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Should we start with a mask and hood? Heh! =)
 
Heres hoping they work at all!

Not that he'd be that good at hiding it, at least it... dulls the impact?
 
The Monster Tattoos are of a creature or monster that is normally MDC, and depending on how many MDC points it is, that determines the amount of PPE it costs. One Monster tat I saw was based off of a young Hydra. It has 500 MDC for a cost of 150 PPE, then it added on a few other powers like fire breathing. It is an expensive creation, but it has changed the course of a fight more than once. You can choose a demon or other creature (Unicorn, griffon, owlbear, whatever) and add stuff like barding or whatever power add-ons you like.

The 'Flaming Weapon dripping with Blood' does double the MDC damage of its normal SDC counterpart. That takes a normal bow that does 2d6 SDC to 4d6 MDC. The 'weapon with wings' add-on triples the range, If you add the 'weapon covered in electrical arcs', that adds another 2d6. This resulting weapon is rather expensive, but tough.
 
Batman an anti monster, dear lord
 
I am thinking of going with a different style thanI had originally thought: Shao-Lin kung fu. I would have to drop a few skills, but I like the spiritual side of the style mixing with the more mental training for the spells I have and the ability to operate the Automatons. Thoughts?
 
Just remember, we will be borrowing the alterations to the styles that Dannigan had come up with in his Robotech board. Here they are:

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.
 
Another question for Mr Sherwood Sherwood The Atlantian book says the average member of the race can have up to six tattoos including the two Marks of Heritage. Can I add two more tats into my character? If looks to get the Invulnerability one, and I'll figure out what I'd like for the second. I'll be able to rely on the tats to help keep me alive, since my Controller body armor is only 35 MDC.
 
Yes, I'll let you add two more on. No more than that, though.
 
So... let's dig a little, shall we, folks?

Epiphany Epiphany Pips, how did your Blind Warrior Woman become a Mystic Knight? Then why join the order and become good?

Below is a working draft of 'Kimberly' and her prospective history:
Nine years ago, Kimberly woke in a clearing in Central Park. As she opened her eyes, she distantly remembered the homeworld of her race, of the capture and subjugation of the Altarain people by the Splugorth. Generations of Altarains flickered behind her sightless eyes, labels fading to meaningless in the face of the crushing repetition of lifetime after lifetime of cruel servitude. The last dozen generations particularly had been completely conditioned to serve their monstrous masters. As she would have, had her mother not come too close to a strange white light inside a mysterious pyramid in Atlantis while escorting a human subject intended for exposure to it.

As Kimberly rose, she 'saw' her mother next to her and knew all that had led to this moment. How her mother had fled Atlantis aboard a slaver ship that she promptly abandoned in the heat of pitched battle when it raided a town. How alien North America was to her as she struggled to survive, until a chance encounter with a knight and his squires led to a joint battle against a tribe of ogres. Kimberly remembered the day the knight, a stern yet kindly man named Marcus Finn, had named the nameless Altarian slave woman 'Carol'. And though she couldn't remember the details of the love that grew between them, Kimberly knew it took six years for Carol to be invited back to Central Park only two years prior.

That was nine years ago. Over the last nine years, Kimberly adjusted to a life never knowing the taste of slavery. She found deep meaning in helping the Keepers of the Garden tend to the White Roses. Training beside the Squires and newly inducted Mystic Knights reconditioned her martial skills, teaching her how to subdue and kill righteously rather than to enslave. A senior Knight, Jamil Cole, saw potential in her as more than a Squire and he agreed to sponsor her once she swore to the Code of the White Rose. A mere two years ago, her mother Carol and her adoptive father Marcus looked upon her with pride when she received her own sword and suit of armor, marking her worthiness to stand among the Knights of the White Rose.

That was the last time she ever saw her parents. The married pair undertook a mission of some secrecy outside of Madhaven, in the Federation of Magic...and no one had seen them since. Though Kimberly itched to investigate what had happened to them, her mentor Jamil cautioned her to gain some seasoning in the field first while the Order dug up a lead for her to investigate. The break didn't come until a few short months ago. Now, Kimberly travels North America in search of her parents, hoping against hope her search won't end in a grave...

I figure the "Where's my Mom?" angle is enough to put her in contact with the rest of you fine folks, and we run across a clue around 4th level or whatever that suggests Mom went to (or was taken to) Atlantis, that's all the character fuel she needs.
 
Purr Purr do I have your permission to copy the changes to the MA styles for replacing the Body Hardening Exercises and Chi stuff?

Somehow, I did not get an alert for this post and I completely missed it.

No, I don't mind you using it, but next time please wait until you see a reply for me? That way, you know I've seen your request. RpN's alerts get quirky sometimes.
 
I am thinking of going with a different style thanI had originally thought: Shao-Lin kung fu. I would have to drop a few skills, but I like the spiritual side of the style mixing with the more mental training for the spells I have and the ability to operate the Automatons. Thoughts?

Shaolin Kung Fu, at least from what I've seen, requires a great amount of dedication, hard work, and perseverance. The stances alone are difficult to master but the end result is a stronger and more flexible body and mind, greater confidence and spirit, and a beautiful set of skills that is enjoyable to watch in action.

The Shaolin monks seem to be a peaceful people who value meditation, clarity, and an appreciation for nature. Their way of life is over 1500 years old and I think they have the wisdom to show for it.

I would think any character who studied diligently would possess some of these qualities. I was considering taking either Shaolin or Wushu for my character.

Just my thoughts.
 
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How many skills do you get to choose? I just looked over the big list from the link that Sherwood Sherwood provided and found 8 that would fit my character...
 
I had sent over a completed sheet, but if you want to swap out skills, let me know and I'll help you with your percentages (if any)
 
First of all: Hi there, y'all! Someone made the mistake to say that there's another spot ready for the taking, so now you'll have to deal with me... sorry!

As for the planning etc: I just had a first glance at the options - the Psychics in particular caught my eye for now. Sherwood Sherwood I have no clue about power levels between the classes, didn't play enough Rifts for that. Is there anything that you'd prefer me to avoid in that chapter, or something that you'd consider to be too weak to run? The burster caught my eye for flavor reasons, but it doesn't feel like the abilities scale all that well if I'm not mistaken.

Another thing are different races: I was briefly considering if taking another race than human would make things more interesting, but I don't have books available to see how much actually changes by that. Can you share any insight on that? I'd mostly be interested in humanoid, rather squishy species, at least if I'm going with a Psychic.
 
DBs of North America are a great resource for races, and most specify which OCCs (if any) can go along with them.

You might consider checking out Psyscape if you're so inclined. Lots of good stuff in there for psychics. That said, yes, psychics rarely seem to scale as well as the PPE-using people unfortunately. But a decent build can give you a whole lot of utility. Between the Anti-Monster, Undead-Hunter and Mystic Knight, we've got some powerhouse muscle. Our preacher I think has more of a magic support build concept. A well-rounded Mind Melter could easily have a whole lot of support and/or utility powers for situations that would give you something to do in combat but also give you a fair amount you could do outside of it too.
 
Um, who else read the "Fire and Brimstone" piece Dano posted? This preacher is described thusly: "However, the Fire and Brimstone preacher is also more likely to harbor resentment and bigotry toward D-Bees and even encourage their extermination." Plus, they "actively promote the destruction of all supernatural beings."

Um, guys? That's us!

Atlanteans and Blind Warrior Women are definitely supernatural beings, not to mention our Anti-Monster.

So... Sherwood & Dano, how is this being worked out, please?
 
Epiphany Epiphany I usually prefer utility-characters over raw strength - really enjoyed playing the mythic last time, for example, was kind of a unique tool kit to work with. The mind melter is on my list of possible choices as well, I'll check out the options there more closely. Don't know if my local store has any of the Rifts books available (should have checked today, but I'm stupid), but if they have the Psychics book there, I'll find it on Monday.

Purr Purr That's a damn good question - does it count as an alibi that I didn't read all the older posts yet? First idea would of course be a pact born out of some kind of necessity, but those rarely convert into decent roleplay experiences. Hmm...
 
Oh, and hi again, Silanon! =)

Maybe give your local gaming store(s) a call and save yourself a road trip if they don't have them?
 
Hi there!

I was just about to write them an e-mail, actually - guess that's basically the same thing :) I'll probably be there anyway to play a bit of Magic on Monday, so it won't even mean extra miles.
 
Um, who else read the "Fire and Brimstone" piece Dano posted? This preacher is described thusly: "However, the Fire and Brimstone preacher is also more likely to harbor resentment and bigotry toward D-Bees and even encourage their extermination." Plus, they "actively promote the destruction of all supernatural beings."

Um, guys? That's us!

Atlanteans and Blind Warrior Women are definitely supernatural beings, not to mention our Anti-Monster.

So... Sherwood & Dano, how is this being worked out, please?
It is currently being discussed. Rest assured I share the desire for everyone to be able to work together. Some IC angst is ok, but not all out warfare.
 
Pretty sure the Altarain and the Atlantean can more or less pass as human. So that's an option.

At least until we actually *get* to Atlantis...
 
Hey Pips? I would be surprised if they could pass as human for long against a magic using preacher of God. Preacher sez, "Sense Magic was my very first spell - and, by Job, you're glowing with it!" Hee hee! =)

Sherwood? If you want ideas, let me know? I will help if I can. =)

In other news, the more I check out Wu Shu, the more of it seems as entertainment (at least its "Taolu" part; "Sanda" is all fighting). Undead Slayers are supposed to be elite killers, not entertainers. I'm drifting toward Zanji Shinjinken Ryu (or "kenjutsu," the art of the samurai)... Now that's a system meant for killing elites! Does anyone else have any ideas about what would fit an Atlantean Undead Slayer well?
 
Yeah, I doubt anyone in this group is going to pass the Coalition sniff test.

What books are you looking in for martial arts?
 

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