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Dice Rifts Adventure - OOC

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Once you have it over here, I'll look it over and make sure that there are not any tweaks that need to be made.
 
Allright done, i think the only tweak we might need to do is to level him down and maybe change some of his armaments cause im sure they are not in this specific setting
 
Allright done, i think the only tweak we might need to do is to level him down and maybe change some of his armaments cause im sure they are not in this specific setting
GunMan2 GunMan2 Psychie Psychie Don't you mean level him "up?" Psychie is starting us at 3rd level and he's 2nd?
 
Blinks once Blinks twice. Oh right i might have to do that one then
Sherwood Sherwood In the previous post, GunMan2 says he has to level his character?

=) =) =)

Maybe you and Eon want to talk about this master you two share?
 
Ok, so we have Master Yusagi, the sword-wielding blade master rabbit as our teacher. I can deal with that.
 
I sure wouldn't mind having Dreamy's Ninja Undead Hunter peeps from New York also being on the TMNT/After The Bomb circuit. Put another way, having anthropomorphic creatures as teachers and buddies (especially the German pair I made up)? That would be fun!
 
Ok, guys! I am going to go ahead and share the list of captured items that you were able to recover from your time in Atlantis. You can keep or sell the items as you wish, but make sure that everyone has a chance to claim something before just saying, "Everything must go! Sell! Sell! Sell!"

Two KEP-Special Pump Energy Pistol
The KEP Special is a short-range ion blaster that works like a sawed off shotgun, with pump action. The range is short but the damage is impressive.
Weight: 4 Ibs (1.8 kg)
Mega-Damage: 5D6 M.D.
Rate of Fire: Equal to the user's number of hand to hand attacks (each pump action counts as a melee attack).
Maximum Effective Range: 200 feet (61 m)
Payload: 10 blasts from a short clip or 20 from a long.
Market Price: 26,000 credits.

One K-E4 Plasma Ejector
A heavy energy weapon inspired by designs from the people at Northern Gun. Like most of their weapons, the K-E4 is a bit heavy and has below average range capability. Comes equipped with telescopic sight; can be fitted with any optic system.
Weight: 12 Ibs (5.4 kg)
Mega-Damage: 6D6 M.D.
Rate of Fire: Standard, see Modern Weapon Proficiency Section.
Maximum Effective Range: 2000 feet (610 m)
Payload: 20 shots standard clip or 30 shots long E-Clip.
Market Price: 60,000 credits. Good availability.

One Barrier Projector
This hand-held device is rather bulky and unwieldy. It is shaped like a short rifle with a large, squat cylinder for a barrel and a pair of handles instead of a grip and trigger. Upon mental command, the projector fires a large energy beam that envelops its target in a sort of energy bubble. This works quite well against beings who can teleport on their own and those who use Phase Powers. Remember, Phase Powers cannot pierce magic barriers. It is also used extensively for containing the non-magical members of raiding parties.
Weight: 10 Ibs (4.5 kg).
Mega-Damage: None, but creates an energy bubble with 120 M.D.C., and those inside the bubble can not teleport, phase or use a mystic portal.
Rate of Fire: Two shots per melee round.
Maximum Effective Range: 300 feet (91.4 m) and the bubble has an eight foot (2.4 m) diameter.
Payload: Six shots and regenerates its full payload in 24 hours or instantly at a Stone Pyramid.
Market Cost: 750,000 to one million credits; very rare on the open market, typically used only by special Splugorth troops.

One Kittani Plasma Chainsaw
This weapon was inspired by the Juicer weapon of North America and translated into a version more consistent with the Kittani tastes and technology. The Kittani combat chainsaw does not have the razor sharp teeth of earth models, but instead, has a plasma field that is circulated around the perimeter of the "saw." The weapon is all the rage in the arenas and is especially popular in the Kittani robot combat arenas because of its high damage yield. Juicers, especially Maxi-Killers, and Bio-Borgs, love it too.
Weight: 10 Ibs (4.5 kg).
Mega-Damage: 6D6 M.D.
Rate of Fire: Equal to the hand to hand combat attacks per melee.
Maximum Effective Range: Close combat with a reach of 2.5 feet (0.76 m).
Payload: 60 minutes per E-clip, but each activation counts as one minute.
Penalties to Use: The user must have a P.S. of 19 or higher or supernatural strength or suffer a penalty of -2 to strike with the chainsaw. Unlike the Juicer model, this weapon does not have the spinning blade to deal with.
Market Cost: 60,000 credits

Two Slaver's Net Gun
Just as the name suggests, this weapon of Splugorthian techno-wizardry launches a magic net to ensnare its opponent; same stats as the magic spell. The gun is the large, bulky weapon depicted on the Rifts cover — the figure on the right.
Range: 180 feet (55 m)
Rate of Fire: Two per melee.
Payload: 20 nets; must be magically recharged at about 8000 credits.
Duration: Up to 20 minutes.
Note: Splugorth design.
Market Price: 250,000 credits

One Paralysis Rifle
This rifle uses the Bio-Manipulation power possessed by Syphon and Possessing Entities to create a beam that will instill paralysis in whoever it strikes.
Weight: 12 Ibs (5.4 kg).
M.D.C.: 60, but it can only be damaged if attacks are directed at the weapon itself; a called shot is required.
Mega-Damage: None, but the target will be paralyzed from head to toe, unless he makes a successful save vs psionics, for 1D4 minutes!
Rate of Fire: Equal to the user's hand to hand attacks per melee.
Maximum Effective Range: 600 feet (183 m).
Payload: One per every eight I.S.P. or two P.P.E. Can store a maximum of ten blasts.
Market Cost: 100,000+ credits.
 
Sweet gear. I like the Barrier Projector, if no one else wants to put in a claim on it.
 
You can thank Dreamy for it; if she hadn't grabbed this stuff you wouldn't have been able to escape from your captivity.
 
Anyway, i managed to get some concepts on Takuma's reincarnation and so we were captured

1. Cyborg ninja private eye: A Less emotionless takume who is simply living the life of a private eye by using the ninja skills he got from his clan which he abandoned the first chance he got and got rid of/disable his kill chip that they won't find. He is a bit of a drunk and snarky as he talks to people as well as making a few remarks to taunt enemies.

Also ill be staking claim on the paralysis rifle, i like that i can cause status effects instead of damage.
 
Ok, guys! I am going to go ahead and share the list of captured items that you were able to recover from your time in Atlantis. You can keep or sell the items as you wish, but make sure that everyone has a chance to claim something before just saying, "Everything must go! Sell! Sell! Sell!"
Psychie Psychie Four questions:

1. How much do we owe whomever it is we owe?

2. How much can we sell these items (what percentage of market price and dang, if I don't like Palladium's messed-up Barter Skill that's not worth having for times like these)?

3. Who are the people we owe?

4. And under what circumstances do we owe him/her/them?

There's no point in us taking any of this gear if the circumstances aren't right for us to. If it's better that we sell it to settle our debt with whom we owe, well, aren't we all playing honorable alignments? =)
 
Ok, guys! I am going to go ahead and share the list of captured items that you were able to recover from your time in Atlantis. You can keep or sell the items as you wish, but make sure that everyone has a chance to claim something before just saying, "Everything must go! Sell! Sell! Sell!"

Two KEP-Special Pump Energy Pistol
The KEP Special is a short-range ion blaster that works like a sawed off shotgun, with pump action. The range is short but the damage is impressive.
Weight: 4 Ibs (1.8 kg)
Mega-Damage: 5D6 M.D.
Rate of Fire: Equal to the user's number of hand to hand attacks (each pump action counts as a melee attack).
Maximum Effective Range: 200 feet (61 m)
Payload: 10 blasts from a short clip or 20 from a long.
Market Price: 26,000 credits.

One K-E4 Plasma Ejector
A heavy energy weapon inspired by designs from the people at Northern Gun. Like most of their weapons, the K-E4 is a bit heavy and has below average range capability. Comes equipped with telescopic sight; can be fitted with any optic system.
Weight: 12 Ibs (5.4 kg)
Mega-Damage: 6D6 M.D.
Rate of Fire: Standard, see Modern Weapon Proficiency Section.
Maximum Effective Range: 2000 feet (610 m)
Payload: 20 shots standard clip or 30 shots long E-Clip.
Market Price: 60,000 credits. Good availability.

One Barrier Projector
This hand-held device is rather bulky and unwieldy. It is shaped like a short rifle with a large, squat cylinder for a barrel and a pair of handles instead of a grip and trigger. Upon mental command, the projector fires a large energy beam that envelops its target in a sort of energy bubble. This works quite well against beings who can teleport on their own and those who use Phase Powers. Remember, Phase Powers cannot pierce magic barriers. It is also used extensively for containing the non-magical members of raiding parties.
Weight: 10 Ibs (4.5 kg).
Mega-Damage: None, but creates an energy bubble with 120 M.D.C., and those inside the bubble can not teleport, phase or use a mystic portal.
Rate of Fire: Two shots per melee round.
Maximum Effective Range: 300 feet (91.4 m) and the bubble has an eight foot (2.4 m) diameter.
Payload: Six shots and regenerates its full payload in 24 hours or instantly at a Stone Pyramid.
Market Cost: 750,000 to one million credits; very rare on the open market, typically used only by special Splugorth troops.

One Kittani Plasma Chainsaw
This weapon was inspired by the Juicer weapon of North America and translated into a version more consistent with the Kittani tastes and technology. The Kittani combat chainsaw does not have the razor sharp teeth of earth models, but instead, has a plasma field that is circulated around the perimeter of the "saw." The weapon is all the rage in the arenas and is especially popular in the Kittani robot combat arenas because of its high damage yield. Juicers, especially Maxi-Killers, and Bio-Borgs, love it too.
Weight: 10 Ibs (4.5 kg).
Mega-Damage: 6D6 M.D.
Rate of Fire: Equal to the hand to hand combat attacks per melee.
Maximum Effective Range: Close combat with a reach of 2.5 feet (0.76 m).
Payload: 60 minutes per E-clip, but each activation counts as one minute.
Penalties to Use: The user must have a P.S. of 19 or higher or supernatural strength or suffer a penalty of -2 to strike with the chainsaw. Unlike the Juicer model, this weapon does not have the spinning blade to deal with.
Market Cost: 60,000 credits

Two Slaver's Net Gun
Just as the name suggests, this weapon of Splugorthian techno-wizardry launches a magic net to ensnare its opponent; same stats as the magic spell. The gun is the large, bulky weapon depicted on the Rifts cover — the figure on the right.
Range: 180 feet (55 m)
Rate of Fire: Two per melee.
Payload: 20 nets; must be magically recharged at about 8000 credits.
Duration: Up to 20 minutes.
Note: Splugorth design.
Market Price: 250,000 credits

One Paralysis Rifle
This rifle uses the Bio-Manipulation power possessed by Syphon and Possessing Entities to create a beam that will instill paralysis in whoever it strikes.
Weight: 12 Ibs (5.4 kg).
M.D.C.: 60, but it can only be damaged if attacks are directed at the weapon itself; a called shot is required.
Mega-Damage: None, but the target will be paralyzed from head to toe, unless he makes a successful save vs psionics, for 1D4 minutes!
Rate of Fire: Equal to the user's hand to hand attacks per melee.
Maximum Effective Range: 600 feet (183 m).
Payload: One per every eight I.S.P. or two P.P.E. Can store a maximum of ten blasts.
Market Cost: 100,000+ credits.
Oh and yeah! What a haul Dreamy found there! Wow! She gives credit to her totem, Owl; he's responsible for this in some way, he's got to be. =)
 
Psychie Psychie Four questions:

1. How much do we owe whomever it is we owe?

2. How much can we sell these items (what percentage of market price and dang, if I don't like Palladium's messed-up Barter Skill that's not worth having for times like these)?

3. Who are the people we owe?

4. And under what circumstances do we owe him/her/them?

There's no point in us taking any of this gear if the circumstances aren't right for us to. If it's better that we sell it to settle our debt with whom we owe, well, aren't we all playing honorable alignments? =)
1. 1,800,000 Credits.

2. Depends on how long you spend looking for potential buyers. A quick sell can net you 50% of market value thanks to your desperation.

3. A local rich businessman that had hid his shady dealings from you before you made the foolish step in trusting him with a signed contract.

4. Your team had thought that you were doing a good service in exchange for supplies, repairs to your vehicles, and ammo. This was a scam, and now everyone knows that you are on the hook for a boatload of money and are not willing to help you with honest work to get you out from under your financial obligations and in the process, pissing off the businessman that owns most of the town you are currently in.
 

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