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Great thread. I'll do FATAL. By hand, no generator.
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# ¿ Feb 19, 2014 20:24 |
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# ¿ May 1, 2024 18:58 |
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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:
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. 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:
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:
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Now, Height. code:
For being a towering example of elvendom, we gain an extra 4 lbs, +4 Strength, and +3 Bodily Attractiveness. And Weight. code:
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. 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. Most Attractive/Repulsive Feature: quote:Roll 1d100 twice, first for the most attractive feature of your character, then for the most repulsive feature. code:
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Skin Color. As a Light Elf, we get a -80 on this roll. code:
Hair Color. code:
Hair Length. code:
Hair, Thickness and Type code:
Eye Color code:
Breadth (one arm and half of torso) we are told is 50% of height in inches. Vision code:
Facial Features code:
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:
Now, we get on to the good stuff. Areola Diameter code:
Areola Hue code:
Nipple Length First, we see if they are inverted. code:
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Tongue Size code:
Anal Circumference Potential code:
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:
Then, to get our girth, we multiply our base length by 0.85, so, 3.536, and roll and check the chart again. code:
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.
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# ¿ Feb 19, 2014 21:31 |
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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 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 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 |
# ¿ Feb 19, 2014 22:48 |
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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. 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:
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:
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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: 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:
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:
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. Next time, Chapter 6: Sociality!
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# ¿ Feb 20, 2014 00:18 |
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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:
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]**} code:
Birth Status code:
Social Class code:
Not bad, considering its all the same except for the money up until a 98. Birthplace code:
Siblings code:
Marital Status code:
Sexuality code:
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:
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 |
# ¿ Feb 20, 2014 01:06 |
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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:
quote:Armorer 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:
quote:Ability Requirements: 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. 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:
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. 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:
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. So, after much thinking, I bump pretty much everything to 10 SP, and add Disarm, Jump, Teaching, Weapon Masteries, and a Weapon Trick. code:
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. 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 |
# ¿ Feb 20, 2014 17:33 |
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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:
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. 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. 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 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. 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 |
# ¿ Feb 20, 2014 19:33 |
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I didn't fill out the extra 6 pages or whatever of skills and other poo poo, so here they are again. code:
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:
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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. quote:Subtract the above percentage from 100 and divide by 5. The result is the modifier to attack. code:
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. code:
BAM. FATAL.
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# ¿ Feb 20, 2014 23:00 |
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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.
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# ¿ Feb 21, 2014 06:09 |
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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. 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. code:
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. Decide our fate, Expert, Psychic, or Warrior!
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# ¿ Feb 21, 2014 17:58 |
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Lord Frisk posted:I think everyone should try statting up bird ladies who may or may not be bards. 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. 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. 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 quote:Culture quote:Leadership quote:Persuade quote:Religion Checking out our Psychic Training packages, I pick… quote:Rogue Psychic quote:Combat quote:Stealth 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:
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:
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:
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:
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:
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. code:
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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:
English, Birdese, and Lizardish, the language of the species of the next planet over from Birdlandia. code:
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. 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 |
# ¿ Feb 22, 2014 20:03 |
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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. code:
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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:
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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:
quote:It’s true. Your character is probably married. code:
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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 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. 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 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. quote:Manna Renay: the hearthmother, wardteacher, grand dame. Call upon her when you seek insight into the ways of Etiquette. The blessings we know are: quote:The Vow 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. 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
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# ¿ Feb 23, 2014 01:04 |
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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. 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:
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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:
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:
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:
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:
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:
https://www.youtube.com/watch?v=ooPBXfnIpYI&t=19s We roll our age: code:
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Next, Handedness. I guess this could be relevant in a gunslinger game. code:
Next, height and weight. But we need to know if we are male or female first! code:
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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:
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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:
Why did we head out west? code:
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:
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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 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 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. 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:
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:
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:
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:
We get to 27, and Winson has aimed, giving him a +4! code:
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Winson turns, cocks, and fires again, at 33. At 31, Stumbles (keeping true to his name) has limped over, and takes another shot. code:
Tick tock, 33 rolls around, and Winson shoots without an aim bonus. code:
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 |
# ¿ Feb 25, 2014 05:17 |
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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 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:
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:
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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:
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 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:
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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 code:
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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 code:
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 code:
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 |
# ¿ Feb 25, 2014 16:43 |
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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 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 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 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 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 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!
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# ¿ Feb 28, 2014 02:03 |
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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 Juan Doe: Vampire 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 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 Next stop, Atlantis!
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# ¿ Feb 28, 2014 17:09 |
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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.
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# ¿ Feb 28, 2014 21:27 |
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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 |
# ¿ Feb 28, 2014 21:53 |
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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 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: 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 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 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!
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# ¿ Mar 1, 2014 00:31 |
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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 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 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.
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# ¿ Mar 6, 2014 00:20 |
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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 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: 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
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# ¿ Mar 6, 2014 02:28 |
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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 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 pre:IQ 14 PP 7 SDC 42 ME 9 PE 14 HP 12 MA 19 PB 5 PS 16 Spd 27 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!
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# ¿ Mar 6, 2014 18:38 |
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goatface posted:The ion cannon does as much damage as a three round burst from your standard rifle. Not everybody can have a rad hover battle tank with a huge gun: (it does 2d4*10!)
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# ¿ Mar 6, 2014 19:23 |
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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 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. 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 pre:IQ 14 PP 23 MDC 440 ME 9 PE 39 PPE 4 MA 24 PB 3 ISP 3 PS 50 Spd 70 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.
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# ¿ Mar 6, 2014 22:01 |
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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. 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.
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# ¿ Mar 6, 2014 23:19 |
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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. 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 pre:NG-LP25 Laser Pulse Submachine-Gun: 2d6+1 MD, 5d6 MD 3-round burst. 1000' Range. 36 shot long e-clip.
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# ¿ Mar 7, 2014 00:17 |
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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.
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# ¿ Mar 7, 2014 03:37 |
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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 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 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 |
# ¿ Mar 14, 2014 00:08 |
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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.
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# ¿ Mar 14, 2014 00:32 |
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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 pre:IQ 8 PP 8 SDC 17 ME 1 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 1 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 pre:IQ 8 PP 20 MDC 180 ME 12 PE 15 HP 16 MA 14 PB 11 PS 24 Spd 52 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
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# ¿ Mar 19, 2014 18:51 |
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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 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
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# ¿ Mar 21, 2014 21:39 |
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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 pre:IQ 14 PP 18 MDC 75 ME 9 PE 15 HP 12 MA 19 PB 5 PPE 60 PS 20 Spd 45 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.
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# ¿ Mar 28, 2014 23:14 |
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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 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
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# ¿ Mar 31, 2014 20:27 |
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# ¿ May 1, 2024 18:58 |
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Cerepol posted:
That looks familiar, along with the build points... Kenzer and Co. love them some flowchart character creation, I guess.
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# ¿ Apr 24, 2014 05:54 |