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Rifts®: Pregenerated Characters

Posted: Sun Mar 10, 2013 9:15 am
by Akashic Soldier

Re: Rifts®: Pregenerated Characters

Posted: Mon Mar 11, 2013 1:11 pm
by SkylineX7
Awesome, But they all seem to link to "The para Shooter" :(

Now there just throwing errors for me, earlier No matter which one I clicked, I was linked to The sheet for para shooter ("Nicky" Gleeson), although i was doing it quick and didnt check to see if they were all in one...MB

Re: Rifts®: Pregenerated Characters

Posted: Mon Mar 11, 2013 5:07 pm
by Akashic Soldier
SkylineX7 wrote:Awesome, But they all seem to link to "The para Shooter" :(


I'm sorry. How's that?

Re: Rifts®: Pregenerated Characters

Posted: Mon Mar 11, 2013 7:19 pm
by SkylineX7
Home now, I edited the post to clarify, but it appears I may be having a drop-box issue here..

Re: Rifts®: Pregenerated Characters

Posted: Mon Mar 11, 2013 7:57 pm
by Akashic Soldier
SkylineX7 wrote:Home now, I edited the post to clarify, but it appears I may be having a drop-box issue here..


So, its not working? I've got like two more to upload. I'm just tinkering with the write up a little more and double checking my math.

Re: Rifts®: Pregenerated Characters

Posted: Mon Mar 11, 2013 8:39 pm
by SkylineX7
Yep works great! Fantastic job btw!! :)

Re: Rifts®: Pregenerated Characters

Posted: Tue Mar 12, 2013 5:45 am
by Akashic Soldier
SkylineX7 wrote:Yep works great! Fantastic job btw!! :)


Thanks. I try to make sure each character is something a little different and a little unique. Next up I should have

Crazie
Ley Line Walker
[Psychic -- Burster always seems popular for new players]
Glitterboy

Any O.C.C. suggestions/requests?

Re: Rifts®: Pregenerated Characters

Posted: Wed Mar 13, 2013 3:08 pm
by Icefalcon
I will say they are nicely done. However, I tend not to use pregenerated characters in favor of making them myself to better suit my own game. But again, I will say they are well put together.

Re: Rifts®: Pregenerated Characters

Posted: Wed Mar 13, 2013 4:11 pm
by Novastar
Pre-generated NPC's are a godsend to new GM's, which is the market they're aimed at, much the same as Demo games (and gaming modules, to a degree; modules can also serve a busy GM, by giving them pre-generated dungeons and the like).

And it's an easy fix, to alter a pre-gen's background to work in your campaign! :wink:

Re: Rifts®: Pregenerated Characters

Posted: Wed Mar 13, 2013 4:19 pm
by MurderCityDisciple
Yeah they are really nice. Well thought out, interesting and well written. I will have to print them off and keep them handy.

Akashic Soldier is truly one of the coolest, hardest working posters on these boards.

Re: Rifts®: Pregenerated Characters

Posted: Mon Apr 15, 2013 8:12 am
by Akashic Soldier
MurderCityDisciple wrote:Yeah they are really nice. Well thought out, interesting and well written. I will have to print them off and keep them handy.

Akashic Soldier is truly one of the coolest, hardest working posters on these boards.


Just glad to help. :ok:

Initial post updated. There are more on their way but I have work commitments that are keeping me occupied currently. Sorry for the delays.

And it's an easy fix, to alter a pre-gen's background to work in your campaign! :wink:


:ok: Exactly! :D

Re: Rifts®: Pregenerated Characters

Posted: Mon Apr 15, 2013 10:50 pm
by zyanitevp
Akashic Soldier wrote:
MurderCityDisciple wrote:Yeah they are really nice. Well thought out, interesting and well written. I will have to print them off and keep them handy.

Akashic Soldier is truly one of the coolest, hardest working posters on these boards.


Just glad to help. :ok:

Initial post updated. There are more on their way but I have work commitments that are keeping me occupied currently. Sorry for the delays.

And it's an easy fix, to alter a pre-gen's background to work in your campaign! :wink:


:ok: Exactly! :D


Thanks again A.S!

Re: Rifts®: Pregenerated Characters

Posted: Mon Apr 15, 2013 11:55 pm
by say652
the juicer has a speed of 99.4mph not 158mph your math is incorrect. (142/5)x3.5=99.4mph

Re: Rifts®: Pregenerated Characters

Posted: Tue Apr 16, 2013 2:20 am
by Akashic Soldier
say652 wrote:the juicer has a speed of 99.4mph not 158mph your math is incorrect. (142/5)x3.5=99.4mph


You're right! My apologies! I'll fix that immediately (Fixed).

He's actually 97.92 mph to be exact.

144 × 0.68 = 97.92mph.

I put this together for a Rifter I wrote, but I don't know if they'll be using it or not (I've written a lot of stuff), so I figured I'd share it here and break the equasions down to their simplest formulas. I might have to take it down, but since it was really just a BONUS added to the article and not really its focus I don't think Kevin or Wayne would mind me posting it here. I'm sure people will find it useful as a reference.

DETERMINING SPEED
Determining movement is easy and is explained in the Rifts®: Game Master Guide, but for all you guys and girls that don’t have that book, I’ll summarize it again here. These equations are used to calculate a character's speed per action or simply used to breakdown MPH/KMPH so that vehicles and some 'Borg chassis can have their effective Spd. attribute measured. This is handy when taking on obstacle courses or during high speed races. As always, if the maximum distance per attack/action per melee is not moved immediately before or after one of the character's attacks/actions, that movement is lost.

Yards/Meters per Attack/Action (Boarding):
Spd. attribute × 15 ÷ Attacks/Actions per Melee; requires the Skateboarding or Surfing skill, and counts as one of the character’s actions per melee.

Yards/Meters per Attack/Action (Burrowing):
Digging Spd × 5 ÷ Attacks/Actions per Melee; requires a natural digging speed (as per the Dog Boy and Psi-Stalker).

Yards/Meters per Attack/Action (Climbing):
P.S. attribute × 2 ÷ Attacks/Actions per Melee; requires a successful Climb/Rappel skill check for every 20 feet (6 m) of movement.

Yards/Meters per Attack/Action (Cycling):

Spd attribute × 10 ÷ Attacks/Actions per Melee; requires the Bicycling skill, and counts as one of the character’s actions per melee.

Yards/Meters per Attack/Action (Rowing):
P.S. attribute ÷ Attacks/Actions per Melee.

Yards/Meters per Attack/Action (Running):
Spd. attribute × 5 ÷ Attacks/Actions per Melee.

Yards/Meters per Attack/Action (S.C.U.B.A.):
P.S. attribute × 2 ÷ Attacks/Actions per Melee; requires the S.C.U.B.A. skill, and counts as one of the character’s actions per melee.

Yards/Meters per Attack/Action (Skating):
Spd. attribute × 10 ÷ Attacks/Actions per Melee; requires the Skating or Ice Skating skill, and counts as one of the character’s actions per melee.

Yards/Meters per Attack/Action (Swimming):
P.S. attribute × 3 ÷ Attacks/Actions per Melee; requires the Swim skill, and counts as one of the character’s actions per melee. Note: If the character is a natural swimmer (Amphib, Lemurian, etc.), swimming can be done with the same ease as walking and does not use up one of the character’s actions.

Yards/Meters per Attack/Action (KMPH):
1 KMPH ÷ 1.09 = 1 Spd.
Spd. attribute ÷ Attacks/Actions per Melee.

Yards/Meters per Attack/Action (MPH):
1 MPH ÷ 0.68 = 1 Spd.
Spd. attribute ÷ Attacks/Actions per Melee.

For Example: Gobi is a Lemurian Sea Sentinel with 6 attacks/actions per melee. While in his Sea Dart Interceptor, he flies at an astounding 2,310mph (Mach 3!). This is the equivalent to Spd. 3,397 and moves 566 meters/yards per attack/action (2,310 ÷ 0.68 = 3,397 ÷ 6 = 566 yards/meters per action).

Note: I should have done knots too now that I take a minute to think about it.

Re: Rifts®: Pregenerated Characters

Posted: Tue Apr 16, 2013 9:12 am
by say652
i use that formula from the original corebook. speed factor of 5 =3.5 mph. i do paperwork so my math skills are tight.lol

Re: Rifts®: Pregenerated Characters

Posted: Tue Apr 16, 2013 2:57 pm
by Akashic Soldier
say652 wrote:i use that formula from the original corebook. speed factor of 5 =3.5 mph. i do paperwork so my math skills are tight.lol


8-)

Re: Rifts®: Pregenerated Characters

Posted: Tue Apr 23, 2013 6:33 pm
by MADMANMIKE
I've got a couple of fifth level dogboys I just put together for a pbp, thought I'd share them with the masses; just click the download link to the right of the preview image for the full .pdf file..

Dash the Grayhound

Mathias the Newfoundland

Also, with that speed thing, I've got the first page of the unfinished "revised" RIFTS Game Master Screens here too, with Attribute Bonus chart and attributes explained. ---> LINK

Re: Rifts®: Pregenerated Characters

Posted: Wed Apr 24, 2013 3:11 am
by zyanitevp
Thanks MMM! Appreciate it!

Re: Rifts®: Pregenerated Characters

Posted: Sat Apr 27, 2013 3:14 am
by Snake Eyes
Hey Akashic Soldier, how do you write up your pre-gen sheets? those are cool

I was thinking of doing that for my player's characters

Re: Rifts®: Pregenerated Characters

Posted: Sat Apr 27, 2013 8:25 pm
by Akashic Soldier
Snake Eyes wrote:Hey Akashic Soldier, how do you write up your pre-gen sheets? those are cool

I was thinking of doing that for my player's characters


I just copy and paste the following and then fill it in, replacing the X's of course. :)
If you don't know how to determine M.D.C. by location, I'll tell you later. I've got some work to do, but you should be able to find it in the R:GMG if you don't want to wait for me. :)

[CHARACTER NAME]
[DESCRIPTIVE TAG]
[PROFILE PICTURE - IF ANY]
Player Character Statistics:
Alignment: XXX
Motivation: XXX
Race/R.C.C.: XXX
O.C.C.: XXX (1st).
Experience Points: X,XXX/X,XXX
Affiliation/Faction: XXX
Job: XXX
Attributes: I.Q. XX, M.E. XX, M.A. XX, P.S. XX, P.P. XX, P.E. XX, P.B. XX, Spd. XX.
S.D.C./Hit Points by Location:
* Head (1) – X. Hit Points: X.
* Arm (2) – X each. Hit Points: X each.
* Hands (2) – X each. Hit Points: X each.
* Legs (2) – X each. Hit Points: X each.
* Feet (2) – X each. Hit Points: X each.
Main Body – XXX. Hit Points: XXX
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even than with a -3 penalty to strike.
M.D.C. by Location: XXX [Detail Armors, etc.]
* Head (1) –
* Sleeve (2) –
* Gauntlet (2) –
* Legging (2) –
* Boots (2) –
Main Body –
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a Called Shot, and even than with a -3 penalty to strike.
Horror Factor: XX.
P.P.E.: XX.
I.S.P.: XX.
Bonuses: All bonuses include any applicable modifiers from skills or abilities.
● Attribute Bonuses: XX% to Trust/Intimidate, XX% to Charm/Impress
● Combat Bonuses: Actions/Attacks per Melee: X, +X on Initiative, +X to strike, +X to disarm, +X to entangle, +X to pull punch, +X to damage, +X to parry, +X to dodge, +X to roll with impact.
● Saving Throw Bonuses:
Natural Abilities:
O.C.C. Abilities (XXX):

O.C.C. Skills:
Language (Native): XXX (XX%).

Hand to Hand: XXX
O.C.C. Related Skills: Plus X at levels X, X, X and XX

Secondary Skills: Plus X at levels X, X, X and XX

Magic: XXX
Psionics: XXX
Equipment: XXX
Money: XXX Salary: XXX
Cybernetics: XXX

Re: Rifts®: Pregenerated Characters

Posted: Sat Apr 27, 2013 9:16 pm
by Snake Eyes
Very cool, thanks

Re: Rifts®: Pregenerated Characters

Posted: Sat Apr 27, 2013 10:43 pm
by Icefalcon
Akashic, how long did it take you to come up with the template for your character sheets? I know for several different games, I played with layout over a few years until I arrived at the final template.

Re: Rifts®: Pregenerated Characters

Posted: Sun Apr 28, 2013 12:38 am
by Akashic Soldier
Icefalcon wrote:Akashic, how long did it take you to come up with the template for your character sheets? I know for several different games, I played with layout over a few years until I arrived at the final template.


I just did it as if I would were they to be a published NPC, and cleaned it up a little bit. I think it took me like, 5 or 10 minutes?
Truth be told, it was pretty easy. I just took into account what was needed most often, what looked prettiest, and how R.C.C.s/O.C.C.s and such are written up.

Re: Rifts®: Pregenerated Characters

Posted: Sun Apr 28, 2013 2:58 pm
by Icefalcon
Akashic Soldier wrote:
Icefalcon wrote:Akashic, how long did it take you to come up with the template for your character sheets? I know for several different games, I played with layout over a few years until I arrived at the final template.


I just did it as if I would were they to be a published NPC, and cleaned it up a little bit. I think it took me like, 5 or 10 minutes?
Truth be told, it was pretty easy. I just took into account what was needed most often, what looked prettiest, and how R.C.C.s/O.C.C.s and such are written up.

Nicely done.

Re: Rifts®: Pregenerated Characters

Posted: Mon Apr 29, 2013 6:04 pm
by Akashic Soldier
Icefalcon wrote:Nicely done.


Thank you.

I will be posting NPC squads and such soon. I just haven't gotten around to it yet.

Just for fun.

Posted: Wed May 08, 2013 5:13 pm
by Akashic Soldier
Added Sévrik, The Lizard Wizard. He's a Ley Line Walker. I actually made this guy as one of my own characters. He's strange but should be fun to play. :lol:

Re: Rifts®: Pregenerated Characters

Posted: Sat May 11, 2013 5:09 pm
by Snake Eyes
So is determinig S.D.C. & Hit Points by location the same formula as the M.D.C. by location.......if not how did you do it

Re: Rifts®: Pregenerated Characters

Posted: Mon May 13, 2013 1:47 am
by zyanitevp
RGG wrote:Try this https://docs.google.com/file/d/0B-eEO_c ... sp=sharing a bunch of us gathered together to create a product that will fill this void in our game sessions.

It has a little of everything for almost every game system and truly is a fun addition to help GM's get by during tough game sessions.

I have used this on a couple of occasions- it is cool!

Re: Rifts®: Pregenerated Characters

Posted: Tue May 14, 2013 3:55 am
by Akashic Soldier
Snake Eyes wrote:So is determinig S.D.C. & Hit Points by location the same formula as the M.D.C. by location.......if not how did you do it


Yup, exactly.

In the case of Sévrik I gave his tail the same S.D.C./Hit Points as a leg since he has a pretty thick tail that can be used to perfectly balance him (as mentioned in their R.C.C. entry). It is not always explicitly stated how much S.D.C./Hit Points or M.D.C. but I find a good rule of thumb is the following:

Wing (30% of the main body)
Tail, small/prehensile (40% of the main body)
Tail, large/vestigial (30% of the main body)
Tail, replaces legs (60% of the main body)

Re: Rifts®: Pregenerated Characters

Posted: Tue May 14, 2013 3:36 pm
by Snake Eyes
Akashic Soldier wrote:
Snake Eyes wrote:So is determinig S.D.C. & Hit Points by location the same formula as the M.D.C. by location.......if not how did you do it


Yup, exactly.

In the case of Sévrik I gave his tail the same S.D.C./Hit Points as a leg since he has a pretty thick tail that can be used to perfectly balance him (as mentioned in their R.C.C. entry). It is not always explicitly stated how much S.D.C./Hit Points or M.D.C. but I find a good rule of thumb is the following:

Wing (30% of the main body)
Tail, small/prehensile (40% of the main body)
Tail, large/vestigial (30% of the main body)
Tail, replaces legs (60% of the main body)

Cool, thanks......i think that way it makes the fights more dangerous, but thats the point :D

Re: Rifts®: Pregenerated Characters

Posted: Wed May 15, 2013 2:12 am
by Akashic Soldier
Snake Eyes wrote:Cool, thanks......i think that way it makes the fights more dangerous, but thats the point :D


No problem, I actually have a excel sheet that keeps track of damage. So, as the character's main body takes damage the other locations deplete (because their values are based off the Main Body's S.D.C./M.D.C.). That way, people get gradually more and more beat up as the fight goes on. Its pretty neat.

Re: Rifts®: Pregenerated Characters

Posted: Sun Jun 02, 2013 9:31 pm
by Michael Barakofsky
Snake Eyes wrote:So is determinig S.D.C. & Hit Points by location the same formula as the M.D.C. by location.......if not how did you do it


There is a formula for determining MDC by location? Where? What book is it in? I have been looking for something like that for several years.

Re: Rifts®: Pregenerated Characters

Posted: Tue Jun 04, 2013 8:40 pm
by Akashic Soldier
Michael Barakofsky wrote:There is a formula for determining MDC by location? Where? What book is it in? I have been looking for something like that for several years.


Game Master Guide near the front of the robots section if I recall correctly. Its also mentioned in the book of conventional weapons (Again, if I recall correctly). :)

Re: Rifts®: Pregenerated Characters

Posted: Wed Jun 05, 2013 9:17 am
by Michael Barakofsky
Akashic Soldier wrote:
Michael Barakofsky wrote:There is a formula for determining MDC by location? Where? What book is it in? I have been looking for something like that for several years.


Game Master Guide near the front of the robots section if I recall correctly. Its also mentioned in the book of conventional weapons (Again, if I recall correctly). :)


Bummer I dont have either of those books.

Re: Rifts®: Pregenerated Characters

Posted: Fri Jun 07, 2013 7:20 am
by Akashic Soldier
Michael Barakofsky wrote:Bummer I dont have either of those books.


Off the top of my head its...

Main Body (Entire Body as a Whole) = 100%
Legs = 40% of Main Body
Feet = 8% of Main Body
Head = 70% of Main Body
Arms = 30% of Main Body
Hands = 5% of Main Body.

Don't quote me on that though, I don't have the book in front of me at this moment and do not currently have the time to check. If you run games however, I'd highly recommend the R:GMG, I find it has most of the rules people complain about not existing in it. Plus, its got a quick find for practically every weapon and armor in the game, which is a godsend for a Game Master on the fly. It sure helped me out a lot. The R:UE is everything you need to know to sit down and play, the R:GMG is everything the G.M. should know to keep the game running smoothly (quickfind gear, references, obscure rules, etc.).

Re: Rifts®: Pregenerated Characters

Posted: Fri Jun 07, 2013 10:30 am
by Michael Barakofsky
Akashic Soldier wrote:
Michael Barakofsky wrote:Bummer I dont have either of those books.


Off the top of my head its...

Main Body (Entire Body as a Whole) = 100%
Legs = 40% of Main Body
Feet = 8% of Main Body
Head = 70% of Main Body
Arms = 30% of Main Body
Hands = 5% of Main Body.

Don't quote me on that though, I don't have the book in front of me at this moment and do not currently have the time to check. If you run games however, I'd highly recommend the R:GMG, I find it has most of the rules people complain about not existing in it. Plus, its got a quick find for practically every weapon and armor in the game, which is a godsend for a Game Master on the fly. It sure helped me out a lot. The R:UE is everything you need to know to sit down and play, the R:GMG is everything the G.M. should know to keep the game running smoothly (quickfind gear, references, obscure rules, etc.).


Ok, as soon as I start making money at my new job I will see about saving up to buy one.

70% for the head, I never saw the head as being that sturdy, my house rules that developed out of necessity have the neck at 10% of the main body and the head at 15-20% depending on various factors.

Akashic Soldier out of curiosity why do your posts run way out to the side instead of being word wrapped to fit in a single screen width?

Re: Rifts®: Pregenerated Characters

Posted: Sat Jun 08, 2013 3:54 am
by Akashic Soldier
Michael Barakofsky wrote:70% for the head, I never saw the head as being that sturdy, my house rules that developed out of necessity have the neck at 10% of the main body and the head at 15-20% depending on various factors.


I assume its because if you destroy someone's head than it typically instantly kills them.

Michael Barakofsky wrote:Akashic Soldier out of curiosity why do your posts run way out to the side instead of being word wrapped to fit in a single screen width?


No idea. What are you talking about?

Screenshot.

Re: Rifts®: Pregenerated Characters

Posted: Sat Jun 08, 2013 1:06 pm
by Michael Barakofsky
Akashic Soldier wrote:
Michael Barakofsky wrote:70% for the head, I never saw the head as being that sturdy, my house rules that developed out of necessity have the neck at 10% of the main body and the head at 15-20% depending on various factors.


I assume its because if you destroy someone's head than it typically instantly kills them.

Michael Barakofsky wrote:Akashic Soldier out of curiosity why do your posts run way out to the side instead of being word wrapped to fit in a single screen width?


No idea. What are you talking about?


Yeah pretty much.

ok in your screenshot it looks good for you but when I read it on the actual post your entire answer in that screenshot is 1 long line of text that continues straight out to the side without making a second line or anything. I thought it was something you were doing to make it happen but I guess its a communication glitch between my comp & the server somewhere.

Re: Rifts®: Pregenerated Characters

Posted: Wed Jul 10, 2013 8:55 pm
by Warshield73
Akashic, thanks for the characters. I really should get off my backside, pretty my NPCs up and put some of mine up.

I would love to see the NPC Squads.

Michael Barakofsky wrote:Akashic Soldier out of curiosity why do your posts run way out to the side instead of being word wrapped to fit in a single screen width?

Akashic Soldier wrote:No idea. What are you talking about?


ok in your screenshot it looks good for you but when I read it on the actual post your entire answer in that screenshot is 1 long line of text that continues straight out to the side without making a second line or anything. I thought it was something you were doing to make it happen but I guess its a communication glitch between my comp & the server somewhere.


It appears the same way for me, it goes way out past all the other posts, no clue why.

Re: Rifts®: Pregenerated Characters

Posted: Thu Jul 11, 2013 10:36 am
by Grand Paladin
It's how Akashic's signature images are laid out, one right next to another- that seems to be defining how his posts are being displayed on the forums.

Re: Rifts®: Pregenerated Characters

Posted: Thu Jul 11, 2013 11:26 am
by Akashic Soldier
Grand Paladin wrote:It's how Akashic's signature images are laid out, one right next to another- that seems to be defining how his posts are being displayed on the forums.


Hm. Interestingly, I cannot change my signature. Each time I try it tells me that it cannot measure the image dimensions and gives me an error. Then, when I deleted stuff it said I had over 400 characters even though on count it was significantly less AND I was removing things. Go figure.

Warshield73 wrote:Akashic, thanks for the characters. I really should get off my backside, pretty my NPCs up and put some of mine up.

I would love to see the NPC Squads.


I'd love to see what you have done! Its always fun when Game Masters come together. :D

I have actually refined this format a little. Mostly its the same but I have streamlined it a tiny more and made it look a wee bit more professional. I have been meaning to update the guys here to that format and fix a few little typos but I've been strapped for time.

As for the NPC Squads, I have put that on hold because I am including them as part of a manuscript I plan to submit to palladium within the next week (week and a half?). If Kevin thinks its not worth having in the book or if we have to cut it I'll post them up here. I think Game Masters will find the content of my manuscript FAR more useful than anything I have put here. Fingers crossed that Kevin likes it! :ok: 8)

Re: Rifts®: Pregenerated Characters

Posted: Thu Jul 11, 2013 9:27 pm
by Warshield73
Akashic Soldier wrote:
Warshield73 wrote:Akashic, thanks for the characters. I really should get off my backside, pretty my NPCs up and put some of mine up.


I'd love to see what you have done! Its always fun when Game Masters come together. :D

I have actually refined this format a little. Mostly its the same but I have streamlined it a tiny more and made it look a wee bit more professional. I have been meaning to update the guys here to that format and fix a few little typos but I've been strapped for time.

My problem is that I do most of mine on Excel. I like being able to do formulas for bonuses and skills. I have been looking for a different program for characters but nothing better has presented itself. This means all my creations are posted PDF and pretty hard to edit.

True, I love to see how other GMs create characters and how they build scenarios off of that.

Akashic Soldier wrote:
Warshield73 wrote:I would love to see the NPC Squads.


As for the NPC Squads, I have put that on hold because I am including them as part of a manuscript I plan to submit to palladium within the next week (week and a half?). If Kevin thinks its not worth having in the book or if we have to cut it I'll post them up here. I think Game Masters will find the content of my manuscript FAR more useful than anything I have put here. Fingers crossed that Kevin likes it! :ok: 8)

When I talked to Kevin a few months ago (my insider call) I made a suggestion about manuscripts that are good but he does not want to publish. If he doesn't want to print it maybe he can do it as e-sourcebook through Drive-thru. Lots of companies have them. Putting stuff together online makes it a lot more useful then tracking it down on the forums.

Re: Rifts®: Pregenerated Characters

Posted: Fri Jul 12, 2013 5:03 am
by zyanitevp
Warshield73 wrote:
Akashic Soldier wrote:
Warshield73 wrote:Akashic, thanks for the characters. I really should get off my backside, pretty my NPCs up and put some of mine up.


I'd love to see what you have done! Its always fun when Game Masters come together. :D

I have actually refined this format a little. Mostly its the same but I have streamlined it a tiny more and made it look a wee bit more professional. I have been meaning to update the guys here to that format and fix a few little typos but I've been strapped for time.

My problem is that I do most of mine on Excel. I like being able to do formulas for bonuses and skills. I have been looking for a different program for characters but nothing better has presented itself. This means all my creations are posted PDF and pretty hard to edit.

True, I love to see how other GMs create characters and how they build scenarios off of that.

Akashic Soldier wrote:
Warshield73 wrote:I would love to see the NPC Squads.


As for the NPC Squads, I have put that on hold because I am including them as part of a manuscript I plan to submit to palladium within the next week (week and a half?). If Kevin thinks its not worth having in the book or if we have to cut it I'll post them up here. I think Game Masters will find the content of my manuscript FAR more useful than anything I have put here. Fingers crossed that Kevin likes it! :ok: 8)

When I talked to Kevin a few months ago (my insider call) I made a suggestion about manuscripts that are good but he does not want to publish. If he doesn't want to print it maybe he can do it as e-sourcebook through Drive-thru. Lots of companies have them. Putting stuff together online makes it a lot more useful then tracking it down on the forums.


I hope it is well received as well! I enjoy what little of your work that you have shared! Good luck!

Update

Posted: Mon Aug 12, 2013 11:44 am
by Akashic Soldier