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Heh. That works well, since I was planning on having your team be sponsored by an elder dragon.
 
Silanon Silanon , are you still going with the TechnoWizard? Were you planning on taking a True Atlantian as a race, too?
 
I don't believe you have one. Iq, Me and Ma are all rolled, everything else is purchased as a part of your cybernetics.
 
I don't see anything according to the book. I suppose you roll it as well.
 
You don't get tired, since your whole body is mechanical. I'm thinking more and more that as a full conversion Borg you don't have a Pe attribute.
 
Okay, so, for those interested in taking a martial art from the Ninjas and Superspies book, how exactly does that work? Is there a house rule written up somewhere that goes over it? I think you said it costs 3 skills or something to pick one. But what does that get you? Do you get a bonus of (usually) two attacks from that? The various fighting moves? Do you get Martial Art powers? Or the skills that evidently go with it? Or does purchasing a Martial Art basically give you the level advancement chart?

Just not sure how it works.
 
Okay, so, for those interested in taking a martial art from the Ninjas and Superspies book, how exactly does that work? Is there a house rule written up somewhere that goes over it? I think you said it costs 3 skills or something to pick one. But what does that get you? Do you get a bonus of (usually) two attacks from that? The various fighting moves? Do you get Martial Art powers? Or the skills that evidently go with it? Or does purchasing a Martial Art basically give you the level advancement chart?

Just not sure how it works.
Each of the advanced Martial Art techniques provide you with Attribute and, in some cases, SDC bonuses. That makes it more valuable than the regular generic Martial Arts. But, the generic MA style is a good technique, not one to be simply overlooked. Many of the advanced ones give you less attacks starting out, but they do have different combat bonuses that may or may not make it worthwhile for you.
 
For me, I went with Shao-Lin Kung Fu. It gives a Critical Strike on a 19-20, and a Critical Strike From behind. It only gives three attacks per melee at first level compared to the regular MA, but it gives extra attacks at level 3, and I get bonus attacks as I level up from my OCC, which helps to balance it out.
 
Forgot to add: when picking a advanced style, you do not get the Body Hardening Techniques or Special Katas they mention. Instead:
There are the following additions/changes to the systems.
1. At character creation, should a system provide the bonus "Add x to CHI," the character instead adds 1 point of M.A. per 5 points of Chi.
2. When leveling, instead of receiving "One Additional Martial Art Power" or "Zenjoriki Power," etc., the character adds +1 to Initiative, +1 to Strike, and +1 to damage each time they receive that bonus.
3. When leveling, instead of receiving "Double Existing Chi," the character adds +1 to Parry, +1 to Dodge, and +1 to Roll with Impact.
 
@Silanon, are you still going with the TechnoWizard? Were you planning on taking a True Atlantian as a race, too?

I'll stick with the technowizard - started to write down the sheet yesterday, I'll hopefully be able to post the basic version today (likely lacking the background, depending on how much time I have).
If we ever get to Atlantis, I'd prefer to be an outsider there - if there are elves in North America, I'd consider those as an option (though I dn't have the respective book...), otherwise I'll go with human.

Also: Neat that I'll get even more stuff on my armor, I'll take a closer look at that. Pretty sure I've got the book of magic somewhere here, just gotta find it.
 
Purr Purr looks good so far. I like what I see. The only thing I have to point out it that the pics you linked didn't copy over, so if you want them on your sheet, you will have to redo that. As far as other gear goes, you can have non-magical weapons, both archaic and modern, but no TW stuff. Money is not much of a concern to me a this point; go ahead and give yourself maxed out cash and you can buy odds and ends with it as you wish.

I fixed the pictures. I must have been tired to miss that! Thanks for pointing it out!

Forgot to add: when picking a advanced style, you do not get the Body Hardening Techniques or Special Katas they mention. Instead:
There are the following additions/changes to the systems.
1. At character creation, should a system provide the bonus "Add x to CHI," the character instead adds 1 point of M.A. per 5 points of Chi.
2. When leveling, instead of receiving "One Additional Martial Art Power" or "Zenjoriki Power," etc., the character adds +1 to Initiative, +1 to Strike, and +1 to damage each time they receive that bonus.
3. When leveling, instead of receiving "Double Existing Chi," the character adds +1 to Parry, +1 to Dodge, and +1 to Roll with Impact.

You added that, Sherwood, back on Post #132 (on Friday). =) (Insert silly joke here)

You don't get tired, since your whole body is mechanical. I'm thinking more and more that as a full conversion Borg you don't have a Pe attribute.

Just my take on this if anyone is interested. This has been a "thing" with full-conversion Borgs as long as I have been playing Rifts. If the Borgs don't have a P.E. attribute, then that means all Borgs have no bonuses to saving throws vs. Coma/Death. Saves vs. Magic? Only the static +3 all Borgs get from the Rifts Main Book as described in their O.C.C. - again, regardless of their P.E. Attribute.

It might be noted they don't have a P.B. attribute either. My take on this is - of course they do. Their P.S. and P.P. may be fixed, but every other Attribute isn't. They don't get tired? That makes great sense! But I feel they should still be allowed some bonus to saves vs. coma/death and magic if they are lucky enough to have a high P.E..

Furthermore, on the Palladium forums, there is talk of all Full Conversion Borgs in Rifts Japan having P.E.s of 24, but for the life of me, I cannot find this anywhere in that book (I tried this morning).

Okay, so, for those interested in taking a martial art from the Ninjas and Superspies book, how exactly does that work? Is there a house rule written up somewhere that goes over it? I think you said it costs 3 skills or something to pick one. But what does that get you? Do you get a bonus of (usually) two attacks from that? The various fighting moves? Do you get Martial Art powers? Or the skills that evidently go with it? Or does purchasing a Martial Art basically give you the level advancement chart?

Just not sure how it works.

If Sherwood is working this the same way I made this happen in my own games, then it works like this (please correct me if I'm wrong, good Sherwood?).

1. Here in Sherwood's game, it takes a total of 5 skills to purchase any available martial system. Hand to Hand skills from your O.C.C./R.C.C. buy towards this (Hand to Hand: Basic costs 1 skill, Expert cost 2 skills, Martial Arts, Commando, Assassin cost 3 skills). I.e. Gradicus has Hand to Hand: Martial Arts. He wants Hand to Hand: Zanji Shinjinken Ryu (found in Ninjas & Superspies, page 113). Hand to Hand: Martial Arts costs 3 to buy alone. Gradicus must spend 2 "Other" skills or 2 secondary skills (or a combination of the two) to reach the 5 skill total requirement.

2. The character receives the following (again using Zanji Shinjinken Ryu as example):
2a. The martial systems "Character Bonuses" - "10 to Chi [which translates into 2 points of M.A.), +2 M.E., +2 to P.P., and +1 to P.E..
2b. Attacks per round - For Zanji Shinjinken Ryu, that's 4 at 1st level.
2c. All of the martial art moves and attacks except any we are not using (I don't think we're using Multiple Dodge or Circular Parry, for example). So, things like Power Block/Parry, Automatic Roll, Breakfall, Strike (Punch), Kick Attack, Backward Sweep, and unique techniques to the system in question (in this case, Combination Grab/Slash. This is a special maneuver that requires one hand free to grab with and two Strike rolls. If both are successful, the character has pulled the target into the slash. Result is double damage, but if either Strike roll fails, it counts as a miss. Neat, huh?).
2d. Level Advancement Bonuses for the life of the character - At 1st level, +2 to Strike, +1 to Dodge, +1 to Roll with Punch, Critical Strike from Behind.

What we don't get:
2e. No Martial Art Powers of any kind (including, and probably especially, Zenjoriki Powers).
2f. No additional skills mentioned except for Weapon Proficiencies - Again, in the case of Zanji Shinjinken Ryu, no Archery, Prowl, Zen, or Cultural Skills. My character had to buy the Japanese language skill with resources from his own O.C.C.. However, he does come away with Weapon Katas (basically Weapon Proficiencies he adds his Level Advancement Strike bonuses to) like W.P. Katana, W.P. Paired Weapons - Daisho, W.P. Naginata, etc.
2g. No Entrance Requirements or Skill Cost (in terms of years) - 10 Years (6 Years as a Secondary Martial Art Form). You just get the system at start at whatever age you want your character to be.
2h. There is no difference between an Exclusive system and a non-Exclusive system (Muay Thai, Ninjitsu, Sumo, etc. are treated like normal systems).
2i. Sherwood has disallowed any system that contains Automatic Dodge (including, I am guessing, the hard styles like Monkey Style and Drunken Style).

Whew! I think that covers it all! Did I miss anything? Is this right, Sherwood? =)
 
Dannigan has the right jist of things. Thanks for being so concise in summing things up.
 
Sherwood Sherwood The plan for the armor right now: More resiliance (using Armor of Ilthan), More strength and speed (using Superhuman strength and speed on an exosceleton) and breath without air. Do you think that this would be acceptable, and if yes, what would the activation costs for that thing be?
 
Looks good. I see no problems with that selection. Activation cost? Hmmm. Each spell can be activated individually, so I'll go with standard spell cost for each.
 
Silanon Silanon , if you want, you can take one of the spells off and replace it with a PPE battery that would provide you with a 50 point battery to be able to fuel your spells on the armor, along with any future upgrades you want to put on it.
 
The battery sounds great - that'd allow me to just press the combat button and spend my PPE on the other spells I have at my disposal. I'd probably cut the breath without air then, I'll probably be able to cast that one by hand if I need to. Just to confirm: I can choose the superhuman speed in this case without being to cast the spell myself, right? Story-wise, I'd like to declare it as a cooperation with my former mentor.
 
Excellent summation, gentlemen, both of you.

No Automatic Dodge, check. What about Automatic Parry? I see that's a feature of both your style, Dannigan, and mine. Or Automatic Roll?

Also, my OCC gives me Literacy as a skill. However, Kimberly can't read (as in, is incapable of reading being blind). Mind if I swap that out for one of the skills the Altara Blind Warrior Women usually have?
 
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Dannigan has the right jist of things. Thanks for being so concise in summing things up.

Sure! My hyperkinetic disorder/ADHD comes with benefits too. Thank you for not minding me chiming in. =)
Excellent summation, gentlemen, both of you.

No Automatic Dodge, check. What about Automatic Parry? I see that's a feature of both your style, Dannigan, and mine. Or Automatic Roll?

All fighting systems, from Hand to Hand: Basic all the way up, come with Automatic Parry. Put simply and speaking generally, if you are in a serious fight, and you can't be bothered to keep your guard up, maybe you deserve to get your butt kicked? Heh! =)
 
Here, for laughs, is a terrific example of someone who should have kept his guard up! =)

 

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