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Sherwood Sherwood I have a question? I thought Sil was playing a Quick Flex? Their Attributes for P.P., P.B., and Spd are different than humans?
According to the DBee book, most of their attributes are the same 3d6 of a normal human, with only their PB a 2d6, PP 3d6+6 and their Spd a 6d6+25, so the guidelines I posted will work for him.
 
Oh! I misread your post. I thought you wanted him to roll as a human. Sorry, I'm having trouble with details this week. =)
 
In other news, I Rick-rolled D. Rex in our other game! I love it! And so did he! That makes our night (our - Kaerri too - we like being Rick Rolled)! 8D
 
Alrighty, team, feel free to completely ignore this little post of mine - for now, there's only the roll for the psychic abilities (if any), but I'll add all the random rolls that I need at some point or another here, too. I'm using the table in the occ section with the numbers there, so 1-40 is good, 41-70 is great, and 71-100 is attentive.

I'll max the PP value as the most characteristic stat.
 
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We always knew you were great, Sil, not just attentive! =)
 
Sherwood Sherwood Got a bit of an obstacle: The rolled stats above say IQ 10, ME 8, MA 10, PS 12, PP 24, PE 10, PB 7, Spd 54. That's before the cyber-knight bonuses, and before any added skills - problem is that cyber-knights need ME 11, PE 11, so even if I'm interchanging different 3d6-rolls, I'm not getting there. Do you need to fulfill the requirements in the beginning of the character creation, or in the end? Did I mess up something while rolling, and if not, how do I proceed from here?

Fun fact: I can switch classes and go for a Crazy if I'm not mistaken. That'd be a story in itself: Couldn't make cyber-knight, so I took the Crazy-route. Yeah, I know, my people usually don't like 'em, but hey, you gotta make compromises to save the world. Damn, that's actually tempting... I mean, the dice spoke =)
 
Sherwood Sherwood Got a bit of an obstacle: The rolled stats above say IQ 10, ME 8, MA 10, PS 12, PP 24, PE 10, PB 7, Spd 54. That's before the cyber-knight bonuses, and before any added skills - problem is that cyber-knights need ME 11, PE 11, so even if I'm interchanging different 3d6-rolls, I'm not getting there. Do you need to fulfill the requirements in the beginning of the character creation, or in the end? Did I mess up something while rolling, and if not, how do I proceed from here?

Fun fact: I can switch classes and go for a Crazy if I'm not mistaken. That'd be a story in itself: Couldn't make cyber-knight, so I took the Crazy-route. Yeah, I know, my people usually don't like 'em, but hey, you gotta make compromises to save the world. Damn, that's actually tempting... I mean, the dice spoke =)
I will let you fudge the entrance requirements for the Cyber Knight if you want to still go with that route. The alternative is the Crazy, which is a whole different ball of wax to play with. I am very much a Storyteller that wants his players to have fun, so let me ask you: Which would you prefer to play?
 
Right now, the intuition is to go for the Crazy-route - simply because it's just a few dicerolls telling a story already. And I was considering Crazy real long prior to it as well. Like, it was actually the first thing I checked after the rolls. D-Bees even get additional insanities, for the extra mayhem. No psionics, but that's what I rolled for the cyber-knight as well. So... I mean, it all fits together too damn well. And I mean, the reason we roll dice at all is to tell a story... hmm... let me sleep over it, it's pretty late here already. But right now, I'm feeling the Crazy. Would have to be one of the 20% to make it, though.
 
Well, the base Crazy does get to select three psi powers, so you can pick from the new list of powers available in the Lore tab, or stick with the ones in the core book.
 
If I understand correctly, the race limitations of the Crazy take away the psionic abilities in this case - after all, I'm still running with the Quick-Flex =)
 
There are also some variants to the base Crazy listed in these books:

Related O.c.c.s: Rifts® Sourcebook 3 : Mindwerks™ has some interesting
variants on the Crazy, as does Rifts® World Book 9 :
South America Two, with its TW Ultra-Crazy.
 
I just glanced over the Ultra-Crazy from the South America 2 book, and that one looks pretty sweet. Transforms you into a MDC being; not very much, but some MD to you, and it does include some psy powers that if you were to pick that, I would not take them away from you, since they are a big part of the MOM upgrades.
 
Sherwood Sherwood Does Snowfall have any of knowledge of how to communicate with is Central American animal spirit? He has interacted with Indians in North America. Might he know something about the Indians and customs here? What are the natives doing?
 
Give me a minute and I'll have an IC post up. I've been feeling pretty crummy, and have slept most of the day trying to shake this little bug and feel better.
 
Aw, that bites, bud.

Maybe put some favorite snacks together? Get some good food and energy into you to keep yourself going? Orange juice? Vitamin C?
 
I'm feeling better after my long rest. It just needed me to sweat the funk out of me to get back to healthy. I am still a bit shaky, but feeling much better than I did earlier.
 
Good! I wish we were neighbors again; I could cook something for you. Glad you're taking care of yourself. =)
 
Yeah, I kinda miss having you around in person. Those were some good times we had back in the day.
 
And now it's just us! Got to make the best of it! Hooray for RP Nation! 8D
 
Alrighty, team - short update. For the last few days, I've been scheming in the background - well, mostly, I've been asking Sherwood pointless questions, but that doesn't sound as fancy. I'm still surprised he didn't just leave the conversation at some point. Maybe he'll do that after reading this, that'd be bad - got even more questions for him later...

Anyways, recall that the rolls above weren't enough for a cknight, and the quick-flex actually don't allow the crazy route. Probably for the best. Didn't feel like ignoring that, since I'm just that type of person, so I went for something else instead. Gunfighter, here I come, I thought. Looked great for a while. Then I wrote things down, and ended up with the most one-dimensional character I've ever had. Literally one thing to do out of combat. One thing to do in combat (Fire, auto-dodge. Fire, auto-dodge... sounds fun, doesn't it?).

So I decided to ditch that whole Quick-Flex idea and start anew. Got a human TW-Crazy in the works that's looking damn fun. What does that mean for you, you ask? Well, good question. First and foremost, I might be done soon-ish, so there'll be a new character in play at some point. If Sherwood approves the whole thing, that is. More importantly, though, you're getting an entirely new post full of rolls you couldn't care less about, because I don't trust me to know what the hell I'm doing if the previous rolls are still there as well. And you get this post for free, and right here, so you don't even have to look further if you made it this far into the post. Great isn't it? No? Well, fine... just ignore all the damn rolls, there'll be a few of 'em coming up right here. Maxing PP, as before.
 
Silanon Silanon Sherwood Sherwood

Alrighty, team - short update. For the last few days, I've been scheming in the background - well, mostly, I've been asking Sherwood pointless questions, but that doesn't sound as fancy. I'm still surprised he didn't just leave the conversation at some point. Maybe he'll do that after reading this, that'd be bad - got even more questions for him later...

Sil, Sherwood's first love has always been gaming! Good luck tiring him of his favorite hobby! =)

Anyways, recall that the rolls above weren't enough for a cknight, and the quick-flex actually don't allow the crazy route.

Uh, I should have posted this idea earlier - if your character didn't meet the minimums, what if the Attributes could be raised to meet those minimums? That would let you play what you wanted - what you're excited about, instead of what the dice rolled for you?

And another TW? Crazy or not, you're ditching a TW to play another one? How is this one different than say, a Cyber-Knight or Quick-Flex psychic or what have you? I don't get it.

More importantly, though, you're getting an entirely new post full of rolls you couldn't care less about, because I don't trust me to know what the hell I'm doing if the previous rolls are still there as well. And you get this post for free, and right here, so you don't even have to look further if you made it this far into the post. Great isn't it? No? Well, fine... just ignore all the damn rolls, there'll be a few of 'em coming up right here. Maxing PP, as before.

Ha ha! Silanon, you are a trip! =)
 
And another TW? Crazy or not, you're ditching a TW to play another one? How is this one different than say, a Cyber-Knight or Quick-Flex psychic or what have you? I don't get it.
This version of the Crazy is stronger, having been turned into a MD being from the magic. Makes him a bit more resistant to damage. This version still has the same psychoses of the original Crazy, but some of the other bonuses are not the same. Think of it as an amped up Crazy, not a Techno-Wizard. It just uses TW enhancements to make the character powerful.
 
Yeah, but I thought Sil wanted a bigger change of pace than just another type of TW, this one with a few screws loose? I could be wrong. Are you open to the idea of upping failed required Attributes to their minimum if it is indeed a Quick Flex Cyber-Knight that Sil wants to play (or whatever other class)?

Mainly, I want Sil to play what Sil wants, but without the dice getting in the way of that process. I'm reminded of 1st Edition Dungeons and Dragons where you hardly saw any Paladins out there because of their extremely high requirements (Charisma of 17 out of 18, just to qualify!).
 

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