Looking for help with rifts pre gens

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adamaldred
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Looking for help with rifts pre gens

Unread post by adamaldred »

I am running a game on wednesday. Fortunately my adventure is all planned out. However they have asked me to make character sheets for them being new to the game. The only problem is knowing the campaign I am probably going to be biased towards picking skills targeted towards that.

So here my question can you help me with my pre gens. Or if you have something made up even better. All to be lvl 1s

They have asked the following.

1. A juicer an ex death ball player
2. An archeologist maybe a rouge scholar?
3. A combat specialist specialising in wilderness servival.
5. A technowizard. Eventually wants to create his own equivalent of a light saber.
6. A ley line walker
7. Another combat specialist maybe a borg.

thanks for reading
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Re: Looking for help with rifts pre gens

Unread post by Akashic Soldier »

I'll get on this right now. Should be fun.

Here is the first one, my hand is bunged and healing so it took me a bit longer than I thought. If this is to your liking than I'll start on the next one. I think its important to note that I did not actually intend for Alister to come out as badass as he actually had. As it turns out Juicer Athletes workout to be pretty impressive statistically. You'll note I intentionally avoided heavy combat weapons and tried to focus on the ex-deadball superstar aspect. Even-so, Alister is impressive with a lot of room for character growth and development if your group actually stick with it. :ok:

Presented for your approval--

Spoiler:
Name: PLAYERS CHOICE (Default: Alister Dirge)
Concept: Ex-Dead Ball Superstar
[Profile Picture] *Click to View*

"I'm going to kick your ass with one arm--severed and decaying in the ground.. I guess...
I need some new metaphors."

Description and Disposition: Alister is tough as nails; the kind of guy that can take a beating and keep on coming. Though for all his ego and tenacity, Alister is a team player. Physically, Alister is a chiseled athlete with short-cut blonde hair, sky blue eyes, and a dashing charismatic smile. Alister's only other distinguishing feature is that he is missing his left arm from the elbow down. In its place is a small prosthetic brace/stub that he sometimes fits with a 3 prong vibro knife or harpoon (Especially, useful for saving one's self from a fall or making sure your opponent can't get away!).
History: Alister was a winner and one of the best Australia ever had. As an athlete he measured himself by the men left in his shadow; as a man, by those who envied him and aspired to be more like him. His was a life of loose women and golden horizons, at least it was. See, one of the things about Rifts Earth is that there is always a bigger fish. They have many names but in field of sports they're called Juicers and there came a time that Alister either had to get inboard or learn to live in someone else's shadow. Alister was a winner. In his mind, he never really had a choice. Unfortunately, on Rifts Earth there is always a bigger fish and after a blistering winning streak in the North American sporting areanas Alister met his match at the hands of an Orcish Juicer. The match was brutal and won Alister more fame than he had ever known, but not without its costs. First, Alister learned that the world cheered louder at his loss than they ever had at any of his victories. Second, that Orc took his arm and with it any hope he might have had a serious career in deadball. There were cybernetic alternatives, but the damage to his ego was done and he would not sacrifice the last of his pride just to play second tier deadball with the cripples, freaks, and charity cases.
Motivation: Alister threw away his future on a dream. A lot of people might have thought something like that was stupid but it took courage. With his dreams of competing seriously again dashed and the shame of his failure hanging over his head, Alister refuses to return home to Australia to face his loved ones and is instead trying to find a way to give his last years on this planet worthwhile.

Statistics
Alignment: Scrupulous (Good) Note: Alister was considered Anarchist (Selfish) prior to losing his arm. The entire ordeal has instilled in him a strong sense of empathy and respect for the downtrodden.
R.C.C.: Human
O.C.C.: Hyperion Juicer (1st)
Horror Factor: None
Hit Points: 46
S.D.C.: 187
P.P.E.: 5
Height: 6'2"ft
Weight: 145lbs
Place of Origin: Melbourne, Australia

Attributes
I.Q.: 8
M.E.: 12
M.A. 16
P.S.: 21 (Augmented) :+30% to all throwing distances, can lift FOUR TIMES as much (1,680lbs)!
P.P.: 26
P.E.: 18
P.B.: 16
SPD: 142 Running or Dashing: 1,893 feet (per action). Max Speed (Approximately): 158 miles per hour.

R.C.C./O.C.C. Abilities
Superhuman Endurance: Can last five times longer than a normal person before feeling the effects of exhaustion. Can remain alert and operate at full efficiency for up to four days without sleep (but needs to consume at least 4000 calories a day to function normally). Normally needs only four hours of sleep per day. Bonuses: +140 S.D.C., +16 Hit Points, +5 P.E.!
Superhuman Strength: Can lift and carry four times more than a normal person of equivalent strength. Bonus: Raise P.S. to 18.
Superhuman Speed: Can leap a distance of 50 feet (15.2 m) across/lengthwise after a short run (half that from a dead stop) and 25 feet (7.6 m) high (half without a short run).
the Hyperion's powerful legs allow him to perform kick attacks inflict 3D6 S.D.C. plus P.S. bonuses, power kick (counts as two attacks) inflicts 1D6 M.D. Bonus: +110 SPD.
Superhuman Reflexes and Reaction Time: The Hyperion is even faster than normal Juicers, but experiences more problems. Bonuses: +6 on initiative, +1 to strike, parry and dodge, +4 to roll with punch, fall or impact, plus gets automatic parry or dodge on all attacks, even from behind/surprise attacks. Plus two extra attacks per melee round, and +5 to P.P.
Saving Throw Bonuses: +4 to save versus psionics, +4 to save versus mind control (psionic and chemical), +9 to save versus disease, toxic gases, poisons, and other drugs (increased due to the high metabolism which burns off drugs and disease quickly; half the normal duration for symptoms and side effects).
Enhanced Healing: Heals four times faster than normal, +20% to save versus coma/death. Virtually impervious to pain, as per the normal Juicer.

Penalties:
Low Life Span: Hyperions tend to burn out even faster than common Juicers! Remaining Life span: 5 years, 4 months.

Heightened Metabolism and Hypertension: In addition to the normal Juicer problems (shorter life, insomnia, impatience, etc.), Hyperions tend to overreact to any sudden moves or noises they hear. This means there is a 1-30% chance the Juicer will react with an instinctive punch or kick if somebody startles him or sneaks up from behind. Likewise, a loud noise within 20 feet (6.1 m) of the Juicer is likely to cause him to spin around, back flip, or dive on the ground, roll or somersault, and land/stop facing the direction of the noise, weapons drawn.
The worst side effect is that Hyperios need a lot more food to stay active than normal humans. The Juicer must consume twice as much as a normal person, or he will suffer from low blood sugar and energy levels with the following penalties: reduce all combat bonuses by half after one day (24 hours) without getting 4-6 hearty meals! Reduce them by half again for each subsequent day with less than one meal until zero. Also reduce speed by 10 points after the second day for each subsequent day of starvation and one melee attack forevery four days. Less than one normal-sized meal is starvation for the Hyperion.

O.C.C. Skills:
Language (Native): English (Australian) (98%)
Language (Other): Sign Language (Team Speak/Military Signs) (35%)
Acrobatics (+5%) Bonuses: , +4 S.D.C, +1 to P.S., +1 to P.P., +1 to P.E., +2 to Roll with Impact.
Climbing (45%)
--Repelling (35%)
Gymnastics (+5%) Bonuses: , +6 S.D.C., +2 to P.S., +1 to P.P., +2 to P.E. +2 to Roll with Impact.
Land Navigation (51%)
Radio: Basic (+55%)
Wilderness Survival (40%)
Hand to Hand Style: Expert

Related Skills
Deadball Bonuses: +5 S.D.C., +1 on Initiative, +1 to Dodge, +1 to Roll with Impact, +6 to SPD.
Murderthon Bonuses: +8 to S.D.C., +1 to Strike, +1 to Dodge, +1 to Roll with Impact, +8 to SPD
Prowl (45%)
Juggling (35%) Bonuses: +1 on Initiative
Palming (30%)
Seduction (25%)

Secondary Skills
Athletics: General Bonuses +2 S.D.C., +1 to P.S., +1 to Parry, +1 to Dodge, +1 to Roll, +3 to SPD.
Performance: Grand-Standing (30%)
Running Bonus: +3 S.D.C., +1 to P.E., +11 to SPD.
See W.P. Boomerang
See W.P. Targeting

Weapon Proficiencies
Boomerang (+1 to strike) Note: Defending against Boomerang attacks is difficult and certain penalties apply, see below.
--Description: W.P. Boomerang: An aerodynamic curved throwing "stick" although Alister normally wields baterang-like vibro-blades (see below). Players are likely to try all sorts of tricks. In all cases, opponents are at -2 to parry and dodge boomerang attacks, as they are highly unpredictable missile weapons difficult to avoid and defend against. Add this penalty to other penalties that may apply from special attacks. The boomerang can be employed in several different ways:
Thrown with a slight curve so that it returns if it misses: In such a case, the range is 150 feet (45.7 m). To make a boomerang return, a character must have this W.P. Such trained individuals can throw those designed to return to come back to them when they miss. The process of returning uses up one melee action worth of time, during which the
character can perform something else (aside from moving).
Straight Shot: Thrown with full force, the range is an incredible 600 feet (182 m). The boomerang will not return. +2 S.D.C. to damage from the velocity of a fast moving, full force boomerang. If the victim is within 100 feet (30.5 m), he is -4 to parry or dodge the attack.
The Back Shot A particularly tricky method of attack; the boomerang is thrown with full force, but curves to return toward its thrower and strike a target on its return, from the opposite side. The maximum range is 250 feet (76.2 m), and the target is -8 to parry and dodge due to the element of surprise. This can even catch someone hiding behind cover if the thrower is aware of the hiding target and can accurately estimate where to strike. The difficulty of this attack means the throw is made without benefit of any bonuses and is -3 to hit the hidden target.
Bounce Shot: Thrown at a down angle, the boomerang appears to fall short then rises before hitting the ground and strikes the victim from below. The attack has the element of surprise and can be disorientating, so the intended target is -4 to parry and dodge. If the roll to strike is 16 or higher, an opponent will be knocked off his feet by the attack (as well as suffering damage) and loses two melee actions. A successful "roll" vs punch, fall or impact will prevent the knockdown, but uses up one melee action.

Knives (+0 to strike/+1 to parry)

Deadball (+1 to strike) Note: Defending against Boomerang attacks is difficult and certain penalties apply, see below.
--Description: This skill allows the character to throw the spiked, ricocheting ball in the deadball game with great accuracy. A character with this skill can hit a target by ricocheting the ball off walls, ceilings and floors. This is a called shot, at -1 for every ricochet needed to strike the target. It is very hard to parry or dodge the ricocheting Deadball; the victim is at -2 to dodge, and at an additional -1 for every additional ricochet beyond the first.

Harpoon (+0 to strike)
Targeting (+1 to strike)
--Description: This W.P. augments the character's combat abilities with thrown weapons (See Rifts®: Ultimate Edition, pg. 328). Most notably, Alister's thrown attacks critically strike on 19-20 and a single thrown attack may be made (one action) to throw TWO projectiles at once!

Energy Rifle (+1 to strike)

Modified Combat Statistics:
Number of Actions: 6, +8 to Initiative, +8 to Strike, +8 to Disarm, +8 to Pull Punch, +8 to Parry, +10 to Dodge (or +7 to Auto-Dodge), +11 to Roll with Impact.

--Juicer Deadball (Retractable Vibro Blades): Strike +10, Damage: 2D4 M.D. Effective Range: 200 feet. Quantity: 2
--Juicer Deadball (Explosive):Strike +10, Damage: 3D6 M.D., Area of Effect: 20 foot radius, Effective Range: 200 fee, Quantity: 2
--Juicer Boomerange AKA Wing-Blades (Vibro): Strike +10, Damage: 2D4 M.D. Effective Range: 200 feet. Quantity: 4
--Juicer Boomerange AKA Wing-Blades (Explosive): Strike +10, Damage: 3D4 M.D. (10 foot radius), Effective Range: 200 feet. Quantity: 2
--JVibro Harpoon Hand Attachment: Strike +8, Damage: 2D6 M.D. Effective Range: 60 feet. (Retractable, can hold up to 600lbs before breaking; cord has 6 M.D. but is a difficult target; -4 to strike)
--JVibro Knife Hand Attachment: Strike +8, Damage: 2D6 M.D. Parry +9. (Retractable, can hold up to 600lbs before breaking; cord has 4 M.D. but is a difficult target; -4 to strike)

Standard Equipment: Bio-comp and bio-data implants, drug harness and drug supply (usually needs to be replenished once or twice a year), portable IRMSS kit, set of fatigues,
utility belt, backpack, sunglasses, canteen, compass, ×6 E-Clips, and personal items.

Weapons and Armor: Vibro-Spike Armor (M.D.C. 50), and an L-20 Laser Rifle, Wilks 320 Laser Pistol and Vibro Grapple/Harpoon attachment, vibro-knife attachment.

Money: 700 in credits, and 900 in black market goods (a small pouch of gold nuggets from back home)
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Re: Looking for help with rifts pre gens

Unread post by zyanitevp »

Sweet A.S! Thanks for helping out!!
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adamaldred
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Re: Looking for help with rifts pre gens

Unread post by adamaldred »

Omg my jaw just hit the floor. This is awsome love the boomerang too! Cant wait to see the others just as a point what lvl did you work him out as I dont have a book to ha d to check it out fully and see any referance of it but i was going for lvl 1
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Re: Looking for help with rifts pre gens

Unread post by adamaldred »

Its now actually changed my whole adventure idea and come up with brand new one shame its a bit late to run it. Was thinking that now hes retired northern gun who sponsored him want some of thier costs back and need to send him on a mission.
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Re: Looking for help with rifts pre gens

Unread post by Akashic Soldier »

adamaldred wrote:Its now actually changed my whole adventure idea and come up with brand new one shame its a bit late to run it. Was thinking that now hes retired northern gun who sponsored him want some of thier costs back and need to send him on a mission.


Whatever works for you man. And yup, he is level one (see next to his O.C.C. where it says 1st?; that's how I normally do it).

Glad you like it. Rifts is awesome so screw this generic wizard crap. Lets give the players something awesome to tinker with. ;)

I'll start on the next guy now.

***

Well, Chastity came out pretty neat. Again, I tried to make sure that she is a "good" first level character with lots of room for growth and development. Also the "information" beamed into her head can be ANYTHING that might help tie her into the game you have planned. :ok:

Enjoy!

Spoiler:
Name: PLAYERS CHOICE (Default: Chastity Constantine AKA "The Red Death")
Concept: Truth Seeker
[Profile Picture] *Click to View*

"History has been built on lies."

Description and Disposition: Chastity goes to incredible lengths to hide her gentle and compassionate heart. To achieve her goals she must be seen as a ruthless and uncompromising force. To achieve this she dons an imposing cowl and the robes of the Shifter. Chastity looks is lithe yet muscular like most Devilmen but unlike her sisters, her complexion is red and her horns and nails are a polished black; giving her the appearance of a true demon. This illusion is exaggerated further by her cybernetic eyes, which appear perfectly normal except when she is angry, trying to be intimidating, or startled at which time they glow a fierce white luminescence.
History: Growing up Chastity was a bright-eyed little girl and although she was born with a birth that resulted in her skin tone being red like the males of her species instead of the normal lavender, she was accepted for her difference and loved. Though soon that would matter little because Chastity's parents were involved in anti-Coalition terrorism on behalf of Tolkeen. They saw themselves as freedom fighters and heroes of the people, but the truth is they were more an annoyance than anything; akin to modern day animal rights activists. However, even this was enough to ensure that when they were caught and resisted, they were executed along with the rest of their cell. The commanding officer realized too late his lapse in judgement and found that he and his men had orphaned the young girl. Realizing after the fact that he should have incarcerated her father and put her mother on probation the officer took the young girl and raised her as his own. Raising Chastity wasn't easy, for the first year she was belligerent and difficult... but she was a child and like most children Chastity soon forgot and came to love her father and forgot her old life. It wasn't easy growing up in Chi-Town and her father suffered frequent inspections from the I.S.S. and lost any chance of raising further in rank, but he was happy and the red-skinned little girl (despite being a D-Bee) soon won the heart of all those around her and after years of work was even able to gain status within the Coalition States equivalent of a Psi-Stalker or Dogboy. It wasn't much but it was worth celebrating. The following years were happiest of her life and she often wishes that she could turn back the clock.
It all started with a resistance cell in Chi-Town. Charity and the I.S.S. Stalker Division were investigating the supposed psychic infiltration. An unregistered Mind Bleeder had made it into Chi-Town and was stealing governmental secrets. Against the Psi Stalker and his Dog pack the Mind Bleeder never stood a chance and was quickly ripped to pieces. Though in his passing as a dying action he thrust the delicate contents of his mind into Chastity. Although, she wishes she didn't see the things that she saw, she did. More so, she wishes that she never remembered the things she remembered. It changed her although she was smart enough to know better than showing that. Upon returning to her father and questioning him, he explained what happened. Wishing it to be lies and needing time to reflect on her life, Chastity fled Chi-Town to the Burbs. Shortly afterwards, believing his beloved daughter had abandoned him and would never forgive him, Chastity's father shot himself in the head with a Coalition energy pistol and ended his life (see Standard Equipment). Learning of this, and hearing the accusations that she was responsible for his death Chastity ran. She lacked the courage to face the accusing eyes of her old Coalition friends, she lacked the maturity to accept her father's death. Since that day she had been obsessed with uncovering the truth. She tells herself this is because the truth will set her free, but deep down Chastity secretly hopes that one day she will uncover a truth that might somehow reverse this entire nightmare. That she might find out her father is still alive and the body they found was part of a conspiracy, or that the the truth of the information thrust into her mind by the Mind Bleeder was a lie or misunderstanding. It is a futile quest; a self-sustained suffering, but Chastity has the strength to keep digging and the courage to keep hoping... hoping that one day what she uncovers will make all the terrible things that have happened somehow just, reasonable, or fair.

Statistics
Alignment: Principled (Good); Although Chastity is a "good" person her military upbringing means she has no qualms about killing to get to the truth. She sees it as her personal responsibility and duty to find out "what is really going on" and "why" and anyone who stands in her way (assuming they're serious threats, she never harms innocents) are considered acceptable causalities of war.
R.C.C.: D'norr Devilman
O.C.C.: Rogue Scholar (1st)
Horror Factor: 12; until you get to know her. Poor lighting and a successful Intimidate check can dramatically increase this (but never higher than 18).
Hit Points: 14 (Harder to kill than a normal human; +1D6+2 per level)
S.D.C.: 36
P.P.E.: 48
Height: 6'0"ft
Weight: 132lbs
Place of Origin: Original birthplace (Unknown), raised in Chi-Town

Attributes
I.Q.: 16
M.E.: 12
M.A.: 27
P.S.: 8
P.P.: 17
P.E.: 14
P.B.: 11
SPD: 14, Running or Dashing (per action): 23 feet, Running or Dashing (per melee): 70 feet.

R.C.C./O.C.C. Abilities
R.C.C. Bonuses/Penalties: +4 on Perception Rolls, +1 to save vs. Mind Control, +1 to save vs. Illusions, +3 to save vs. Possession, -1 to save vs. Horror Factor.
Storyteller/Teacher: Rogue Scholars are natural born storytellers and educators with a flair for making dry subjects like history, science and math sound exciting and fun. A passion that enables them to teach others over a period of time (equal to a Secondary Skill after 1D6+8 weeks of lessons; with at least 12 hours a week devoted to the teaching and another 10 hours of study by the student). Also see O.C.C. Bonuses.
Find Books and Historical Artifacts: +20% to Find Contraband related to books, art, film and pre-Rifts artifacts in general. This bonus is added to the character's normal Find Contraband skill whenever such items are sought. Gets these items at a discount - 40% off list price as a professional courtesy from most other Rogue Scholars and Scientists and others who value knowledge and history. A 50% discount from the Black Market if he trades at least 24 hours of his time to work for them doing bookkeeping, translating text/books, transcribing passages, authenticating inventory acquired from adventurers and other sources, teaching, and other work applicable to the brainy character. Every 24 hours he puts in, he can get up to 30,000 credits worth of books, supplies (paper, notebook, writing or drawing implements, computer, recorder, camera, etc.) or relics and artifacts from the past for
half (that's 15,000 credits, his cost).
Recognize Authenticity: An exclusive skill that enables the Rogue Scholar to tell if an item is a true pre-Rifts artifact, an original edition, a recent facsimile copy (which may be just as good from an information point of view), new or used, defective or incomplete or censored, a forgery, professionally restored, low or high quality, and a fair price. Base Skill: 58% +3% per level of experience.
Professional Restoration: An exclusive skill that enables the Rogue Scholar to patch, repair and touch up books, binding, all paper products, and works of art (excluding 3D items), to improve their appearance and quality and value by 8% per level of experience, provided he makes his skill roll. A failed skill roll means no improvement, wait a week and try again. A second failure means it is beyond his ability to restore. Base Skill: 58% +3% per level of experience. Bonuses to Related Skills: +10% to Art, Calligraphy, Forgery, and Photography.
O.C.C. Bonuses: +1 to I.Q. and +2 to M.A. attributes, +5 on Perception Rolls, and +10 to S.D.C.

O.C.C. Skills:
Anthropology (+10%) *R.C.C. Bonus Skill*
Art (+20%) *R.C.C Bonus Skill*
Mathematics: Basic (+15%) *R.C.C. Bonus Skill*
Mathematics: Advanced (+15%) *R.C.C. Bonus Skill*

Language (Native): American (98%)
Language (Other): Latin (55%)
Language (Other): Sign Language (Military Signs) (55%)
Literacy (Native): American (+50%)
Literacy (Other): Dragonese/Elven (55%)
Literacy (Other): Technocan (55%)
Literacy (Other): Sumerian (55%)
Appraise Goods (+20%)
Basic Math (+25%)
Computer Operation (+20%)
Computer Programming ( + 15%)
Creative Writing (+15%)
Find Contraband (+15%)
History: Pre-Rifts (+22%)
History: Post-Apocalypse (+20%)
Public Speaking (+20%)
Research (+30%)
Pilot: Automobile (+10%)
W.P. Knives.
W.P. Energy Pistol
Hand to Hand Style: Assassin; Chastity was trained as a Special Ops I.S.S. agent prior to abandoning the Coalition Regime in search of her "Truth."

Related Skills
Archeology (+10%)
Computer Hacking (30%)
Computer Operation (45%)
Computer Programming (45%)
Law: General (55%); Chastity is extremely well-versed in Coalition State law and knows intimidating military terminology that ensure that most CS Soldiers would restrain her and her company for interrogation or until they can take them to their leaders.
Combat Driving Bonuses (When driving): +2 to Dodge, +2 to Roll with Impact, +2 to Survive a Crash, and can make an Aimed or Called Shot on a moving vehicle without it being considering “Shooting Wild” (-2 to strike instead of -6).
Prowl (35%)

Secondary Skills
Athletics: General Bonuses: ., +6 to S.D.C., +1 to P.S., +1 to Parry, +1 to Dodge, +1 to Roll, +2 to SPD.
Coalition Knife-Fighting (See Fencing): +1 to Strike, +1 to Parry, +1D6 to damage (with edged weapons).
Pilot: Motorcycle and Snowmobiles (60%)
Climbing (49%)
--Repelling (30%)

Weapon Proficiencies
W.P. Knives (+0 to Strike, +1 to parry)
W.P. Energy Pistol (+0 to Strike)
W.P. Paired Weapons (Knives Only): See Rifts®: Ultimate Edition, pg. 327.

Modified Combat Statistics:
Attacks/Actions per Melee: 3, +0 to Initiative, +4 to Strike, W.P. Paired (Bonus W.P.), +3 to Parry, +3 to Dodge (+5 when Driving), +1 to Roll with Punch (+3 when Driving).
--Natural Horns (Headbutt/Gore): Strike: +4, Damage: 2D4 S.D.C., Parry: +4
--C-18 Laser Pistol: Strike +0, Aimed Strike +2, Damage: 2D4 M.D., Effective Range: 800 feet, Pay Load: 10 shots.
--Vibro Knives (Includes Knife Fighting Bonuses): Strike: +5, Damage: 2D6 M.D., Parry +5. Note: Although she prefers subtly and intimidation, when forced into combat Chastity dual-wields two Vibro-knives (See W.P. Paired). *W.P. Paired is Normally limited to Men-at-arms O.C.C.s but Chastity's unique upbringing as a Coalition I.S.S. Enforcer allowed her to develop it through her hand to hand training.*

Standard Equipment: A suit of ceremonial Shifter Armor (41 M.D.C.; as per Ley Line Walker Concealed Body Armor), two Coalition Standard vibro-knives, C-18 Laser Pistol, set of traveling and a set of dress clothes, portable compact disc recorder/player (CD that plays three and one inch audio discs) and headphones, video disc player (also plays one and three inch audio and video discs), digital camera (100 still photos and up to 30 minutes of video per video disc, gas mask (made to look like a porcelain geisha mask), triple the number of still photos if no video is used), portable
language translator, two pocket notebooks, sketch pad or blank paper, a dozen pencils and markers, old-fashions dip pen and ink, magnifying glass, normal binoculars, survival knife, bedroll, knapsack, backpack, carrying case for artifacts, extra pack or sack for books, a long-range radio, some personal items/

Conventional Black SUV; a common civilian vehicle throughout North America
S.D.C. by Location
Tires (4) - 30 each
Windshields (2) - 100 each
Door Windows (2) - 30 each
Doors (4) - 65 each
Rear Hatch (1) - 70
Main Body - 3,200 (equal to 32 M.D.C.)

Speed: 120 mph
Range: Unlimited (Nuclear Engine)
Size: 15 feet long, 7 feet tall. Weight: 3,800lbs.
Crew: One driver, and can seat one additional passenger in the front with the driver. Three other passengers can sit in the back where there is spacious hatchback area.
Cargo Space: Glove compartment in the dashboard the size of a lunchbox, and a small flatbed in the back which is about 3 feet long and 5 foot wide.
Cost: 68,000 credits.

Cybernetics: Two "Lifelike" Simulated Eyes (can glow at will or when Chastity is startled); any additional implants will impede her natural P.P.E. base. Additional upgrades to the eyes do not count as additional implants and given the time, the money and the right Cyberdoctor Chasity will consider further optic augmentation, especially night vision, light-filters and targeting systems (refer to the Multi-Optic Eye for more information on Optic Augmentation).

Money: 400 credits, 4,000 black market credits (random Pre-Rifts artifacts; a cache of Pre-Rifts internet servers, mostly porn but still extremely valuable and easy to move).
Last edited by Akashic Soldier on Tue Dec 04, 2012 4:39 pm, edited 1 time in total.
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Re: Looking for help with rifts pre gens

Unread post by adamaldred »

awesome that look really good look forward to seeing more wonder which of my all male players I can force to play a female lol :D
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Re: Looking for help with rifts pre gens

Unread post by Akashic Soldier »

adamaldred wrote:awesome that look really good look forward to seeing more wonder which of my all male players I can force to play a female lol :D


:lol:

I wasn't sure if you had a female in the group so I figured I should make at least one or two. Otherwise, its a sausage fest. :P

Note: Yes, Chastity has +9 to Perception Rolls. That is epic and totally by accident. :lol:
Next Up: Wilderness Survivalist Combat Expert. I am going to try to hit this one out of the ballpark!
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Re: Looking for help with rifts pre gens

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Ime still 3 sheets short if you have any more to hand
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Re: Looking for help with rifts pre gens

Unread post by adamaldred »

Akashic Soldier wrote:Note: Yes, Chastity has +9 to Perception Rolls. That is epic and totally by accident. :lol:
Next Up: Wilderness Survivalist Combat Expert. I am going to try to hit this one out of the ballpark!


Cant Wait :D
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Re: Looking for help with rifts pre gens

Unread post by Akashic Soldier »

adamaldred wrote:
Akashic Soldier wrote:Note: Yes, Chastity has +9 to Perception Rolls. That is epic and totally by accident. :lol:
Next Up: Wilderness Survivalist Combat Expert. I am going to try to hit this one out of the ballpark!


Cant Wait :D


Sorry, I had stuff I needed to handle. I'll get on it now.
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Re: Looking for help with rifts pre gens

Unread post by Akashic Soldier »

Well, here is your survivalist "Slim."

Spoiler:
Name: PLAYERS CHOICE (Default: "Greenkin" or "Slim" or "Greenskin Slim" (real name unpronounceable with the human tongue)
Concept: Redneck Goblin Monster Hunter (Wilderness Survival Expert)

"Shh. Don't move. See that... it's looking for us."

Description and Disposition: Greenskin Slim is a short Goblin with olive skin and sharp mean features. Although Goblin's have reputation for being slow-witted, clumsy creatures and a bit of a joke Slim is anything but. Likewise, though their diminutive size generally results in them being looked down upon as mercenaries or soldiers "Slim" is one of the deadliest men on the planet. This is in most part because he was grew up as an orphan in Dinosaur Swamp (which could be related to being raised in a hell dimension). Although Slim is incredibly fit (especially for a Goblin) his true strength is as a master survivalist, tracker, trapper and huntsman. Afterall, once you've brought down a dinosaur singlehandedly there isn't much that can really compare. Slim prefers not to fight head-on, instead setting complex traps or laying in ambush. If he (or his companions) are dragged into a fight they were not prepared for Slim will always try a tactical withdrawal as he does not believe in fighting battles he cannot win. Slim's overall disposition is slightly redneck and he would be perfectly at home during a Zombie Apocalypse.
History: The universe swallowed him up and then spat him out in the hell that is Dinosaur Swamp like some cruel joke. While there the world tried to kill him. Slim killed back, harder, learned to hide, learned to hunt, taught himself how to make M.D. armor out of the hides of M.D. critters that he learned to catch in his traps. He once killed a Tyrannosaurus using only 30 foot of rope and a vibroknife and those that look within his mind to learn his past must save vs. Horror Factor 18 or higher. Slim's only "true friend" is a trained Weasel called "Slick" that he can speak to (his Goblin/Faerie nature allows him to speak to such creatures with relative ease). Slick is an ordinary Weasel but has saved Slim's life on more than one occasion (See Psionic Abilities in Animals in Rifts: Ultimate Edition, pg. 367)

Statistics
Alignment: Anarchist (Selfish)
R.C.C.:Goblin
O.C.C.: Dinosaur Hunter
Horror Factor: None.
Hit Points: 21
S.D.C.: 113
P.P.E.: 30
Height: 3'9"
Weight: 90lbs
Place of Origin: Off-world (Matured in Dinosaur Swamp from early childhood).

Attributes
I.Q.: 10
M.E.: 18
M.A.: 5
P.S.: 20
P.P.: 20
P.E.: 21
P.B.: 8
SPD: 16, Running or Dashing (per action): 16 feet, Running or Dashing (per melee): 80 feet.
--Digging: 5 Burrowing (per action): 5 feet, Burrowing (per melee): 25 feet. *Remember, if your opponent cannot draw line of sight to you they cannot attack you. So vanishing into the earth like the Fremen from Dune is a GREAT defense.*

R.C.C./O.C.C. Abilities
R.C.C. Bonuses: +1 to save vs. Faerie Magic, +2 to Horror Factor, +2% to all Rogue Skills.
Nightvision 90 feet; can see in total darkness.
Underground Tunneling (Special): Can tunnel with amazing speed and dexterity. Can also excavate ruins and the sites of cave-ins with the same prowess. In addition, the character can usually tell if an existing tunnel or chamber is a natural formation or whether it was dug by Dwarves, Kobolds, Goblins, Gnomes, Troglodytes, Psi-Stalkers or humans (or any other race/creature that the character might be familiar with.). Additionally, can even tell if it's new, old, or ancient. Base Skill: 30% +5% per level of experience.
experience.
Underground Architecture: Goblins are excellent underground architects able to build small and large rooms, crude archways, staircases, and great chambers, as well as a labyrinth of tunnels, passageways, mazes and underground traps (most common are pit and cave-in type traps). Likewise, the character can recognize the styles of Dwarven, Kobold, Goblin and other types of construction. The Goblin who is traveling slowly and cautiously, looking for underground traps, can locate them, and avoid or deactivate them. Base Skill: 10% +5% per level of experience; detection and deactivation of traps is done at half his normal architecture skill level.
Underground Sense of Direction: The character has an innate ability to tell direction when underground, even in total darkness (not applicable on the surface). Thus, the Goblin can tell whether he is traveling up, down or straight, the approximate angle of decline or ascent, approximately how far below the surface he is, and the approximate direction (north, south, east, west).Base Skill: 40% +5% per level of experience.
Additionally, this skill also enables him to judge the approximate location to surface structures (natural and artificial), but only if the character is familiar with the area. The character will also recognize traits and aspects of the underground tunnel or construct that serve as landmarks for him. Base Skill: 30% +5% per level of experience; -25% if in an unfamiliar area. Judging the approximate relation/proximity to surface structures (natural and artificial) is poor. Base Skill: 10% +5% per level of experience; -20% if in an unfamiliar area.
O.C.C. Bonuses: +27 S.D.C., +3 P.E., +1 to save vs. Poison, +1 to save vs. Disease, +1 to save vs. Horror Factor (+1 at 3, 5, 7, 9, 11, 13 and 15)
Stalking: A specialist in sneaking-up on prey to kill or capture it. This ability stresses patience over speed, the act of stalking is a skill of physical and mental concentration in which the hunter slowly and quietly moves into position to get his best shot without the animal catching his scent, hearing a noise, catching a glimpse of movement, or being frightened. Note: Stalking takes 1D4+1 melee rounds to get into striking position.
Capturing the animal or killing with knife/melee weapon or bare hands: The Hunter gets within range to lunge and strike or grab/grapple with the animal/target. By spending 1D4+1 melee rounds closing on the target, the next attack is considered an automatic sneak attack (the opponent cannot defend). If performed successfully (if the appropriate time is taken) there is no opposed perception roll to detect the attacker and ambush is automatic. Bonuses: +2 to entangle, +2 to wrestling-based attacks, +1 on aimed strikes, +5% to Prowl, +5% to Camouflage, +5 to Track: Animals, +5% to Track: Dinosaurs, +5% to Detect Concealment, +10% to Detect Ambush, +10% to Detect Traps/Mines, +2 to Perception Rolls.
Sign Language: Always concerned about noise, Dinosaur Hunters have developed their own specialized form of sign language. Originally based on military hand signals, it has grown in sophistication and has its own syntax and vocabulary that is virtually unintelligible unless one of them has been taught how to use it. Base Skill: 35% +5% per level of experience.

O.C.C. Skills:
Language (Native): Gobblely (98%)
Language (Native): Faerie Speak (98%)
Language (Native): American (95%)
Language (Other): Mustelidae (Badgers, Weasels, Etc.) (45%)
Weightlifting and Bodybuilding, Bonuses: +10 S.D.C., +2 to P.S.
Camouflage (55%)
Cook (45%; 55% if cooking game animals)
Climbing (50%)
--Repelling (40%)
Hunting, Bonuses: +2% to Prowl, +5% to Track & Trap Animals, +5% to Skin and Prepare Animal Hides, +4% to Imitate Voices & Sounds and + 10% to Cook game animals (rabbit, raccoon, pheasant, deer, etc.
Land Navigation (52%)
Lore: Dinosaurs (60%)
Lore: Swamp and Everglades (65%; see special O.C.C. abilities)
Prowl (47%)
Skin and Prepare Animal Hides (60%)
Sniper: +2 to strike on Aimed Shots.
Track: Animals (65%; +75% for Dinosaurs)
Track: People (50%)
Wilderness Survival (55%)
W.P. Knife (See Weapon Proficiencies)
W.P. Rifles (See Weapon Proficiencies)
W.P. Energy Rifle (See Weapon Proficiencies)
W.P. Net (See Weapon Proficiencies)
W.P. Rope (See Weapon Proficiencies)
Hand to Hand Style: Expert

Related Skills
Detect Ambush (45%)
Detect Concealment (35%)
Trap Construction (35%)
Imitate Voices & Sounds (52%; 47% if imitating people)
Outdoorsmanship: Bonuses: +9 S.D.C., +1 to P.E. and +5% to all Wilderness-based skills.
Boxing, Bonuses: +15 S.D.C. +2 to P.S., +2 to Parry, +1 to Dodge, +1 to Roll with Impact, +1 Attack per melee round
Wrestling, Bonuses: +18 S.D.C., +2 to P.S., +1 to P.E. and+1 to Roll with Impact

Secondary Skills
Swimming (50%)
Boat: Paddle Types (55%)
Leatherworking *40%)
Lore: Animals and Cattle (30%)
Ropeworks (30%)

Weapon Proficiencies
W.P. Knife (+0 to strike/+1 to parry)
W.P. Rifles (+1 to strike)
W.P. Energy Rifle (+0 to strike)
W.P. Net (+0 to strike/+0 to entangle/+0 to disarm)
--Description: There are two other types of attacks possible with a net:
Snaring an opponent’s weapon: The weapon becomes entangled and is pulled out of the opponent’s hand. A natural, unmodified (no bonus) roll of 18, 19 or 20 will disarm an opponent in this way, unless he can roll an equally unmodified high parry (no bonuses).
Snare/entangle an opponent by throwing or looping the net over him. The intended victim must dodge or be netted. Only characters with a spear, pole-arm or staff can parry a thrown net attack. If caught in the net, the victim is -8 to strike, -10 to parry and dodge, and running is impossible. If netted underwater, the trapped individual is unable to swim and immediately begins to sink at a rate of 6 yards (6 meters) per melee round (15 seconds). It takes 1D4+1 melee rounds to cut free of a net provided the trapped individual has a cutting tool or weapon and that his adversary doesn’t press his attack to slay or further bind and incapacitate the netted character.
If the character dodges or the net thrower misses, it is the net wielder who may suddenly find himself weaponless. Even if the net has a drawstring attached to it, the thrower needs one melee action/attack to pull it back to him or to grab a different weapon.
The throwing of a net to capture an opponent requires the use of two hands (no bonuses to strike or entangle when thrown with one hand). However, if the net is being used to parry, entangle or whip an opponent, it can be used with one hand, while the other wields a sword or other weapon; parry the same as usual. Using the net as
a whipping weapon does 1D4 Hit Point/S.D.C. damage. Underwater Note: Cannot be “thrown” underwater more than 10 feet (3 m) unless the net is being tossed down to a lower depth, but the attacker is -2 to strike targets at a further distance.
W.P. Rope (See Rifts: Ultimate Edition, pg. 306)

Modified Combat Statistics:
Attacks per Melee: 5, +3 to Strike, +5 to Parry, +5 to Dodge, +2 to Roll with Impact,
Pin/Incapacitate: Automatically get an opponent in an incapacitating pin/grapple on a natural roll of 17, 18, 19 or 20. (See Wrestling Skill)
Knockout Punch: Knockout an opponent on the roll of a Natural 20 for 1D6 melee rounds. (See Boxing Skill)

Weapons
Tranquilizer "Capture" Gun: Range: Strike: +1, Aimed Strike +5, 1,000 feet, Damage: 1D6 S.D.C., Rate of Fire: Single Shot only, Payload: Breach-loaded round. Each shot counts as one melee attack (reloading counts as one melee attack).
--Description: Darts are filled with a high-power chemical tranquilizer. When the target is struck, roll 2D6+6 to determine how long it is before the tranquiler effect kicks in then roll a save vs non-lethal poison 17; 16 for predators and sentient creatures. If the target does not fall unconscious (01-70% likelihood) - it is so groggy that it only has one melee attack/action per melee round, has no Perception Roll or Initiative (always goes last), reduces its SPD by 95% (can barely stand or crawl and certainly cannot fly), and is at -8 to strike, -8 to parry, and -8 to dodge.
JA-11 Juicer Assassin's Energy Rifle: Range: Laser: 4000 feet, Ion Beam: 1600 feet, S.D.C. 7.62mm round: 2000 feet, Strike: +1, Aimed Strike +6, M.D.C. Damage: Laser has two settings: 2D6 M.D. and 4D6 M.D., both work on different light frequencies too. The ion beam does 3D6 M.D. It was probably meant as a heavy assault or defensive weapon to be used against a large number of troops., S.D.C. Damage: Single, hand loaded 7.62mm shell. Available types include a standard 7.62mm round that inflicts SD6 S.D.C, or armor piercing 6D6 S.D.C, or exploding 1D6X10 S.D.C. damage. Rate of Fire: Single Shot only, Payload: Breach-loaded round. Each shot counts as one melee attack (reloading counts as one melee attack), Payload: 10, Special Laser Targeting Bonus: +1 on an Aimed shot.
Vibro Knife: Strike +3, Damage: 1D6 M.D., Parry +6.
Kittani Plasma Net Strike +3, Parry +5
This is the ultimate means of killing a defeated or cornered opponent. Just toss the net over him and watch the flesh peel off his bones while he struggles to free himself. To make matters worse, the weighted ends of the net are magnetically drawn to each other after the victim is ensnared, thus closing the trap. The realization of being caught in a net that sears the flesh is enough to evoke desperation in its victim, thus making it harder for him to find his way out. As one would guess, this weapon was designed specifically with the gladiatorial arena in mind, but it is also popular among warriors who like its lethal effectiveness and bounty hunters who live by the motto, "dead or alive."
M.D.C. (Net's Structure): The net has 20 M.D.C. A character with a supernatural P.S. of 30 or less can rip free within one melee round (15 seconds), while those who are stronger can break free with two melee actions. A character with ordinary strength must use his weapons to get free or spend 1D4+1 melee rounds trying to
work his way out (if he lives that long).
Mega-Damage: 1D6x10 M.D. per melee round while trapped. 1D6+2 M.D. if the net is used as a whip to strike an opponent rather than to ensnare and fry him.

Standard Equipment: Bushman Armor (Main Body: 60 M.D.C.) and Armored Long-coat (Main Body: 28 M.D.C., Arms: 12 M.D.C., Legs: 8 M.D.C., must be depleted first), one weapon for each W.P. 8 E-Clips, Tranquilizer "Capture" Gun (200 tranquilizer darts), Kitani Plasma Net, J-11 Juicer Assassin Rifle, survival knife and hand axe (both do 1D6 S.D.C. damage), Vibro-Knife, and a set of wilderness clothing; this can be anything from camouflage fatigues. Extra pair of boots, hat or helmet, sunglasses or tinted visor, air filter, first-aid kit, knapsack, backpack, utility/ammo belt, a couple sacks, several short pieces of cord for tying things, 100 feet (30 m) of lightweight rope, 6 iron spikes, 6 wooden spikes, hand axe, utility knife, animal skinning knife, fishing line and hooks (pole optional), animal snares, two canteens, six flares, infrared binoculars with digital distancing readout, a telescopic sight for a gun, and Dino-Hunter Ghillie Suit (+10% to prowl, camouflage, etc; not factored into the bonuses listed above; hides heat signature from infrared and conceals scent. Characters other than the dinosaur hunter get +5% instead), 1 reel of rope (S.D.C.), 1 reel of rope (M.D.C.), 1 reel of Vibro-Barbwire (see Merc Ops for more information on rope and wire).

Cybernetics: Cybernetic Lung with Gas Filter (can breathe noxious gas with a successful save vs. poison) and Concealed Gas Dispenser (under the ribs): loaded with 3 canisters of Tranquilizer/Sleep (Save vs. Non-Lethal Poison 17 or higher, 10 foot cloud; 600 credits per canister) and 2 canisters of smoke (As per CS Smoke Grenade, 15 foot cloud; 400 credits per canister). Keeps his implants a secret as a last resort weapon. Cannot receive further Cybernetic augmentation without suffering the appropriate penalties to his P.P.E.

Money: 300 credits
Last edited by Akashic Soldier on Wed Dec 05, 2012 7:58 pm, edited 1 time in total.
"I flew back to the states just to vote for Trump."
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
I will not answer posts/questions/accusations by people on my foes list.
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Re: Looking for help with rifts pre gens

Unread post by Novastar »

Point of order: It's the Fremen of Dune who disappear into the earth, not the forces of House Harkonnen. :P
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Re: Looking for help with rifts pre gens

Unread post by Akashic Soldier »

Novastar wrote:Point of order: It's the Fremen of Dune who disappear into the earth, not the forces of House Harkonnen. :P


Thank you. I did actually know that. I have not read Dune since highschool. :lol:
"I flew back to the states just to vote for Trump."
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I will not answer posts/questions/accusations by people on my foes list.
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Re: Looking for help with rifts pre gens

Unread post by adamaldred »

as usual absolutely amazing!!!
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Re: Looking for help with rifts pre gens

Unread post by Akashic Soldier »

Techno Wizard.

Pass. I personally don't think Techno-Wizard is a good O.C.C. for novice players learning the game. They're going to want to build something and it's going to kill your session as you guys sit there struggling to understand/explain it.

If you are after a lightsabre style weapon refer to "Merc Ops, pg. 104" for the Wilk's laser sword. It cannot parry, but if you use techno-wizardry to add the "Deflect" spell to it, you're done. Instant lightsabre. :lol:
Name: PLAYERS CHOICE (Default: Lssster, Pronounced "Liss-tah")
Concept: Lizard Wizard
[Profile Picture] *Click to View*

"Ssspare me your human Sssentimentsss. There are forcesss at play here beyond your ken."

Description and Disposition: (I have to cut out because of work, but I will post this ASAP.) His story will be cool though. You'll like it.)
History: (I have to cut out because of work, but I will post this ASAP.) His story will be cool though. You'll like it.)

Statistics
Alignment: Scrupulous (Good)
R.C.C.: Lizard Man (Not to be Mistaken with the Lizard Mage)
O.C.C.: Ley Line Walker
Horror Factor: 13; when in attack or frenzy.
Hit Points: P.E. + 12 + 1
S.D.C.: 21
P.P.E.: 152
Height: 5'0" foot
Weight: 110lbs
Place of Origin: Kingdom of Largarto (Refer to Rifts: World Book Six: South America One or World Book Nine: South America Two)

Attributes
I.Q.: 15
M.E.: 18
M.A. 10
P.S.: 12
P.P.: 14
P.E.: 19
P.B.: 17
SPD: 37; Running or Dashing: 46 feet (per action). Max Speed (Approximately): 185 (per melee).
--Natural Climbing (No skill check required): 37; Running or Dashing: 46 feet (per action). Max Speed (Approximately): 185 (per melee).
--Swimming: 74; Burst Swim: 92 feet (per action). Max Speed (Approximately): 370 feet (per melee).

R.C.C./O.C.C. Abilities
Natural Scales (Armor Rating: 9): If an attack inflicts S.D.C. and the attack roll was under 9, the attack inflicts NO DAMAGE.
Breath Underwater (Indefinite): Lizard men can breath both fresh and saltwater with ease.
Swim (90%)
R.C.C. Bonuses: +1 on Initiative, +3 to save vs. poison/drugs, +1 to strike (Underwater), +1 to parry (Underwater), and +2 to Dodge (Underwater).
Sense Ley Line and Magic Energy: The Ley Line Walker can see and see the presence of magic, providing all of the following sensing abilities as automatic powers which do not require the expenditure of P.P.E. (see below; details of the Ley Line Walker's O.C.C. abilities can be found on pages 114-116 of Rifts: Ultimate Edition).
Sense Ley Line: Base Skill: 30% +5% per level of experience.
Sense Ley Line Nexus: Base Skill: 40% +5% per each additional level of experience.
Sense a Rift: See Ley Line Walker O.C.C. description.
Sense Magic in Use: See Ley Line Walker O.C.C. description.
See Magic Energy: See Ley Line Walker O.C.C. description.
Ley Line Transmission: See Ley Line Walker O.C.C. description.
Ley Line Phasing (teleportaton): See Ley Line Walker O.C.C. description.
Ley Line Walking or Line Drifting: See Ley Line Walker O.C.C. description.
Ley Line Rejuvenation: The character can absorb ley line energy to double the rate of natural healing. To do this, the mage must concentrate and relax on a ley line, letting the mystic energy fill him and heal him over a period of days. The mage can also perform an instant rejuvenation on a ley line as often as once every 24 hours, in which after about ten minutes of concentration, he is completely rested, alert, and healed of 20 Hit Points and 20 S.D.C. +1D6 additional Hit Points and 2D6 S.D.C. (or 4D6 M.D.C. if a Mega-Damage being) per level of experience! Again at no P.P.E. cost, but only possible on a ley line.
Ley Line Observation Ball: See Ley Line Walker O.C.C. description.
Ley Line Force Field: The Ley Line Walker can also put in place an energy field reminiscent of the Armor of Ithan around himself whenever he's on a ley line. This extra bit of protection provides 20 M.D.C. +2 M.D.C. per level of its creator's experience. It costs the mage 10 P.P.E. to create/summon it initially, but once it is in place it remains up for the entire time he remains on the ley line or until he dispels it. If the Ley Line Force Field is destroyed, it will regenerate at full strength at the start of the next melee round! Note: Having the force field up and in place draws upon half the ambient P.P.E. of the ley line normally available (20 P.P.E.) to the Ley Line Walker per melee round. Energy the mage often draws upon to supplement his own spell casting. This could be a problem in a combat situation and require the character to drop his protective field to tap more energy.
O.C.C. Bonuses: +3 to M.E., +4 to save vs Horror Factor, +2 to save vs Possession, +2 to save vs Mind Control, +3 to save vs Curses, +1 to save vs Magic, +1 to Spell Strength, and +1 on Perception Rolls at levels 2, 5, 7, 10, and 13; double this bonus when on a ley line.

O.C.C. Skills
Language (Native): Dragonese/Elven (98%) *R.C.C. Bonus Skill*
Language (Native): Spanish (98%)
Language: Other: American (70%)
Language: Other: Gobblerly/Faerie Speak (70%)
Literacy (Native) Dragonese/Elven (98%) *R.C.C. Bonus Skill*
Climbing (45%); Can climb naturally without a roll; only roll in extraordinary situations.
--Repelling (35%); Can climb naturally without a roll; only roll in extraordinary situations.
Mathematics: Basic (+55%)
Land Navigation (40%)
Wilderness Survival (40%)
Pilot: Water Skiing & Surfing (45%)
Lore: Demon & Monster (40%)
Lore: D-Bees (35%)
Lore: Faeries and Creatures of Magic (35%)
Lore: Juicers (40%)
Lore: Magic (35%)
Hand to Hand Style: Expert

Related Skills
Brewing (35%)
Astronomy & Navigation (40%)
Chemistry: Pharmaceutical (40%)
Research (45%)
Acrobatics, Bonuses: +1 S.D.C. +1 to P.S., +1 to P.P., +1 to P.E., +2 to Roll with Impact and No Fear of Heights.
First Aid (40%)
Streetwise: Drugs (35%)

Secondary Skills
Athletics: General: +3 to S.D.C., +1 to P.S., +1 to Parry, +1 to Dodge, +1 to Roll with Impact, +6 to SPD.
Running: +2 S.D.C., +1 to P.E., +14 to SPD
Mythology (30%)
Philosophy (30%)
See W.P. Sword
See W.P. Staff

Weapon Proficiencies
Sword (Strike +1/Parry +1)
Staff (Strike +1)

Modified Combat Statistics:

Number of Actions: 4, +2 to Strike; +3 when Underwater, +4 to Pull Punch, +3 to Parry; +4 when underwater, +3 to Dodge; +5 when underwater, +4 to Roll with Impact.

Standard Equipment: See Ley Line Walker O.C.C. description except Lsster does not start with an energy rifle or submachine gun and starts play with 4 doses of Rush, 1 dose of Mega, and 2 doses of bing-go. Additionally, beneath his robes on his right arm Lsster has a technological medical bracer (normally used for diabetics) that has been customized so he can me inject these substances directly into his blood-steam with the push of a button (1 action). Lsster's staff is an Ironwood Staff (can parry M.D.C. attacks and does 3D6 S.D.C. per strike; set in it is a modest emerald that he uses to store 50 P.P.E.)

Rush (Lsster's preferred " secret weapon"); for Mega and Bing-go see Juicer Uprising.
Rush is another combination of drugs that heightens the user's senses, speed and reflexes.
Duration: 1D6x10 minutes.
Bonuses: Add one additional melee attack, +3 on initiative, +1 to strike, +2 to parry and dodge, +3 to roll with impact, and +10 to speed attribute (+20 to swimming speed). General skill performance is increased by +5% and +10% on skills requiring dexterity and control such as surgery, forgery, lock picking, piloting, acrobatics, gymnastics, climbing and juggling. In addition, the character is keenly aware of his five senses, particularly smell, taste, hearing and touch.
Penalties: Bad and good smells are twice as potent, a lot of different sounds jangle the nerves and disrupts concentration (-10% on skill performance), and the character tends to be irritable and cranky.
Level of Addictiveness: Medium; using rush more than four times a week will make the character an addict. Drug dependency makes the character crave the drug 1D4 times daily! The addict will have all the bonuses listed while high, but becomes so emotionally dependent on it that he thinks he is clumsy and incompetent without it. When not high, the character is minus one melee attack, -3 on initiative, -2 to strike, -3 to parry and dodge, -3 to roll with impact, -10% on skill performance, and the speed attribute is reduced by 20%. In addition, the character's senses seem (it's all psychological) dulled. Food and drinks taste bland, the hands seem clumsy and cold, sounds seem muffled and odors smell unusual.
Cost: 65 to 120 credits per dose.

Weapons and Armor: See Ley Line Walker O.C.C. description; Lsster's vehicle of choice is the Wing Board.
Money: 380 credits, 220 black market credits.
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adamaldred
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Re: Looking for help with rifts pre gens

Unread post by adamaldred »

As usual cant wiat to get into the game with these guys its going to be awesome!
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Re: Looking for help with rifts pre gens

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I am sorry Adam, I have been SO busy with work. :(
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Re: Looking for help with rifts pre gens

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Dude no problem, I used the ones you posted in a game this week and the players loved them!
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Re: Looking for help with rifts pre gens

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adamaldred wrote:Dude no problem, I used the ones you posted in a game this week and the players loved them!


:lol:

Great!

How'd it go?
What went down?
"I flew back to the states just to vote for Trump."
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
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Re: Looking for help with rifts pre gens

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Happy Christmas! the game went great great were doing this weekly now. The juicer was called into the northern gun offices to get back their sponsorship money for not completing his contract. Not having enough to cover his debts they gave him a task to look into what happening with this new type of juicer that has been appearing in the leagues. (they will eventually find out its dragon juicers). He asked the rest of the group to help him out. They set out to investigate and witnessed a deal going down at the dead bowl stadium. They intervened which ended up with several dead goons and a dead Dragon Hatchling. The goblin (whos now know as the crazy one) decided he was going to chop up they body inside the devilmans new mini van. They then set out to sell the carcass.

They still have a ways to go yet but its seeming like fun!
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Re: Looking for help with rifts pre gens

Unread post by Akashic Soldier »

adamaldred wrote:Happy Christmas! the game went great great were doing this weekly now. The juicer was called into the northern gun offices to get back their sponsorship money for not completing his contract. Not having enough to cover his debts they gave him a task to look into what happening with this new type of juicer that has been appearing in the leagues. (they will eventually find out its dragon juicers). He asked the rest of the group to help him out. They set out to investigate and witnessed a deal going down at the dead bowl stadium. They intervened which ended up with several dead goons and a dead Dragon Hatchling. The goblin (whos now know as the crazy one) decided he was going to chop up they body inside the devilmans new mini van. They then set out to sell the carcass.

They still have a ways to go yet but its seeming like fun!


That sounds great! Keep me posted! I love the Dragon Juicer angle, I never would have thought of that!

So you know, "The Crazy One" is Crazy Smart. He can make TONS of money from selling those dragon parts to the Black Market or to Practitioners of Magic.

Skull: Dragon, Hatchling (50,000 credits)
Tooth: Dragon, Hatchling (16,000 credits each)
Tongue: Dragon (500,000 credits)
Claw (Hand): Dragon, Hatchling (200,000 credits each)
Blood: Dragon, Hatchling (12,800 credits per ounce)
Blood: Dragon, Hatchling (1,638,400 credits per gallon)
Bone: Dragon, Hatchling (16,000 credits per pound)
Heart: Dragon (320,000 credits)
Wings: Dragon, Hatchling (200,000 credits per set)
Note: Most of the prices here are listed in Rifts: Africa, with some being listed in Dragons and Gods. All the aformentioned prices are the Market Values; most retailers will only pay 20-30% of the price listed there depending on current demand. Barter can take that up some (see the Skill) but I don't think "the Crazy One" has it. Also, I just noticed he doesn't have appraise so he won't have any idea what a gold mine he's actually just stumbled upon. :lol:

There are no HARD rules for exactly how much something has but you should be able to figure it out by just looking at the creatures size and weight. I had a professional hunter tell me on average you can salvage about 60% of a kill and a little research turned up that about 80% of that is flesh and muscle with the remaining 20% of the corpse being attributed to the bones. :lol:

Gotta love Rifts. 8)
"I flew back to the states just to vote for Trump."
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
I will not answer posts/questions/accusations by people on my foes list.
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Re: Looking for help with rifts pre gens

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sorry for lack of update weve only had one more game since with the holidays being on. After investigating the players soin discovered that majority of these new juicers were coming from the Florida swampees. (another deadball team).
They decided there were going to do a road trip to the stadium and get to the bottom of it. I used some random encounters on thier journey which included having to out run a patroll of cs cyborg hunters. The devilmans suv didnt fare to well after that. When they arrived at the swamps they had a near miss with a t rex (a gain random roll). they first came accross a native american village where they discovered talking with the natives that a business man was trying to buy up all the land to build a new stadium. (in my game the deadball stadiuim in florida is currently tiny and very poor). They found the name mr mooke. Off they went again in thier banged up suv. when they arrived at the stadium they searched for this businessman. The goblin hero (or the crazy one) spotted another goblin in a fine cut suit. Realising this is very unusual for his kind he decided to do a bit of evesdropping.

And thats where we left it. the players are now looking foward to our next game on wednesday.
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Re: Looking for help with rifts pre gens

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sorry forgot to say thanks for the dragon values there absolutely what i needed. saved me hours of trying to look that up ime sure.
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Re: Looking for help with rifts pre gens

Unread post by Akashic Soldier »

No problem man. I just love that you guys are having so much fun. You're doing a great job as a GM. I'm keen to find out what happens next.
"I flew back to the states just to vote for Trump."
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
I will not answer posts/questions/accusations by people on my foes list.
The Ugly Truth - Carl Gleba on the Cabal of 24.
Rifts® Online: Megaversal Highway.
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