Rifts...
Rifts...
Been playing some Rifts for the first time in about 25 years. So it has me picking up a lot more of the books, since when I last played/ran it I used the collection of one of my players, so only owned about 5 books myself. Now I own 14 more. One of which is the Rifts Ultimate book, which I guess is like a third or 4th "edition". Not that the rules really changed, but better organization/layout, adding in more skills and things like that. Its definitely a much easier book to use than the earlier one. Anyways, as much as I liked the game 25 years ago, I am thinking I am liking it even more now, aside from skills, the skills make for a lot of book keeping, but aside from that, I am rediscovering the wide open crazy fun of this RPG. It is well codified, any question we have had is answered, even if a bit of a challenge to find where stuff is written. So while I think the rules can benefit from another organizational over haul TREMENDOUSLY, yeah, having a great time playing and reading it again.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Omote
- Battle Stag
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Re: Rifts...
In the line of RIFTS core books, there was the original RIFTS, Revised RIFTS, and ULTIMATE RIFTS. Using your line of thinking this is the 3rd edition of the game. You are right, for all intents and purposes through all of the revisions of the game, the rules are essentially the same. ULTIMATE RIFTS is the most significant change to the base game, but that mostly comes in the form of various attack bonuses. ULTIMATE RIFTS does compile nicely many of the various character building skills, and revises many of the classes (OCCs and RCCs) only slightly.
RIFTS is one of the greats IMO. The setting is super-dynamic (if not a bit gonzo), and the types of adventures within the game/setting are virtually limitless. Depending on your GM, you can have straight up mecha combat, horror, commando-military action, cyberpunk, all sorts of different types of magical adventures, dimension hopping, space opera, and even exploring Earth once again. The amount of variety in RIFTS for players is so cool, and so fun. If you can match decent players with a great GM, I feel that RIFTS is one of the few truly limitless and unhindered RPG experiences in our hobby.
~O
RIFTS is one of the greats IMO. The setting is super-dynamic (if not a bit gonzo), and the types of adventures within the game/setting are virtually limitless. Depending on your GM, you can have straight up mecha combat, horror, commando-military action, cyberpunk, all sorts of different types of magical adventures, dimension hopping, space opera, and even exploring Earth once again. The amount of variety in RIFTS for players is so cool, and so fun. If you can match decent players with a great GM, I feel that RIFTS is one of the few truly limitless and unhindered RPG experiences in our hobby.
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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Re: Rifts...
I'll have to look at my book shelf to see if I have the Revised or Ultimate book. I have an original book, a small handful of sourcebooks, and a hardcover rulebook from 2004 or 05 (?) Sometimes they change some of the artwork in the later versions. Sacrilege. 
Re: Rifts...
Oh, yeah, I forgot about the "revised" version, I just have a couple of HC collectors copies of the original as well as a soft cover copy, then an HC of the Ultimate version, which I got only a few weeks ago.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rifts...
I personally loathed the Rifts version of the system but found the Mechanoid trilogy version serviceable, which is why I kept the latter and ditched the former. What's your opinion of the system itself?
- Omote
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Re: Rifts...
Palladium's system is old school, with every sense of the word. That being so, it's not filled with a bunch of sub-systems and meandering rules like AD&D was. Palladium's system is old-school, and slow because it requires individual skill percentages (a lot of them) and tracks every move, parry, dodge, etc. in combat. Despite that, I do like it. Palladium is EASY. It takes a while to get used to, but it is easy, and the system is consistant throughout their entire line of games, modern and fantasy. That aspect I enjoy because you do not need to change the dynamics because the setting is fantastical or modern, or sci-fi in nature. Some call it slow an clunky, of that I cannot completely disagree with. But terrible? Bad? Not even close.
~O
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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Re: Rifts...
Yeah, a lot of book keeping, weak organization, but the system is pretty solid. I'm sure I'd end up tweaking it a lot, like I did about 25 years ago, but the mechanics are pretty solid, I just didn't like a lot of the OCC or RCC's, and I recall having issue with certain saves and checks target numbers. So I wrote a lot of my own custom stuff. Unfortunately I lost those 5.25 floppy's loooong ago!
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- moriarty777
- Renegade Mage
- Posts: 3735
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Re: Rifts...
The worse part was character creation ... but once you've paid your dues, pulled out some hair, and cried and/or bled a bit, the system ran well. Very well.
The Palladium system is detailed and works though if you are running something like Rifts, it will need a steady hand to run the game and maintain a balance.
I have the Ultimate Book for Rifts ... as well as the TMNT RPG and the newer Robotech stuff that Palladium put out. I'm likely never to run or play it again but I really like the stuff. In all cased I have played before many years ago.
M
The Palladium system is detailed and works though if you are running something like Rifts, it will need a steady hand to run the game and maintain a balance.
I have the Ultimate Book for Rifts ... as well as the TMNT RPG and the newer Robotech stuff that Palladium put out. I'm likely never to run or play it again but I really like the stuff. In all cased I have played before many years ago.
M
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alcyone
- Greater Lore Drake
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Re: Rifts...
Never played Rifts, because it was too "awesome" for me, but have played a little Palladium Fantasy, and have always wanted to play more of that.
My C&C stuff: www.rpggrognard.com
Re: Rifts...
I really love the Fantasy setting. My fondest memories of playing it were playing a "Knight type", forget the OCC name, and fighting "naked" because they destroyed all my armor SDC. Thankfully, I had good parry and dodge, so stayed alive. My favorite spell caster type is the Diabolist.Aergraith wrote:Never played Rifts, because it was too "awesome" for me, but have played a little Palladium Fantasy, and have always wanted to play more of that.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rifts...
Here is a copy/paste of my current Rifts Ultimate Cyber Knight:
Name: Sir Knight Dredd
Race: Human
True Name:Jason Velon
Occupation: none
Alignment: Principled
O.C.C.: Cyber-Knight
HITPOINTS: 24
I.S.P.: 46
P.P.E.:23
S.D.C.: 80
Experience Level: 1
Points: 1005
Age: 22
Life Span:
Sex: male
Height: 6'0"
Weight: 206 lbs.
Native Language(s):
○ American (96%)
○ Dragonese (96%)
○ Elf (96%)
○ Techno-can (92%)
○ Spanish (92%)
ATTRIBUTES:
○ I.Q.: 08
○ M.E.: 14
○ M.A.: 09
○ P.S.: 27 (+13)
○ P.P.: 26 (+6)
○ P.E.: 21 (+12%/+3)
○ P.B.: 05
○ Spd: 28
SAVING THROWS:
○ Save vs. Spell Magic: 15
○ Save vs. Ritual Magic: 19
○ Save vs. Toxins/Poisons: 17 lethal/19 non-lethal
○ Save vs. Harmful Drugs: 15
○ Save vs. Insanity: 13
○ Save vs. Possession:
○ Save vs. Horror Factor:
○ Save vs. Coma/Death: +12%
○ Save vs. Pain:
○ Save vs. Psionics: 10
DAMAGE RECORD:
○ S.D.C.: 80
○ M.D.C.:
○ Hit Points: 116
○ I.S.P.: 46
○ P.P.E.: 23
COMBAT SKILL:
○ # of Attacks: 7
○ Initiative: +3
○ Damage: +13
○ Strike: +6
○ Parry: +9
○ Dodge: +9
○ Automatic Kick Attack X 2: 1d8
○ Roll with Punch: +14
○ Fall or Impact: +7
○ Pull Punch:
○ Backflip: 75%
○ Sense of balance: 65%
○ Work parallel bars & rings: 60%
○ Climb rope: 82%
Perception: +3
PSIONICS: (Page 164, Ultimate)
○ Mind block p. 174
○ See Invisible p. 176
○ Sixth sense p. 176
Psi Sword p. 180
Psi Shield p. 180
Meditation p. 165
Master Psychic (5 more):
Bio Regenerate (Self) (6) p. 164
Psychic Surgery (14) p. 166
Intuitive Combat (10) p. 173
Imperious to Poison (4) p. 168
Exorcism (10) p. 165
SKILLS:
○ O.C.C. Skills:
§ Literacy (+20%)
§ Language
□ American (96%)
□ Dragonese (96%)
□ Elf (96%)
□ Euro (92%)
□ Spanish (92%)
§ Lore: Demon (+ 20%) (45% +5%)
§ Anthropology (+15%)(45%)
§ Paramedic (+10%) (55%)
§ Land Navigation (+12%) (57%)
§ Horsemanship (+15%) (85/65% +3%) p. 310-311 Ultimate, CyberKnight Exclusive
§ Swimming (+ 10%) (60%)
§ Climbing (+ 10) (70%)
§ W.P. Ancient
□ W.P. Knife
□ W.P. Sword § W.P. Modern Auto Pistol, Auto Rifle
□ W.P. blank
□ W.P. Energy Rifle § Heavy Weapons
§ Body Building
§ Hand to Hand: Martial Arts
○ Primary Skills:
§ Acrobatics: +1 Parry/Dodge/Roll with Punch/Fall
§ Boxing +2 parry/dodge/ +1 Roll with Punch/Fall
§ Prowl (40%)
§ Demolitions (60% +3%)
§ Demolitions Disposal (60% +3%)
§ Detect Concealment (30%)
§ Gymnastics
§ Wilderness Survival (30% +5%)
§ Wrestling p. 317 (Ultimate)
§ Running: 10.5 miles without fatigue at half speed. 3.5 Miles at full out run.
§ Intelligence (32+4%)
§
○ Secondary Skills:
§ Concealment (20% +4%)
§ Streetwise (20% +4%)
§ Carpentry (25% +5%)
§ Pilot Automobile's 60% +2%/lvl
§ Laser Comms 30%
§ Chemistry (30% +5%)
WEAPON PROFICIENCIES: Str/Thr/Aim/Burst/ Parry/Range /Damage/Rate
○ Psi-Blade +5 /-/-/-/+8 /-/1d6 M.D./-/
○ Sword: +5 /-/-/-/+8 /-/1d8+1/-/
○ Knife:
○
○
○ Energy Rifle -/-/+7/+5/- /-/2d6 or 6d6/Std/
○ Heavy Energy Weapons -/-/+7/+5/- /-/-/-/
WEAPONS: Range/Payload/Damage/Ammo
○ Wilks 447 2000 ft. /20 shots/ 3d6 M.D./-
○ NG7 Pulse Rifle 8 shots /1d4x10 MD
○ Vibro Claws (As Knife) 2d6 MD
○ Psi-Blade 1d6 M.D.
ARMOR:
○ CYBER-ARMOR (p. 236)
§ A.R.:16
§ M.D.C.: 50 (Grafted to Chest, Shoulders, Shoulder Blades, Thighs)
§ Weight: 20 lbs
§ Cost: 55,000
§ Prowl Penalty: None
○ THE Gladiator (p. 210)
§ A.R.:
§ M.D.C.: 70
§ Weight: 21 lbs
§ Cost: 50,000
§ Prowl Penalty: -5%
○ Bushman (p. 211)
§ COLOR: CAMOUFLAGE
§ A.R.:
§ M.D.C.: 60
§ Weight: 17 lbs
§ Cost: 32,000
§ Prowl Penalty: -10%
EQUIPMENT:
○ A suit of personalized, heavy, mega-damage body armor, including Gladiator and Bushman body armor:
(The Crusader) ○ Gas mask and air filter
○ Tinted goggles
○ Hatchet for cutting wood
○ 2 Knives
○ Ancient weapon of choice:
Long Sword
3 extra ammo clips:
○ First-aid kit with extra bandages and antiseptic, suture thread and painkiller
○ Tent, Knapsack, Back pack, Saddlebags, Two canteens, Emergency food rations (two week supply)
○ Geiger counter
4 days of Beef Jerky from the Indian tribe of Montagnais (mon-tun-yay)
MONEY:
○ 1600 in credit
○ Black Market Items: 4,000 credits worth:
§ Multi-Optics Helmet (M.O.H.)
OUTFITS:
○ A set of dress clothing
○ A set of black clothing for covert operations
Name: Sir Knight Dredd
Race: Human
True Name:Jason Velon
Occupation: none
Alignment: Principled
O.C.C.: Cyber-Knight
HITPOINTS: 24
I.S.P.: 46
P.P.E.:23
S.D.C.: 80
Experience Level: 1
Points: 1005
Age: 22
Life Span:
Sex: male
Height: 6'0"
Weight: 206 lbs.
Native Language(s):
○ American (96%)
○ Dragonese (96%)
○ Elf (96%)
○ Techno-can (92%)
○ Spanish (92%)
ATTRIBUTES:
○ I.Q.: 08
○ M.E.: 14
○ M.A.: 09
○ P.S.: 27 (+13)
○ P.P.: 26 (+6)
○ P.E.: 21 (+12%/+3)
○ P.B.: 05
○ Spd: 28
SAVING THROWS:
○ Save vs. Spell Magic: 15
○ Save vs. Ritual Magic: 19
○ Save vs. Toxins/Poisons: 17 lethal/19 non-lethal
○ Save vs. Harmful Drugs: 15
○ Save vs. Insanity: 13
○ Save vs. Possession:
○ Save vs. Horror Factor:
○ Save vs. Coma/Death: +12%
○ Save vs. Pain:
○ Save vs. Psionics: 10
DAMAGE RECORD:
○ S.D.C.: 80
○ M.D.C.:
○ Hit Points: 116
○ I.S.P.: 46
○ P.P.E.: 23
COMBAT SKILL:
○ # of Attacks: 7
○ Initiative: +3
○ Damage: +13
○ Strike: +6
○ Parry: +9
○ Dodge: +9
○ Automatic Kick Attack X 2: 1d8
○ Roll with Punch: +14
○ Fall or Impact: +7
○ Pull Punch:
○ Backflip: 75%
○ Sense of balance: 65%
○ Work parallel bars & rings: 60%
○ Climb rope: 82%
Perception: +3
PSIONICS: (Page 164, Ultimate)
○ Mind block p. 174
○ See Invisible p. 176
○ Sixth sense p. 176
Psi Sword p. 180
Psi Shield p. 180
Meditation p. 165
Master Psychic (5 more):
Bio Regenerate (Self) (6) p. 164
Psychic Surgery (14) p. 166
Intuitive Combat (10) p. 173
Imperious to Poison (4) p. 168
Exorcism (10) p. 165
SKILLS:
○ O.C.C. Skills:
§ Literacy (+20%)
§ Language
□ American (96%)
□ Dragonese (96%)
□ Elf (96%)
□ Euro (92%)
□ Spanish (92%)
§ Lore: Demon (+ 20%) (45% +5%)
§ Anthropology (+15%)(45%)
§ Paramedic (+10%) (55%)
§ Land Navigation (+12%) (57%)
§ Horsemanship (+15%) (85/65% +3%) p. 310-311 Ultimate, CyberKnight Exclusive
§ Swimming (+ 10%) (60%)
§ Climbing (+ 10) (70%)
§ W.P. Ancient
□ W.P. Knife
□ W.P. Sword § W.P. Modern Auto Pistol, Auto Rifle
□ W.P. blank
□ W.P. Energy Rifle § Heavy Weapons
§ Body Building
§ Hand to Hand: Martial Arts
○ Primary Skills:
§ Acrobatics: +1 Parry/Dodge/Roll with Punch/Fall
§ Boxing +2 parry/dodge/ +1 Roll with Punch/Fall
§ Prowl (40%)
§ Demolitions (60% +3%)
§ Demolitions Disposal (60% +3%)
§ Detect Concealment (30%)
§ Gymnastics
§ Wilderness Survival (30% +5%)
§ Wrestling p. 317 (Ultimate)
§ Running: 10.5 miles without fatigue at half speed. 3.5 Miles at full out run.
§ Intelligence (32+4%)
§
○ Secondary Skills:
§ Concealment (20% +4%)
§ Streetwise (20% +4%)
§ Carpentry (25% +5%)
§ Pilot Automobile's 60% +2%/lvl
§ Laser Comms 30%
§ Chemistry (30% +5%)
WEAPON PROFICIENCIES: Str/Thr/Aim/Burst/ Parry/Range /Damage/Rate
○ Psi-Blade +5 /-/-/-/+8 /-/1d6 M.D./-/
○ Sword: +5 /-/-/-/+8 /-/1d8+1/-/
○ Knife:
○
○
○ Energy Rifle -/-/+7/+5/- /-/2d6 or 6d6/Std/
○ Heavy Energy Weapons -/-/+7/+5/- /-/-/-/
WEAPONS: Range/Payload/Damage/Ammo
○ Wilks 447 2000 ft. /20 shots/ 3d6 M.D./-
○ NG7 Pulse Rifle 8 shots /1d4x10 MD
○ Vibro Claws (As Knife) 2d6 MD
○ Psi-Blade 1d6 M.D.
ARMOR:
○ CYBER-ARMOR (p. 236)
§ A.R.:16
§ M.D.C.: 50 (Grafted to Chest, Shoulders, Shoulder Blades, Thighs)
§ Weight: 20 lbs
§ Cost: 55,000
§ Prowl Penalty: None
○ THE Gladiator (p. 210)
§ A.R.:
§ M.D.C.: 70
§ Weight: 21 lbs
§ Cost: 50,000
§ Prowl Penalty: -5%
○ Bushman (p. 211)
§ COLOR: CAMOUFLAGE
§ A.R.:
§ M.D.C.: 60
§ Weight: 17 lbs
§ Cost: 32,000
§ Prowl Penalty: -10%
EQUIPMENT:
○ A suit of personalized, heavy, mega-damage body armor, including Gladiator and Bushman body armor:
(The Crusader) ○ Gas mask and air filter
○ Tinted goggles
○ Hatchet for cutting wood
○ 2 Knives
○ Ancient weapon of choice:
Long Sword
3 extra ammo clips:
○ First-aid kit with extra bandages and antiseptic, suture thread and painkiller
○ Tent, Knapsack, Back pack, Saddlebags, Two canteens, Emergency food rations (two week supply)
○ Geiger counter
4 days of Beef Jerky from the Indian tribe of Montagnais (mon-tun-yay)
MONEY:
○ 1600 in credit
○ Black Market Items: 4,000 credits worth:
§ Multi-Optics Helmet (M.O.H.)
OUTFITS:
○ A set of dress clothing
○ A set of black clothing for covert operations
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rifts...
I think this captures the possibilities of Rifts pretty much perfectly...
http://silentintrusion.com/t-rex-on-a-m ... 4VKCl.dpbs
http://silentintrusion.com/t-rex-on-a-m ... 4VKCl.dpbs
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rifts...
I find Palladium products a good source to convert from. I do not like the system, for the most part, primarily because it is too anally specific... and there are other, minor, subsystems that I find unappealing (like armor AR and the difference between HP and SDC -- I get it; I just don't like multiple damage tracks). The majority of the stuff, especially for mutants, is generally inspired and original... at least different enough to not be so-so like the rest. However, 1st edition Palladium Fantasy (minus the stuff I don't like) is a nice thing... not like OD&D nice, but in its own way a good thing (tm).
Re: Rifts...
Yeah, that is one complaint about the system I will not disagree with, a LOT of numbers to keep track of, a LOT. The numbers are what I spent the VAST majority of my time figuring out for the character above, for example. Plus the dodging, parrying, etc... can make combats draw out for a VERY long time.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rifts...
Wow, old memories.
I loved Palladium almost as much as AD&D back in the day & even better than that, Beyond the Supernatural. That was my 1 non AD&D go to game.
Then Rifts, it was a love/hate relationship on that. Loved the idea and setting, but the crunch and super damage of mega damage vs SDC etc.
Like you all already mentioned, you have to pay the piper in character creation and keep a tone of notes/book keeping (Tree your character looks great, but makes my eyes cross at the thought of making him)
That said, I did enjoy the setting (if/when it is ran by a GM that could handle the setting and not go sideways or get bogged down). But eventually the add on books got toooooo crunchy.
I loved Palladium almost as much as AD&D back in the day & even better than that, Beyond the Supernatural. That was my 1 non AD&D go to game.
Then Rifts, it was a love/hate relationship on that. Loved the idea and setting, but the crunch and super damage of mega damage vs SDC etc.
Like you all already mentioned, you have to pay the piper in character creation and keep a tone of notes/book keeping (Tree your character looks great, but makes my eyes cross at the thought of making him)
That said, I did enjoy the setting (if/when it is ran by a GM that could handle the setting and not go sideways or get bogged down). But eventually the add on books got toooooo crunchy.
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Rifts...
Yep, now that the pain of character creation is behind me, I am really enjoying the game and recalling more and more memories of my year long Rifts campaign from about 25 years ago, and why I really like it.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rifts...
Paladium Fantasy was my second RPG, ever, and I have had a long standing love affair with it ever since as well.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Omote
- Battle Stag
- Posts: 11560
- Joined: Wed May 03, 2006 7:00 am
- Location: The fairest view in the park, Ohio.
- Contact:
Re: Rifts...
Palladium Fantasy2nd Ed. (an by relation RIFTS), has the best spell-casting system of any fantasy RPG in my opinion. It's perfect.
Ooops, you're running out of PPE (magic points) to cast your spell? How about a ritual sacrifice to gain more? Oh, that is too gruesome for you, well I suggest you stand by those ancient dolmen stones and cast your spell from there, pansy. Oh, that is too far from the action to use your spell, huh? Well I suggest you open a portal to another world and risk becoming the bitch of some daemon to fire off your Crimson Wall of Lictalon spell. No, not for you? Well perhaps you can find some magical energy stored in those elven gems from ages past. You could always summon the spirit of a dead wizard and hope that he likes you, grants you the energy you seek, or perhaps wrack your mind granting you forbidden spell knowledge... Just be careful though. I'd hate to see you turn into a goat or some laughable blob-like slime when reading that a magic scroll in case none of that works.
Have a nice day.
~O
Ooops, you're running out of PPE (magic points) to cast your spell? How about a ritual sacrifice to gain more? Oh, that is too gruesome for you, well I suggest you stand by those ancient dolmen stones and cast your spell from there, pansy. Oh, that is too far from the action to use your spell, huh? Well I suggest you open a portal to another world and risk becoming the bitch of some daemon to fire off your Crimson Wall of Lictalon spell. No, not for you? Well perhaps you can find some magical energy stored in those elven gems from ages past. You could always summon the spirit of a dead wizard and hope that he likes you, grants you the energy you seek, or perhaps wrack your mind granting you forbidden spell knowledge... Just be careful though. I'd hate to see you turn into a goat or some laughable blob-like slime when reading that a magic scroll in case none of that works.
Have a nice day.
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
Re: Rifts...
Rgr that, I've always planed on using a modified magic system like that in my home brew ...Omote wrote:Palladium Fantasy2nd Ed. (an by relation RIFTS), has the best spell-casting system of any fantasy RPG in my opinion. It's perfect.
Ooops, you're running out of PPE (magic points) to cast your spell? How about a ritual sacrifice to gain more? Oh, that is too gruesome for you, well I suggest you stand by those ancient dolmen stones and cast your spell from there, pansy. Oh, that is too far from the action to use your spell, huh? Well I suggest you open a portal to another world and risk becoming the bitch of some daemon to fire off your Crimson Wall of Lictalon spell. No, not for you? Well perhaps you can find some magical energy stored in those elven gems from ages past. You could always summon the spirit of a dead wizard and hope that he likes you, grants you the energy you seek, or perhaps wrack your mind granting you forbidden spell knowledge... Just be careful though. I'd hate to see you turn into a goat or some laughable blob-like slime when reading that a magic scroll in case none of that works.
Have a nice day.
~O
Tree rgr that on good memories on PF. I remember a knight from back in the day, and a wolfen ... archer or ranger ... boy good memories!
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Rifts...
I started this to just be basic notes of the game session as we played, and I ended up fleshing it out to be something more than that, but by no means is it meant to be "well written".
So the Highlanders are based out of a palce called Grimshaw, number about 1,000, claim to have been around for 200 years. Enemies with Tundra Raiders and Cyber Knights, claim to take orders from demons, organized as local groups.
I bought 19 days of Pemican for 225 creds, failed my attempts to get a cheaper price.
We also checked out the streets to see what is being sold by whom.
I ran into a rude fellow, who told me about how he just lost many friends in a town to the South to what he called "The Fade", which was, apparently, the town faded out of existence, taking all of his friends to "where ever" the Fade takes people. He was obviously angry, and hurt about the losses, so was definitely trying to pick a fight with me, and used his weak knowledge of Cyber Knights to try and provoke me. I let his anger wash over me, and refused to give him what he wanted. I felt sorry for the man and his losses, so gave him compassion instead.
Diaxis and Florian then met a group called the "Tundra Rangers", kind of like Cyber Knights, based out of Fort Smith. Driven by duty and desire to help others. Specifically they talked to a fellow named Darien. He let them know he and his group were who kept things peaceful here at "The Atomic". He also told Diaxis about a little girl kidnapped by a "Demon Unicorn" two days prior. Diaxis promptly pledged to save the girl and to destroy the Demon. Darien thanked him and told him where the creatures lair was spotted.
We stayed in room for the night, 125 cred each, 500 total. In the morning we head out to see about saving a kidnapped girl from a "Devil Unicorn" that kidnapped her two days prior. 3 Days by the time we headed out, to the east.
We easily found the hole, via the directions given and Florians Navigational guidance. Diaxis searched for emanations of evil, and sensed it, roughly 60 to 150 feet away. Agent Smith went Astral and investigated the hole, finding the Devil Unicorn, about 150 feet down. The girl was still alive, hurt, a lot, possibly broken bones, but alive.
Agent Smith then paralyzed it using his Bio Manipulation power, allowing us to go into the tunnel without threat from it.
It was very cramped, we had to go and stay in "single file", which meant, with the Cyborg in the lead, we could not get past him. We finally got to the chamber in which the creature had
the little girl, literally wrapped in its clutches. After some debate, the Cyborg used his great Strength to free the girls battered and unconscious body from the creatures massively clawed clutches.
He then handed her to me, and I passed her to Diaxis, who then gave her to Agent Smith, who then healed her as best as he could with his healing mind powers, and took her out of the lair.
Florian then used his built in wrist MDC gun to start plasting into the skull of the paralyzed Demon. It took many blasts, but eventually its head was blown to bits. Florian grabbed its
horn to keep as a souvenir, and we then worked our way out of the tunnels to prepare to return the girl to the Atomic Trading Post.
I will first check her over to see if my Psychic Surgery abilities, or Paramedic skill, will be of any further help to the girl.
So the Highlanders are based out of a palce called Grimshaw, number about 1,000, claim to have been around for 200 years. Enemies with Tundra Raiders and Cyber Knights, claim to take orders from demons, organized as local groups.
I bought 19 days of Pemican for 225 creds, failed my attempts to get a cheaper price.
We also checked out the streets to see what is being sold by whom.
I ran into a rude fellow, who told me about how he just lost many friends in a town to the South to what he called "The Fade", which was, apparently, the town faded out of existence, taking all of his friends to "where ever" the Fade takes people. He was obviously angry, and hurt about the losses, so was definitely trying to pick a fight with me, and used his weak knowledge of Cyber Knights to try and provoke me. I let his anger wash over me, and refused to give him what he wanted. I felt sorry for the man and his losses, so gave him compassion instead.
Diaxis and Florian then met a group called the "Tundra Rangers", kind of like Cyber Knights, based out of Fort Smith. Driven by duty and desire to help others. Specifically they talked to a fellow named Darien. He let them know he and his group were who kept things peaceful here at "The Atomic". He also told Diaxis about a little girl kidnapped by a "Demon Unicorn" two days prior. Diaxis promptly pledged to save the girl and to destroy the Demon. Darien thanked him and told him where the creatures lair was spotted.
We stayed in room for the night, 125 cred each, 500 total. In the morning we head out to see about saving a kidnapped girl from a "Devil Unicorn" that kidnapped her two days prior. 3 Days by the time we headed out, to the east.
We easily found the hole, via the directions given and Florians Navigational guidance. Diaxis searched for emanations of evil, and sensed it, roughly 60 to 150 feet away. Agent Smith went Astral and investigated the hole, finding the Devil Unicorn, about 150 feet down. The girl was still alive, hurt, a lot, possibly broken bones, but alive.
Agent Smith then paralyzed it using his Bio Manipulation power, allowing us to go into the tunnel without threat from it.
It was very cramped, we had to go and stay in "single file", which meant, with the Cyborg in the lead, we could not get past him. We finally got to the chamber in which the creature had
the little girl, literally wrapped in its clutches. After some debate, the Cyborg used his great Strength to free the girls battered and unconscious body from the creatures massively clawed clutches.
He then handed her to me, and I passed her to Diaxis, who then gave her to Agent Smith, who then healed her as best as he could with his healing mind powers, and took her out of the lair.
Florian then used his built in wrist MDC gun to start plasting into the skull of the paralyzed Demon. It took many blasts, but eventually its head was blown to bits. Florian grabbed its
horn to keep as a souvenir, and we then worked our way out of the tunnels to prepare to return the girl to the Atomic Trading Post.
I will first check her over to see if my Psychic Surgery abilities, or Paramedic skill, will be of any further help to the girl.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Omote
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Re: Rifts...
Haha. Dumb, ill-mannered, and ugly as all get.Treebore wrote:Here is a copy/paste of my current Rifts Ultimate Cyber Knight:
ATTRIBUTES:
○ I.Q.: 08
○ M.E.: 14
○ M.A.: 09
○ P.S.: 27 (+13)
○ P.P.: 26 (+6)
○ P.E.: 21 (+12%/+3)
○ P.B.: 05
○ Spd: 28
Neat intro to the campaign it seems. There is a lot of little "Rifts Bits" in there like the Tundra Rangers, The Fade, and the Black Unicorn. Good thing you had a character that could astral travel (successfully!) and stunned the enemy (though I'm not sure how) from the Astral. That's solid.
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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Re: Rifts...
We couldn't find anything saying he couldn't use his powers from Astral, and touch was not required. So the GM let it happen.Omote wrote:Haha. Dumb, ill-mannered, and ugly as all get.Treebore wrote:Here is a copy/paste of my current Rifts Ultimate Cyber Knight:
ATTRIBUTES:
○ I.Q.: 08
○ M.E.: 14
○ M.A.: 09
○ P.S.: 27 (+13)
○ P.P.: 26 (+6)
○ P.E.: 21 (+12%/+3)
○ P.B.: 05
○ Spd: 28
Neat intro to the campaign it seems. There is a lot of little "Rifts Bits" in there like the Tundra Rangers, The Fade, and the Black Unicorn. Good thing you had a character that could astral travel (successfully!) and stunned the enemy (though I'm not sure how) from the Astral. That's solid.
~O
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rifts...
I did find it very curious that with all the other rules details that there was nothing about attacking a completely helpless target.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rifts...
As a good guy, demons are NEVER helpless 
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
