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Been awhile, huh? I'm back with an official domain name and another #Rifts character! This one is a human Body Fixer, who was intended to be plain, but actually ended up being a lot of fun!

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Trying out some new markers. I've never been good with them, but I think I am getting the hang of it.

What do you think?
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Here's a Combat Cyborg design I recently used for my PCs in that RIFTs game I mentioned here awhile back. It worked out pretty well. They're from roughly modern days and have been recovered from organ donation programs, etc. and resurrected as Borgs (more like Transferred Intelligence Bots).

It's only been a single game so far but I have some cool ideas. They've got a benefactor somewhat akin to ARCHIE but with a couple twists. It's a massively powerful transgenic super-psionic brain (Mind Melter) designed to interface with a quantum (Shifter) super-computer via Telemechanics and various other Super-Psionic abilities dealing with computers. So its not truly an AI, it's a wrought from a human core. The idea behind it's creation was the wonky, dreaminess of quantum physics and parallel dimensions required human intuition.

When the PCs interact with the super-brain it's within a Matrix-esque construct where the brain's avatar is The Dude from The Big Lebowski. I'm using the lazy GM trick of pop-culture references, since the PCs are basically from the modern era it works a bit. The Dude resides in a split-level ranch style home at the end of cul de sac in the 20th century somewhere in the US.

At this point, the PCs are engaged in various acts of do-goodery in the name of public relations before the super-brain emerges onto the scene as a third faction near the CS and FoM.

Anyway... fun stuff so far. If you guys are interested, I'll continue to post stuff about the campaign here.
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2/1/18
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One of my Favorite RPG's of all time gets unwrapped in the latest episode.

HSC triad skill and ability sets

Background Skills and Abilities by age 12.
HTH and Ranged Basic (self-defense)
MDC PEx10
PPE PEx10
ISP MEx10
Bio-regenerate ME+PE per minute
HF 8
All Sensitive psi-abilities/powers.
May learn magic spells.
Militia Training (choose one) Drill 1.
Liberal Arts I.
Technician (apprentice) I.
Language & Literacy Native Dialect.
May select another three skill sets among the background skill sets. Remember, a skill set is a general group of related or similar skills which would compile a trade or occupation or school of study , such as farmer, rancher, electrician, mechanic, electro-mechanic, merchant, homesteader, scholar, philosopher, sailor, shipwright, architect, house construction, house maintenance and repair, civil engineer, homemaker, blacksmith, cooper, nurse (in the oldest sense of the word), aromatherapist, fisherman, artist, etc. (any except a professional military class or occupation, as only the militia exists and no professional military)
Each skill set has three tiers of progression and must be selected in order of I, II, III i.e. apprentice, journeyman, master, and will indicate the approximate degree of capability in that skill set.


Background Skills and Abilities by age 20.
MDC PEx20
PPE PEx20
ISP MEx20
Bio-regenerate (ME+PE)x2 per minute.
HF 10.
All Sensitive and mind-based Super psi-abilities/powers. May learn any other psi power (including mind-bleeder) from a suitable teacher. Also, upon level attainment, select 1d4 per level.
May select another two languages and literacy.
Select another six skill sets from among the background skill sets.
Every fifth year after age 20 (i.e. 25, 30, 35, 40, etc.), select any additional single skill set.
Every third level (3, 6, 9, 12, 15, 18, etc.) select one psi special ability from among any of the psionic OCCs, or develop a comparable ability.

Husbandman RCC at age 20 (80% population)
Expert HTH and Ranged (or equivalent).
Select 12 skill sets from among the general/husbandman discipline.
Select 3 skill sets from among the swordsman discipline.
Select 3 skill sets from among the craftsman discipline.
Select 3 skill sets from among the militia skill sets.


Swordsman RCC at age 20 (16% population)
Martial Arts HTH and Ranged (or equivalent).
Select 12 skill sets from among the swordsman discipline.
Select 3 skill sets from among the general/husbandman discipline.
Select 3 skill sets from among the craftsman discipline.
Select 3 skill sets from among the militia skill sets.


Craftsman RCC at age 20 (4% population)
Basic (Self-defense) HTH and Ranged (or equivalent).
Select 12 skill sets from among the craftsman discipline.
Select 3 skill sets from among the swordsman discipline.
Select 3 skill sets from among the general/husbandman discipline.
Select 3 skill sets from among the militia skill sets.


Husbandman
Every level, select one spell of current level or below from the general category.
May learn additional spells normally.

Swordsman
Every level, select one spell of current level or below from the combat category.
May learn additional spells normally.

Craftsman
Every level, select three spells of current level or below from any category.
May learn additional spells normally.

Husbandman
Any pull punch bonus is instead a bonus to parry or dodge (character's choice).
Advanced ranged and melee integrated combat.
MDC PEx30
PPE PEx30
ISP MEx20
+2d4 ME or PE and MA or PS (depending upon primary trade),
Every level of advancement, select a special ability from among the non-Swordsman and non-Craftsman OCCs.

Swordsman
An improved and appropriately racially advanced form of Cyber-Knight combat with paired weapons as per the Battle Magus and Battle Magus combat.
Any pull punch bonus is instead a bonus to strike.
Any dodge bonus is incorporated into auto-dodge.
Advanced ranged and melee integrated combat.
MDC PEx40
PPE PEx20
ISP MEx20
+1d4 ME, MA, PS, PP, PE, Spd.
Every level of advancement, select a special ability from among the swordsman/man-at-arms OCCs.

Craftsman
Any pull punch bonus is instead a bonus to parry or dodge (character's choice).
Advanced ranged and melee integrated combat.
MDC PEx20
PPE PEx40
ISP MEx20
+1d4 IQ, +2d4 ME, +1d4 PE,
Every level of advancement, select a special ability from among the magic OCCs.

Husbandman


Swordsman


Craftsman
May have the abilities of the Riftlord RCC as per Rifter 55, pp. 25-30.

Husbandman
magic (non-ritual) spell levels 0-4 may be performed with one action, levels 5-8 cost two attacks, levels 9-12 cost three attacks, levels 13-16 cost four attacks, levels 17-20 cost five attacks.

Swordsman
magic (non-ritual) spell levels 0-4 may be performed with one action, levels 5-8 cost one attack, levels 9-12 cost two attacks, levels 13-16 cost three attacks, levels 17-20 cost four attacks.

Craftsman
magic (non-ritual) spell levels 0-4 may be performed without an action, only a thought is required, levels 5-8 cost zero attacks, levels 9-12 cost one attack, levels 13-16 cost two attacks, levels 17-20 cost three attacks.



Militia (infantry) Training/Drill 1 through 12 (skills) --> + marksmanship, sharpshooting, sniper, dueling, tactical combat, field craft, military engineering,
Militia (cavalry) Training/Drill 1 through 12 --> + marksmanship, sharpshooting, dragon riding, dragon bond, tactical aerial combat, aerial navigation, aeronautical engineering,
Militia (navy) Training/Drill 1 through 12 --> + gunnery, marksmanship, navigation, piloting, tactical naval (vessel) combat, seamanship, naval engineering,
Militia (marine corps) Training/Drill 1 through 12 --> + marksmanship, sharpshooter, sniper, dueling, tactical marine (aquatic) combat, field craft, marine engineering,
Militia (joint command) Training/Drill 1 through 12 --> + logistics, operations, strategy, mass combat, [terrain/environment] tactics, [military unit size] tactics,


RCC or Background Skills: (no racial bonuses other than IQ) - select seven skills of those listed below.
Liberal arts I, II, III (~6th, 9th, 12th grade education to include all normal juvenile acquired skills in a high psi-magi-tech society, plus basic farming, farm, garden, ranch hand, grammar, logic, rhetoric, music, reading and writing, literature, arithmetic, geometry, astronomy, geography, weather and climate, family history, civics and citizenship, economics, cultural awareness, common law, theology and religious law, natural sciences and engineering, philosophy, literature, communication methods, etc.) 70+2
Technician I (apprentice), II (journeyman), III (master). (pre-req Liberal arts I) 60+2
Technologist I, II, III. (pre-req Liberal arts II) 60+2
Engineer I, II, III. (pre-req Liberal arts III) 60+2
Note: with each new progressive advanced skill category (technologist, and engineer), then reduce advancement of sub-ordinate category by half rate.
If not trained with a master (III) of that category, then reduce base by half and half the advancement rate, until properly trained. If master is exceptional, then raise base by 10-20% and advancement rate by 2-6% per level.
May be general or specific tech, techn, or engr, but -10 to -60% for related knowledge skill tests.
Language and Literacy (Speak/Read/Write) Native language; may learn other related languages.
Militia (any one) Training/Drill 1

RCC: Husbandman
Select 20 skills from integrated husbandman skill set, and four skills each from swordsman and craftsman skill sets. Select 3 skills every additional level from integrated husbandman skill set.
At every level select an other additional skill set.

RCC: Swordsman
Select 20 skills from integrated swordsman skill set, and four skills each from husbandman and craftsman skill sets.. Select 3 skills every additional level from integrated swordsman skill set.
At every level select an other additional skill set.

RCC: Craftsman
Select 20 skills from integrated craftsman skill set, and four skills each from swordsman and husbandman skill sets.. Select 3 skills every additional level from integrated craftsman skill set.
At every level select an other additional skill set.
At age 20, already trained in mundane levels 1-4 of ley line and elemental magic (MD versions)

Natural Abilities of the Erets mayim RCC.
Select primary RCC at age 20.
May select an OCC at age 200, and every 200 years thereafter.
May select additional RCC after age 2400, every 12400 years, however, the character is not limited to only selecting RCC at the mark of 2400 years, it may be done any time thereafter.
May advance in any RCC or OCC at any time (RCC OCC level is not frozen) by allocating experience appropriately.
Every level, for an experience cost of a third of the difference between the previous two levels of experience, add +5% to any skill set or +1 to any roll based on a d20.
Recognize the Face of evil
Sense and Discern evil - whether supernatural, alignment, type, vector and proximity
Sense transformation
Sense Metamorphosis and true form
Sense supernatural
Sense dimensional disturbance/anomaly
Sense weather (as per spell Rifts: Underseas p 71, except limited range to 50 km plus 25 km per level)
Smell evil
Track evil
Sense ISP, PPE, psionics, magic, and ley lines
Sense weather and other natural environmental occurrences (terrestrial, aquatic, cosmic, etc.)
+1 save vs any evil effect at every odd level
polarized vision, hawk like vision (see 10km), see UV and IR, low-light vision,
cannot be blinded or surprised
increased senses (all)
enhanced hearing - in total darkness or blind (half penalties)
Sonic (Scream) Attack - (quadruple effects in water, one tenth in space/cosmos) - range 10m per highest level of experience, area of effect up to 10 degree arc cone per level of experience, counts as one melee attack and may be utilized once per melee, save vs. stun at -2 every odd level, save vs. knockdown at -1 every odd level, -1 to initiative & all other combat bonuses and actions at every level (no save), temporary hearing loss for 4d6 minutes, 3% chance per level of some permanent hearing loss, 2d6+6 MD per level, duration of effects: 2d4 melees plus 1 melee per level of experience
filtered hearing
See invisible
night vision and low light vision
leap 10 ft high and 30 ft length, (triple distance and double height if running start)
see normally in dark or murky water
may have up to 1/4 of weekly sustenance from photosynthesis (may utilize up to four hours of direct sunlight on the skin for nourishment, or sunlight to a water depth of up to 20m)
may have up to 1/4 of weekly sustenance from PPE (may absorb from ambient (non-living) sources up to 50 PPE per week for nourishment - requires no extra effort to absorb PPE; though must be at least a high magic energy dimension/region; in an intermediate magic region then must be close to ley line to absorb energy; in low magic region then must be close to ley line or nexus on a special occasion, thus, these regions are rarely visited for any length of time)
may store up to 200 PPE "fat" for consumption release for nourishment
Impervious to vampire bite, possession, all forms of mind control and mental and physical alteration, soul drinking, unwilling PPE drain, etc.
+6 Perception; +1 Per at every even level
+6 save vs. illusion, HF, poison, toxin, stun, paralysis, pain, knockdown
+3 save vs. magic and psionics and all supernatural evil; +1 at level 5, 9, 13, 17, etc.
+3 save vs. all other effects
+3 initiative, strike, parry, dodge, roll, disarm; +1 at level 7, 13, 19, etc.
+1 attack at levels 1, 5, 9, 13, 17, etc.
+3 sense magic and psionics
+1 effectiveness of psionic and magic powers at levels 5, 9, 13, 17, etc.
supernatural attributes
may prowl silently at up to one-tenth of maximum speed
natural intuitive combat (no preparation necessary)
master psionic - all sensitive and super powers
may learn additional two psionic powers (physical or healing) per level
may learn one phase power per level
may learn one mind melter power per level
may learn another one/single super (or doubly super) psionic power every 3rd level commencing at level 3 (create additional appropriate powers)
may learn any spell via any method
at age 20, already trained in mundane levels 1-4 of ley line and elemental magic (MD versions)
may utilize extra successes to increase damage output of attacks (psi-magi-tech)
impervious to SDC weaponry
impervious to SDC and MD diseases
impervious to detrimental radiation
impervious to external genetic engineering, bio-manipulation, metamorphosis and transformation
impervious to bionics and cybernetic implants (incompatible with ancient anatomy)
fatigue at 25% the expected normal rate
psi-powers and spells with listed damage in SDC will be same numerical effect in MD.
reduce damage by 50% from all attacks and elements (including light and energy) other than MD magic cold (triple damage from MD magic cold - this is a very closely guarded racial secret, and measures are exercised to mitigate this effect)
the 50% damage reduction also applies to armor and clothing which is or was organic or biological in nature and is currently worn on his person
bio-regenerate clothing and armor at half base rate.
bio-regenerate (base) PE+ME per melee plus (ME+PE)/d8 per level
re-grow missing organs, appendages and limbs within 2d4 days
survive beheading for PE minutes (though body and head will remain essentially motionless during this time) (after which time roll to save vs. death if head is not restored to body, if placed back on body then save vs. coma, if successful ten in coma to restore physical body - may develop phobia or insanity from this occurrence)
natural swimmer 88% + 2% per level
survive depth underwater of 200m plus PE per level
breathe normally underwater due to enhanced and disguised gills (integrated into whole body skin)
see normally underwater
aquatic (enhanced) hearing underwater
speak normally underwater (air is absorbed through skin gills and transported to lungs to breathe and then exhaust gases back out through skin or spoken through mouth)
sonic stun blast shout natural ability - as per the spell Rifts:Underseas p 71, except effective in M.D. (not SDC).
dimensional teleport home (once per year) and sense rifts (range 20 km plus 20 km per level) and ley lines (range 5 km plus 5 km per level) (otherwise same as shifter occ)
survive in complete vacuum of space or any other toxic environment for PE x 2 days with no ill effect.
inflict non-recoverable damage to supernatural evil (duration of one year) - this may be utilized to permanently slay the creature (even if the creature is not in its home dimension).
inflict double damage to supernatural evil
supernatural evil creatures inflict only half effects and damage
when near ley line or stone “structure”: double all recovery effects and saving throws, increase by 50% ME, PS, PE, PP, Spd, PER, HF, MDC, PPE, ISP and all combat and non-combat skills and bonuses;
when near nexus: triple all recovery effects and saving throws, increase by 100% ME, PS, PE, PP, Spd, PER, HF, MDC, PPE, ISP, and all combat and non-combat skills and bonuses, double damage to supernatural when near nexus, these bonuses are all in addition to those normally available on a ley line or at a nexus,


original below, revised as above.
husbandman
MDC PEx30
PPE PEx30
ISP MEx20

swordsman
MDC PEx40
PPE PEx20
ISP MEx20

craftsman
MDC PEx20
PPE PEx40
ISP MEx20

untrained RCC
MDC PEx20
PPE PEx10
ISP MEx10

Any tips on getting Palladium virgins to play? Am thinking of (finally) getting my very experienced group to try Rifts... people who have no idea about the setting or system, really.

I'm prepping for a game today and tomorrow. And I haven't played RIFTS since high school. So, as I review the combat section in the UE PDF copy, I see that any roll to strike over 4, including stat/proficiency/etc. bonuses hits the target. This basically means that it is extremely hard to miss? I remember AR being more of a factor... but with MDC, AR isn't factored in.

Essentially this means combat is just rolling damage unless you roll a 1 on your d20? This seems kind of broken and not how I remember it from back in the day. Am I missing something? What if you attack some SDC target with a high AR with an MDC weapon?

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I'm thinking about starting a Roll20 RIFTS game for my regular group. They're mostly familiar with the d20 systems. I plan to give them characters I generated for the first few sessions until they get settled into the world and adjust to the rules. But, to ease their transition into a new system, how would you guys encapsulate the differences between 3xx/OSR/d20 systems and RIFTS.

Off the top of my head, I would say combat is going to be very different. Things like many multiple attacks, parry and dodge. Magic and Psionics... very different. And of course, the biggy... MDC.

Anywho, my campaign idea is that they're all organ donors from the present day who are resurrected by an ARCHIE-like AI somewhere in the central part of the US. Maybe somewhere between the CS and Federation of Magic. They'll like be Borgs with maybe a vatgrown Mind Melter or some other psychic thrown in.

The Borg's will have HUD in their optics to help them identify threats and wetware engrams to utilize RIFTS tech but they're also justified in being duly amazed by all the crazy cool that is the RIFTS universe.
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Erets mayim Calendar

Approximately 24 years of Earth time equal one year (orbital period/revolution) Erets mayim time on the planet Tyn'agra (Tyn''agra annum - TA).
one TA has twelve months
one day upon Tyn'agra is 48 hours of Earth time.
of the major moons about Tyn'agra, one moon orbits Tyn'agra in ~14 days, one in ~30 days, one in ~60 days, one in ~120 days.
The year begins with the spring equinox, one quarter through is the summer solstice, then half way through the year is the autumnal equinox, then three-quarters through is the winter solstice, and a TA is completed with the onset of the spring equinox.

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See my collection of Erets mayim, an advanced race for Rifts: Phase World.
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