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Dice Rifts Adventure - OOC

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I'm not excited! You're excited! Yeah! I am totally not hyped for this game! You have no evidence toward the contrary! 8D

Psychie Psychie

1. Regarding Ninjitsu weapon proficiencies. There are a number of weapons that Ninjitsu provides that could be pulled into W.P. Skills that already exist?

For example, insted of W.P. Manriki-gusari, could this be changed to simply W.P. Chain? W.P. Shuriken into W.P. Targeting? W.P. Ninja-to to W.P. Sword and so forth? Or would you rather keep it as of this? I would like to have it easier in groups, but I don't mind describing them every time they come up if you'd rather.

2. The Undead Hunter class receives a special silver weapon ("Silver Slayer"). It can be a claymore, but given Dreamy's interest in Ninjutsu, could it instead be its Japanese counterpart, the O-Daichi (curved Greatsword or "horse sword") using the exact same stats of a claymore?

3. Not a request here; just an expression of thoughts, re: background and the sense of sight. Altarans of this age are naturally blind and sterile. They have never possessed sight. After some reading, I get the idea that they do have working eyes and organs; they simply don't work, perhaps because something in their brain hasn't been connected.

In Dreamy's background, Owl acts as her eyes to help her escape Atlantis. This could be Dreamy's very first experience of having an extra sense as far as her people are concerned. I don't think it is fair to treat it like a sense she has lost but instead a sense she has never had. I don't want to treat her like a human who has lost her sight. I would rather treat her like an Altaran who has never had sight until Owl shows it to her.

But what do you think?

4. Re: Martial arts and Actions per Round. Ninjutsu gets an additional Attack per Round at 3rd level. You would rather us not have 7 Actions per Round at start of game. Would it be better to replace that Action per Round with another bonus entirely? Or hold it for a later level?

Notes: Undead Hunter gains another Action at 5th level and also one much much later at 10th. Also, perhaps I could choose Boxing without the extra Action?

5. EDIT: I mean for this request down the road sometime. Not now. I just don't see how it would happen in Germany. =)

There is a martial art power that I think would go fantastic with ninjas, but I don't think they can ever get it. Is there some way I could gain access to the Karumi-jutsu Zenjoriki power? (This allows one to reduce one's weight to 15% of normal. Using this, their ability to jump like they do in the 1980s movies and comic books becomes available. Falling and balance are also incredibly improved. This takes full concentration and cannot be used in combat.)

Whew! =)
 
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I have edited my previous post for errors! Sorry about that! =) I thought I had edited on my phone, but not enough for my standards. So... edit power for the win!
 
1. I don't see a problem converting your WP skills to their more basic Rifts version of the skill.

2. Again, I have no issues with you using the claymore stats for your Japanese sword.

3. Up until you left the service of the Splurgoth you were blind all of your life. It won't be until you have a chance to get bio eyes implanted that you'll get the gift of sight.

4. Yes you can get Boxing without the extra action.

5. I'll look over the power. I might let you but I'm not sure.
 
1. I don't see a problem converting your WP skills to their more basic Rifts version of the skill.

2. Again, I have no issues with you using the claymore stats for your Japanese sword.

3. Up until you left the service of the Splurgoth you were blind all of your life. It won't be until you have a chance to get bio eyes implanted that you'll get the gift of sight.

4. Yes you can get Boxing without the extra action.

5. I'll look over the power. I might let you but I'm not sure.
1. Thanks! That simplifies things.

2. Thanks again! A claymore just... doesn't fit the Ninjitsu theme.

3. Yes. This is what I am attempting to express. =)

4. I'll take a look at Dreamy sans Boxing and decide then.

5. Sure! Karumi-Jutsu is fantastic for non-flying travel, staying quiet, mobile, etc. all out of combat. I would select it as one of her Ninjitsu martial art powers either now or later if I could - I don't want it for free if you follow my meaning. =)

Continuing to flesh out her character sheet while willing to help others with theirs! =)
 
Why not let Purr Purr take that martial art power in place of one of his other ones that the style normally gives? Would that work for you guys?
 
That might work. I'll have to think on it.
Take your time? As Sherwood suggests or as some future earned benefit via adventure or what-have-you, I am glad the idea is simply being considered. =)
 
Psychie Psychie Hey! Heads up! The Blind Warrior Women have been updated/rewritten in the Rifts Sourcebook Revised Edition here I have in my hands (p 151). They're under "Splugorth Warriors." I've just started reading it and I've learned the following to share with you!

"Although their origins are on an alien world, the Altara race is, or at least was, human." More to come!
 
Okies! Here's what I've seen in Rifts Sourcebook One, Revised & Expanded! Psychie Psychie

Their background has a few extra details (they are not docile sex-kittens who will take crap from men but warriors to their core and treated as such by their masters).

1. Eight Attacks per Round (cannot be improved)! (Psychie, shall we stick to what we had? 6 per Round and they improve when you tell me they do? Heh!)

Ooh, they updated their Disarm and Perception Rolls (+3 to each instead of 0. Perception Rolls were not a thing back during World Book 2).

Hooray! Their senses are no longer penalized from smoke! (That made zero sense to me and I'm glad they took it out! Rain? Hail? Sure! But smoke? I have never heard nor read of smoke having an effect on radar.)

They now gain 1d6 I.S.P. per level after the 1st (instead of zero).

There are a number of items they either come with or can be included depending on their assignments (including no small number of Bio-Wizard devices. Everything from their Net Gun (as Magic Net with a 20 minute duration) and a Mental Incapacitator gun (fires Wisp of Confusion. Is the gun-like weapon shown on the Rifts Main Book artwork by Kevin Long) to their wrist blasters, their Armor of Ithan Talismans, and more.

If you don't mind the Player's opinion on the matter, I feel Dreamy's Undead Hunter gear with Lumpy are plenty. Maybe a Telepathic Holographic Imager? I think that would work great for communication given her blindness ("this is what I beheld." and then show it). But these imagers can be found outside of Atlantis (one of my other Rifts PCs had one). But all that other stuff? Completely up to you. I am perfectly O.K. with what she's getting from her O.C.C. plus Lumpy. =)

So, to recap:
1. Shall we stick to 6 Actions per Round and they improve when you tell me they do?
2. Maybe a Telepathic Holographic Imager?
 
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Skill selections, artwork, some inspiration, and most of the math are done! Wheeew! =)

Finally... rolls and choices! Woo! There's a lot here. I'll help where I'm allowed to! =)

Rolls
Hit Points: 1d4x10 + 2d6
S.D.C.: 2d6x10
Acrobatics: 1d6 S.D.C.
Boxing: 3d6 S.D.C.
I.S.P.: 3d6x10 + 2d6
P.P.E.: 2d4x10 + 4d6

Choices.
1. Martial Art Powers. I would like to choose Zanshin, Mystic Invisibility, and the Art of Stealth ("super-Prowl and I'm undecided on the last one). Let me know what you decide concerning Karumi-jutsu? It's just something I'd like so if the answer is no, that's cool. No pressure. =)

2. Dreamy has two Literacy skills but can't read unless it's in Braille. Does she come with Braille?

3. Are you doing the thing that if you receive a Skill twice, you receive a +1 or +5% bonus? (I have 3 Skills: Archery and Climbing from O.C.C. + Ninjitsu and maybe W.P. Sword too. O.C.C. gives choice of W.P. Sword or Axe).

Notes concerning 3-5 gear options listed below. I can save you the time and go through the books to make recommendations of everything below or you can hand Dreamy what you think is best? All of the info posted is from her O.C.C.. I don't know if we have anything to show for our adventures after 1st level?

4. Vehicle: The Undead Hunter's mode of transportation can be just about anything but most common is real horses, robot horses, hover cycles, and modified motorcycles. They are also known to use magical devices. They never use power armors or robot vehicles.

Could Dreamy haz a robot horsie? She used a Skill for Horsemanship: Cowboy! Yeehaw! (The following info is taken from Undead Hunter O.C.C.)

5. Armor: A set of personalized mega-damage body armor including Coalition armor (Can be light or heavy as desired by character). At game master's option, armor can have one techno-wizard addition.

Just in case we need environmental M.D. armor, would you supply a set? Preferably something with no Prowl Penalty (don't know how that would work with Arts of Invisibility).

5. Weapons: Bow or Crossbow of Choice and 24 arrows (Can he High Tech or enchanted with "Enchant Weapon: Lesser) with 4 with silver arrow heads. Two Silver Throwing Daggers. Two Additional Melee Weapons and Two Additional Ranged Weapons of choice (Can include techno-wizard weapons - Light blade swords are extremely popular)

Magical longbow? Two TW Lightblades (whatever those are)? Two Rifles of some kind (one to deal with regular baddies, the other to deal with Undead?)

That should all go a long way to nearly completing Dreamy's character sheet!
 
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Rolls
Hit Points: 1d4x10 + 2d6 - 26
S.D.C.: 2d6x10 - 80
Acrobatics: 1d6 S.D.C. - 2
Boxing: 3d6 S.D.C. - 10
I.S.P.: 3d6x10 + 2d6 - 127
P.P.E.: 2d4x10 + 4d6 - 65

My rolls are in bold for you.

1. The karumi-jutsu is ok to get.

2. You can swap out the literacy for different languages.

3. Yes. Anytime you double up on a skill it gives you either a +5 to the percentile or in the case of a WP a +1 to hit.

4. A robot horse is fine.

5. I don't know what light blade swords are. For the rest, pick the gear you'd like and I'll give a thumbs up or down.
 
ok wow all the conversation, for some reason I did not get any updates. I like the escape from Atlantis idea.

So I have been searching...I have four ideas in mind, and I would like all of your feedback on which would fit best.

1. A Crazy, probably from the Ultimate Edition book, the one in SA2 is nice but does not give auto dodge...I was looking for a fun character to RP, Crazies are a fun RP challenge. We may need to buff this one to an MDC creature (or not)...and maybe give them some good weapons.

2. A Knight of the White Rose, from the Madhaven book. I like the TW weapons they get and the characters are interesting.

3. An Apok from Wormwood. Yeah I know, they are a bit OP, but given our power level I suspect they would fit ok. I like the redemption story here and the fact that they used to be evil and are a bit out of place on Earth.

4. A Smoke Soldier or the Tiger Borg from Warlords of Russia. I like the OCCs. Not sure how well they would do against the supernatural though.

I would very much like everyone's feedback here, particularly since its their game. =-)

EDIT I added a fourth option...
 
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Of the three ideas, the only one that I am familiar with is the Crazy. I'd have to look at the books to see about the other two, but I am willing to go with just about any good aligned character so long as it is not too godlike in power level.
 
The big question is, what do you want to play?
Well that is the thing, I want to play all of them. I like all of those characters. That is why I am asking what would fit here for this adventure and other characters. They will all be good aligned. That is not an issue.
 
Well that is the thing, I want to play all of them. I like all of those characters. That is why I am asking what would fit here for this adventure and other characters. They will all be good aligned. That is not an issue.
I will provide feedback later today. I'm not familiar with Wormwood or Warlords of Russia, but not long ago, I received my copy of Madhaven! Woo!

Stay safe and smiling, friends! Rawr! 8D
 
Rolls
Hit Points: 1d4x10 + 2d6 - 26
S.D.C.: 2d6x10 - 80
Acrobatics: 1d6 S.D.C. - 2
Boxing: 3d6 S.D.C. - 10
I.S.P.: 3d6x10 + 2d6 - 127
P.P.E.: 2d4x10 + 4d6 - 65

My rolls are in bold for you.

1. The karumi-jutsu is ok to get.

2. You can swap out the literacy for different languages.

3. Yes. Anytime you double up on a skill it gives you either a +5 to the percentile or in the case of a WP a +1 to hit.

4. A robot horse is fine.

5. I don't know what light blade swords are. For the rest, pick the gear you'd like and I'll give a thumbs up or down.
Thank you, Psychie! This is great!
 
I would very much like everyone's feedback here, particularly since its their game. =-)
Heya Eonivar Eonivar ! Feedback is here!

1. In my experience, Crazies that can be game-winners or game-enders, but I'm currently convinced they are always game-changers.

It completely depends on the player and the insanities provided. I have played some games where they were a great addition, and I have seen in one game go 180° because the Crazy in the party had a recently-given insanity that changed his way of thinking and altered the fate of an entire village!

Yeah. Crazes are game-changers all right! But which way?

2. I'm totally sold on the Knight of the White Rose and their entire organization! Talk about a worthy cause fighting against worthy foes! I can see my own character from getting along very well with these folks!

Great powers! The impervious to energy thing is a staple of the Mystic Knights but I don't know how much it will come into play when we're up against things like vampires and gargoyles. That they have some magic and psychic powers is a great thing, and that Psychie has introduced the S.D.C. versions of the martial art powers of Ninjas and Superspies is a potential game changer if you want it to be.

3. & 4. Again, I have zero knowledge about Wormwood and Warlords of Russia. I own both books. It has been years since I have read either book and I've never used them in my campaigns. If I can remind myself, I can look both of those classes up later to provide you the feedback you're asking for.

As for making the character of Mega-damage or giving them access to M.D. armors, that looks like it's a must at the stage. Psychue is playing some real heavies for her very first game and I recommend you "equip yourself" accordingly!

Honor and fun,
Dann =)
 

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