Miscellaneous Rules

This is the parent forum for EU's site-wide rules, and the house rules for Rifts.

Moderator: Augur

Miscellaneous Rules

Postby Augur » Fri Nov 16, 2007 6:43 pm

  • The EU default regarding Palladium's material is to not accept that which is potentially implicit, but to restrict interpretation to that which is explicit.

Encumbrance Rules

The average character can effectively carry and fight with no more than a third of his body weight in TOTAL Gear, Armaments, Armors, and what have you.

Strength & Weight Max of Gear Carried
Normal P.S.: 30% of Body Weight
Augmented P.S.: 60% of Body Weight
Robotic P.S.: 80% of Body Weight
Supernatural P.S.: 100% of Body Weight

Encumbrance cannot be greater than the character's maximum carrying weight without incurring penalties.
+10% to max. calculated weight for Men at Arms O.C.C.s
+20% to max. calculated weight for Indefatigable characters
BONUSES ARE CUMULATIVE

Penalties from Over-encumbrance
up to 10% over encumbrance limit: -10% to the character's Speed attribute.
up to 20% over encumbrance limit: -20% to the character's Speed attribute.
up to 50% over encumbrance limit: -50% to the character's Speed attribute, -1 APM, -4 to Initiative, -2 to all combat bonuses.
Beyond 50% over encumbrance limit: the character is essentially immobilized and unable to defend himself.

IMPORTANT NOTES:
Common sense goes hand in hand with the above rules.
When listing your equipment on your PC Sheet you MUST detail where items are typically located.
For example, a Gunslinger carrying 10 handguns has to note the location of each (2 in hip holsters, 2 in boot holsters, 2 strapped to thighs, etc.).
Failure to do so may result in GM intervention and/or the disappearance of those items.

Gaming Notes:
Palladium is somewhat inconsistent about listing weights for items. When it comes to weapons, armor, and other big ticket items Palladium is pretty consistent about noting the weight of such things, but all else is unaddressed.
Small stuff that common sense tells us is under a pound (like notebook & pencils, etc.) should simply be treated as inconsequential--no notations are necessary.
Hand-held computers and other small items of that sort should be treated as weighing 1 lb. each--no notations are necessary.
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Postby Augur » Fri Nov 16, 2007 6:45 pm

Jumping Rules

Normal, human-type beings:
1 foot of length per 2 PS points
1 foot of height per 4 PS points

Augmented/Robotic Strength:
1 foot of length per PS point
1 foot of height per 2 PS points

Characters with both augmented/extraordinary strength and speed, or with SN strength:
1.5 feet of length per PS point
3 foot of height per 4 PS points

:arrow: Decrease jumping distance to 40% of the above if character does not take a running start.

:arrow: Characters that have acrobatics and/or gymnastics skills can add 2 feet per level to the length and .5 feet per level to the height.
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Postby Augur » Fri Nov 16, 2007 6:47 pm

Supernatural Damage and Melee Weapons

When wielding a hand weapon, supernatural creatures inflict either the weapon damage plus PS damage bonus (in SDC) or their own PS damage as per Supernatural Strength, whichever is greater.

Example:

Sir Chubbo (SN PS 30) strike someone full-force with a club (1d4):

His 3d6 MD attack is greater in damage than the 1d4 MD possibile for the club, so his damage is based solely on his SN P.S.

Supernatural beings do NOT add the PS attribute damage bonus to their MD attacks, but may add it to pulled punches that inflict SDC damage instead of MDC.

Example:

Sir Chubbo (SN PS 30) strikes a squishy with a restrained attack using a club (1d4):

1d4+15 SDC Damage (Weapon+PS Bonus)

Everyone clear on that now? Notify the appropriate Moderator to handle your PC sheet if you need alterations done to be up-to-date. Sorry if there was a period of confusion about this.

Exception to rule: Gargoyle and Xiticix weapons noted as such.

Example:

Xiticix dagger (1d6) wielded by a Xiticix with SN P.S. 30 (3d6):
1d6+3d6=4d6 damage

AS PER: http://forums.palladium-megaverse.com/v ... 37&t=79150
Palladium FAQ wrote:Question: I am getting conflicting info regarding the damage a char with the ability to do an MD punch can do with an MD weapon. i saw a thing in the old rules stating that on a "supernatural creature" gets the PS bonus on top of the weapon damage(or their punch damage, whichever is greater). But, the Splicers book mentions getting the punch damage PLUS the weapon damage PLUS the PS bonus. Can you help me out, anyone? Thanks.
Answer: For SN str in splicers, you get whichever is better of punch or weapon with NO damage bonus for PS (p172/3). It's been argued that weapon + punch makes more sense but by the book, it's weapon *or* punch, not both.
Last edited by Augur on Mon Jun 16, 2008 6:18 pm, edited 1 time in total.
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Postby Augur » Fri Nov 16, 2007 6:49 pm

Healing

Normal Beings:
:arrow: All RUE Guidelines for squishy beings will be followed including blood loss for each injury sustained.
:arrow: Optional pain or trauma rules are strictly up to the individual GM to use or not as he pleases.

Mega-Damage Beings:
:arrow: Psychic Healing of MD: direct conversion of SDC-MDC, costs twice as much I.S.P.
:arrow: Magic Healing of MD: direct conversion of SDC-MDC, costs 50% more P.P.E.
:arrow: Medical Treatment of MD: Requires state-of-the-art facilities and costs 5x as much as standard medical treatment.
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Postby Augur » Fri Nov 16, 2007 6:50 pm

The Knowledge Upload Procedure

1) Only Merctown State Hospital has the revolutionary cybernetic technology to implement the "Knowledge Upload" procedure.
2) A cybernetic Universal Headjack is required to undergo the procedure. (mages and psychics need not fear 1 or 2 minor cybernetic systems)
3) Knowledge Upload is an out-patient procedure. A mild headache and a couple hours loss of equilibrium are the only known side-effects.
4) Costs:
    Procedure: 5,000 Universal Credits (it's a fairly quick and painless procedure)
    Skills: Knowledge Upload costs 1,000,000 Universal Credits per skill.
    Brain-Drain: Knowledge Upload costs 1,000 xp per skill.
Example:
Joe-Bob wrote:Joe-Bob the Wired Gunslinger wants to get the Brewing skill Uploaded so that he can make his own beer and not pay for that Dragon's Head Ale anymore. Joe-Bob slides his Universal Card and lays down. A datajack probe is inserted into the Universal Headjack at the base of his neck (in the ear for some PCs) and he falls asleep.

Cost on his card: 1,005,000 Universal credits
Cost to his wits: 1,000 xp

Was it really worth it, Joe-Bob, just to be able to make your own beer?
Well, he is a crazy after all...

NOTES:

:arrow: Mages and psychics need only purchase and have surgically implanted a Universal Headjack to take advantage of the Knowledge Upload process as well. This WILL NOT hamper their PCs' abilities.

:arrow: Skills cannot be purchased beyond Level 1 Proficiency.

:arrow: Skills purchased advance as normal along with the character.

:arrow: Skills gained from Knowledge Upload do not count against the new skills gained by the PC during normal experience level progression.

:arrow: You must still have the prerequisite skills in order to obtain certain advanced skills. Failure to do so will result in the loss of your credits and XP as well as NOT having gained the skill desired. So research the skill you want thorougly ahead of time before making any visits to MercTown State Hospital. Example:
RUE wrote:Robot Mechanics requires: Electrical Engineer, Mechanical Engineer, and at least Basic Mathematics. Electrical Engineer and Mechanical Engineer also have their own prerequisite skills which must be learned prior to gaining those skills.

Q: Will the XP expenditure drop you down a level if you lose enough to be below what is needed to be at your current level?
A: Yes. Players should take a look at their PCs experience points/level before having any Knowledge Uploading done. Failure to do so will result in a lot of extra-work which your GM/Mod/Group Leader is highly unlikely to be happpy about as well.

Q: Are there any skill restrictions based on a character's O.C.C./R.C.C.?
A: No, any skill can be learned by any character provided he has the funds, xp, and prerequisite skills for that new skill.
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Postby Augur » Fri Nov 16, 2007 6:52 pm

Cyber-Knight Special Abilities

Level Four: Basic Combat Awareness
Initially, the Cyber-Knight can only focus and be aware of one opponent and all the weapons and weapon systems of that one, primary opponent. The knight is aware of and able to react to all mechanical devices and weapons used by that particular opponent, including guns, Vibro-Blades, Neural Mace, environmental body armor, power armor, cybernetics/bionic weapons and systems, computers, optic systems, sensors, robots, vehicles and other devices. Basically any machine with moving parts or that uses electricity or has a computer chip (which is virtually all CS and other advanced people's entire armory)! This awareness lets the Cyber-Knight know the very instant a targeting computer or radar locks on, the moment he falls into the cross-hairs of a gun, when a trigger is about to be squeezed, when an energy cell charges to fire, or a cybernetic muscle tenses or a turret begins to turn. More than that though, the Cyber-Knight can actually feel the weapons and war machines as they come on-line or are drawn to be used against him. It's as if he can see them as clearly as the weapon being pointed in his face.

Bonuses & Abilities Against Weapons and Technology:
• Negates any bonuses provided by the weapon/machine.
• The Cyber-Knight knows what his opponent is doing the same instant his opponent does it, enabling the knight to react a split second faster:
+3 on initiative against attacks from modern guns and machines
(bionics, robots, etc.), and +6 against artificial intelligences and computers like Skelebots and automated defense systems.
Cyber-Knight is +3 to strike and parry.
• Meanwhile, the Cyber-Knight's gun toting or tech-laden opponent
is -3 to dodge the Cyber-Knight's attacks and loses 2 melee attacks/actions due to time spent compensating for the Cyber-Knight's amazing agility, combat skills and awareness.

Also note that combat awareness, like the other cyber-knight tech powers, does extend to TW stuff, or any kind of psionic equivalent. Basically, if it has any moving parts, the knight will get his/her advantage.
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Postby Augur » Fri Nov 16, 2007 6:55 pm

Body Armor Rules

What defines the differences in general body armor types?
"Light" armor: 30-50 M.D.C.
"Medium" armor: 55-80 M.D.C.
"Heavy" armor: 85+ M.D.C.

Flavor text regarding perceived classes of armor varies wildly in Palladium books (when it can even be found), so the above is a simple and objective metric to define any class of armor.

Armor Rating?

:arrow: A.R. regarding M.D.C. armor reflects the extent of coverage. Any roll over the A.R. hits the person, not the armor, and GMs are going to equate that to a limb strike as main body is always the primary focus of armor coverage.




Can you wear Body Armor inside a Power Armor suit?

Yes, wearing body armor (whether EBA or just protective armor) while inside a Power Armor Suit is doable, even advisable in some instances.

:arrow: No spiky crap or large flaring features on any armor can be worn inside a PA Suit.
:arrow: Force Fields can be worn inside the PA Suit, but cannot be activated until after exiting the PAS Suit as it will disrupt the operation of the PA Suit.
:arrow: Nothing heavier than "light armor" can be worn inside a PA suit.
:arrow: Robotech Mecha are unique cases and will be handled as such.




While wearing Naruni Camouflage Variable Armor is the rest of my gear invisible too?

:arrow: No, the camouflage feature does NOT extend to anything outside of the armor. Period.
:arrow: Things hidden behind the back or concealed in similar manner may be hidden though simply due to line-of-sight.
:arrow: NOTE: Rule applies to armors with similar effects




How long does it take to suit-up in EBA?

:arrow: All "Men of Arms" O.C.C.'s take 1d4+4 melees to suit-up.
:arrow: All other types of PCs take 1d4+4 minutes to suit-up.
:arrow: This rule also applies to suiting-up in Power Armor Suits with one addition: If the pilot has a prep team assisting with the power-up, etc. reduce to one minute.
:arrow: Hopping into a Robotic Vehicle takes one full melee irregardless of O.C.C.




Does EU observe the "G.I. Joe Rule?"

:arrow: Yes, if a PC's M.D.C. protection (Armor/PA/Robot) is destroyed by an attack, the excess does NOT transfer to the PC.
:arrow: The PC is likely to be disoriented (GM discretion) and definitely devoid of any gear he had on his person.




Is there a formula for figuring out the M.D.C. by Location on the body armor in the older books?

Answer: If no M.D.C. is listed by location, allocate 15% for each leg, 10% for each arm, 5% for the head, and the rest to the main body. The amount listed in the book for the main body will remain the same for the main body. For example a set of armor with 40 M.D.C. for the main body (as listed in the main book), will have the following assigned - 9 M.D.C. for each arm, 5 for the head, and 15 for the arm.

Note: This formula applies beyond just body armor as a general formula for such determinations.




Forcefield Rules

Can I wear a Forcefield over Body Armor?

:arrow: No. But you can have a Forcefield Integrated into an existing set of Environmental Body Armor or Power Armor Suit.

Do I have to turn on my Forcefield for it to protect me?

:arrow: Yes. The Forcefield must be "active" (drawing energy from an E-clip) in order for the field to sense incoming attacks and defend against them.

Basic Rules on Forcefields

:arrow: When a Forcefield's M.D.C. is depleted it overloads and cannot be reactivated for 12 hours.
:arrow: Forcefields offer no protection against environmental effects.
:arrow: All Forcefields regenerate at a rate of 1 M.D.C./melee round, that's 4 M.D.C./minute.
:arrow: Forcefields draw their power from standard E-clips only.

Integrated Forcefields

:arrow: A Forcefield can be Integrated into an existing EBA or PA suit.
:arrow: Normal installation fee: 30,000-40,000 credits, takes 1d4 days.
:arrow: Rush job: double or more normal fee.
:arrow: All Basic Rules on Forcefields still apply to Integrated Forcefields.
:arrow: Forcefields Integrated into a Nuclear Power Supply can be run indefinitely but are still subject to overload restrictions.

E-clip duration of use:
:arrow: Super-Heavy: 6 hours
:arrow: Heavy: 8 Hours
:arrow: Medium: 10 Hours
:arrow: Light: 12 Hours

Large-Scale Forcefields

:arrow: Double M.D.C. protection!
:arrow: Cost 20 times as much!
:arrow: Only available for Borgs, Vehicles, or Robot Vehicles with Nuclear Power Supplies.
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Robot Vehicles

Postby Augur » Fri Nov 16, 2007 6:57 pm

Modifications to Robot Vehicles in Rifts

EFFECTIVE IMMEDIATELY!

PLEASE MODIFY ANY EXISTING ROBOT VEHICLES TO MEET THESE MODIFICATIONS.

THIS DOES NOT APPLY TO POWER ARMOR.

MDC: Increase by 20% (applicable to all locations)

Weapons Range: Double (not to include missiles)

Cost: Reduce by 50%

Loans: No, I actually introduced that idea but the discussion has elucidated too many valid points against that idea.

Co-Pilots: I think this is the perfect opportunity to allow for FIELD NPCs. See the new post concerning NPCs.
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Re: Miscellaneous Rules

Postby Augur » Mon Mar 02, 2009 3:57 am

Multi-Function Weapons

W.P. Rifle only applies to the conventional S.D.C. round that the JA-11 and similar multi-function weapons are capable of firing.

Example:
If a character only has W.P. Energy Rifle he is proficient with the energy rifle function of the JA-11. He is not proficient with the conventional S.D.C. round function of the JA-11.

See R.U.E. page 328 for rules of using a modern weapon without the required W.P.

This rule also applies to similar multi-function weapons.

To fully utilize all bonuses with all aspects of a multi-function weapon you must have all the required skills for the various functions of the weapon.
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Re: Miscellaneous Rules

Postby Augur » Tue Jul 27, 2010 12:20 pm

Robotech Mecha Conversions

Only stats from 2nd Edition Robotech books will be used.

Macross-Era Mecha

VF-Series Valkyries
SLMH-V is purely for use in space. Once the 48 hour supply is exhausted, all bonuses in space are halved.
FUEL CAPACITY
The Veritech Fighters are extremely durable. The use of protoculture, micronized reactors and the science of Robotechnology, gives the Veritech an average, useful life span of 12 years before needing a new energy system. With constant use, the life span is cut by half.

Destroids
FUEL CAPACITY
The use of protoculture, through Robotechnology, gives the Destroids and all Mecha a long life span. These giant machines can operate at full capacity for an average life span of 22 years before requiring re-energizing. Constant use will reduce that time by about half.

Masters-Era Mecha
SLMH-V is purely for use in space. Once this supply is exhausted, all bonuses in space are halved.
:arrow: The Logan carries enough SLMH-V to operate continuously for 7 days.
:arrow: The Ajax carries enough SLMH-V to operate continuously for 7 days.
:arrow: The Hover Tank carries enough SLMH-V to operate continuously for 7 days.
:arrow: The Myrmidon carries enough SLMH-V to operate continuously for 10 days.
:arrow: The Chimera carries enough SLMH for 36 hours of constant flight in space.
:arrow: The SC-32 Roc/EC-32 Raven Shuttlecraft carries enough SLMH onboard to get into orbit and operate for two hours. The reusable detachable fuel tank allows the ship to operate in space for 12 hours.

All ASC Mecha operate primarily on fusion power and have an operational lifespan of about 8 years before plant replacement is required.

Shadow Chronicles-Era Mecha
Protoculture Fuel Capacity
:arrow: Shadow Chronicles-Era Mecha use small Protoculture fuel cells about the size of a can of motor oil.
:arrow: Frequent heavy activity and combat reduces the cell"s fuel life by half.
:arrow: Invid Protoculture cells are the same as used by the UEEF and are interchangeable. Replacing spent cells and recharging empty Protoculture energy cells requires somebody with the Bio-mechanical Maintenance or Robotechnology Engineering skill.
:arrow: The mecha can function with half as many cells for half the period, but the maximum speed and the usual combat bonuses are reduced by half.

Alphas & Betas: Sixteen fully charged Protoculture cells gives the mecha a reasonably active combat life of about one month.
Cyclones: One fully charged Protoculture cell gives the mecha a reasonably active combat life of about one month.
Silverbacks: Four fully charged Protoculture cells gives the mecha a reasonably active combat life of about one month.
Condors, & Bioroid Interceptors: Sixteen fully charged Protoculture cells gives the mecha a reasonably active combat life of about one month.

Armor
Due to the horrible editing within the 2e Version of the rules, the following clarification and adjustment have been provided.

All Body Armor, Mecha, and Vehicles designed and built in the Masters Era or Later (Sentinels, New Generation, Shadow Chornicles) have a laser reduction qualities of 50%

Note: Reference for this change falls under Body Armor Common Features #6 in the Masters Era, and the writeup for the Slyphid stating it has a 50% laser resistance.
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Re: Miscellaneous Rules

Postby Augur » Sat Oct 02, 2010 11:37 am

Psi-Sword Clarification

Psychics other than Cyberknights must spend I.S.P. for each Psi-Sword manifested.
Ergo, two swords = x2 normal I.S.P. cost.

P.S. damage bonus does not apply to Psi-Swords as they are M.D. weapons.

The Psi Sword is a physical attack done through a psioniclly created weapon.

Previous rule on supernatural strength wrote:When wielding a hand weapon, supernatural creatures inflict either the weapon damage plus PS damage bonus (in S.D.C.) or their own P.S. damage as per Supernatural Strength, whichever is greater.
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Re: Miscellaneous Rules

Postby Augur » Wed Jul 20, 2011 9:00 am

Rifter Material Allowed on EU

  • This list is not comprehensive.

  • I will add approved Rifter O.C.C.'s and other specific material to this list on a case-by-case basis as such is proposed through the regular submission process. Classes should be inquired after during your chat with TGM regarding your character concept, and other Rifter material should be explicitly inquired after in your submission. Please note that "explicitly" means you must directly inquire whether something is permissible. If you leave it up to me to infer such a request, I will simply deny that request.

  • Occasionally, I will also add approved Rifter material to this list on a case-by-case basis as such matters come up in the course of gameplay.


Rifter 1
Summon Rope spell (Pg 29, 2 P.P.E., 15' rope/Lvl)

Rifter 5
City Operator O.C.C.
Wilderness Operator O.C.C.
Armorer O.C.C.
Barnstormer O.C.C.

Rifter 12
Rogue
Fast Talking 20% (+4%)
Blind Fighting 25% (+5%)
Listening and Awareness 16% (+4%)
Security Systems 20% (+5%)
Backstab (Assassin OCC Only)

Weapon Proficiency
W.P. Vital Points (The benefits of this skill are only applicable in unarmored, S.D.C. melee combat when the target is a humanoid.) (Assassin OCC Only)

Rifter 19
Summon Grains (4 P.P.E., 10', Rifter 19 Pg 29)
Trough of Water (4 P.P.E., 10', Rifter 19 Pg 29)

Rifter 25
Intuitive Warrior P.C.C.

New Psionic Powers
Healing Powers
Psionic Purge
Restore Memory
Physical Powers
Enhanced Reflexes
Resist Damage (08SEP16 Update: Restricted to resistance to only kinetic damage.)
Resist Energy
Resist Magic
Resist Psionics
Strength of Mind
Sensitive Powers
Clairvoyant Prediction
Enhanced Perception
Extended Presence Sense
Mind's Eye
Psionic Seeking
Sense Psionics
Sense Supernatural
Super Psionic Powers
Alter Memory
Alter Personality
Cause Hallucination
Empathy: Superior
Hypnotic Control
Induce Amnesia
Induce Insanity
Mentally Control Others
Psionic Blast
Shared Perception
Telekinetic Blast
Telekinetic Force
Telekinetic Shockwave
Telepathic Suggestion
Telepathy: Superior

Rifter 32
Journeyman Chef O.C.C.
Coalition 'Cookie' O.C.C.
High Cook O.C.C.

Rifter 52
Atlantean Equipment
Atlantean Armor Additions
New Magic Tattoos not allowed (from those listed on pages 48-59)
• Floating Shield (Ghost Shield) [Terribly written]

Rifter 45
Archery Proficiencies (Limited to 1 possible proficiency, and limited only to those O.C.C.s who specialize in the art of the bow.)


Rifter 55
Triax Update Revised O.C.C.s from Rifts World Book 5: Triax and the NGR
  • NGR Medical Officer
  • NGR Infantry Soldier
  • NGR Field Mechanic
  • NGR Cyborg Soldier
  • NGR Power Armor Commando
  • NGR Robot Combat Pilot
  • NGR Intelligence Division Agent
  • & all New Skills Available to NGR Military Personnel
Last edited by Augur on Thu Jun 01, 2017 1:46 pm, edited 6 times in total.
Reason: Added Assassin only to a few skills that are listed as assassin only in the Rifter
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Re: Miscellaneous Rules

Postby Augur » Thu Dec 01, 2011 2:42 pm

Dual O.C.C. Rules

Preface:
● Dual O.C.C.s are permitted on EU, but they are subject to approval by your GM and TGM, just as an initial character is.
● Go first through your GM and get his/her approval before seeking out TGM.

Dual O.C.C. Definition
The term "Dual O.C.C." can be misleading. This process may be better termed "switching O.C.C.s." You may never advance in more than one O.C.C. at a time, but you can switch from one O.C.C. to another. You may only switch O.C.C.s a maximum of one time (with some specific exceptions, listed below), but you may switch back to your previous O.C.C. (again, only once, no hopping back and forth between O.C.C.s).

Conditions that Must be met to Switch O.C.C.s
● You must be at least 5th level in your starting O.C.C.
● You must have reached a new level of experience but not yet leveled up in your current O.C.C.
● You must meet all of the prerequisites for the O.C.C. you intend to switch to.
● You must receive the approval of TGM and your individual GM.
● You must find an in character teacher/mentor/facility and receive the proper training. The specifics of this provision will be determined by your GM and may involve side quests and some down time. This requirement may also be fulfilled during the training period (see below).
● The O.C.C. you wish to switch to must be of the correct type:

O.C.C. Categories that you can Switch to.
● Which O.C.C. you can switch to depends on your current O.C.C. and other aspects of your character.
● ● Scholar/Adventurer O.C.C.s: All classes may switch to any scholar/Adventurer O.C.C. for which they meet the prerequisites.
● ● Man-at-Arms O.C.C.s: All classes may switch to any Man-at-Arms O.C.C. for which they meet the prerequisites.
● ● Practitioner's of Magic O.C.C.s: Only other practitioner's of magic and O.C.C.s/characters with an affinity for magic (a determination made by your GM and TGM on an individual basis) can switch to practitioner of magic O.C.C.s. No one who is a master psychic, or who has bionic or more than minor (more than 2 small implants, GM discretion) cybernetic implants (except bio-systems) can switch to a practitioner of magic O.C.C. Some other O.C.C.s, such as the Tattooed Men class, may not be able to switch to practitioner of magic O.C.C.s for reasons specific to the O.C.C.
● ● Psionic O.C.C.s: Master psychics may switch to other O.C.C.s (except magic O.C.C.s), but no one may switch to a master psychic O.C.C. An O.C.C. which grants only minor or major psionics should be treated as if it falls under one of the other categories (whichever is most appropriate).

Racial Character Classes
● It should be obvious that no one can switch to an R.C.C. without a particularly nasty encounter with a Gene-Splicer, Bio-Wizard or vampire. If something like that happens, treat the class switch the same way you would following a juicer conversion, or follow the specific canon transformation rules for the species (such as vampire conversion rules).
● ● Characters with R.C.C.s cannot switch to an O.C.C. unless their species is normally able to choose an O.C.C. instead of the species R.C.C. (in which case the procedure is the same as for a human).
● ● D-bees and other species that normally choose O.C.C.s and do not have strict, skill-based R.C.C.s are treated the same as humans for purposes of the Dual O.C.C. process.

Conversion Characters
● ● Heroes Unlimited conversion characters are strictly limited to a Scholar/Adventurer O.C.C. This is actually a canonical conversion rule that is set in stone.
● ● Other conversion characters follow the normal rules for Dual O.C.C.s, but there may be special considerations present that will affect TGM's or your GM's decision about whether or not to allow the dual O.C.C.

Juicers, Borgs, Crazies and Other Procedure Based O.C.C.s
● ● O.C.C.s such as these are the only exception to the rule that you may only switch O.C.C.s once.
● ● Anyone who undertakes a procedure which dramatically changes their character and is associated with a specific O.C.C. must immediately switch to that new O.C.C. following these rules. In addition to Juicer's, Borgs and Crazies, this rule applies to less common procedure based O.C.C.s such as bio-borgs and tattooed men, among others.
● ● The physical (or magical, etc.) bonuses granted by these procedures are granted as soon as they occur (unlike other classes where no bonuses are granted until the apprenticeship period passes), but the character must still pass his or her apprenticeship before gaining any new skills.

The Process of Switching
● When the character begins their new training, they begin at level zero in the new O.C.C. The character must earn experience points equal to the new O.C.C.'s second level (if Men of arms or adventurers) or third level (if magical or psychic). When that amount of experience points is acquired, the character has passed their apprenticeship and is now at first level in his new O.C.C.
● ● The experience points and level of the old O.C.C. should be marked (Frozen). All new experience points should be listed on a new line. GMs and players, be sure to erase the apprentice experience once enough is gained for the player to reach first level in the class (so as to avoid confusion).
● ● Any experience from the old O.C.C. that exceeds the amount needed to reach a new level is transferred to the apprenticeship tally when the choice is made to switch O.C.C.s (invariably there will be roll over experience because of the way GMs track experience points).

What Happens to the Old O.C.C.
● The character may still use the skills and abilities of the old O.C.C., but they are frozen at the level obtained prior to switching O.C.C.s.

Old Skills
● All O.C.C. skills and O.C.C. related skills from the old O.C.C. are frozen at the level reached when the switch occurs unless the same skill is granted by the new O.C.C. (a duplicate skill) or you take the same skill again as one of your new O.C.C. related skills. In that case the skill will advance each level normally. A duplicate skill may also be taken at later levels using O.C.C. related or secondary skills. In that case it will advance again once it has been taken.
● Secondary skills from the old O.C.C. do not freeze. They are based on the individual interests of the character and not on any O.C.C. training. They advance each level as normal.
● Skills gained from special processes such as the knowledge upload procedure, Mindwerks M.O.M. implants, or some other strange source, are not related to the O.C.C. and do not freeze. They advance each level as normal.
● You must note on your character sheet which skills are frozen. Example: Cook--30% (Frozen).

Old Special Abilities
● You retain all old special abilities unless they are destroyed by a procedure (such as magical abilities being destroyed by bionic implants).
● Your special abilities no longer advance in power. This means that if you were a fifth level spell-caster when you switched to a scholar class you will always cast spells at fifth level proficiency (the same applies for psionics or any other special power with level based effects). If you move from one class to another with similar special abilities (such as a ley line walker switching to the shifter O.C.C., both of which can cast standard spells), then your level of proficiency is frozen until you advance further in the new class than you did in the old class, at which point it will begin to advance again normally.
● Levels of P.P.E., I.S.P., etc. are also frozen unless the new class also grants them (at which point follow the rules for increases listed in the new class).

What You Get from the New O.C.C.
● You gain no new abilities during the apprenticeship period.
● Once you reach first level in the new O.C.C. you gain the following:
● ● You receive all the O.C.C. skills of the new class and half of the O.C.C. related skills (round up odd numbers). If the new O.C.C. grants additional O.C.C. related skills at later levels, you gain all of those skills normally. You gain all percentage bonuses the O.C.C. grants to these skills, unless the skill is a duplicate of a skill already known from the old class. For duplicate skills only apply the highest O.C.C. bonus to the skill (so if the new class grants +15% and the old class granted +10%, you would immediately add 5% to the skill).
● ● You receive none of the new secondary skills the O.C.C. normally grants at level one, but you continue to gain secondary skills at later levels as listed in the O.C.C. or the House Rules. Secondary skills are things your character picks up outside of O.C.C. training and they are largely unaffected by the switch.
● ● You receive all of the special abilities of the new O.C.C.
● ● If the new class grants a base level of P.P.E. or I.S.P., you gain the full amounts granted by the O.C.C. unless your old O.C.C. also granted base levels of P.P.E. or I.S.P. In that case, you compare the base amounts granted by each O.C.C. If the new O.C.C. grants a larger base amount you add the difference. Example: if your old class had a base P.P.E. of 2D6x10 + P.E. number and the new O.C.C. grants a base P.P.E. of 3D6x10 + P.E., then you would roll 1D6x10 and add the result to the character's current P.P.E. If the dice types don't match cleanly ask your GM to decide on the appropriate dice for you to roll. If your new O.C.C. grants less P.P.E. or I.S.P. than your old O.C.C. then you add the amount of P.P.E. or I.S.P. that the O.C.C. grants on new levels of experience.
● ● P.P.E. or I.S.P. increases granted at new levels are carried out normally under the rules of the new O.C.C.
● ● You receive increased H.P. as if you gained a level normally.

Rules For Hand to Hand Combat and Other Bonuses
● You never add together bonuses from two different Hand to Hand skills. The only exceptions to this are adding Power Armor/Robot combat bonuses to Hand to Hand bonuses while in a suit of power armor or a robot vehicle, and adding bonuses from zero-gravity combat training to Hand to Hand bonuses while in zero gravity.
● If your character has more than one Hand to Hand combat skill as a result of the adoption of a new O.C.C. your character will retain whichever HTH skill is the most advanced. Expert is more advanced than Basic, Martial Arts and Assassin (equal) are both more advanced than Expert, and so on. You will use the bonuses afforded to your character by the appropriate HTH skill that is retained. Be sure to take into account those which have already been incorporated into your character sheet from your previous HTH skill.
● You retain all special moves obtained from old Hand to Hand combat skills, but they are frozen at the last level of advancement.
● If your new class grants you the same Hand to Hand skill, that skill will remain frozen until you pass the level obtained by your old class, at which time it will advance again normally. The same principle applies to duplicate W.P.s.
● Obviously you never gain bonuses from a physical skill (or any other skill) twice, even if your new O.C.C. grants them automatically. Physical skills with percentages can be duplicated as normal, but still do not grant duplicate physical bonuses.
● Bonuses granted by the O.C.C. itself (rather than a Hand to Hand or other skill) are treated in the same way. That means that if one O.C.C. gave you a bonus of +3 to roll with punch/fall/impact and the new O.C.C. gave you a bonus of +2 to roll, your bonus would be +3 (in addition to bonuses from other sources). If your O.C.C. gives you a die number bonus (such as +1d4) then things are slightly more complicated. If your old bonus was static (such as +2), then you roll the new die bonus and keep the higher result (so if you had +2 and you rolled a 3 on a +1d4 then you would have a three). If both your old and new O.C.C. had a die number bonus then you roll a die equal to the difference in bonuses. Example: If your old O.C.C. had +1d4 to P.S. and your new O.C.C. has +1d6 then you roll +1d2 (coin flip or half result on most dice) and add the result.

Equipment
● Your character will not receive any new equipment as a part of this process aside from from those which might be a fundamental part of a procedure-based O.C.C.

Switching Back to the Old O.C.C.
● You can switch back to your old O.C.C. later if you wish, but switching back is final. You will retain the skills and abilities from the second O.C.C., but they will be forever frozen, except for duplicate skills which will advance under the above rules.
● ● You must wait until you have reached a new level of experience in the second O.C.C. (but have not yet leveled up) before you can switch back to your old O.C.C. At that point all your skills and abilities in the old O.C.C. will be unfrozen and you will immediately gain the level you would have gained if you had never switched classes (so if you switched classes at level 5, right when you had enough experience to move to level six, then you return at sixth level).
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Re: Miscellaneous Rules

Postby Augur » Sun Aug 11, 2013 7:14 am

M.D.C. to S.D.C. Conversion Rules for the HU2 Dimension
Living Creatures
Lesser M.D.C. Beings: 1:1 conversion for beings of 120 or less M.D.C.
Greater M.D.C. Beings: 30% become H.P., 50% become S.D.C.
Alien Intelligences, Demon Lords & Similar: 10% become H.P., 30% become S.D.C.
Creatures of Magic and Supernatural Beings: always 1:1 conversion
Inanimate Structures
1:1 M.D.C. to S.D.C. conversion
Armor Rating
50 or less M.D.C. Body Armor--A.R.: 13
75 or less M.D.C. Body Armor--A.R.: 14
125 or less M.D.C. Body Armor--A.R.: 15
300 or less M.D.C. PAs or RCVs--A.R.: 16
500 or less M.D.C. PAs or RCVs--A.R.: 17
700 or less M.D.C. PAs or RCVs--A.R.: 18
Conventional Vehicles--A.R.: 8
Armored Vehicles--A.R.: 13
Military Vehicles--A.R.: 17
Force Fields & Magical Barriers--A.R.: 19-20
Armor of Ithan--A.R.: 18

Special Conversion Notes for Specific Powers

Power Weapon
This power allows the character to extend a nimbus of energy to surround a melee weapon in his hand such as a knife, sword, mace, staff, etc., and imbue it with greater power and damage capability. At third level of experience, the character can use this ability to empower two different weapons at once, one in each hand.
Damage: Normal weapon damage +P.S. damage bonus (if any), plus an additional 1D6 points of damage at levels 1, 3, 5, 7, 10, 12 and 15. Once per melee round, the weapon can be made to fire an energy bolt that does the empowered weapon's full damage. Range: 100' per level of the super being. However, the weapon loses its charge for the entire next melee and strikes as a normal weapon until the following melee round when it can recharge itself.
Duration: The empowerment lasts 4 minutes per level of experience. The character must wait 4 minutes between uses.

Rifts Conversion Notes: This power translates point-for-point from S.D.C. to M.D.C. in an M.D.C. setting.
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Re: Miscellaneous Rules

Postby Augur » Sat Oct 12, 2013 1:18 pm

PROWL

RUE, p.317 wrote:Prowl: This skill helps the character to move with stealth; quietly, slowly, and carefully.

HU2, p.56 wrote:Game Masters should use some common sense with this skill. A character can successfully prowl when there is no cover to hide behind, but in such a case he is only moving silently and can be seen easily.

I've examined the various Palladium texts, and can find no firm rule on prowl vs. movement. It seems very much up to GM discretion. Based on my understanding of the skill within the context of the various super abilities, equipment, psionics, and spells which aid such, I'm going to rule that prowl is only possible at 50% or less of one's top movement speed when in spaces that provide cover, and 10% when in relatively "open" spaces.

RCVs, Power Armor and vehicles are incapable of prowl unless such is specifically indicated.
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Re: Miscellaneous Rules

Postby Augur » Sat Jan 25, 2014 11:10 am

TEACHING SKILLS

Rifts, Ultimate Edition, page 93: wrote:Rogue Scholar Special O.C.C. Ability
Storyteller & Teacher
Rogue Scholars are natural born storytellers and educators with a flair for making dry subjects like history, science and math sound exciting and fun. A passion that enables them to teach others over a period of time (equal to a Secondary Skill after 1D6+8 weeks of lessons; with at least 12 hours a week devoted to the teaching and another 10 hours of study by the student).


Working this out in a PBP format is problematic and necessitates consistent if arbitrary rules.

General Temporal Facts
The amount of time required as noted in the skill description is significant.
Most adventures on EU take around 6 IRL months to complete.
Most adventures on EU usually span a week or two of in-game time.
Most adventures on EU usually span a few months of MercTown time.


Arbitrary rulings derived from the above facts

Rogue Scholar Application
Only Secondary Skills can be taught.
Rogue Scholars can teach a single Secondary Skill to all the willing members of their group.
Any character so involved must be present for the entire duration of the period of instruction.
--A consistent post rate and no untracked absences in this period is required.
The period of time required to teach a skill is TWO FULL-LENGTH ADVENTURES.
--In-town mini-adventures/encounters do not count toward this total, though if a GM runs a full-length adventure in MercTown this is an acceptable equivalent.

Non-Rogue Scholar Application
Only Secondary Skills can be taught.
Non-Rogue Scholars can teach a single Secondary Skill to only one member of their group at a time.
Non-Rogue Scholars must be 6th level or higher in a given skill in order to teach it.
Any character so involved must be present for the entire duration of the period of instruction.
--A consistent post rate and no untracked absences in this period is required.
The period of time required to teach a skill is TWO FULL-LENGTH ADVENTURES.
--In-town mini-adventures/encounters do not count toward this total, though if a GM runs a full-length adventure in MercTown this is an acceptable equivalent.
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Re: Miscellaneous Rules

Postby Augur » Wed Dec 17, 2014 6:26 pm

Titan Juicer Size Clarification

Titan Juicer flavor text: "Juicers who undergo the eight week Titan treatment become 60% to 80% larger, and three to four times heavier (average weight is 600-700 pounds)."

No game mechanics are specified because Palladium sucks at editing and proofing.

Ruling:

First, determine the character's weight under normal circumstances according to standards for his race.

Next, apply the following for Titan Juicer conversion:
  • Weight: Triple the character's original weight.
  • Dimensions: 1D4x10+40% added to original height, width, and depth of form before conversion.
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Re: Miscellaneous Rules

Postby Augur » Tue Dec 23, 2014 7:30 pm

China 1 & 2 Clarifications

Source: World Book 25: China 2, pages 141-142

Losing the Power of Chi
All Chi-based powers are diminished outside China, even in places where there are numerous ley lines and powerful magic. The channeling of Chi is unique to China, and though Chi can be found everywhere to varying degrees, it is weak and much more difficult to tap, channel and use outside of China itself. The following modifiers apply to all China characters who use Chi-based powers and abilities, including Mystic Martial Art Powers, anywhere else on Rifts Earth (and most of the Megaverse for that matter).

Permanent I.S.P. Base/Chi: Reduce by half.
Available amount of I.S.P./Chi one can draw from the area: Reduce by half.
Range of Chi (I.S.P.)-based attacks, abilities, powers and weapons: Reduce by half.
Duration of Chi (I.S.P.)-based abilities, powers, attacks and weapons: Reduce by half.
Chi (I.S.P.) damage (or damage bonuses from Chi (I.S.P.)-based attacks, magic, powers and weapons): Reduce by half. Not applicable to magic weapons and items.
M.D.C. acquired from Mystic Martial Art Powers: Reduce by 30%.
Combat Bonuses: Reduce by one point each; includes those from Mystic Martial Art Powers (not skills).
Number of Attacks per Melee Round: -1 attack/action for characters higher than sixth level.
P.P.E.: Reduce by half (when applicable, leave alone if balanced with other characters in the world.)


Trained to Sense and Manipulate Chi
The character has been taught how to gather and direct Chi (the life force that exists even in very weak P.P.E. environments) so that it can add Mega-Damage to otherwise ordinary weapons.

House Rule:
I.S.P. Cost: 5 (10 outside of China)
Duration: Two hours per level of experience.
Limitation: Weapons manipulated in this manner must remain in contact with the character who manipulated them. No more than three such weapons can be manipulated at any given time.



Gun Master
Source: World Book 25: China 2, p.138

Tao Jen Qiang - "The Way of the Patient Gun"
3. S.D.C. Bullets into M.D. Rounds.
I.S.P. Cost: Two points per melee round of shooting total per gun (4 I.S.P. if two guns are being fired that melee round).

House Rule:
I.S.P. Cost: 10 points per 15 rounds.
(This is the same as the Psi-Slinger.)
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Re: Miscellaneous Rules

Postby Augur » Fri Feb 20, 2015 9:44 am

Default Secondary Skill Progression

If an O.C.C. has no listed secondary skill progression, and it is not explicitly stated that the O.C.C. receives no new secondary skills, it is assumed that this is an editorial oversight, and this default will be applicable:

Default Secondary Skill Progression: +2 new secondary skills at levels 3, 6, 9, 12, 15
These secondary skills are still limited to either the O.C.C. Related Skills tree of that class, or to the (general) Secondary Skills tree, depending on which (setting-dependent) skill system is being used.
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Re: Miscellaneous Rules

Postby Augur » Sun Mar 08, 2015 10:15 am

Carpet of Adhesion

Clarifications
1. CoA is not breakable through brute strength.
2. CoA creates an AoE spell effect.
3. CoA is visible and avoidable; if it's already in place, one can avoid it if one sees it.
4. CoA is indestructible, but permeable.
5. CoA is not divisible by the mage upon casting--it is always one contiguous thing. As it is not destructible, that to which it is affixed cannot be divided either; the CoA holds everything together.

House Rules
1. Means by which one transcends physicality will enable an automatic escape. Thus teleport, intangibility, and similar means are sufficient to this end.
2. Targets of a CoA spell may attempt to dodge the spell effect.
  • If the target of the CoA has a leap ability in excess of 15' across, or can move 50'+ per action, the Saving Throw is a Dodge of 14 or higher.
  • If the target of the CoA has neither of those two abilities, the Saving Throw is a Dodge of 18 or higher.
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Re: Miscellaneous Rules

Postby Augur » Wed Jul 22, 2015 3:59 am

Commitment of Interest
Whenever deemed necessary, players must create their next character with a lot more depth. For every flaked character a player has on their ledger, the player must increase the required background length by one paragraph. If the player has any number of retired characters, they must increase their required background length by one paragraph. These requirements stack.
To show your commitment of interest to the new character, you must complete the following steps.

Step 1. 20 Questions. Below are listed 20 questions which should begin to flesh out a personality sketch of your new character. They are explained (and taken from) this page. Take time to read over the explantions. You should have no less than a full sentence for each question, and at least a third of them should be several sentences long. Don't worry about overwriting this. Be as verbose as you'd like. This is a worksheet you'll use later in the process. Do not procede until you complete this.
Code: Select all
[b]Concept[/b]
[list=1][*]What emotion best describes your character?
[*]What emotion does your character evoke in others?
[*]What does your character need most?
[*]What is your character’s goal in life?
[*]How does your character believe this goal can be accomplished?[/list][b]Background[/b]
[list=1][*]Where did your character come from?
[*]When did you grow up?
[*]What values does your character hold?
[*]How does your character dress?
[*]What are your character’s means?[/list][b]Details[/b]
[list=1][*]What are your character’s personal tastes?
[*]What are your character’s opinions?
[*]What is your character’s comfort zone?
[*]Who has had the biggest impact on your character’s life?
[*]What are some of your character’s unexpected quirks?[/list][b]Play Details[/b]
[list=1][*]What kind of story does your character belong in?
[*]What role does your character fill?
[*]What should the other players know about your character?
[*]What is your play style?
[*]How do you want your character to die?
[/list]


Step 2. Once you have completed the 20 questions, you need to fill out some ideas for your characters goals and desires. This is not abstract. This is a listing of everything your character wants in the short and long term - and you will change it OFTEN. This is simply a draft. Below is an explanation of the categories and what should be in them. The list of goal tropes is a helpful tool in completing your goals.
Wishlist
These seem best for a simple, clean list of items wanted, maybe with a short reason or particular feature why it's wanted. This way the gear givers on high can potentially see a trend within their groups for what to add to a campaign. All without having to directly ask what everyone wants next or take guesses. Please note this has nothing to do with your character's initial gear outlay. This is your goals going forward. If you want a dragon rod, a glitterboy or a UAR Enforcer, this is the place to say so. You're not likely to get those things, but if ever there was a place for it, this is it.
  • Limit in Scope - 5 items seems fair, 1 per major category plus extra if so desired.
  • Gear Focused - Things that can be bought or found, to give GMs an easy reference for potential loot or AGMs/Mods room to upsell during in-town shopping.
  • Meta Encouraged - Easiest way to show player interest in new or foreign equipment a character would not have knowledge of.
  • Edited Frequently - To keep up with current desires of player and/or character.

Goals
Goals drive a character, so can be as simple or complex as them. There are generally 3 types; Short, Mid, and Long Term. Each has its own nuances but they often build into a character arch covering several levels. And isn't that why most of us are here? And with all that said, they do share some common points.
  • Definable - The goal. The reason for it. The complications. The possible solutions. Every goal can and should have those.
  • Strictly In Character - No solution should be something the character is unaware of but the player knows.
      Example: Someone with no knowledge of magic should know the materials they need to build TW features into their armor. That said, a valid solution is researching what they would need (either picking up a Lore skill or doing a bit of In Character question asking).
  • More To It - While throwing credits at a problem is a valid solution, that shouldn't be the only solution. Otherwise it's just a shopping list.

Short Term Goals
  • Time Frame - Should be reasonable to accomplish during a single adventure or mini adventure.
  • K.I.S.S. - Short term goals should have pretty straightforward solutions. Not to say they won't lead to more complex problems once they're accomplished. Make sure to include at least two solutions. More is better.

Mid Term Goals
  • Time Frame - Two to three adventures at most. Or a single one focused on the goal.
  • Steps - The big difference between short and mid term goals are the number of steps or actions to get to the end. Make sure to include at least two solutions. More is better.

Long Term Goals
  • Time Frame - Two to three levels of advancement at least, with some sort of solid final conclusion.
  • Change - Accomplishing long term goals should be character changing in some way. In that respect, they should be talked about with your GM/AGM and potentially worked into the campaign. Make sure to include at least two solutions. More is better.

Code: Select all
[b][u]Wishlist[/u][/b]
[list][b]Item 1[/b]:
[b]Item 2[/b]:
[b]Item 3[/b]:
[b]Item 4[/b]:
[b]Item 5[/b]:
[/list][b][u]Goals[/u][/b]
[b][i]Short Term Goals[/i][/b]:
[list][b][i]Goal 1[/i][/b]:
[i]Suggested Solutions (Goal 1)[/i]:
[b][i]Goal 2[/i][/b]:
[i]Suggested Solutions (Goal 2)[/i]:
[b][i]Goal 3[/i][/b]:
[i]Suggested Solutions (Goal 3)[/i]:
[/list][b][i]Mid Term Goals[/i][/b]:
[list][b][i]Goal 1[/i][/b]:
[i]Suggested Steps and Solutions (Goal 1)[/i]:
[b][i]Goal 2[/i][/b]:
[i]Suggested Steps and Solutions (Goal 2)[/i]:
[b][i]Goal 3[/i][/b]:
[i]Suggested Steps and Solutions (Goal 3)[/i]:
[/list][b][i]Long Term Goals[/i][/b]:
[list][b][i]Goal 1[/i][/b]:
[i]Suggested Steps and Solutions (Goal 1)[/i]:
[b][i]Goal 2[/i][/b]:
[i]Suggested Steps and Solutions (Goal 2)[/i]:
[b][i]Goal 3[/i][/b]:
[i]Suggested Steps and Solutions (Goal 3)[/i]:
[/list]


Step 3. The player must now use all of the collected information to complete their character's background entry, as required by the number of flaked and retired characters they have. They must also attach a Goals and Wishlist post to their character sheet (after the background sheet) and keep it updated for a period of three quadrimesters, minimum. A GM is perfectly within their rights to demand a player update their Wishlist and Goals entry if they feel it is stale or dated.
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Re: Miscellaneous Rules

Postby Augur » Wed Jul 22, 2015 3:59 am

Transfer of character from one dimension or game to another.
    With the permission of your original GM, your proposed new GM, and TGM, you may transfer a character from one game or dimension to another. In order to accomplish this, follow these steps.
    Step 1. Contact your GM and work out WHY you are no longer desiring to play the character in that game or dimension and what your remedy would be. Maybe you'd prefer to play in another setting. Maybe you just have a desire for something new after three or four years of playing the same character and don't think you have the time for another character slot. Maybe you think the character is underutilized in the current setting. The GM should then have time to respond to you and fix the situation. If the GM cannot quickly fix the situation, then the player and the GM move on to the next step.
    Step 2. Once the original GM and the prospective new GM have agreed on a timeline and method of inclusion and transferral, then both GMs would contact TGM and convince him that they both agree and that this should happen. TGM then approves or disapproves based on the GM's suggestion.
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Re: Miscellaneous Rules

Postby Augur » Sat Sep 10, 2016 4:33 pm

Dimensional Origin Conversion Skills



Ancient/Fantasy Characters
PFRPG men of arms and intelligent monster races receive:
    Radio: Basic
    1 Language skill (+15%)
    1 Piloting skill
    1 Pilot Related skill
    3 Modern W.P.s of choice (any)
    3 skills from either communications or espionage (+10%)

PFRPG men of magic, priests & scholars receive:
    Radio: Basic
    2 Language skills (+20%)
    1 Piloting skill
    1 Modern W.P. of choice (any but heavy)
    4 skills from either Technical or Science

Add this as the header for these skills to your character sheet:
Code: Select all
[u][b]Conversion Skills[/b][/u]
[size=85][color=#008000][i]Conversion for Fantasy Characters (p.39 RCB1). All skill gained at 3rd Level & All skills from R:UE[/i][/color][/size]
[size=85][color=#FF0000][i]Many high-tech skills and devices remain a mystery beyond their ability to grasp (science & engineering fields).[/i][/color][/size]


20th & 21st Century characters
(Includes: BTS, Dead Reign, HU2: CS, Nightbane, Systems Failure)

    Radio: Basic (+15%)
    1 Language skill (+10%)
    3 Piloting skills (+5%)
    2 Pilot Related skills
    2 Modern W.P.s (any)
    2 skills from either Technical, or Rogue, or Wilderness (+10%)

Add this as the header for these skills to your character sheet:
Code: Select all
[u][b]Conversion Skills[/b][/u]
[size=85][color=#008000][i]Conversion for 20th Century Characters (p.39 RCB1). All skill gained at 3rd Level & All skills from R:UE[/i][/color][/size]
[size=85][color=#FF0000][i]-20% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.[/i][/color][/size]


High-Tech characters
(Includes: Chaos Earth, Robotech, HU2:G, Phase World)

    Radio: Basic (+20%)
    Computer Operation (+15%)
    2 Language skills (+10%)
    3 Piloting skills (+10%)
    2 Pilot Related skills (+5%)
    2 Modern W.P.s (any)
    2 skills from either Technical, or Science, or Wilderness

Note: Those characters with Mecha/Robot piloting skills will automatically know Robot Combat: Basic & Pilot Robots & Power Armor (basic).

Add this as the header for these skills to your character sheet:
Code: Select all
[u][b]Conversion Skills[/b][/u]
[size=85][color=#008000][i]Conversion for High-Tech Characters (p.39 RCB1). All skill gained at 3rd Level & All skills from R:UE[/i][/color][/size]
[size=85][color=#FF0000][i]-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.[/i][/color][/size]
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Re: Miscellaneous Rules

Postby Augur » Wed Nov 29, 2017 4:32 pm

'Borg Physical Beauty Options

The following are aesthetic options regarding all 'Borg characters in any setting:

Light Machine (55% partial cyborg) options:
    Face: P.B. Modifier: Pick one.
    1. Natural face, roll 3D6 as usual (+1D6 if a 16-18 is rolled).
    2. 3D6+6 if a sculpted human face is used and the character wants to be attractive (may be the original face tweaked and modified to look better).
    3. 1D6+4 if the face is the standard robotic one without any human facial features (as depicted in the illustration).
    4. 1D4+3 if a monstrous, frightening or inhuman face (animal, insect, etc.) is used; Horror Factor 10.

Heavy Machine (Full conversion [over 55%] cyborg) options:
    Face: P.B. Modifier: Pick one.
    1. Natural face, roll 3D6 as usual (+1D6 if a 16-18 is rolled).
    2. 3D6+6 if a sculpted human face is used and the character wants to be attractive (may be the original face tweaked and modified to look better).
    3. 1D6+4 if the face is the standard robotic one without any human facial features (as depicted in the illustration).
    4. 1D4+3 if a monstrous, frightening or inhuman face (animal, insect, demon, etc.) is used; Horror Factor 11.
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