite of the skill modifiers for Strength, Agility, or the average of Strength and Agility, depending on its type: A, SA, or S. The result is the DP.
For stabbing weapons, multiply the Weapon Weight by 10, and apply the opposite of the Agility skill modifier. This is the DP. The Strength of the character must exceed thrice the DP with a stabbing weapon, only for Agility-based weapons, to wield the weapon. Stabbing weapons weighing less than 1% of a character’s Strength have DP 0.
Fuuuuuck yooooouuuuu

Dagger, Stiletto(triple edge): Cost 50 s.p., Type S:A, Size T 12”, Wt 1, Weight Dist NA, Fulcrum Range NA, Damage 1d20, Penetration -/-/-10
Sword, Long (thin blade that is long for a one-handed sword): Cost 70 s.p. , Type S:SA, Size M 34-42”, Wt 4, Weight Dist NA, Fulcrum Range NA, Damage 1d20, Penetration -/-5/-15
Whip, Bull: Cost 20 s.p., Type H:A, Size L 168”, Wt 3, Weight Dist 0.10, Fulcrum Range 5, Damage 1d6, Penetration -/-70/-90
Spear, Trident (2H): Cost 8 s.p., Type S:SA, Size M 48-96”, Wt 6, Weight Dist 0.80, Fulcrum Range NA, Damage 3d6, Penetration -/-5/-10

Ugh so can I even use this poo poo is the big question. Starting with the whip, our only hacking weapon:
Weapon Size in inches by weight in pounds (A): Whip: 504
(100-Fulcrum Range)/100 (B): Whip: 0.95
(A*B)/2 <= Strength (41): 239.4 hahaha no, our feeble elven arms cannot crack that whip :whip:
Wait… 239?!? Human Average is 100. Whips are only usable by ogres and poo poo, or I am really missing something.

Ok, maybe I am so feeble I need to stab and not hack.
Dagger: (Weight (1)*10)-Agi (6)=4*3=12 < 41 Str, whew
Sword: (Weight (4)*10)-Agi (6)=34*3=102 > 41 Str, nope!
Trident: (Weight (6)*10)-Agi (6)=54*3=162 > 41 Str, nope!

So since I can't use 3 of my 4 chosen weapons, I really should go back and find some other super light weight stabbing weapons, maybe a bow or something, but gently caress it at this point. All Daggers all the time. In fact, Uinfrid's Strength isn't that bad for an elf. Unless you are an elf bodybuilder or have some ridiculous Agility, you are pretty much limited to daggers and ranged weapons.

Armor, oh god this is going to be even worse isn't it. I'm not even loving looking at encumbrance since I am probably too weak to wear pants, and my armor is free, so I'm just going to pick the best light armor there is.

gently caress, "Light" armor isn't really defined, and everything is broken into individual components. God damnit. Leather, I'm going to wear Leather.
Leather: Cost 70 s.p., Weight 7, Armor Bonus 10/5/5/5, Agility -1, Hide -, Silence -2, IP 5

quote:

Armor Bonus is listed for 4 types of attacks: brawling, hacking, pounding, and stabbing. Parenthetical information is the armor for a face, separate from the head, except for chainmail hauberks and chausses, which indicates 6-in-1 instead of 4-in-1. Armor bonuses are cumulative among armor types. For instance, if a character were wears a great helm and raises a steel heater shield to protect their head during a hacking attack,then the armor bonuses of 15 and 15 combine, granting an additional 30 to CA.

That’s...it? OK, I keep thinking the next part must be even worse than the last, but it just turns out to be some throwaway crap.

Lets look at encumbrance even though I don't give a poo poo.

quote:

To determine a character’s maximum movable weight, consult Dead Lift under the sub-ability of Strength (see Chap. 3: Abilities). The total weight of the character’s load or possessions is compared to their Dead Lift. If their weight is less than 25% of their Dead Lift, then they are unencumbered, moving at their full potential.
Consulting the table, Uinfrid can dead lift 63 lbs. So, unencumbered at 15ish, which is actually about how much he is carrying (assuming he doesn't haul around a sword and spear he can't thrust with). Again, expecting the worst and I just turn out underwhelmed.


So… that is it for character creation. Only 6,465 words!. Now I will try to put all of these things together on a character sheet and explain just how likely Uinfrid is to die to the first Rape Ogre.

Dagon fucked around with this message at 02:48 on Feb 21, 2014

Dagon
Apr 16, 2003






I didn't fill out the extra 6 pages or whatever of skills and other poo poo, so here they are again.

code:
Skill				SP	Ability	Bonuses	Total
Armor (General, Light)		5	-		5
Armor (General, Medium)		5	-		5
Climb				10	PF/A	+3+10	23
Contortion			10	PF/A	+3+10	23
Dance				10	K/A	+3+3	26
Disarm				5	HC/A	+0	5
Dismemberment			10	
Etiquette			10	I/CS/Re	+3+5	18
Herbalism			10	I/CS/Re	+3+5	18
Impaling			10	
Jump				5	PF	+14	19
Mangling			10	
Musical Instrument (Singing)	10	HC/Sp	+3+3	16
Nature (Plants)			10	I	+3	13
Nature (Trees)			10	I	+3	13
Seduction			10	BA/C	+3+3	16
Smell				8	18	+3	29
Teaching			1	I/In/CS	+3	4
Tracking			10	I	+3	13
Tumbling			10	A	+6	16
Weapon (Stiletto)		10	*	+5	15
Weapon (Heavy Things)		10	*	+5	15
Weapon (Heavy Things)		5	*	+5	10
Weapon (Heavy Things)		0	*	+5	5
Weapon Mastery (Stiletto)	1			
Weapon Mastery (Heavy Things)	1			
Weapon Trick			3	HC	-6	-3
So, what does this all mean? Lets put Uinfrid in a combat situation (because the other types of situations that FATAL specializes in are inappropriate) against the simple combat opponent from the sample adventure in the book, because it doesn't give us stats for any monsters or anything.

quote:

Mauger Stats: Height = 6’2”, Weight = 211 lbs., Age = 22, Sexuality = Hetero, Eyes = Brown, Hair Color = Brunette, Hair Thickness = Thick, Hair Length = middle of the back, Hair Type = wavy, Most Attractive Feature = chest, Most Repulsive Feature = hands, level 3 mercenary, Skin Color = tan, Physical Fitness = 111, Strength = 182, Bodily Attractiveness = 123, Health = 131, Facial = 98, Vocal = 148, Kinetic = 111, Rhetorical = 86, Hand- Eye = 152, Agility = 124, Reaction Speed = 136, Enunciation = 92, Language = 97, Math = 107, Analytic = 108, Spatial = 112, Drive = 103, Intuition = 109, Common Sense = 73, Reflection = 84, LP = 32, CA = 13, PP = 07, Disposition = NI, Temperament = CM, Languages = Sapian, Equipment = Goring Zweihander + 6, dagger, chainmail hauberk, (4-in-1), and 544 s.p.

Neither of them are surprised and they are close enough to not have to factor in their sprint speed to initiative, just because, and we roll initiative.
code:
Uinfrid: <skybot> 74 (d100+21=53)
We have to figure out Mauger's Delivery Penalty… which comes out to 75. (I figured out where I was screwing this up. There is a multiplication of the weight distribution in there, and while our elf still can't use any other weapons, it is possible to use swinging weapons in general without being a giant)
code:
Mauger: <skybot> -61 (d100+52-75=-61)
Mauger's Zweihander is ridiculously slow, especially in comparison to our speedy elf and his Stiletto.

Rather than roll on the body part proportion table, Uinfrid is going to go for a called shot.

quote:

Consider the size of the called target as a percentage of the height of the attacking creature. For example, a 9’ tall ogre makes a called shot on an elf ’s head. The head of an elf may be estimated to be roughly 7” cubed. Therefore, an ogre who is 108” is trying to hit a 7” target. Since 7” is 6.48% of 108”, and remainders are truncated, the ogre is trying to hit a target that is 6% of his size.
Uinfrid is 50", and lets say Mauger's head is a 6" target, or 12% of Uinfrid's size.

quote:

Subtract the above percentage from 100 and divide by 5. The result is the modifier to attack.
So, 18. We add that to Mauger's Armor of 13 for a target number of 31. Uinfrid's Stiletto skill is +15, so 3d10 plus that…
code:
skybot> 32 (3d10+15=6, 8, 3)
A hit, barely.

quote:

If a Called Shot successfully hits its target, and the natural attack roll met or exceeded 25, then proceed to the appropriate description of the outcome for the relevant body part in the Graphic Gore section.
Another 3d10 roll, and we get to add our Impaling skill of 10.

code:
<skybot> 26 (3d10+10=6, 5, 5)
The stabbing weapon enters the skull from the (1-5) left or (6-10) right side of the head of the foe, penetrating their temporal lobe. The foe dies instantly.


BAM. FATAL.

Dagon
Apr 16, 2003


Can't stop, making characters is fun. Now for something a little different:


Click it to go read Rulebook Heavily's great Fatal and Friend's writeup

Rulebook Heavily posted:

The Attribute Auction is ADRs most famous mechanic, possibly because it's one of the only actual mechanics in the game. Rather than constructing your character with point-buy or whatever, you have to bid against the other players for ranking in the various Attributes and compete with them for the rank you want. It is certainly memorable, and unfortunately it's often more fun than the resulting gameplay thanks to other issues.

The auction constructs a system of Ranks for each Attribute. All contests in the game are resolved by comparing ranks, with the higher always winning unless there's some significant advantage or disadvantage at play (what constitutes "significant" being up to the GM). If you spend any points at all on an Attribute, you are Ranked and therefore better than the non-Ranked. The Ranks are simply numbered, from First to however many people bid on the Auction. The base Rank of zero points spent is called Amber Rank, which outranks Chaos Rank (powerful denizens of Shadow and people from the Courts of Chaos are at this Rank), and below that is the puny Human rank.

So, with some help from some volunteers, I began to copy and paste from the rulebook…
Psyche
<@Dagon> Okay folks, settle down, it's time for the bidding war. The first item of The Bidding War is Psyche. The winner will be the person with the strongest psychic sense and will. Is everybody ready?
<Dareon> How important is Psyche?
<@Dagon> It's the most important Attribute.
<@Dagon> ok opening bids are in! Arivia bids 40, RulebookHeavily 0, Dareon 10, MormonStarWars 1
<@Dagon> next bid will have to beat Arivia's 40, do i hear 50?
<Dareon> Pass.
<RulebookHeavily> Pass!
<@Dagon> nobody is going to outbid? 41 isnt much when you consider that Arivia can burn right through your mind...
<@Dagon> Sold!

Strength
<@Dagon> Our next Attribute Auction will be for Strength. Strength determines the winner in hand to hand combat, which is just about anytime you can grab somebody. A character with higher Strength can literally break a weaker character.
<RulebookHeavily> How important is Strength, Dagon?
<@Dagon> Easy, Strength is the most important Attribute.
<@Dagon> and we are in... MSW bids a ham, RBH 0, Dareon 32, Arivia 20
<@Dagon> Dareon is the strongest among you, unless someone wants to outbid him?
<Dareon> I will BREAK YOU.
<@Dagon> Just remember, Strength is unbeatable, there is no escaping someone who is superior to you in Strength.
<@Arivia> I'll bid 33!
<Dareon> 34.
<@Arivia> 35!
<RulebookHeavily> All bids are final~
<@Arivia> well FINE
<Dareon> 37.
<@Dagon> RulebookHeavily is correct, anyone for 38?
<@Arivia> nevermind then I just wanted to bid dareon up
<@Dagon> ok, sold for 37!

Endurance
<@Dagon> Time for the third phase of the Bidding War, the auction for the Endurance Attribute. Endurance is really the battery that drives all the other Attributes and Powers. Where each of the other Attributes is directly useful, Psyche for mental battles, Strength for wrestling, and Warfare for combat, Endurance is just a measure of how long you can hold out against anyone else.
<RulebookHeavily> So how important is Endurance?
<@Dagon> Endurance is, of course, the most important of all the Attributes.
<@Dagon> no response from MormonStarWars, 10 from RulebookHeavily, 20 from Dareon, and 20 from Arivia!
<@Dagon> Dareon and Arivia are tied for the most hardy! anyone want to go for 21?
<RulebookHeavily> I'll do 21 Dagon
<@Arivia> 22!
<Dareon> Oh snap, a surprise challenger!
<@Dagon> 22, do i hear 23?
<RulebookHeavily> MM, nope, I'm happy with my bid right now
<Dareon> Pass.
<@Dagon> sold to Arivia for 22!

Warfare
<@Dagon> Now to the close of the Bidding War, and the last Attribute Auction, for Warfare. Any combat that involves tactics or strategy, including fencing with swords or shooting with guns, is based on Warfare. The better the Warfare, the better the character will be as a soldier, sergeant, captain, general, or admiral. Unlike the other Attributes, where rank is pretty much a measure of raw power, Warfare is a measure of the character's skill.
<@Arivia> 22+35+40 = almost no points left
<RulebookHeavily> Let me guess, Dagon
<@Dagon> All together now…
<RulebookHeavily> Warfare is the most important attribute
<@Dagon> MormonStarWars bids N/A again, RulebookHeavily 25, Dareon 13, and Arivia 0
<RulebookHeavily> Who's king now?
<RulebookHeavily> :smug:
<Dareon> Not MSW, that's for sure.
<@Arivia> you've done this before haven't you
<@Dagon> don't let him steal this for 25, give me 26!
<@Dagon> going once...
<@Dagon> going twice...
<@Dagon> sold for for the low low price of 25
<RulebookHeavily> First in Warfare for a drat SONG, yesss

Tally:
code:
		Ariva	Dareon	Mormon	Rulebook
Psyche		40 (1)	10 (2)	 1 (3)	 0 (4)
Strength	35 (2)	37 (1)	Hum (3)	 0 (3)
Endurance	22 (1)	20 (3)	Hum (4)	21 (2)
Warfare		 0 (3)	13 (2)	Hum (3)	25 (1)

Remaining	 3	20	174	54
After the auction is over, people can buy up their ranks in secret, but whoever won the auction is still first. So, MormonStarWars, with his pile of points, could spend 39 more on Psyche and be rank 1.5. But he doesn't.

<RulebookHeavily> In the secret portion after chargen, I note I have spent 46 points. I spend 2 on each of the attributes I bid nothing on, then buy the ability to walk in Shadow for 50
<RulebookHeavily> I take literally nothing else, not even Stuff

I ask the others for suggestions for their characters:

<@Arivia> buy all the poo poo to make my amber person emma frost, tia

<Dareon> Give me some Pattern, but stick the rest of the points in something weird.

Ariva needs some points to do anything, but she is top in Psyche and Endurance, already pretty Emma Frost-y. We pick up some bad stuff and give her Power Word: Psychic Disrupt to try to give an edge against people with real powers.

quote:

HOW Bad is Bad? It's really bad. Every time something is left up to chance, your Game Master is going to have a look at your Stuff. Any Bad Stuff, and the Game Master is going to assume that "chance" just took a turn for the worst.

Dareon wants Pattern, but it is a whopping 50 points! That is way too much bad stuff, so we crack open the Shadow Knight book and he picks up Broken Pattern Initiate for 10, and builds a personal shadow, an slightly off-the grid place where he is in control:
Personal: 1 point
Communication Barrier: Pattern, 1 point
Guarded: 4 points
Control of Shadow's Destiny: 4 points

MormonStarWars is a regular guy, maybe the smartest man on our earth, but he still doesn't compare to even the most feeble Amberite. He has made a pact with the powers of Chaos, and picks up Advanced Logrus Mastery for 70, Advanced Shape Shifting for 65, Sorcery for 15, and Conjuration for 20. Hopefully these powers will be enough to keep him from being squashed like a bug by one of the Amberites, or by whatever Chaos creature he summons. Just in case, he picks up 4 points of Good Stuff too.

Final Tally:
code:
		Ariva		Dareon		Mormon		Rulebook
Psyche		40 (1)		10 (2)		 1  (4)		 2 (3)
Strength	35 (2)		37 (1)		Hum (4) 	 2 (3)
Endurance	22 (1)		20 (3)		Hum (4)		21 (2)
Warfare		 0 (3)		13 (2)		Hum (4)		25 (1)

Powers
		PWord: Psy	Broken		Advanced	Pattern (50)
		 Disrupt (10)	 Pattern (10)	 Logrus (70)
				Shadow		Advanced
				 Personal (1)	 ShapeShift (65)
				 No Pattern 	Sorcery (15)
				  Communication (1)
				 Guarded (4)	Conjuration (20)
				 Control of
				  Destiny (4)

Stuff
		Bad (-7)			Good (4)

Remaining	 0		0		0		0

Dagon
Apr 16, 2003


Zereth posted:

Don't you need at least Shadow rank Endurance to survive Logrus initiation?

"A character whose Endurance has dropped to Human level will not be able to safely manipulate the Logrus, and risks being absorbed by its dangerous instability."

MormonStarWars doesn't strike me as the kind of guy that is worried about safety. Anyway, its not really a hard rule as far as I'm reading it. Not that Amber has many of those to begin with.

Dagon
Apr 16, 2003


Lets make a character for…

quote:

The year is 3200. Humanity is scattered like dust among the stars. The broken relics of a former day litter the sky and men and women struggle to rebuild the glory of humanity’s lost golden age.

quote:

In Stars Without Number you play the role of an interstellar adventurer. Whether a grizzled astrotech, lostworlder warrior, or gifted psychic, you dare the currents of space for the sake of riches and glory.

quote:

If you’ve been playing RPGs long enough, you’ll readily recognize much of this book. It draws a great deal of its inspiration from a slightly streamlined take on several 1970s-era RPGs. Which ones will be clear to most old-school readers, and this game would not be possible without the admirable example those games provided.
Yup, its old D&D in space. I've played it a couple of times now, and it is decent, but not without some problems. Combat ends up being pretty harsh, for one. It has some neat systems for creating worlds and factions, so we'll do those too.
Oh, and theres a free version of it too.


quote:

To generate a character’s attributes, 3d6 are rolled six times and the results are assigned to the attributes in the order listed on the table below.
Yay 3d6 in order! The order of attributes is the same as in old D&D: Str, Int, Wis, Dex, Con, Cha.
code:
<skybot> 4 (3d6=1, 1, 2)
<skybot> 14 (3d6=6, 2, 6)
<skybot> 10 (3d6=1, 3, 6)
<skybot> 8 (3d6=2, 4, 2)
<skybot> 10 (3d6=4, 3, 3)
<skybot> 6 (3d6=4, 1, 1)
Wow. Antisocial clumsy nerd weakling coming through. We can remove a point from any attribute above 13 to raise anything below an 8 to an 8, but since we aren't swimming in 13+s I'll just let the dice fall where they may.
We then consult a table to find out what the modifiers for those numbers are, and hey, we get a +1 for our Int! 8-13 is average, so no modifiers there, and 4-7 is just a -1 for our Str and Cha. The ranges are thankfully pretty wide.
At the GM's discretion, since our modifiers total up to less than 0, we can reroll. Our GM is a dick though, so we are stuck with these.


Now we get to pick what we will be. The three classes are broad groups, and our Backgrounds and Training packages will further narrow this down.
Most importantly, we get to swap a stat to 14:

quote:

Every class has two attributes which are prime requisites. These are attributes which are very important to functioning in the class. For Experts, these are Intelligence or Charisma. For Psychics, they are Wisdom or Constitution, and for Warriors they are Strength or Dexterity.
Personally, I would probably go with Expert and swap that Charisma for two 14 stats. But, I'm going to leave it up to the thread to decide!


Decide our fate, Expert, Psychic, or Warrior!

Dagon
Apr 16, 2003


Lord Frisk posted:

I think everyone should try statting up bird ladies who may or may not be bards.
That sounds like a vote for a Psychic in...


Note that SWoN doesn't really give a poo poo about aliens. It assumes you are human from the start, and in the places where it talks about aliens as PCs, it basically says not to give any real bonuses or abilities.

quote:

Some players will want to play an alien as a PC. There’s no fundamental reason not to allow this, even though Stars Without Number generally assumes a party of human adventurers.
You should take care not to give aliens any substantial advantage over humanity, however, or else you’re likely to attract players who aren’t so much interested in playing an alien as they’re interested in playing a more powerful character. If your alien race is exceptionally strong, quick, intelligent or otherwise superior to humanity, you shouldn’t give them a bonus to those attributes. You should instead make a high attribute roll a prerequisite for picking the species. If a player wants to play such an alien and doesn’t roll sufficiently well, you might allow them to shift points from their highest score to fill the prerequisite attributes up to the minimum for the species.

As a Psychic, we get to swap our Wisdom or Constitution to a 14. Both of them are 10. Con will give us some bonus HP, Wisdom will probably be more useful for skills, and both will give some extra Psychic power points. So I decide to go with Wisdom.

We'll be getting a d4 for hit points, because we are basically a space wizard. We get psychic powers that nobody else does, because we cast space spells, we get 1 PP plus out Wisdom modifier (so 2) and our class skills are Combat/Psitech, Culture/Any, History, Perception, Profession/Any, Religion, Tech/Medical, and Tech/Psitech.
We are given our attack bonus, which is +0 until level 6. When attacking, we roll 1d20, add our target's Armor Class (AC is descending, like old D&D), our combat skill, our attribute modifier (depends on weapon, usually Str or Dex, sometimes Wis/Con for Psitech weaponry), and this attack bonus. 20 or greater hits, 1 always misses, natural 20 on the nose always hits. As you can put together, we only have about a 50% chance of hitting an normal unarmored opponent (AC 9).
We also note saves, which also won't change until we get to level 6. Saves are divided into Physical Effect (13), Mental Effect (12), Evasion (15), Tech (16), and Luck (14).

Like old D&D versions, we make this by rolling over the number indicated on 1d20. So us psychics are decently hardy and mentally resistant, but alien technology can gently caress us up.



quote:

To determine precisely what sort of background your character has had, you should choose a Background Package from the following pages. Each package includes a brief description and a list of skills that the package grants. You should personalize this description to your character’s specific past; if she was an Armsman on a primitive world, for example, you should put some thought into what manner of lord she served and why it was she left her former employment.
Each background package gives us a list of skills, which start at skill level 0. We then look at the training packages available to our class, and we start those skills at skill level 0, unless they overlap, in which case we start at level 1.
A 0 in a skill means on skill checks we will roll 2d6 and whatever attribute modifier is appropriate for the situation. Skill levels beyond 0 we add as a bonus as well. If we don't have any training in a skill, not even the 0 level, we subtract one, if it is a skill we can use untrained.
Looking over the skill list, there isn't much like Bard, so I pick priest. We will attempt to make a bird-people homeworld that uses birdsong as its main form of worship, later.

quote:

Priest
Priests or religious leaders of some kind exist on almost every planet, and most of them couple sincere belief with a pragmatic knowledge of human nature. It's not uncommon for a priest to choose to take the blessed word to the heathens among the stars and find more success there than unbelievers might expect.
Skills: Culture/World, Leadership, Persuade, Religion
So for skills, we get the following at 0:

quote:

Culture
World: This specialty must be taken individually for each specific world, and relates to knowledge of that world’s society, government, tech level, and laws. Level 0 in this skill also grants basic proficiency in that world’s most common language if the character is not already proficient in it.
We know how things work on our home world.

quote:

Leadership
The character is trained in leading others in high-stress situations. Characters with this skill can keep the obedience of subordinates even in dangerous situations or when giving hazardous orders.
People listen to us.

quote:

Persuade
The character has a knack for convincing others of the truth and sincerity of their words.
...even if they don't really want to.

quote:

Religion
The character is trained in theology and familiar with the more common or notorious religious sects on the surrounding worlds.
We know some good bird songs.

Checking out our Psychic Training packages, I pick…

quote:

Rogue Psychic
Some psychics refuse affiliation with any greater organization. Either trained by a renegade mentor or a survivor of an extinct academy, these rogue psychics are often hired out by organizations and planets that lack psychic training programs of their own.
Skills: Combat/Any, Culture/Any, Persuade, Stealth
We bump our Culture/World and Persuade to 1, and add:

quote:

Combat
Psitech: Use of psitech weaponry. This skill is usually useless to non-psychics, as almost all psitech weaponry requires some psionic talent to use.

quote:

Stealth
The character knows how to move silently, conceal their presence in shadows, and avoid notice.

So we are decent at telling people what to do, know the songs of our people, ok with the weapons appropriate to our class, and can flap around silently like an owl.


So what is bird-bard-world like? We'll skip generating the sector that the homeworld is in, but know that in a hex grid ten high by eight wide, there would be 1d10+20 stars, each with at least one "interesting" world.
The world creation chapter gives us a lot of tables to roll 2d6 on.
code:
<skybot> 8 (2d6=3, 5)

quote:

Breathable mix atmospheres can support human life without additional equipment or gengineered modification. Any world that has a human population in the millions or more almost certainly has a breathable mix atmosphere.
code:
<skybot> 9 (2d6=6, 3)

quote:

Warm worlds come in two main flavors, depending on the prevalence of water. “Desert worlds” are hot enough or arid enough to be deprived of most surface water. Any life on such a planet has to be capable of extracting water from living prey, air currents or moisture supplies deep underground. Humans can survive on warm worlds without more than appropriate clothing, but desert-world humans must learn sophisticated techniques of water prospecting and well-drilling in order to maintain their agricultural systems. Warfare often revolves around these water systems.
code:
<skybot> 8 (2d6=6, 2)

quote:

Human-miscible biospheres are those in which some substantial portion of the native life is biologically compatible with human nutritional needs. The local plants and animals may not be tasty or terribly nourishing, but they can support life without the serious importation of Terran crop seeds and livestock.
code:
<skybot> 3 (2d6=1, 2)

quote:

Outposts are rarely composed of more than a few hundred or few thousand colonists at the most. Outposts are either very new colonies that have not have the requisite time to grow or they are uncolonized worlds that just happen to have a naval or corporate base on the surface.
code:
<skybot> 8 (2d6=6, 2)

quote:

Tech level 4 worlds are the most common in human space, and their technical expertise is the baseline for modern post-Silence “postech”. These worlds can create spike drives rated up to drive-3, fusion power plants, grav vehicles, simple energy weapons, and medicines that extend human life to a hundred years of vigorous good health. They can manage sophisticated gengineering on simple life forms, and some tech level 4 worlds have even attempted to improve the genetic structures of human life itself. These attempts have yet to produce results without severe drawbacks, but some such worlds remain populated by altered humanity designed to cope with local conditions more perfectly than baseline humans.
Finally, the world gets two "tags" which give an idea of what is going on in the world, and distinguish it from being just a list of atmosphere types and population numbers.
code:
<skybot> 5 (1d6=5)
<skybot> 1 (1d10=1)

code:
<skybot> 4 (1d6=4)
<skybot> 9 (1d10=9)

We are supposed to combine those two, and pick about three things from each of the categories listed. We don't need to do that here, but I can see a world forming as a low-population outpost, the last of the bird-people to survive their great migration, with a strict caste system where some birds live in fear of their psychic-religious leaders, but, with the help of underground rogue psychics, they are beginning to fight back.


Easy!
code:
<skybot> 3 (1d4=3)
3 HP. Our fragile bird-bones won't take much punishment.


English, Birdese, and Lizardish, the language of the species of the next planet over from Birdlandia.


code:
<skybot> 2 (1d6=2)
A total of 600 credits. We can have a number of items "ready" equal to half our Strength score (2) and "stowed" equal to our Strength score (4), so we will be travelling light.
We pick up a leather jacket (AC 7, Cost 10) for armor, since better things are heavy, or expensive. We are terrible at weapons until we can get our hands on some psitech, so we look for a big pistol. On the off chance we hit, we want to ruin our target's day. Energy weapons get a +1 to hit, which will at least cancel our unskilled penalty, so we go with the Thermal Pistol (2d6 damage, 25/50m range, 5 shots, 300 cost). As you can already see, with our 3 HP, we would probably be vaporized by a shot from our own gun. Combat in SWoN is mean. We spend the rest of our money on some adventuring type gear, a vacc suit, a survival kit, a portabox, and some extra batteries.


We know we have 2 power points, but what can we use them on? We get two powers to start, one of which must be declared as our primary discipline, the other can be from any. When we get new powers, we have to pick them up linearly, which we will do automatically with our primary discipline.
Each power uses a number of points to activate ((2*level)-1), or, we can permanently spend that cost to master a power, and then it costs 0 from there. But, we have to master them in order too, so there is no levelling up to level 5 where the good powers are and then mastering them without 1-4.
We can also "torch" if we run out of power points.

quote:

Each round that a psychic torches, he must roll 1d10. On a result of 1-4, he permanently loses one point of Constitution. A result of 5-8 causes the permanent loss of a point of Wisdom, and a result of 9 or 10 means the energy discharge did no lasting harm to his neural tissues. If Constitution drops below 3, he dies, and if Wisdom drops below 3, he becomes incurably and dangerously insane.
Harsh.

Powers are broken into Biopsioncs; which is mainly healing, Metapsionics; which messes with other psionic powers, Precognition; which is all about reading the future and getting bonuses for knowing it, Telekinesis; or moving poo poo, Telepathy; or Professor-X'ing, and Teleportation; aka Nightcrawlering.

Knowing the future sounds cool, and will probably help keep us alive, so we take that as our primary. We are pretty weak and might want to lift things, so Telekinesis level 1 sounds good too.
Our two starting powers are:


And that's it!

Dagon fucked around with this message at 20:06 on Feb 22, 2014

Dagon
Apr 16, 2003


No birds this time...


Linked to the F&F review, for more information


I kind of like this game, but I get why a lot of people don’t. It is pretty pure distilled John Wick smug rear end in a top hat GM. Still, if you can make it past his writing style, I think it makes a good game for noble intrigue, and the domain management stuff is neat too.


quote:

Here’s where we begin, with who your character was before the very first game. Her mother and father, siblings (if any), the House she was born under… all of these are elements of your character’s past.
Now, I have to warn you: this is also the only part of character generation that is completely random. You may know the saying, “You can choose your friends, but you can’t choose your family.” Well, I’ve made that phrase a part of the game. A mechanic. The only element of chance in character creation rests here. Your family.
We are given 3 points to modify these dice rolls by, basically just to nudge a roll off of something we don't like, three times.
code:
<skybot> 2 (1d6=2)
<skybot> 4 (1d6=4)
A roll of 2 and tells us that our mother was of the Elk, and father was of the Fox.
code:
<skybot> 4 (1d6=4)
<skybot> 2 (1d6=2)
They have a roll-off to see who is dominant, and mother wins. We join her house as a blooded of the Elk.

quote:

The Elk are a shunned House, but their banner has not yet been veiled. Once the most powerful House, the Blooded of the Elk were nearly stripped of their lands and titles. If not for the precious favors they traded to keep their status, the Elk would be no more. Now, their banner sits half-veiled in the Senate, a symbol of their shame. But they are still one of the most powerful Houses, masters of politics and intrigue. Moving their influences from sight, they are the most subtle manipulators, regaining their Strength and glory one maneuver at a time. The virtue of the Elk is inguena: “cunning.” To plot, to plan, and to execute.
code:
<skybot> 5 (1d6=5)
We were 5th born in our house.
code:
<skybot> 5 (1d6-1=6)
All 5 of us are alive still.
code:
<skybot> 2 (1d6=2)
<skybot> 5 (1d6=5)
<skybot> 1 (1d6=1)
<skybot> 6 (1d6=6)
Two (evens) brothers, two (odds) sisters, and us.
code:
<skybot> 2 (1d6=2)
Our parents were barons, and we will also be a baron.
Names are important, we are told, and our family name being of the Elk is "Steele" meaning "I have never surrendered." Next is our secret name, which we need to keep secret so sorcerers don't use it for magic. I randomly pick one from the list at the end of the chapter, coming up with "Abazai" meaning "the cherry blossoms fall." Last, our public name, which we will be referred to by: "Dosajee" from the same list, meaning, "in the Suaven I trust."
Dosajee Abazai Steele.
code:
<skybot> 1 (1d10=1)
We are going to start as an Adolescent, since that is the default. This range is from 10-19, so our roll makes us 11. Kind of weird, but OK whatever you say John.

quote:

It’s true. Your character is probably married.
code:
<skybot> 1 (1d6=1)
Yup, married. Officially getting weird.
code:
<skybot> 3 (1d6=3)
And we have one child. I'm going to use one of those bonus points from earlier to say no here. Arranged marriage at 11 I can handle, but I'd rather pass on the followup question.
code:
<skybot> 6 (1d6=6)
<skybot> 3 (1d6=3)
We have a roll-off with our spouse, and win, so we are the dominant partner. Our lands belong to us, and we are the responsible one for management of them and all of those things.
code:
<skybot> 6 (1d6=6)
<skybot> 6 (1d10=6)
Going back to the family and age tables, we see that our betrothed is a 16 year old blooded of the Wolf.
Why does this matter? Our spouse can be an Aspect that we can tag for mechanical advantages, and, in the realm management stuff, our spouse can take actions - basically doing stuff for us at home while we are off socializing or adventuring or whatever.

That is it for the random stuff. So far, Baroness Dosajee Abazai Steele, House of the Elk, is a married 11 year old, youngest of 5 children. Dosajee sounds feminine in my brain so a she she is.


Everyone has six Virtues, one of which is their weakness.

quote:

BEAR’S STRENGTH
Strength represents almost all your character’s physical actions. Lifting, pushing, tearing, pulling, punching, jumping, wrestling and other forms of unarmed combat are all determined by Strength.
ELK’S CUNNING
Cunning is a measure of your character’s ability to see what others are trying to hide and find creative solutions for difficult problems. You know how to put together elaborate plans from disparate parts and how to see patterns where others cannot.
FALCON’S COURAGE
Courage represents your character’s physical will and determination to go on, regardless of the things that stand in his way. Whenever you face danger, whenever you must make selfless decisions, whenever you have to fight through the pain, your Courage helps you reach the other side.
FOX’S BEAUTY
Beauty represents your character’s creativity, expression, and natural charm. Whenever your character embarks on a creative endeavor, his Beauty determines his ability to create works that resonate.
SERPENT’S WISDOM
A character’s Wisdom represents his memory and learning ability. When you have to recall facts or memorize charts, you call upon your Wisdom.
WOLF’S PROWESS
Prowess reflects your character’s martial training. Using weapons, surviving on a battlefield, understanding strategy and tactics all fall under the purview of Prowess.
We get one of these at rank 4, two at 3, two at 2, and one as our weakness. We also add 1 to our house trait, unless we chose it as our weakness.
With "the cherry blossoms fall" and "in the Suaven I trust" as the meanings of our character name, I try to pick stats appropriately. 4 to Wisdom, 3 to Courage and Beauty, 2 to Cunning and Prowess, and Strength as our weakness. Cunning gets bumped up to a 3 since we are of the Elk.

Baroness Dosajee Abazai Steele, House of the Elk
Strength: weakness
Cunning: 3
Wisdom: 4
Courage: 3
Beauty: 3
Prowess: 2


Phases are a way to create Aspects and Contacts based on your character's history. The older you are, the more of each you get, but as you get to the Autumn phase and beyond, you get Solace Aspects which are side effects of getting old.
Since we are still in our Spring, we get 2 Aspects and 1 Contact. Aspects should be familiar to anyone who knows FATE:

quote:

Aspects are words, phrases or even quotes that help define your character. They are the keywords you use to describe not only who your character is, but what your character means. Aspects can make the difference between a good character and a great character.
Start by thinking about who your character is. A ven noble. What makes your character unique from the others you’ll meet? What makes you stand apart?
If you had only two things to say about your character—and each had to be summed up in five words or less—what would those two things be? That’s a good way to start thinking about Aspects. And remember, an Aspect can be a single word, a couple of words, a phrase, an item, or even a quote.
Aspects can be Invoked by the person with them to get bonus dice on rolls, Tagged as a disadvantage if someone else finds out what they are, and Compelled by another player or the narrator to limit your character's behavior.
I skip ahead to the aspects chapter here, because it has a bunch of samples. If I was invested in actually playing this character, I would want to write my own. Instead, we go with:

quote:

WELL-MANNERED
Invoke: Knows the courtly system of manners like the back of her hand.
Tag: Pauses when rudeness shows up in its party dress.
Compel: Will not break the rules of etiquette.
ACADEMY EDUCATED
Invoke: When called upon for knowledge-based risks.
Tag: Too bookish; doesn’t know the “real world” from the “book world.”
Compel: Fascinated by the unknown; eager to learn.
Dosajee was (is?) an excellent student, and her parents brought her along to many court functions throughout her childhood. She is smart and a natural at court, but naïve from a protected youth.

For our single contact, we are supposed to pick another of the players in each phase. We have some sort of connection with them, some back-story to help us conceptualize our characters. Why and how did we meet and become friends? We can spend Style Points later to refresh their aspects, and we can trade easier with them in the domain rules.


Devotions are basically a connection with the Suaven. Suaven are like saints, they are Ven who have passed into Solace, the long sleep-hibernation that Ven do instead of dying. Particularly powerful Suaven have influence on the waking world, and are surrounded by cults. The more a cult member devotes themselves to a Suaven, the better they can communicate with them and get supernatural benefits.
We get three points to distribute to the six major Suaven. Each point lets us choose a blessing from the Suaven's house. I choose:

quote:

Talten Steele: the Iron Heart, Winter’s Promise, the Ruthless. Call upon him when you seek insight into the ways of Politics.
...at rank 2, and

quote:

Manna Renay: the hearthmother, wardteacher, grand dame. Call upon her when you seek insight into the ways of Etiquette.
...at rank 1.
The blessings we know are:

quote:

The Vow
Spend a Style Point and make a promise to another ven. That ven must now swear to keep the same promise. The same promise. Identical. Word for word.
If either ven breaks his promise, he loses all Style Points.
Even the Moon has a Dark Side
Spend a Style Point and target a ven. You must be able to name the ven’s Aspect (although you do not need to know the invoke, tag or compel). That ven cannot use the invoke for that Aspect until dawn the next day. The Aspect can still be tagged and compelled, but not invoked.
Circle of Protection
The ven must draw a circle on the ground with her own Blood to invoke this Blessing. Drawing a circle takes one action. The circle must be drawn on a solid surface. It cannot be drawn on gravel or sand or any surface that will not make a full circle with the ven’s Blood. If the circle loses its integrity, the magic of the circle is broken. The ven must also know the true name of the person or persons inside the circle. All three names.
Once the circle is drawn, nothing may enter it. Nothing. No arrows, no fire, no swords, nothing. Nothing may damage the circle but the person inside and the ven who drew it. The circle lasts until dawn the next day.


This is the fun part of the game, for me. As a Baroness, we of course have land and followers. We start the game with 5 points to spend on Regions and 5 points to spend on Vassals.
We own a Domain made up of Provinces (just the one to start), which is in turn made of 10 Regions. Not all of those regions are under our control yet. We own them, but they might be full of monsters or bandits or just undeveloped or unexplored.
Two of our ten regions are taken up by our Castle and our Village, which we get for free. Regions get ranked from 1 to 3, and can only have a number of Holdings equal to their rank. Each region also produces a certain type of good, which can be traded or used by certain holdings to make other goods and stuff.

Our Village makes Goods, which have an actual mechanical benefit (banking style points), but we need resources to turn into goods. We declare our five regions as a two Farms, a Shoreline, a Plain, and a Hill. At character creation, we get one of each resource, so 2 Food, 1 Trade, one Wine, and one Lumber ("or" production means we choose), so that we start off our first "Season" with a little resources to use.
We also get 5 vassals, which, like Regions, are ranked 1-3. Since we are married, we get our Spouse as a free bonus Vassal! Beyond him, we pick up a Craftsman, Personal Guard, Roadmen, a Sheriff, and Staff.
The Craftsman is needed to turn the resources into goods in our Village.
The Personal Guard is a 10-pack, and gives us some protection during "Mass Murder" actions, so when someone inevitably hates us and sends a bunch of assassins after this 11 year old, we will have some bodyguards.
Roadmen are also in a group of 10, and will help us to stop trouble from brewing in our territory.
The Sheriff, like the Roadmen, will help quell trouble, but will provide us with an extra domain action to do it. We don't have to personally order it done, our Sheriff handles it.
Our castle Staff prevents trouble in our Castle, and will also help us if we decide to throw a party.


We start with 3 Style Points, which we use to power our Aspects, Devotions, and other things.
We also get 5 Bonus points, which we can use to buy stuff like Artifacts, additional Aspects, Contacts, or Devotions, or more Regions and Vassals. We use 1 point to increase one of our Farms to Rank 2, and another 2 points to bring the other to rank 3. Dosajee's fields are fertile, and despite small holdings, we don't need to worry about feeding our retainers. Another point is spent to increase our Staff to Rank 2. We plan on throwing a lot of parties, and want no mistakes from the hired help.

The last point we spend to buy an Artifact.

quote:

Most ven seek Artifacts from the ruins of the sorcerer-kings. Such items give a ven power, prestige and influence. The noble caste finances groups of ven brave enough to dare the ork-haunted ruins, hoping they’ll return with such items.
A Rank 1 Artifact has one "Value" which is a special ability, like drinking style points or making us immune to fire or causing fear. It also comes with a DOOM! which the GM can use once per Phase to make any roll we just made into a 9.
As part of her dower, Dosajee was given a carved crystal skull, that in addition to being priceless, will watch over her, or whatever she tells it to.

quote:

WATCHFUL
This Artifact watches. Usually a skull or an eye or some other symbolically important object, it watches a room and whispers what it sees to its owner. It sees everything in the room. Spend a Style Point and bleed a rank 1 Injury for every hour you wish the object to watch.

Dagon
Apr 16, 2003


Take FATAL, add horses, remove anal circumference, and you get...


I don't think anyone has done this yet in FATAL and Friends, but they should, its… something.

quote:

A game about the daring adventures and everyday lives of people in the Old West, Aces & Eights lets you tell the tale of the West that could have been, in your own words, deeds and history. The Aces & Eights game allows for rugged cowboys, brave Indians, murderous desperados, determined lawmen, sturdy prospectors, powerful rail barons, and all of the characters we think of when we watch a good western movie or read books about the expansion of the American frontier.
Although you don't need to know much about this time period to enjoy the game, western aficionados will certainly find it engrossing - to say the least. If you consider yourself a western history buff, you might want to set aside what you know and open your mind. Aces & Eights is set in the West That Never Was, an alternative history created to maximize the role-playing potential of the game by freeing the future from the inevitable reality of the true West.
While the setting is firmly entrenched in historical accuracy, a few small changes in American politics (at significant moments in history) create a very believable alternative history of North America. Sprung from small changes are new nations, businesses, and a slight acceleration in arms technology.

Sounds fun, right?

quote:

To determine your gunfighter's Speed, roll a d4. Record this number then flip a coin to determine if the value is positive (heads) or negative (tails). The result is your gunfighter's Speed score - somewhere between -4 and 4. Repeat the process to determine Accuracy.
code:
<skybot> 1 (d4=1)
<skybot> 2 (d2=2)
-1 Speed
code:
<skybot> 4 (d4=4)
<skybot> 1 (d2=1)
+4 Accuracy
Our gunslinger clearly prefers to take his time and put one right between the eyes.

quote:

Each character has between 21 and 24 hit points (hp) determined by rolling a d4 and adding 20. This gives you a measure of how much physical damage your gunfighter can sustain before keeling over.
code:
<skybot> 1 (d4=1)
Only 21, but it’s a small range.

quote:

For basic gunfighting, weapons are restricted to a few general categories of firearms (see Table 2.1-1: Basic Firearms). You may either choose your weapon from this list or roll a d6 to randomly determine your armament.
code:
<skybot> 3 (d6=3)


quote:

If you want to get a "feel" for your gunfighter, you may also choose to roll on one or more of the quick background tables found on the following page.
code:
<skybot> 1 (d2=1)
<skybot> 5 (d10=5)
<skybot> 18 (d20=18)
Holly Sawyer, Stage Coach Driver turned gunfighter.

That wasn't bad. People were telling me that this was like an old west Hackmaster, full of circle strafing gunslingers and spreadsheets for your cattle drives. The next chapter is only a few pages and has all the stuff for shooting, it couldn't be that bad…


Oh…

We get to do character creation all over again, and this time, it is much more complicated. To start off, we get 75 Building Points (BPs) to do stuff with.
Next, we roll for ability scores. Strength, intelligence, Wisdom, Dexterity, Constitution, Looks, and Charisma. Sound familiar? 3d6 down the line, each with a d100 percentile score added!
code:
S: <skybot> 14 (3d6=5, 6, 3) <skybot> 84 (1d100=84)
I: <skybot> 12 (3d6=2, 4, 6) <skybot> 76 (1d100=76)
W: <skybot> 14 (3d6=5, 3, 6) <skybot> 1 (1d100=1)
D: <skybot> 11 (3d6=4, 3, 4) <skybot> 96 (1d100=96)
C: <skybot> 17 (3d6=6, 6, 5) <skybot> 22 (1d100=22)
L: <skybot> 13 (3d6=5, 3, 5) <skybot> 50 (1d100=50)
Ch: <skybot> 11 (3d6=5, 1, 5) <skybot> 3 (1d100=3)
Strength, of course, determines how much we can lift. Intelligence effects our accuracy, how well we learn skills, and gives us more BP (1). Wisdom makes us quicker, gives us more BP (6), and effects how well we learn skills. Dex makes us quick and gives an accuracy bonus. Constitution gives us bonus hit points (7). Looks gives us a bonus to Charisma (1), and modifies our reputation and fame. Charisma, now 12/03 thanks to our looks, gives bonus BP (1), and effects our skill learning, reputation, and how many henchmen-err, "compatriots" we can have.
If we don't like these, there are options. We can sacrifice points in one score to raise another, with diminishing returns (an 8 to a 9 is 2 points, but a 17 to an 18 is 5), we can trade ability points in for BPs, 7 to be exact, and later use those, or we can use our starting BPs at one BP per 5 percentile points, for the first 100, after which the price starts to go up. I think we are fine with those abilities.

We calculate our starting Reputation by averaging all 7 ability scores. Our reputation is 13, plus 1 for our Looks, plus 1 for our Charisma. A 15 Reputation gives us another 35 BPs! Our Fame starts at 0, plus 2 because of our looks.

Next, we get to our "Priors and Particulars." The game gives us a handy chart to keep track of where we are:

We choose our nationality by rolling on the Place of Origin table.
code:
<skybot> 48 (1d100=48)
USA: East (NY, PA, NJ, KN)
https://www.youtube.com/watch?v=ooPBXfnIpYI&t=19s

We roll our age:
code:
<skybot> 16 (1d12+14=2)
With this, and many other steps, we can spend 1 BP to re-roll, or spend 5 BP to just pick. We have 138 BPs, so we will go ahead and spend one now, just because.
code:
<skybot> 25 (1d12+14=11)
We are 25, with 137 BPs.

Next, Handedness. I guess this could be relevant in a gunslinger game.
code:
<skybot> 27 (1d100=27)
Right handed!

Next, height and weight. But we need to know if we are male or female first!
code:
<skybot> 1 (1d2=1)
Ok, so male.
code:
<skybot> 5 (1d100=5)
64" Tall, and, checking the weight roll for our height…
code:
<skybot> 138 (5d6+120=4, 5, 2, 6, 1)
138 lbs. Just a little guy! There is an alternative system here for rolling on a BMI table and generating height and weight that way, but I've had enough of that with FATAL. I only mention it because it is there.

Family and Social Class are next, and while we can skip this, it just doesn't feel right at this point, so over to chapter 6.5 we go...
Circumstances of Birth?
code:
<skybot> 3 (1d100=3)
Legitimate!
Status of Parents?
code:
<skybot> 30 (1d100=30)
They are alive!
Status of Siblings?
code:
<skybot> 17 (1d20=17)
There are 7 (!) of them,
code:
<skybot> 27 (7d6=6, 4, 2, 3, 3, 5, 4)
3 Boys and 4 Girls,
code:
<skybot> 347 (7d100=40, 4, 91, 35, 19, 85, 73)
Sister #1 died of smallpox. Sister #2 died in infancy from an infectious disease, Brother #1 is alive, Brother #2 died from pneumonia, Brother #3 died in infancy from an infectious disease, Sister #3 and #4 are alive!
code:
<skybot> 153 (3d100=26, 33, 94)
None of them are our twin.
code:
<skybot> 1 (d8=1)
We are the oldest among all of these kids (+10 starting money roll).
code:
<skybot> 17 (2d12+1=8, 8)
<skybot> 13 (2d12+1=6, 6)
<skybot> 20 (2d12+1=11, 8)
Our brother and youngest sister are very close, and our other sister is just OK with us.
code:
<skybot> 62 (d100+7=55)
Our parents were ill-equipped to deal with this many kids.
Social Class?
code:
<skybot> 19 (d100=19)
Lower Lower Class: -5 reputation in our Place of Origin, and -20 starting money.
code:
<skybot> 6 (d6=6)
Being from the USA, we are a Criminal (petty crimes).
Whats my name?
code:
<skybot> 88 (2d100=6, 82)
John Lewis.
code:
<skybot> 26 (d100=26)
AKA [based on lowest Ability Score]… uhhh Stumbles. John "Stumbles" Lewis.

So zooming back to the character creation section, we determine our starting money, which we will take a -10 on because we are the oldest child of a lower lower class family.
code:
<skybot> 37 (d100-10=47)
<skybot> 21 (1d6+15=6)
21 dollars in our pocket. Why did we roll to roll? Because the percentile is for a chart that ranges from Hereditary Debt to 3d10+70.
Why did we head out west?
code:
<skybot> 81 (1d100=81)
Lure of Adventure!

We get extra BPs if we take Quirks and Flaws, so lets do that too. If we roll, we get full BPs, otherwise we only get half. We get -5 points for each quirk beyond the first too, so we are going to go for two rolls.
code:
<skybot> 40 (1d100=40)
Hygienic Quirks...
code:
<skybot> 27 (1d100=27)
Clean Freak, worth 25 BPs, bringing us to 162.
code:
<skybot> 67 (1d100=67)
Rest and Relaxation Quirks...
code:
<skybot> 70 (1d100=70)
Chiseler, worth-5, so another 25 BPs, bringing us to 187.
I didn't roll a flaw, so that’s good I guess. We are also supposed to create a backstory for each quirk and flaw, otherwise we only get half! Nice way to keep people from rolling a ton, but we will just say we did. (A Chiseler is apparently a person who is unfair in business and lies, cheats, or changes terms to take advantage of people)

Next, we pick skills. We buy these with our BP and would improve them later with BP in-game. Skill checks are a percentile roll, trying to roll over the percentage, which starts at 100 minus the mastery die listed for the skill. Skills costs are reduced by the skill learning modifier of our Int, Wis, or Cha, if the skill matches up. Past the initial cost of the skill, to improve it further we just pay the cost again, cumulative with the original cost.
A giant skill list like this really makes my eyelids start to sag, so I'm just going to throw all but about 70 points (I want to save some for Talents, next) into Accounting, Math (needed for Accounting), Reading Comprehension (needed for math), Art of Seduction, and Telegraph Operating.
pre:
Skill Name	BP Cost/Tally	Ability	Mastery Skill %
Accounting	2 //		INT	1d8	95
Mathematics	5 ////		INT	1d8	80
Reading Comp	3 ////		INT	1d6	84
Seduction, Art 	1 /////		CHA/LKS	1d6	75
Telegraph Op.	3 ///		INT	1d8	83
There we go, 76 points left. Remember, to do a skill we roll a percentile dice and try to get over that Skill %. There are modifiers, ranging from a trivial task at +90% to a very difficult task at -10%. So despite only having an 80% chance to succeed in math, we can probably figure out 2+2=4.
There is a whole chapter later on explaining what each skill is and an example of each of the difficulty levels. Just looking at the average (+40%) for our skills:
Accounting: Auditing a business' books
Mathematics: Work a math problem with a reasonable time limit
Reading Comprehension/Penmanship: Reading a novel; reading good penmanship in dim light; writing with average materials and lighting in a room with obvious background noise
Seduction, Art of: Seducing a stranger or acquaintance
Telegraph Operating: Working with familiar equipment

The last step in creating a character is Talents. They are special abilities, like advantages or feats in other systems. John "Stumbles" Lewis here, judging by his skills and stuff so far is a man made tough through minor crime, but with a head for book learning, who has recently begun seducing his way into banks and stage coach offices and telegraphing out their financial records. His Talents will aid that idea.
ASTUTE OBSERVATION (50 BP)
Characters with this talent notice what's going on around them, and are quick to spot details that could be important. Where other characters only "see," he "observes." A character with this talent can spot a journalist by the imprints in his sleeves and the ink stains on his finger, a pugilist by his cauliflower ears, a miner by his calluses and upper body muscles, and so on.
INHERITANCE (16 BP)
Some characters were born with a silver spoon in their mouth . For each BP spent to purchase this talent (minimum 10 BP), the character receives an additional $10 of starting money.
QUICK THINKING (10 BPJ
Quick thinkers arrive at conclusions and understanding more effectively than most. This gives them an effective + 1 bonus on all Intelligence and Wisdom checks, Though it docs not affect their actual Ability Scores.

We buy a couple guns….


...and steal a horse because making a horse in this game is like making a character in most other games...

…and assume we spend the rest of our inheritance money on clothes and poo poo.

pre:
John "Stumbles" Lewis
Strength: 14.84		Damage +2 Lift 240 Carry 84 Drag 600
Intelligence: 12.76 	Accuracy +1 BP +1 Skill +1
Wisdom: 14.01		Speed +1 BP +6 Skill +3
Dexterity: 11.96 	Speed +1 Accuracy +0
Constitution: 17.22 	HP +6
Charisma: 12.03 	BP +1 Skill +1 Comp 5 Rep +1
Looks: 13.50 		Cha +1 Rep +1 Fame +2

Reputation: 15		Fame: 2
HP: 30			Cash: $21

Skill Name	BP Cost/Tally	Ability	Mastery Skill %
Accounting	2 //		INT	1d8	95
Mathematics	5 ////		INT	1d8	80
Reading Comp	3 ////		INT	1d6	84
Seduction, Art 	1 /////		CHA/LKS	1d6	75
Telegraph Op.	3 ///		INT	1d8	83

Quirks 		Talents
Clean Freak	Astute Observation
Chiseler	Inheritance
		Quick Thinking

Weapon		Shots	Damage	Draw	Reload	Accuracy (5-40)
S&W 44DA	6	D5+1	0	8	+8/+4/+2/+0/-2/-4/-6
Remington	2	D4/p	+6	25/30	+8/+4/+4/+3/+3/+2/+1
Lets see how this guy does…

quote:

No matter how experienced in western or other RPGs you feel your group is, we can't stress enough that you should NOT try to include the Advanced Rules in your first game session. The result will inevitably be a game bogged down in minutia while you pore over the rules again and again.
Hell yeah, we doin this.

Stumbles is creeping out of the headquarters of the local telegraph office after yet another successful transmission, but the lawman that his been hot on his trail, Winson Paine, is there waiting for him.

quote:

Winson Paine: hp 21; Spd 4, Acc 2; Str 12/24, Int 12/48, Wis 10/64, Dex 13/65, Con 11/71, Cha 11/14; Lks 9/19, Rep 11 (Low), Fame 0; Weapons Colt Bisley .45 caliber 5 1/2" barrel revolver (draw 5, aim 4, d6+1 damage, 6 shots); Colt 1868 shotgun (draw 10, aim 4, d4 damage, 2 shots) on horse.

In order of lowest to highest Wisdom, Stumbles and Winson declare their actions. Stumbles, with 14.01, beats Winson's 11.52, so Winson has to declare first. Winson knows that Stumbles is armed and dangerous, and has no lawful business at the telegraph office, so he is going to draw. Stumbles too, declares that he is drawing.
We both roll a d10 for initiative, adding our base speed.
code:
<skybot> 8 (1d10+2=6)
<skybot> 10 (1d10+2=8)
Winson is slower (higher) on the draw. We count up, 1, 2, 3, 4, 5, 6, 7, 8… Stumbles can act. He draws his pistol and fires from the hip, an action that will be finished at count 13 (drawing is base 5, +0 for his gun). We continue counting, 9, 10… Winson acts, doing the same when we get to 15. 11, 12, 13- Stumbles fires.

We place the shot clock on the target silhouette's center of mass… wait, what?

Yeah. We do that, and roll to hit. +1 for our Int accuracy, +4 for being 10' away, and -4 for shooting from the hip.
code:
<skybot> 16 (d20+1+4-4=15)
A 25 or higher is a hit, so that’s a miss. Since we missed, we draw a card from a standard poker deck. The 7 of Diamonds. Looking at the shot clock, we see that diamonds are to our left, a 7 almost due left, and a 16 is way off. A 7 of Spades would have ruined Winson's day, but Diamonds is just a miss.

Stumbles gets to declare his next action here, which will be to walk to the left, turn to the right, cock, and fire again. Running is 3 counts for 5 feet, changing 1 facing is 1, cock and fire is 5, so Stumbles' next action will be at 22.

We continue counting to 15, where we are shot back at. Stumbles ran to the left though, and Winson, being right handed, has to turn to shoot, delaying him until count 17. Same thing, center of mass again (we would use a different silhouette if we were shooting the side, but Stumbles has already turned by now).Winson is a little more dexterous than us and has a +2, +4 for the distance, -4 for hip shooting, -4 for a running target, and -2 for having to turn!
code:
<skybot> 1 (d20+2+4-4-4-2=5)
As we can see on the shot clock, you need at least a 15 to even shoot us in the knee or shoot our hat off, so that is a complete miss.

Winson's next action is going to be to change facing (1), aim (4), cock and fire (5) at 27!

Counting up again, we get to 22. Stumbles shoots again, at center of mass.
code:
<skybot> 6 (d20+1+4-4=5)
Another total miss! For his action, Stumbles is strafing again, at 31.

We get to 27, and Winson has aimed, giving him a +4!
code:
<skybot> 17 (d20+2+4-4-2-4+4=17)
Not a direct hit, but enough to check the clock. We draw a jack of clubs, check that on on the 17 row of the shot clock. Ouch! Right Thigh!
code:
<skybot> 2 (d6+1=1)
2 damage. Stumbles will take a 6 speed penalty (1 from <25% of HP, 5 from a leg wound) to all actions and -1 to his accuracy. The wound is not severe, so there is no further damage.

Winson turns, cocks, and fires again, at 33.

At 31, Stumbles (keeping true to his name) has limped over, and takes another shot.
code:
<skybot> 16 (d20+1+4-4-1=16)
Another near miss...We pull the Jack of Diamonds, off to the left again.

Tick tock, 33 rolls around, and Winson shoots without an aim bonus.
code:
<skybot> 0 (d20+2+4-4-2-4=4)
Whiff...

I'm going to cut things off here. As you can see, the circle strafe method works pretty well, as long as you don't get hit in the leg. Winson gets 2 or 3 shots for every one of Stumbles', but he takes a huge penalty to hit. Stumbles would be wise to conserve ammo here, and wait for Winson to run out, in which case there would be a huge time penalty of 10 per shell loaded, or 100 for an entire cylinder. Stumbles could basically aim and fire with impunity. Winson, of course, if he wasn't the moderator of an internet forum, would be smart to do the same, locking the two of them into infinitely circling and reloading.

Next time, we will run Stumbles through the Ranching and Frontier Justice subgames!

Dagon fucked around with this message at 05:28 on Feb 25, 2014

Dagon
Apr 16, 2003




pre:
John "Stumbles" Lewis
Strength: 14.84		Damage +2 Lift 240 Carry 84 Drag 600
Intelligence: 12.76 	Accuracy +1 BP +1 Skill +1
Wisdom: 14.01		Speed +1 BP +6 Skill +3
Dexterity: 11.96 	Speed +1 Accuracy +0
Constitution: 17.22 	HP +6
Charisma: 12.03 	BP +1 Skill +1 Comp 5 Rep +1
Looks: 13.50 		Cha +1 Rep +1 Fame +2

Reputation: 15		Fame: 2
HP: 30			Cash: $21

Skill Name	BP Cost/Tally	Ability	Mastery Skill %
Accounting	2 //		INT	1d8	95
Mathematics	5 ////		INT	1d8	80
Reading Comp	3 ////		INT	1d6	84
Seduction, Art 	1 /////		CHA/LKS	1d6	75
Telegraph Op.	3 ///		INT	1d8	83

Quirks 		Talents
Clean Freak	Astute Observation
Chiseler	Inheritance
		Quick Thinking

Weapon		Shots	Damage	Draw	Reload	Accuracy (5-40)
S&W 44DA	6	D5+1	0	8	+8/+4/+2/+0/-2/-4/-6
Remington	2	D4/p	+6	25/30	+8/+4/+4/+3/+3/+2/+1
When we left stumbles, he was running circles around the lawman Winson Paine. Eventually, he escaped, stopped his life of crime, and started a cattle ranch.

quote:

Covering every facet of establishing and running a ranch is beyond the scope of this book, but a broad overview of the process can arm players with enough information to work out the basics.

We are told that a Beeve (beef, cattle) requires 10 acres of land, 15 if it is scrubby, per animal per year. Each head also needs 30 gallons of water per day. Calves take 4 years to mature. So, a modest herd of 400 cattle, by the book, needs 4000-6000 acres (10 square miles) near a natural spring or stream.

Those cattle might be worth $4-5 a head out in the ranchlands, but back at the railheads where they can be hauled back east, prices can be ten times that. Enter the cattle drive. For a months long cattle drive to succeed, we need real Cowboys, that is in game terms, someone with skill in Animal Herding, Riding, and Rope use. Stumbles has none of those. He is an accountant, though, and can probably plan this drive…

Each "turn" of the cattle drive is one game day. In that day, we do the following:
1. Determine today's movement rate (or graze).
2. Make Animal Herding check for movement or grazing. If failed, check for stampede.
3. Send scout ahead to other hexes.
4. Record how movement or grazing affected Quality of Beef.
5. Roll 1d10 to check for severe weather.
6. Make Animal Herding check for river crossing, if applicable. Success=d3 cattle lost, failure=d12 cattle lost and chance for stampede.
7. Roll for random encounter, or act on scout information.
8. Roll for chance of finding water.
9. Record dehydration if applicable.
10. Make riding check for scout.

Stumbles is put in charge of a 500-head drive. He hires 2 Cowboys at $30/month each, a Range Boss at $100/mo, a Range Cook at $40/mo, and 2 Wranglers for $25/mo each. Total expenses will be $250 per month- not much considering the possible profit involved, even with the expected 10-30% losses.

Lets say the last person to take care of the herd had a 70 in Animal Husbandry.
code:
<skybot> 46 (d100=46)
Failed by 24%, so our beef starts off three notches down from Exceptional, at Fair. These cattle will only get $20 per head, unless we can get in some good grazing before we get to the railhead. That is still around $6-9,000!

Plotting our course on the Official Cattle Drive Map, we can see that our route will be through (B=Bare, S=Sparse, A=Adequate, L=Lush, /=River crossing) AAAAAABSB/AAAAAAAABAA/BAAAASA/AABLA/AAAAAAABBBBBBBBBBBBBAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAA/LLAAAAAA or, 96 days if we make good time.
These terrain types influence the quality of beef, and also the difficulty of our herding checks. Moving double-time will hurt our quality of beef badly and make the checks harder, but time is money. If we stop and graze, quality of beef will go up a decent amount.
Stumbles' plan is to stop and graze in Lush territory, and move double time for one day if quality of beef is Exceptional, otherwise, move normal speed.

At this point my give-a-fucks are at an all time low, and Stumbles wires himself a large sum of money from the ranching operation and skips out of town. The law catches up with him though, as we move to the Frontier Justice mini game!



In front of a jury of 12 peers and the judge, the player taking the part of the prosecutor explains his case. The other players vote on how much merit the case has; flimsy, circumstantial, or solid and credible. Stumbles was the only person working at the ranch office that day, but he covered his tracks well and there is nothing directly putting his finger on the telegraph button. The players decide it is circumstantial, a +2 value.
code:
<skybot> 77 (d100=77)
Things don't look good for stumbles, the judge is a stern former lawman, Judge Paine!
code:
<skybot> 7 (d6+2+1+1=3)
+2 for circumstantial evidence, +1 for a stern judge, and +1 for Stumbles' low reputation means there is enough evidence to stand trial.

The player representing the prosecutor and defense (in this case Stumbles representing himself) each take 6d6 to determine the jury's predisposition. A 6 meaning they are convinced of his guilt, a 1 of innocence. Each dice moves 1 towards guilt because of Stumbles' low reputation, again.
code:
<skybot> 42 (12d6=5, 1, 6, 2, 1, 2, 6, 4, 2, 6, 4, 3)
We also need to know each juror's wisdom score are you loving kidding me to determine their personality and how likely they are to be swayed. We roll, consult a chart, and place them on the jury grid.
pre:
Juror	6	5	4	3	2	1
1	2
2					2
3	3
4				2
5					2
6				2
7	2
8		2
9				2
10	3
11		2
12			1
A 1 rating is illogical, and gets moved 2 spaces instead of 1. A 2 rating is conventional, 1 point moves them 1 space. A 3 rating is contemplative, and takes 2 points to move one space. Above that we get some weird jurors that have restrictions on points spent and stuff.
Luckily for Stumbles, this jury is pretty open to being moved. Most of them already want to see him hang, including the two contemplative types, but there are a decent number doubting his guilt, too. Juror 12 will be a wild card and could very well decide the case.
Of course, Stumbles tries to tamper with the jury. He has no skill in Intimidation or Salesmanship, but can still try. He aims for Jurors 2, 3, 4, 5, 6, and 12, since Contemplative types are harder to convince. He doesn't push his luck, though… too many failed attempts and the judge might dismiss them all. Jurors 2 and 4 are bribed and threatened enough to be convinced of Stumbles' innocence, but Juror 5 goes to the judge, increasing Judge Paine's severity by 1.

Opening Arguments time! The Prosecutor is the Lawyer NPC given in the book, with Law at 40 and Oration at 44. Stumbles, knowing this day would come, scrounged up 6 BP over the course of his life of crime and bought the Law and Oration skills, at 97 and 92, respectively. We are heavily outmatched. The Prosecutor makes his speech, putting the legalities of the case into simple terms but playing it safe and not using any words that are too big, an Average Oration check:
code:
<skybot> 138 (d100+40=98)
Making an Average check gets the Prosecutor 4 juror points. Stumbles knows better, and makes a very simple speech, appealing to their emotions and basically pleading for his life, a Trivial check:
code:
<skybot> 162 (d100+90=72)
He makes the check as well, and gets 1 juror point. Both of them rolled well and could have gone for harder checks, but they were playing it safe. Failure of an average or easier check gets no points, but failing at a harder check gives points to your opponent!

The Prosecution uses their points to move Jurors 2 and 9 each two spaces towards guilty. The Defense moves Juror 8 one space towards innocent.
pre:
Juror	6	5	4	3	2	1
1	2
2			2		
3	3
4				2
5			2		
6				2
7	2
8			2
9				2
10	3
11		2
12			1
Next the evidence is presented. Each side role-plays their case, and the other players rate their performance on a scale of 1 to 6. The ratings are averaged and compared to a table. We can easily roll for this:
code:
<skybot> 1 (d6=1)
<skybot> 2 (d6=2)
Not much evidence, it seems. The prosecution's case is flimsy, and the defenders case refuted only minor portions of the prosecutor's case. Each side then makes Law skill checks to try to call upon precedent or other such legal maneuvering.
code:
<skybot> 58 (d100=58)
The Prosecution goes for a Difficult check, which at his "Advanced" skill level gets him a +2. Stumbles, however, is a novice and can only attempt a Very Difficult check:
code:
<skybot> 18 (d100-10=28)
Which he fails miserably at and gets no bonus. Scores are compared (3 vs 2) and the winner gets 10x the difference in their scores in Juror points! Ouch.

The prosecution is far ahead here, and looks to seal the deal. He moves Jurors 2, 5, and 8 1 space (3 points), Jurors 4, 6, 9, and 12 2 spaces (7 points).
pre:
Juror	6	5	4	3	2	1
1	2
2		2			
3	3
4		2		
5		2			
6		2		
7	2
8		2
9		2		
10	3
11		2
12	1	
Closing arguments come next, and the two sides make a contested Oration check. The difference between the two scores, divided by five, is the number of Juror Points up for grabs.
code:
<skybot> 58 (d100=58)
<skybot> 82 (d100=82)
The Prosecution gets a 58 while Stumbles gets an 82. The prosecutor succeed by 14 while the defense failed by 10. The prosecution wins by 24, divided by five and truncating gives 4 more points.

To lock up the case, the prosecutor moves Jurors 4, 5, and 8 all the way over. As we enter Jury Deliberations, though, our intimidation efforts pay off and Jurors 2 and 4 jump back to our side!

pre:
Juror	6	5	4	3	2	1
1	2
2						2
3	3
4						2
5	2
6		2
7	2
8	2	
9	2
10	3
11		2
12	1	
Each side gets 1d6 per juror in the 2 or 5 column and 2d6 per juror in the 1 or 6 colum, and they roll off, each roll representing 1 day in deliberations. The totals are compared, and the difference awarded to the higher roll in Juror points.
code:
<skybot> 50 (16d6=3, 4, 4, 3, 3, 6, 2, 4, 5, 1, 4, 3, 2, 3, 1, 2)
<skybot> 15 (4d6=4, 6, 1, 4)
Stumbles never had a chance. 15 points is enough to move every Juror all the way to the Guilty column, and their side gets 35 on the first day. Lucky for him, they don’t hang for his crime, but he is sentenced to many years in jail.

The legal minigame is neat! gently caress the rest of this game though.

Dagon fucked around with this message at 16:49 on Feb 25, 2014

Dagon
Apr 16, 2003




Rifts is certainly a thing. Maybe even a game? Nobody knows. I thought it might be neat to make one character in Rifts, but from every World and Dimension book. That is, embrace the multiverse aspect of things, and roll up one character with multiple versions. John Doe, coalition citizen; John Doe, Atlanean; Doe John, cyber-samurai; Jo-N D0, robot space pirate; and so on. Roll stats one time, go to each book and find something that he can be with those stats, and make it.

So to get things started, we need our initial stats. We roll 3d6, 8 times, in order.
Stats: 8#3d6 14 9 10 11 6 8 5 15
Those are, in order: IQ, which is our characters actual Intelligence Quotient divided by 10; ME, or Mental Endurance, which has to do with mental and emotional stress and psionic attacks; MA, or Mental Affinity, which is how personable and trusting we are; PS, or Physical Strength, how buff we are; PP, or Physical Prowess, our dexterity and agility; PE, Physical Endurance, our stamina; PB, Physical Beauty, how hot we are; and Spd, which determines our speed.
pre:
IQ	14	PP	6
ME	9	PE	8
MA	10	PB	5
PS	11	Spd	15
With the normal human range being 3-18 and averaging 9ish, our personality and strength are pretty average, we are kind of smart and kind of fast, but ugly and clumsy. We don't get any bonuses until we hit 16, in which case we would have rolled another 1d6 and added it to the score, repeating if that rolled a 6. So the exceptional people are really exceptional, often even superhuman.
The Ultimate Edition added a thing to compensate for low attributes, and we are going to take advantage of it. Since we have two or more attributes below 7, we get to add +1d4+5: 9 to another attribute, and a flat +3 to another attribute or a +2 to our Perception. Unfortunately this specifies other attributes, so we are stuck with our 6 PP and 5 PB. Because role playing.
pre:
IQ	14	PP	6
ME	9	PE	11
MA	19	PB	5
PS	11	Spd	15
We bump our MA up to 19, so we are ugly, but charming, and our PE to 11 so we aren't totally unhealthy. Looking at our bonuses and penalties quick, we see our MA of 19 gives us a 55% chance to gain someone's trust or intimidate them. Our PP of 6 gives us -1 to initiative, -2 to strike, parry, dodge, disarm, entangle, pull punch, and roll with impact, -15% on skills that require high manual dexterity like picking pockets, and -5% on skills requiring any manual dexterity. PB of 5 means we get -5% to skills that might need a good first impression, like Performance and Public Speaking, and -20% to Seduction, but +5% on Interrogation.

As a non-supernatural creature, we are gooey Hit Points (HP) in a Structural Damage Capacity (SDC) candy shell. Our Occupational Character Class (OCC) should tell us how many SDC, but some don't, and for those ones we get 2d6+12: 18. This is our "flesh wound" damage. We also get HP equal to our PE+1d6: 12, adding another 1d6 for each level we gain. This is the real hurt - if we get to 0 HP, we collapse, fall into a coma, and will die without medical assistance. We can survive down to -11 (PE) HP - past that, there's nothing left to save.
Mega-Damage Capacity (MDC) and Mega-Damage, for the uninitiated to Rifts, are equal to 100 SDC. This is a one-way street. 1 point of Mega-Damage, from say, a pen-sized laser, can obliterate a human, but a hundred points of normal damage, say from a company of marines opening fire on your robot suit, doesn't even scratch the paint.
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15		
If we aren't in a Racial Character Class (RCC) or OCC that gives us psychic powers, we still might have them if we roll lucky. Are We Psychic: 1d100 69 Not psychic. Sorry.

We are going to skip choosing an alignment, because alignment is dumb and I'm probably going to have to change it once I start picking classes.

Now, the good stuff. We start with the core book, the Ultimate Edition to be exact, so it probably has some errata and I think it has a couple of extra classes maybe? Who knows, I haven't read these things since I was a teen.

Of course, we have to go with…

...the iconic Glitter Boy. It was a toss up between Vagabond and Glittery Boy, but guy with a 25 million dollar robot beats homeless guy.

Glitter Boys, to explain things for non-Rifts people again, are rare pre-Rifts power armor suits with a really big gun. They couldn't be rolled up into the regular power armor soldier classes because reasons. They are "Glitter" because they have shiny anti-laser armor. Unsurprisingly, the Ultimate Edition has an aside from Kevin Siembieda explaining that a Glitter Boy was his first ever Rifts character because he just watched Bubble Gum Crisis. That’s right, the entire class is an knock-off anime Mary Sue.

But, we need a PP of 10 to be a Glitter Boy. We stumble out of the recruitment office, tripping over our own feet and with a single tear rolling down our cheek, and sign up for perhaps the second best class in Rifts, the Rogue Scholar.

Rogue Scholars only need a 10 IQ and MA. It recommends a high ME but it can shove it, I'll go crazy reading eldritch texts if I want to. We get the ability to teach others new skills, a +20% on Find Contraband related to pre-Rifts artifacts, -40% off list price for any such items, and a 50% off discount if we spend 24 hours working for the Black Market doing their homework, nerd. We can recognize authentic items at 58% +3%/level, restore and improve old stuff by 8% per level at 58% +3%/level, get +10% to Art, Calligraphy, Forgery, and Photography skills, and +1 to IQ, +2 to MA, +5 Perception, and +2d6: 6 SDC.
pre:
IQ	15	PP	6	SDC	24
ME	9	PE	11	HP	12
MA	21	PB	5		
PS	11	Spd	15		
Wow! Sure beats a badass robot suit!

Next, we get skills. There is a big list of OCC skills we get, another big list of related skills we get to pick from and get a bonus on, and another big list of Secondary Skills we get to pick from. There are also some Weapon and Hand to Hand skills thrown in there.
We grab a few, look up their skill level, and apply bonuses and penalties from our class and our lovely attributes:
pre:
Literacy: American	95	WP Sword	
Literacy: Euro		65	WP Energy Pistol	
Literacy: Chinese	65	WP Energy Rifle	
Literacy: Dragonese	65	WP Shotgun	
Language: American	98	Hand to Hand: Basic	
Language: Euro		78		
Language: Chinese	78		
Appraise Goods		55		
Basic Math		75		
Computer Operation	65		
Computer Programming	50		
Creative Writing	45		
Find Contraband		45		
History: Pre-Rifts	63		
History: Post-Apoc	65		
Public Speaking		50		
Research		75		
Pilot: Automobile	67		
Art			55		
Salvage			45		
Lore: Demons		45		
Lore: Faerie		45		
Botany			40		
Biology			45		
General Repair		35		
Cryptography		40		
Forgery			20		
Intelligence		36		
Dancing			25		
Now we get to pick our equipment. We get a suit of light MDC body armor and one weapon for each WP we have, and a personal vehicle matching our pilot skill (we'll get to these later). A set of travelling and a set of dress clothes, a cd recorder/player and headphones, a video disc player, a digital camera, a portable language translator, two notebooks, a sketch pad, a dozen pencils and markers, a dip pen and ink, a magnifying glass, binoculars, a hat, a survival knife, a bedroll, knapsack, backpack, carrying case for artifacts, an extra sack for books, a radio, personal items, 2d6x100: 600 credits, and 3d6x1000: 3d6*1000 15000 credits worth of black market saleable artifacts.

Well, that’s almost like a 25 million credit robot. I mean, we got a hat.

Lets go shopping! We get armor, 4 weapons, and a car.
It talks about "light" armor a lot, but never classifies any of it. We pick the Bushman because it looks cool and is expensive, but it says it is "lightweight." It provides 60 MDC on our body, 50 on our head, 30 on each arm, and 55 on our legs. It is also sealed so I guess we aren't getting gassed.
For our weapons, we get a NG-57 Northern Gun Heavy-Duty Ion Blaster, an ion pistol with a small e-clip but two damage settings, 2d4 or 3d6 MD. Our rifle is a Wilk's 447, with a 20 shot clp that does 3d6 damage and has a 2000' range. We grab a Vibro-Saber, which does 2d4 MD, for our sword. Lastly I guess Ultimate Edition doesn't give SDC weapon stats so we have a shotgun for duck hunting.
Our ride is the Mountaineer ATV, which despite the name is a pretty big off road truck thing. It'll do 120mph and has a 210 MDC body, 25 MDC tires, and a 50 MDC pilot compartment. It also would look pretty ballin in the wasteland:


That’s it for the first version of John Doe. We have a car and the special ability to get a job. Totally not missing out on having a sweet robot suit, no sir. Especially not one that could one-shot my truck.

Next time, World Book 1: Vampire Kingdoms, or, Juan Doe: Vampire Hunter!

Dagon
Apr 16, 2003




The first follow-up to this wacky Rifts adventure is world book 1, vampire kingdoms. Where are these vampire kingdoms? Mexico. I think this is all covered in a F&F review, but Rifts somehow makes even vampires stupid as all hell.

Here is what we originally rolled up for stats:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15		
Now, this book doesn't really have any OCCs in it. Its mostly about vampires, gangs, vampire hunters, and traveling carnivals. You would think we would probably get some sweet Vampire Hunter class, but nope. Instead, John Doe's second incarnation is going to take an RCC, particularly, the Secondary Vampire.

Juan Doe: Vampire Hunter


To spoil things that are at the very beginning of this book and nobody cares about, the Vampire family tree starts with a Vampire Intelligence, which is some sort of alien life form that crosses dimensions in search of your blood. It is that big tentacle eyeball blob in the back. It can make Master Vampires, who I guess are that Dracula dude pictured. They can make Secondary Vampires who are almost as good as the Master but a little dumber and weaker. Lastly there are Wild Vampires, who can be made by Secondary Vampires, but are crappy howling hordes.


Master isn't an option and Wild sucks, so Juan is a Secondary Vampire. RCCs are supposed to be like a race as class thing, so some of them modify your starting rolls. I'm just going to add the bonus where I can, and roll dice and add or subtract where needed, from our already-rolled stats.
pre:
IQ	16	PP	14	"HP"	3d4x10: 110
ME	15	PE	20	PPE	1d4x10: 20
MA	25	PB	6	ISP	3d6x10: 110	
PS	25	Spd	25	HF	12
We got better at everything, but are still an ugly motherfucker. We gained a Horror Factor (HF), Inner Strength Points (ISP), and Potential Psychic Energy (PPE). ISP for for psionics, PPE is for magic. We also got some scare quotes around our HP: we are impervious to most weapons, including mega-damage ones, so those HP are just there for the weapons that can hurt us.

We get 5 hand to hand attacks per melee, and can mix in psionic attacks with them. If we had spells before getting bit, we keep half of them. Our bite does 2d6 MD, a pulled punch 3d6 SD, a full-strength punch 2d6 MD, a power punch takes two attacks and does 4d6 MD. If we fight another vampire, our attacks go straight to HP. In addition to whatever our high attributes give us, we get +3 on saves vs horror factor, +2 on initiative, immunity to psionic and magic sleep and paralysis, and +3 on saves vs magic and psionic mind control. We also get to keep 10 skills from our past life.

So that’s it for Juan Doe: Vampire Hunter. Its still no shiny robot, but we can punch heads off and shrug off bullets and lasers and stuff.

Next stop, Atlantis!

Dagon
Apr 16, 2003


Ryuujin posted:

Though that does suggest that any vampire trying to feed will pulp any SDC individual they bite before they can start drinking blood.

I was curious about that, remembering that vampires have a "slow kill" to make more vampires, and hey look at that there is another chapter with the vampire powers in it. So, an addendum to the last character:

Vampires have to drink 2 pints of blood every 48 hours or they start going crazy and taking penalties to stuff. Victims slain for their blood don't turn into vampires, of course, so I don't think you specifically have to bite to feed. Rip heads off and gulp.

If you want to turn someone into a vampire, you slowly drain them over three consecutive nights. It doesn't say how this is done, but at the end, they die and (for secondary vampires) have a chance to come back as a secondary or wild vampire.

Vampires can also mind control people and dominate other vampires, they get a few psionic powers (to use those ISP on), the ability to turn into a wolf, mist, or a bat which has a SDC bite so I guess they can drink blood that way. They can summon bugs, dogs, and fog. They can see in the dark, smell blood, echolocate like a bat, don't breathe, don't bleed, and are impervious to stun attacks, fire, heat, cold, artificial light, drugs, and alcohol.

They regenerate fully overnight and live forever. The stuff that does actual damage to them is wood (stakes), silver (bullets), herbs (garlic), the cross, running water, sunlight, not sleeping on their home soil, and fire (once weakened). A squirt gun does 2d6 damage, a fire-truck mounted hose does 1d6*10.

Dagon
Apr 16, 2003


Mors Rattus posted:

...doesn't that mean that the most cost-effective way to fight vampires is to outfit a small unit with Super Soakers?

Better yet, there are rules for having your Techno-Wizards make magical super soakers for vampire hunting.

Edit: Except for that cost-effective thing:

39,865 credits for quadruple range and shots, and an extra dice of damage. Probably cheaper just to hire another person with a water gun.

Dagon fucked around with this message at 22:02 on Feb 28, 2014

Dagon
Apr 16, 2003


Continuing the John Doe Rifts adventure with...



Again, our base stats are:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15		
Atlantis has two major factions; the Splugorth, evil alien intelligences (like the vampire lord) who enslave people and do all sorts of bio-magic and other craziness; and the True Atlanteans, descendants of the original Atlantis who escaped disaster and fled into other worlds. Being a True Atlantean is kind of boring, so lets go with some crazy Splugorth poo poo.

A Kittani Warrior sounds good. The Kittani are technologically advanced ape-men who had a space-faring empire of their own, until they were wiped out by the Mechanoids (Skynet, p much). The Splugorth leaders discovered the fleeing Kittani armada and saved their monkey butts, and now they have been buddies for 38,000 years.


Much like the Vampire, last time, this is an RCC, so it gets its own stats. We modify our already rolled stats accordingly:
pre:
IQ	27	PP	9	SDC	50
ME	20	PE	17	HP	12
MA	25	PB	5	PPE	1
PS	19	Spd	15	ISP	50
We get Hand to Hand: Expert, can do MD with our punches, get +1 to strike, parry, dodge, pull/roll with punch/fall, and tackle, and +2 to save vs Horror Factor. We are a major psionic with the Mind Block, Sixth Sense, Speed Reading, Total Recall, Object Read, and Telemechanics powers.
Unlike the vampire, who gets skills based on his previous self, the Kittani Warrior has his own set of skills:
pre:
Math: Basic			70	WP Blunt	
Math: Advanced			70	WP Sword	
Radio: Basic			65	WP Energy Pistol	
Radio: Scrambler		50	WP Energy Rifle	
Surveillance Systems		45	WP Heavy MD Weapons	
Intelligence			46	WP Heavy Military Weapons	
Pick Locks			45	WP Military Flamethrowers	
Pilot: Robots and Power Armor	59	Hand to Hand: Martial Arts	
Pilot: Robot Combat: Basic		WP Knife	
Pilot: Military: Tanks & APCs	40	WP Quick Draw	
Pilot: Military: Jet Fighters	44		
Language: Dragonese		83		
Language: Gobblely		83		
Boxing			
Climbing			55		
Swimming			65		
Cryptography			35		
Optic Systems			40		
Basic Mechanics			35		
Robot Mechanics			25		
Demolitions			73		
Field Armorer			55		
Body Building			
Physical Labor			
Track and Trap Animals		25		
A few of those (Boxing, Body Building, Physical Labor) don’t have skill percentages. Instead, they modify our stats. Body Building gives us +2 PS and +10 SDC. Boxing gives us +1 attack, +2 to parry and dodge, +1 to roll with impact, +2 PS, and +3d6: 13 SDC. Physical Labor gives us +2 PS, +2 PE, and +2d8: 12 SDC.
pre:
IQ	27	PP	9	SDC	85
ME	20	PE	19	HP	12
MA	25	PB	5	PPE	1
PS	25	Spd	15	ISP	50
Because we have Martial Arts, we start with 4 attacks per melee, +3 to pull/roll, and can judo toss our opponent. Because we have Robot Combat we get that many attacks in robots too, plus 1. We also get +1 to strike, parry, dodge, and roll in hand to hand.

It doesn't say what equipment we start with, but we would probably have something like the K-4 Laser Pulse Rifle, which does 3d6+6 MD or 1d6*10+6 MD in a 3-shot burst, and Kittani Explorer Armor, with 85 MDC.

We would also probably have at least the K-Universal Light Power armor, if we can talk our GM into it. It has 220 MDC in its main boxy, can run 40 mph and make jump pack assisted leaps and flight, but has no weapons of its own.

If our GM is really open to stupid stuff, aka letting us have equal footing with Glitter Boys, We would talk him into the Kittani Serpent Power Armor, with 375 MDC body and a double-bladed plasma axe that does 1d4*10 MD with a chop or a plasma blast, a shield with 200 MDC and a mini-missile launcher, and a vibro-blade tail that does 3d6 MD.


And we get to look pretty badass for a monkey-man.

Next time, England!

Dagon
Apr 16, 2003




quote:

Rifts is certainly a thing. Maybe even a game? Nobody knows. I thought it might be neat to make one character in Rifts, but from every World and Dimension book. That is, embrace the multiverse aspect of things, and roll up one character with multiple versions. John Doe, coalition citizen; John Doe, Atlanean; Doe John, cyber-samurai; Jo-N D0, robot space pirate; and so on. Roll stats one time, go to each book and find something that he can be with those stats, and make it.

Once more, our base stats are:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15		
I hated this book even when I was 14 and Rifts was cool. It introduces magical trees and herbs and a bunch of other magic poo poo and aliens recreating camelot and the truth behind stonehenge and druids and ugh I don’t caaaaaaarrrre give me more giant robots.



Someone on IRC wanted me to make a Chiang-Ku dragon because they are hilarious and out of place and can make magic tattoos, but that image is a fake out and I'm not going to do that because I'm tired of RCCs. My second choice was the Temporal Wizard, but we aren't healthy enough for that.

Instead, Sir John of Doe is going to be a Knight.

No requirements, just be brave and Mrrlyn (An evil alien intelligence, like the vampire bosses and those splugorth slaver dudes in Atlantis, but different) picks us!

We get a slight bump (+20) to our SDC since we are fightin dudes, but otherwise go right to skills.
pre:
IQ	14	PP	6	SDC	38
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15		
pre:
Land Navigation			50	WP Sword	
Wilderness Survival		45	WP Archery	
Identify Plants and Fruits	40	WP Spear	
Horsemanship			73	WP Energy Rifle	
First Aid			70	WP Energy Pistol	
Math: Basic			60	Hand-to-Hand: Expert	
Language: Euro (Native)		89		
Language: Amurican		73		
Language: Dragon?		73	
Fishing				55	
Sewing				55		
Military Etiquette		50		
Demolitions			73		
Wrestling			
Kick Boxing			
Running			
Climbing			50		
Pilot: Robots and Power Armor	64		
Pilot: Jet Packs		46		
Mythology			45	
Again, we picked up a bunch of Physical skills that boost our stats because our stats sucked. Here they are after applying Wrestling, Kick Boxing, and Running bonuses:
pre:
IQ	14	PP	6	SDC	59
ME	9	PE	14	HP	12
MA	19	PB	5		
PS	14	Spd	28
We get a first aid kit, sleeping bag, saddlebag, backpack, utility belt, matches and a lighter, flashlight, 1 pair of handcuffs, 100' rope, grappling hook, 5 metal spikes, sunglasses, an air filter, binoculars, and 1 week of rations. Rolling for equipment, such verisimilitude.

As far as equipment we care about, we get 4 wooden stakes and a mallet, a silver cross, a conventional sword, and a sidearm and energy rifle. We get some traditional-knight-looking MDC armor and a floppy hat with a plume. We also get a horse, but we can trade that for a robot horse or motorcycle which uhhh yeah we do that. I wanted some light power armor to ride in while on our robot horse but no, that will have to wait until later books.

Dagon
Apr 16, 2003




World Book Africa is pretty crazy, and not really in the good way. It has the four horsemen of the apocalypse along with piles of Egyptian gods. Alien Rope Burn covers its ridiculousness pretty well in his F&F Review

Again, starting from:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15		
This book is silly, but it does have one redeeming thing for our purposes:

The Phoenixi RCC. The Children of Bennu the Phoenix (actually a heron but Rifts don't give a poo poo), except they are actually just some bird dudes from another dimension.

It’s a RCC so we get some stat changes. Here they are, retroactively applied to our original rolls:
pre:
IQ	21	PP	6	MDC	240
ME	13	PE	23	PPE	800
MA	20	PB	10	ISP	300		
PS	15	Spd	20	HF 10		
So yeah, not only better stats, but we have more MDC than most normal body armors, and are a bigger magic and psychic energy battery than mid-level wizards and psychics. John Bird here is also impervious to fire and heat, doesn't breathe air, can see like a hawk, has 200 foot nightvision, can see invisible, heals at 10x human rate, and communicates telepathically. When threatened, Phoenixi can burst into flames and get another 20 MDC per level, add 2d6 MD to their hand to hand attacks, and throw fireballs that do 3d6 MD. When they die, they instantly regenerate.

What.



Yeah. Just don't die more than once every 12 hours and you are totally fine.

In addition to all of those bonuses, we get another +2 to initiative, +20% to save vs coma and death, +2 to save vs foreign chemicals, and we know the Telepathy, Pyrokinesis, and ALL healing and physical psi-powers, and ALL fire magic spells, mystic portal, dimensional portal, and close rift.

Yeah. That’s like, 8th level spellcaster and psionic poo poo at level 1. Guess you have to have somewhere to spend those piles of ISP and PPE.

For skills, we get:
pre:
Math: Basic		80	WP Axe	
Math: Advanced		80	WP Archery	
Astronomy		45	WP Energy Pistol	
Land Navigation		60	Hand to Hand: Expert	
Navigation		55		
Wilderness Survival	45		
Intelligence		46		
Language: Dragonese	98		
Literacy: Dragonese	65		
Language: Gobbeley	73		
Philosophy		35		
Ventriloquism		20		
Prowl			30		
Safe-Cracking		24		
Dance			35		
Play Instrument		40		
Sing			40		
Impersonation		34		
Juggling		40		
Bird bards are pretty tough!

Dagon
Apr 16, 2003




Looking back, this one is just as dumb as the rest, but as a kid, having a bunch of robot and gun porn was sweet as hell, and they got to fight the gargoyles and monsters and they weren't obviously Nazis like the Coalition even though they are German.

Again, Johann Doe:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15	
I figure I haven't made a cyborg yet, so lets look at the NGR's Cyborg Soldier OCC. Prereq ME 15, drat. Guess they don't want you to lose your poo poo when you lose your poo poo. In that case, I still want my robots so how about Power Armor Commando? Prereqs IQ 11 ME 12 PS 14 PP 14, drat, no way. Intelligence Commando? IQ 9 PE 14 PS 9. Police? IQ 8 ME 10. Our lovely stats are really starting to get in the way. I guess we join the infantry, since they don't have any requirements, just recommendations.


Still, sweet cyclops helmet and codpiece.

We dive straight into skills, and you know I'm gonna grab physical skills because I hate our stats right now and robot piloting poo poo because I'm holding out for the equipment section.
pre:
Math: Basic			60	WP Automatic Rifle
Literacy: Euro			55	WP Energy Rifle
Language: Euro			98	WP Heavy MD
Radio: Basic			60	Hand to Hand: Expert
Computer Operation		55	Robot Combat: Basic
Pilot: Robots and Power Armor	79	Combat Driving
Pilot: Tanks and APCs		60
Pilot: Truck			59
Wilderness Survival		45
General Athletics
Climbing			55
Swimming			65
Running
Weapon Systems			55
Body Building
Kick Boxing
Acrobatics
After skill mods:
pre:
IQ	14	PP	7	SDC	42
ME	9	PE	14	HP	12
MA	19	PB	5		
PS	16	Spd	27	
We get the T-10 body armor (100 MDC) and TX-42 energy rifle (2d6 MD or 1d4*10 MD 3-round burst) as our standard kit, along with a couple grenades and some typical military stuff. "Upon Assignment" we can have a little better armor, a jet pack, and not much else, except for tanks and stuff. I was thinking of giving him the "XM200 Mini-tank" but apparently that isn't in the book despite being in the equipment section. Lets take the XM-300 "Terror" Mini-Tank, maybe that is what they meant.

Oh yeah, that’s some GI Joe poo poo.

Unfortunately it needs two crew (gunner and pilot), so no solo tanking for Johann. It'll do 95mph, and can swim along at 10mph in the water. Its main body has 300 MDC, and most other parts (individually specified, of course) are 5-30.
Its main cannon is an Ion weapon that does 1d4*10 MD. It has a hatch mounted laser gun that does 4d6 MD. On the front of the tank it has two rail gun turrets that do a 1d4*10 MD 30-round burst (each). On the back it has a mini-missile launcher that will do 1d4*10 MD with normal missiles. If that wasn't enough it has two flamethrower turrets on the back that do 1d4 MD each.

So, we need a buddy and our tank has pretty lovely armor, but we can tear rear end around at high speeds and shoot ions at people.


Next time: South America! CJ Carella!

Dagon
Apr 16, 2003


goatface posted:

The ion cannon does as much damage as a three round burst from your standard rifle.

That is a pretty awful tank gun.

Not everybody can have a rad hover battle tank with a huge gun:

(it does 2d4*10!)

Dagon
Apr 16, 2003




I remember buying this book, but the only thing I remember is it having a sweet cover and some conquistador robots.


Pretty sweet, huh? I'm going to make one of that guy, on the cover.

Again, John Doe:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15	
That thing on the cover (not the headless bug, the one doing the ripping) is an Anti-Monster. Anti-Monsters are techno-wizard cyborgs from Colombia. Normally we have to be a minor psychic to start the process, and I didn't roll any psychic powers, but I am going to ignore that because look at that sweet monster thing on the cover.

The process turns us into a crazy 7 foot tall 400 lb monster and we have a 5% chance of our body rejecting the magical grafts after 1d4 years. If that happens, we have to save vs Coma/Death at -15% or we are hosed. Even if we make it, we get huge penalties for months and then some minor penalties permanently. Then it happens again 1d6 years later, and again 2d4 years after that! If we survive all three times, we are safe. We also become really inhuman and have an 80% chance of developing an obsession. Obsession: 1d100 39 yup, so lets see what… Obsession: 1d100 67 Roll from the core book ugh Obsession: 1d100 10 Coalition States. Oh that’s not so bad, we are obsessed with loving up the skull-crazed Nazis from Chicago.

We become a MDC creature, with 1d6*10+400: 440 MDC, which we regenerate at 4d6 MDC per minute. Our PPE and ISP drop to 1d4 each: 4 3 but can't be sucked out by bad wizards. Our attributes jump up, like we had an RCC.

pre:
IQ	14	PP	22	MDC	440
ME	9	PE	30	PPE	4
MA	24	PB	3	ISP	3
PS	38	Spd	60	
Non-MDC heat, cold, and weapons don't hurt us, of course. We don't need to eat or breathe and can survive in outer space. MD heat, fire, plasma, and cold do half damage. We are immune to poisons, drugs, and magical potions. We get the following spells built-in, usable 3/day as if we were a 5th level wizard: Blinding Flash, Globe of Daylight, Chameleon, Armor of Ithan, Magic Net, and Shadow Meld. We can also use rune weapons and other wizard crap. We can detect psychic and magic energies within 50 feet, and sense supernatural beings nearby. We get a bunch of bonuses to combat stuff, too.

We take double damage from rune weapons, wormwood magic, and millennium tree wands, staves, and weapons.

We only get a few skills, but we get a decent number of secondary skills to fill, and I'm taking ALL of the physical ones.
pre:
Radio: Basic		60	WP Energy Rifle	
Wilderness Survival	45	WP Sword	
Piloting: Sail Boat	75	WP Energy Pistol	
Language: Spanish	98	WP Flamethrower	
Language: Euro		73	Hand to Hand: Martial Arts	
Demon and Monster Lore	45		
General Athletics			
Aerobic Athletics			
Body Building			
Boxing			
Forced March			
Gymnastics			
Kick Boxing			
Outdoorsmanship			
Physical Labor			
Running			
Wrestling		
For a grand total of:
pre:
IQ	14	PP	23	MDC	440
ME	9	PE	39	PPE	4
MA	24	PB	3	ISP	3
PS	50	Spd	70	
We get a suit of MDC armor hahahah I forgot we can wear stuff on top of our natural MDC (Heavy Infantry Armor, 420 MDC) two energy weapons of choice (the Dragon-1 Plasma Projector, 5d6 MD; and the RC-10 Laser Pistol, 1d6 MD, both made in Colombia) , and three archaic weapons of choice (who cares).

We also get Mystical bionic lungs, retractable claws (1d4 MD per finger), and 1d4+1: 5 other cybernetic implants during the transformation. I'm assuming these are just like normal cybernetics but a wizard did it. Lets go with Bionic Booster Jets (Jump 20 feet high and 30 feet across), a Multi-Optic Eye (including telescope, macro lens, passive nightvision, thermal imaging, light filters, and a targeting display), two extra hands and arms, and poo poo, a clock calendar.

Dagon
Apr 16, 2003


Ryuujin posted:

Man that seems a little crazier than I remember, but I didn't remember the extra cybernetics and part of that is all those physical skills. I forget is the strength supernatural? Thus giving a massive carrying capacity. And if I remember correctly it specifically can harm vampires with its natural attacks.

It is basically built to hunt and kill vampires, and other supernatural monsters.

Yeah, the strength is supernatural, and it specifically does 2d6 HP damage to Vampires (4d6 on a power punch, plus strength bonus). So with like 8 hand to hand attacks per round at a pretty good chance to hit, dude is gonna paste a vampire like my WB1 character in a couple of rounds.


I think I am going to take the Rifts characters in groups of 6 and run them up against some tough-ish challenge to see how they fare in combat. This should show how these numbers work and also give an idea of some of the power creep as we get to later groups.

Dagon
Apr 16, 2003


To judge our level 1 party (consisting of a Rogue Scholar, Secondary Vampire, Kittani Warrior, Knight, Phoenixi, NGR Soldier, and Anti-Monster), we will put them against a tough monster. Our party is kind of big, because I forgot about the core book character, but it is ok since the Scholar and Knight are sort of worthless.

Rifts doesn't have any sort of Challenge Rating or way to judge how mean something is, but that is ok, because I want something mean. Not quite as mean as one of the Four Horsemen, but enough that they will have a tough time killing it, and probably not kill a second one if it gets that far. That way, I can use the amount of damage done as a score for each time.

The Rifts Conversion books have a bunch of stuff for playing things from other Palladium games, and Conversion book 3 is full of demons, so probably a good source for a foe for our party. They are going to fight an Arch Fiend. An Arch Fiend in a Robot.

pre:
Level: 1d4+3 7

IQ: 2d6+10 21	PP: 2d6+12 15	MDC: 4d4*10+40 180
ME: 1d6+14 15	PE: 3d6+10 17	PPE: 3d4*10+40 120
MA: 3d6+10 21	PB: 2d6+6 9	HF	15
PS: 2d6+14 21	Spd: 2d6+20 25

Streetwise	65	Intelligence	82
Land Nav.	88	Track Humans	77
Escape Artist	87	Pick Locks	82
Palming		72	Concealment	65
Locate Secret	72	Demon Lore	87
Basic Math	98	Prowl		72
Climb		92	Literate: Elven	82
Literate: Euro	82	Literate: Gobb	82

Attacks per melee: 5 or 2 magic

Bonuses: +3 Initiative, +4 strike, +2 parry/dodge, +5 pull punch, +3 roll,
+3 magic saves, +10 horror saves, +6 damage.

Magic: All level 1 spells, plus Chameleon, Shadow Meld, Multiple Image, 
Fear, Escape, Mystic Portal, Magic Net, Circle of Flame, Fire Ball, Fiery 
Touch, Repel Animals, Turn Dead, Animate & Control Dead, Exorcism, 
Banishment, Desiccate the Supernatural, and Heal Wounds.
His robot:

pre:
Titan Footman Power Armor
MDC by Location:
Backpack Mini-Missile Launchers (2 towers)			60
Belly Laser Turret	20	Forearm Vibro Swords (2)	30
Leap Jets (2, back)	30	Hands (20)			20
Arms (2)		60	Shoulder Plates (2)		80
Legs (2)		100	Head				90
Main Body		240

Running			50mph	Leaping		12', 100' jet-assisted
Physical Strength	Equal to PS 24 (+9 Damage)

Weapon Systems:
Mini-Missile Launcher: Fragmentation 5d6 MD in 20' radius, AP 1d4*10 
MD in 3' radius. 1 mile range. 10 missiles in each launch tower. Can fire in
volleys of two.
Belly Gun: 2d4 MD, 4d4 MD twin blast. 1000' Range. Unlimited payload.
Grants an extra attack per melee.
Vibro-Blades: 2d4 MD.
Restrained Punch:	6d6 SD	Full Strength Punch: 	1d4 MD
Power Punch:		2d4 MD	Claw Strike: 		1d6+2 MD
and a backup gun if he needs it:

pre:
NG-LP25 Laser Pulse Submachine-Gun: 2d6+1 MD, 5d6 MD 3-round 
burst. 1000' Range. 36 shot long e-clip.

Dagon
Apr 16, 2003


Our arena is a flat plain, our teams 1200' apart. In the center of the battlefield is a small ruined building, roughly 600' from the party and the enemy. It is dimly light by a non-sun light source. The Scholar is in his ATV, the Vampire on foot, the Kittani in K-Universal light power armor, the Phoenixi floating nearby, the Soldier in his tank with the Knight as his gunner, and the Anti-Monster on foot.

Roll Initiative! 8#1d20 13 1 18 9 6 9 6 1
Monster: +3 = 16
Scholar: +0 = 1
Vampire: +2 = 20
Kittani: +0 = 9
Soldier: +0 = 6
Phoenixi: +2 = 11
Knight: +0 = 6
Anti-Monster: +2 = 3

Everybody has multiple attacks, so each person gets one attack in order of initiative, then we go through again over and over until nobody has attacks left.

Vampire goes first, his speed isn't quite high enough to get to the cover of the ruins and his psionics are pretty useless, so he turns into a bat!

The archfiend is next and launches a pair of fragmentation mini-missiles at the group. He isn't proficient so he doesn't get his bonus to strike, but he can try to get people in the blast at least. The target is the mini-tank, and we only roll once for the entire volley.
Attack: 1d20 13
A 5+ is a hit. People could sacrifice an action to try to dodge, but they can probably take it and will get to roll with impact anyway. I'm going to roll damage once because gently caress doing it for everyone.
Damage: 10d6 34
The mini-tank takes 34 to its main body. The ATV takes 17. Everyone else gets to roll with impact.
Roll with impact: 4#1d20 6 19 10 5
The Kittani definitely dodges (roll to beat the hit roll), the others add their modifiers. The Phoenixi is close, with a modified 12, but not quite. So the mini-tank takes 34, the Kittani 9, and everyone else takes 17. Except the vampire, who is immune.

The Phoenixi goes next, and with a fly speed of 50, covers 750' of ground in one action, flying past the ruins.

The Kittani is in laser rifle range, and fires a burst.
1d20: 1d20 13
A hit! The Archfiend tries to dodge.
1d20+2: 1d20+2 13
Matching it is good enough, and the robot hops out of the way.

The soldier and knight go at the same time. The soldier, driving, guns it, zipping 2000' around the arena. The knight returns a volley of four armor piercing mini missiles of his own.
1d20: 1d20 9
A hit. Or four hits, whatever. The Archfiend dodges.
1d20+2: 1d20+2 18
Sacrificing one action to get out of the way.

Anti-Monster is next. With his speed of 70, he moves 1050' and almost closes the gap.

The Scholar pops the hatch on the ATV to zap at the archfiend with his laser rifle.
1d20+1: 1d20+1 8
Hit!
3d6: 3d6 16
Finally, some damage!

That is the first action of the first round. gently caress Rifts forever. I'm going back to making stupid characters.

Dagon
Apr 16, 2003


One rotation of one round of Rifts combat burnt me out, but I finally feel up to it again, so continuing on with a character from every Rifts worldbook...



This book was also awesome back in the day. It had more CJ Carella bullshit, plus aircraft carriers and cool underwater robots and stuff.
The art was pretty sweet too:


I was always crazy about the robots and hardware back in the day, and never really paid attention to the rest of the book, so I am going to fix that right now and make:

The Humpback Whale RCC.

PLEASE NOTE: NOT ALL WHALES ARE PSYCHIC


Again, our John Doe:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15	
This is an RCC, so we go all crazy on our stats again:

pre:
IQ	17	PP	12	SDC	180
ME	16	PE	21	HP	210
MA	27	PB	4	HF 10	
PS	41	Spd	25 (Swimming)	
Whales don't get many skills, but oddly, we do get to pick a few from a narrow list. The Rogue list is mostly available, so we are a hustler whale.
pre:
Swim				98
Track and Hunt Sea Animals	30
Underwater Navigation		65
Undersea Survival		45
Language: English		58
Gambling			35
Pick Pockets			30
Seduction			23
Whales don't get any equipment, but they do have a pile of special abilities. We can swim a mile deep, hold our breath for a long time, sense magnetic north and electromagnetic signatures, use echolocation, and recognize other whales. In combat we get a few special moves like a diving ram and breaching, but only get 1 attack per round. Our power strike ramming attack can do 1d4 MD!

Most importantly, Humpback Whales, like the dolphin and other whale RCCs, get access to innate Ley Line magic. When on a Ley Line, we can: charge up with energy and become a MDC creature; shoot blasts of energy (2d6 MD); go super fast; and double our natural healing rates. We get 4 spellsongs and some PPE (131) to use them, and we are a Minor (31) Psionic, with 32 ISP and a handful of crappy sensory powers.

Unfortunately, we are just too big for WHALE POWER ARMOR

Dagon fucked around with this message at 00:18 on Mar 14, 2014

Dagon
Apr 16, 2003


goatface posted:

So if you choose to be a whale, you become more intelligent than the man you were previously?

Normally if you were going to choose a RCC you would roll whatever it tells you to for stats. Instead, I'm using our original rolls and taking the difference, adding or subtracting dice where needed. Humpback Whales roll 2d6+6 for Int, though, so yes they are smarter than people on average.

Dagon
Apr 16, 2003




I really wanted to make a cyber-samurai or something, so here is where I break with my established "use the same rolls every time" and instead start rolling a new character.

Stats:
pre:
IQ	8	PP	8	SDC	17
ME	8	PE	12	HP	14
MA	14	PB	11		
PS	12	Spd	13	
Great, I manage to roll even shittier, but nothing below 7 so I don't get any rerolls. Cyber-Samurai is out of reach, requiring ME and MA of 10. Before our GM has a chance to look, we write a 10 over that 8 on ME.
pre:
IQ	8	PP	8	SDC	17
ME	10	PE	12	HP	14
MA	14	PB	11		
PS	12	Spd	13	
He'll never suspect a thing.


If he didn't want to let us play as this badass, we didn't want to play his game anyway...

First off, our bionic reconstruction changes our stats and gives us MDC! We also get to pick four bionic features and five cybernetic enhancements from the core book, which we'll do later.
pre:
IQ	8	PP	18	MDC	180
ME	10	PE	12	HP	14
MA	14	PB	11		
PS	22	Spd	50	
Goodbye average physical stats!

We get a decent selection of skills, too:
pre:
Basic Radio		55	WP: Sword	
Basic Math		55	WP: Archery and Targeting	
Language: Japanese	98	WP: Energy Pistol	
Literacy: Japanese	98	WP: Heavy MD Weapons	
Language: American	60	HTH: Zanji Shinjinken-Ryo	
Computer Programming	40		
Horsemanship		60		
Wilderness Survival	35		
Piloting: Hovercycle	80		
Piloting: Jet Pack	52		
Boxing			
Forced March			
Basic Electronics	30		
First Aid		45		
Cybernetics: Basic	35		
Of special note is HTH: Zanji Shinjinken-Ryo. Normally only available to real, "true samurai", we pick it up for the cost of two skills. In addition to giving us karate punches and elbow attacks and bonuses to strike and dodge like all HTH skills do, we get some stat bonuses, which we add along with our Boxing and Forced March bonuses:
pre:
IQ	8	PP	20	MDC	180
ME	12	PE	15	HP	16
MA	14	PB	11		
PS	24	Spd	52	
For equipment, we get "samurai" body armor with 80 MDC, several kimonos, a utility belt, ammo pouches, backpack, knapsack, 2 canteens, and 5 days of rations. We get a longbow with 20 arrows and 10 "high-tech" arrows, an energy weapon of choice and 1 extra e-clip, two vibro blades, and an SDC daisho. We also get our choice of horse, motorcycle, hover-cycle, jet pack, or similar.

Of course, we take a vibro-katana (3d6 MD) and vibro-wakizashi (2d6 MD), because this is Rifts Japan. Those "high tech" arrowheads can be high explosive (3d6 MD). Our sidearm will be the AT-130 Particle Beam Pistol, which does 5d6+6 MD, but only has 10 shots.

Particles!

We also have 4 bionic and 5 cybernetic systems.
For bionics, I choose the Cyber-Nano-Robot Repair System which heals us a decent chunk twice, the Multi-Optic eye because why buy all the special eyes separately, a shoulder-mounted mini-missile launcher (1d4*10 MD), and aerial jet thrusters (120 mph).
For cybernetics (why is there a difference? Is there a difference?), I choose a bunch of illegal poo poo. We are going full Shadowrun here. A Computer Virus Carrier, a computerized telephone jack, cyberware networking, a radio scrambler implant, and a cosmetic implant to make our face look like a sweet oni.


Hell Yeah

Dagon
Apr 16, 2003




Uncharted territory! I knew of this book, but Book 8 is about where I started growing out of Rifts. Just a glance at the table of contents seems to say it has Incan stuff, gods, some giants, aliens, the "megaversal legion," a bunch of RCCs, and gauchos. Shining Path gets a shoutout, but no classes of its own or anything.

Lets see what this Megaversal Legion thing is.

quote:

A band of transdimensional mercenaries, known as the Megaversal Legion, have set up their headquarters in the mountains of Bolivia. The Legion is one of the largest armies for hire ever built, and also one of the most successful. It is made up of soldiers and warriors from hundreds of races, but the core of the legion is made up of two species. The first one is the Ojahee (pronouced Oh-jaw-hee), giant warriors of great strength, courage and discipline. The other is humans who where[sic] former U.S. soldiers kidnapped by aliens.

So, the US 7th Cavalry got scooped up by some aliens, and now they are back with (different) alien friends and they have MDC Abrams Tanks and some pretty sweet looking borgs. Forget all of that, though, I want to play as this guy:


A "Men-Rall "Tech Master"" RCC. RCCs usually aren't as fun, but look at that guy. Men-Ralls are a nearly extinct species that can manipulate matter at the molecular level and talk through electromagnetic emissions (or special translators).

Stats:
pre:
IQ	23	PP	 9	MDC	30
ME	15	PE	11	PPE	 7
MA	12	PB	 5	HF	 7	
PS	 7	Spd	 7	
Yup, total alien nerd.

We have Mecha-Kinesis, which lets us understand any machine and repair or deal damage (3d6 MDC/1d6*10 SDC per 10 minutes). We can also zap electricity for 1d6 to 1d6*10 SD or 2d6 MD. We get 6 psychic powers from sensitive, physical, and healing categories, which all suck.

We get to pick a lot of extra techy skills, and get some decent bonuses on them.
pre:
Language: English		70	WP: Energy Pistol	
Language: Spanish		70	HTH: Basic	
Language: Euro			70		
Basic Math			65		
Advanced Math			65		
Artificial Intelligence		45		
Chemistry			45		
Basic Electronics		45		
Robot Electronics		45		
Basic Mechanics			45		
Mechanical Engineer		40		
Robot Mechanics			35		
Vehicle Armorer			45		
Pilot: Military: Tanks and APC	51		
Weapon Systems			50		
Computer Operation		50		
Computer Programming		40		
Cybernetics: Basic		35		
Salvage				45		
Radio: Basic			45		
Sensory Equipment		30		
Equipment is the usual noncombatant stuff: an energy weapon, 1d4 e-clips, a computer, camera, flashlight, tool kit, and first aid kit. Pretty underwhelming, but somebody has to fix the robot suits.

Dagon
Apr 16, 2003




This is a rad book because Juicers are rad. Juicers were introduced back in the core book as dudes who get a crazy chemical system implanted that shoots them all full of super drugs constantly so they are as strong as a cyborg and poo poo, but they die after 5 years and 4d6 months!

For comparison's sake, a normal Juicer gets +1d4*100 SDC, +1d4*10 HP, +2d6 PE and PS (minimum 22 PS), +2d4*10 Spd, 2 extra attacks per round, +4 initiative, and a few other save and combat bonuses.

The Juicer Uprising introduces a bunch more different types of Juicers: Hyperion (fast), Titan (strong), Phaeton (pilots), Mega (psychic), Delphi (psychic), Coalition (likes skulls), Psycho-Stalker (psychic vampire), and a few techno-wizard types and others.

One of those Techno-Wizard types is the Dragon Juicer, who instead of having a bunch of chemicals running through their veins, is powered by (and addicted to) Dragon blood.



We will jump back to using John Doe's rolls here, since any pitiful nerd can become a Juicer:
pre:
IQ	14	PP	6	SDC	18
ME	9	PE	11	HP	12
MA	19	PB	5		
PS	11	Spd	15	
...and then add the Stats from the conversion.
pre:
IQ	14	PP	18	MDC	75
ME	9	PE	15	HP	12
MA	19	PB	5	PPE	60	
PS	20	Spd	45	
We are still pretty wimpy for a Juicer! The bonuses didn't bring us up to the minimums for PP and PS, so we got a free bump in those. We also have +4 initiative, +2 to roll with punch, an automatic parry and dodge, 2 extra attacks, 100' nightvision, see invisible, hawk-like vision, keen sense of smell, +2 save vs psionics, +4 save vs mind control, +6 save vs toxic gases and poisons, +5 save vs horror factor, imperviousness to disease, cold, and heat, regenerate 4d6 MDC per minute, and +20% save vs coma/death.
Like normal Juicers, we die after 5 years and 4d6 months, but can get some extra time (6d6 months) with a dragon blood infusion. We have to chug dragon blood every 6 months too, or we go through withdrawls. We probably have nightmares about dragons too.
Skill selection is pretty normal here, nothing stands out but we can take physical skills to boost our stats even higher. We get some pretty normal equipment too, including 3 weapons of choice and 100 MDC dragon-skin armor.

Dagon
Apr 16, 2003




CJ is off the case! Surely with more editorial control, this book will be balanced.

The Coalition, for those without the pleasure of having read Rifts, are one of the dominant human factions in post-apocalyptic Rifts Earth. They love skulls, Chicago, and being Nazis. Seriously, their whole thing is that they are human supremacists based out of "Chi-Town" and have an almost 40k-ian skull fetish.

Our stats suck and John Doe has already been all sorts of non-human things, so lets roll up a new set of stats:
Stats:
pre:
IQ	11	PP	15	SDC	15
ME	12	PE	 8	HP	11
MA	 6	PB	 5		
PS	12	Spd	13	
Quick, ugly, and non-psychic, just how the Coalition likes them.

We are eligble for the RPA "Fly Boy" Ace OCC. The Core book has an RPA (Robot Power Armor) Elite OCC, which is for the guys that fly the SAMAS power armor, but the Fly Boy is even cooler because he specializes in skycycles.


No Nazis here

This being a fairly run of the mill military OCC, there isn't a whole lot to see. We get the skills to Pilot Skycycles and the Death's Head Transport at a decent level (60 and 67% base respectively) and a bonus to initiative and our SDC. Other than that it is just skills, a whole lot of them, including a pile of Pilot skills at a good bonus. If it flies or is power armor, we can drive it.

Our equipment is pretty normal, and generally is an issued sort of thing. We probably aren't the adventuring type unless your group is really down for hunting some filthy subhumans which I now realize that at least some Rifts groups must have been into. Of course, it is all skull themed:


Body Armor



Just two things we might get to drive

Adbot
ADBOT LOVES YOU

Dagon
Apr 16, 2003


Cerepol posted:


They included a handy flowchart for CharGen!

That looks familiar, along with the build points...



Kenzer and Co. love them some flowchart character creation, I guess.

  • Locked thread