Rifts

Discussions, polls, and announcements associated with Roll 20 Adventures.

Moderator: Augur

Rifts

Postby Augur » Sat Feb 11, 2017 10:34 am

Rifts

Game invite link.

Character Narrative Development:
  • Players can keep the same character appearance and name when adopting a new class to maintain the continuity of a character's identity unless the character dies in the course of the campaign.
  • Players need not re-roll new stats & attributes, but any change in skills or abilities which would effect attributes must be adjusted for.
  • Class attribute requirements must still be met to transition a character to a new class.
  • Any rewards acquired through Benny purchases will be retained through character development unless the character dies in the course of the campaign.
  • If playing a Black Market O.C.C., in order to retain one's BM Abilities when transitioning to a new class, two preconditions must be met:
    • You must remain affiliated with the Black Market
    • Your character's new O.C.C. must be one which is plausibly related to the Black Market, but which simply preceded the BM SB (i.e., Smuggler, Forger, etc.)


Note: My general guidelines regarding R.C.C.'s are: Can the R.C.C. select an O.C.C.? Are they MD beings? Do they automatically start with psionics or spell-casting? Are they not found in places like the burbs? A yes to any of those three questions resulted in a nixing of that race as a 1st level option. More will be added to later levels, of course. Likewise, OCCs will likely be changed to different levels and expanded upon.

XP & PLAYER LEVELS
00-05: 1st level
06-10: 2nd level
11-15: 3rd level
16-20: 4th level
21-25: 5th level
26-30: 6th level
31-35: 7th level
36-40: 8th level
41-45: 9th level
46-50: 10th level
51-60: 11th level
61-70: 12th level
71-80: 13th level
81-90: 14th level
91-100: 15th level
101+: Deification?

  • 1 XP is earned per full game session attended.
  • 1 Benny is also earned per full game session attended.
  • If a player doesn't complete a full session, he can choose between 1 XP or 1 Benny as his reward.

XP and Benny Tracker

Players:

Starting Cast Members:

Available Pre-Gens:

Incomplete Characters



HUMBLE ORIGINS CAMPAIGN
Our cast of characters emerge from the grit and strife of urban decay to find their destiny and their fortunes in a war-torn world. (Player-directed w/GM interventions.) Given that the Warrens is the ghetto of Merctown, and the heart of crime, gangs, black market activity, and blanketed with poverty and desperation, everyone's going to start with very little and will through opportunity, luck, and guile make their way to greater opportunities, and potentially the means to make their way out of the Warrens and into the wider world.

Character Creation
  • All characters start at 1st level experience.
  • All characters will use the character creation rules on EU to get started.
  • Substitute class and race restrictions (listed below) for those on EU.
  • Character sheets will be posted here.
  • Vital information and stats from the character sheet will then imported into the character sheet for that character on Roll20.
  • Use the templates posted here.
  • Post reply to your character sheet a picture of your character which I will use as your character's token.

Class Restrictions
OOC Comments
1st Level Players: may create/play a new character of any O.C.C. listed after this entry.
  • Bandit
  • Case Man
  • City Rat (Includes all variants)
  • Con Artist
  • Expediter
  • Juicer Wannabe
  • Merchant
  • Saloon Bum
  • Saloon Girl
  • Vagabond
2nd Level Players: have all the previous available options and also may create/play:
  • Black Market Banker
  • Body Fixer
  • Enforcer
  • Forger
  • Information Broker
  • Raider
  • Refurbisher
  • Safecracker
  • Smuggler
  • Wilderness Scout
3rd Level Players: have all the previous available options and also may create/play:
  • Cyber-Doc
  • Freelance Spy
  • Gunfighter
  • Legacy Scout
  • Merc Soldier
  • Operator
  • Professional Thief
  • Rogue Scholar
  • Rogue Scientist
4th+ Level Players: have all the previous available options and also may create/play:
  • Bounty Hunter
  • Burster
  • Dog Boy
  • Headhunter
  • Ley Line Walker
  • Mystic
  • Psi-Stalker
  • Rift Runner
  • Techno-Wizard
5th Level Players: have all the previous available options and also may create/play:
  • Combat Cyborg
  • Crazy
  • Cyber-Knight
  • Glitter Boy
  • Juicer
  • Mind Melter
  • Robot Pilot
  • Shifter
6th Level Players: have all the previous available options and also may create/play any class native to the Rifts setting in North America.



Race Restrictions
OOC Comments
1st Level Players: may create/play a new character of any race listed after this entry.
  • A'rac R.C.C.
  • Butter Troll R.C.C.
  • D'norr Devilman R.C.C.
  • Dramin R.C.C.
  • Dwarf R.C.C.
  • Elf R.C.C.
  • Goblin R.C.C.
  • Human
  • Ogre R.C.C.
  • N'mbyr Gorilla Man R.C.C.
  • N'reta R.C.C.
  • Phlebus R.C.C.
  • Quick-Flex Alien R.C.C.
  • Ratling R.C.C.
2nd Level Players: have all the previous available options and also may create/play:
  • Coalition Monkey Boy Soldier R.C.C.
  • Coalition Monkey Boy Tech R.C.C.
  • Larmac R.C.C.
  • Wolfen R.C.C.
3rd Level Players: have all the previous available options and also may create/play:
  • Altara Warrior Woman R.C.C.
  • Amphib R.C.C.
  • Changeling R.C.C.
  • Grackle Tooth R.C.C.
  • Kremin Cyborg R.C.C.
  • Sea Titan R.C.C.
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Re: Rifts

Postby Augur » Sat Dec 16, 2017 9:05 am

For possible future use:
OOC Comments
JTFX UNITY CAMPAIGN
The Coalition States and New German Republic Joint Task Force Exercise unit must forge bonds greater than political and military expediency if they are to survive. (GM-directed/formal military CoC)

Character Restrictions
1st Level Players: may create/play a new character of any listed O.C.C. listed after this entry.
  • Coalition Grunt
  • Coalition Naval Infantryman
  • Coalition Navy Sailor
  • Coalition RCSG Scientist
  • Coalition Technical Officer
  • NGR Communications Officer
  • NGR Field Mechanic
  • NGR Infantry Soldier
  • NGR Medic/Medical Officer
2nd Level Players: have all the previous available options and also may create/play:
  • Coalition Dog Pack (Dog Boy)
  • Coalition Psi-Stalker
  • Coalition Sea Dog
  • Coalition EOD Specialist
  • Coalition Military Specialist
  • Coalition Nautical Specialist
  • Coalition Ranger
3rd Level Players: have all the previous available options and also may create/play:
  • Coalition Commando
  • Coalition Juicer O.C.C.
  • Coalition Nautical Commando Specialist
  • Coalition Psycho-Stalker
  • Coalition Special Forces
  • NGR Intelligence Division Agent
4th Level Players: have all the previous available options and also may create/play:
  • Coalition Elite RPA
  • Coalition RPA "Fly Boy" Ace
  • NGR Power Armor Commando
5th Level Players: have all the previous available options and also may create/play:
  • Coalition Cyborg Strike Trooper
  • NGR Cyborg Soldier
  • NGR Robot Combat Pilot
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Re: Rifts

Postby Augur » Sat Jan 27, 2018 9:26 pm

Tales from the Warrens

+1 Benny to each player who recounts the events of the mission from his or her character's perspective.

Edit for clarity: "Mission" was underlined in order to distinguish the difference between sessions (which happen every month) and missions (which are entire narrative arcs).
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Re: Rifts

Postby Selenidaria » Sat Jan 27, 2018 9:53 pm

An associate of mine told me and some other "mutual aquaintences" about a large shipment that the Greenskins had coming in. He figured out when and where the shipment was coming. The night after the shipment arrived, myself and several others gathered in an alley way on the west side of the warehouse. One of them, I can remember, passed out gas masks to everyone. At first everyone was peeking over the 7' tall fence when an ogre was spotted patrolling the grounds. I eventually work up the nerve to climb over the fence. As I try to make my way stealthily to land a hay maker on the back of the ogre guard's head, I got spotted by another guard.

It was at this time that one of my other mutual aquaintences hopped over the fence and attacked the second guard that spotted me. While he had him engaged, I turned, drew my long swords, and advanced on the first guard I had spotted. I started off my slashing both of my swords at his head, but only caught him across the torso, doing some damage. He swung his sledgehammer at me, but I used one of my swords to bat it away while I took my opportunity and landed a mighty blow across his head, which caused him to retreat. As he retreated, I dropped my sword in my right hand and pulled my revolver, "Big Nasty", and prepared to fire on the ogre guard when I notice a Larmac advancing on me, wielding a large busted pipe, while the other one retreated, so I took a step back and fired a shot at him instead, which hit but had virtually no impact.

Seeing the minimal damage Big Nasty had on the Larmac's body, I decided to take a different approach and aim at his head. He realized that while a shot to his body might have stung, a shot to his head would have hurt even more, so he rushed me and wacked me hard with his pipe, causing seams to rip and tear. Before I had a chance to respond to the Larmac's assault, I get pushed from behind by the other ogre guard that had seen me earlier. I try to fire off a round into him but he knocks Big Nasty out of my hands. Right after that had happened, his leg gets blown off by Mike, who I think wants to become a Juicer eventually.

The Larmac is bribed by one of the guys, Pascale, I think it was? I don't remember exactly who it was as I went and picked up Big Nasty where it got flung from my hand. I cautiously move forward with Big Nasty in my right hand and the lead pipe in my left, where I then recovered my sword I had dropped when I pulled out Big Nasty, then went another 20 feet or so where a smoke grenade had been set off. I couldn't see through it, but I could hear one of the other ogre guards calling out for one of his buddies, but they didn't notice me or the scuffle in the front of the garage, so I returned to the door where they were working on picking the lock. The lock got picked and they opened the door a crack, then one of them went inside. I lost track of them at that point as a small goblin had snuck up to us and tried to attack us. I tried fighting it, and as it slashed it's vibro-knife at me, I knocked it out of it's hand, which I immediately picked up from the ground. I honestly don't know why it needed to use it as it was just as capable of damaging things as the vibro-knife would have been able to do. I hit it a few times while it swung at me and shredded the rest of my bomber jacket. I backed off and shot at it with Big Nasty while it returned the favor with a civilian pistol, hitting me each time. After getting hit a few times, I knew it was time to get the hell out of Dodge, so I ran out the front gate and down the road. The little goblin followed to the gate, and ordered two ogres to chase after me.

I eventually lost them and got back to the main road as I see the rest of the crew barreling down the road in the truck from the warehouse, so I grabbed a hold and they drove by and pulled myself in. Two ogres on hovercycles were hot on our trails, so I kneeled down and pulled out my blanket. I went to toss it at one of the ogres but somehow it got wrapped around my head. I got dis-entangled from it, and saw Alex about to fall out of the back of the truck because Chuck took a hard turn down a narrow alley, and I tried to grab onto her, but I missed. Thankfully for Alex, Pascale was there to grab onto her jacket, saving her from falling out. The hard turn that Chuck had made caused one of the ogres to crash into the corner of the building, but the other one managed to make the turn as well. And another Larmac on a hovercycle joined the chase. The ogre was blasted away by Pascale (I think), so I tried throwing the blanket at the Larmac's head, but it flew too high. He gunned his bike and jumped from the bike to truck. As the Larmac landed, I clocked him hard on the jaw, but it had no effect. Then from out of no where, Mike lowered his shoulder and rushed at it, shoving it out of the truck.

We eventually were able to feel confident that we lost the tail, we ditched the truck, and brought the loot back to our place, where I crashed on the pool table.
Last edited by Selenidaria on Sun Jan 28, 2018 1:01 am, edited 1 time in total.
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 135/155
ISP: 21/37

Constant Effects: Mind Block Auto-Defense

CV-212 Laser Rifle w/ Thermal Imaging Laser targeting Telescoping
-Shots: 6/30
-Long E-Clips remaining: 3 (not counting the one in the weapon)

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Rifts

Postby Augur » Sat Apr 28, 2018 7:55 pm

LOOT POST (stored at The Crib)

Unsecure Universal Card: 34,000 credits (Alex)
Unsecure Universal Card: 560 credits (Angel)
Unsecure Universal Card: 17,000 credits (Mike)
Unsecure Universal Card: 21,600 credits (Jym)
Unsecure Universal Card: 20,300 credits (Chuck)
Unsecure Universal Card: 15,000 credits (Fredd)
Unsecure Universal Card: 15,000 credits (Zeran)

Unsecure Black Card: 0 credits

Trade Goods

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Nonsecure Black Card: 1,456 credits


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[b]Wilk's 247 "Hero" Dual Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092703-9758bd8e.png[/img]
[size=85][list][*]Range:
[list][*]Medium Laser: 1,000’
[*]Heavy Laser: 500’[/list]
[*]Damage:
[list][*]Medium Laser: 2D6 M.D.
[*]Heavy Laser: 3D6 M.D.[/list]
[*]Rate of Fire: single shots only
[*]Payload: Medium Laser: 20 shots per E-clip; Heavy Laser: 16 shots per E-Clip, 32 per LE-Clip
[*]Weight: 5 lbs.
[*]Features: dual E-clip holder
[*]Modifiers: +2 to strike on aimed shots if fired 2-handed
[*]Book Reference: p.205, WB14[/list][/size]


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[b]Talisman of Tongues[/b]
[img]http://explorersunlimited.com/images/upload/2019/01/26/20190126131236-e522d633.png[/img]
[size=85][i]Talisman[/i]
[u]Magic Features[/u]
[list][*]Tongues
[*]Charges: 3[/list]
Book Reference: p.150, BoM[/size]


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[b]GAW Mark II Battlefield Armor[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703083944-2c81a92c.png[/img]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Helmet: 25
[*]Arms: 10 each
[*]Legs: 25 each
[*]Main Body: 38[/list]
Modifiers: -15% to physical skills.
[u]Features:[/u]
[list][*]Made of S.D.C. materials, vulnerable to S.D.C. weapons.[/list]
Book Reference: MercOps, p.120[/size]


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[b]Plastic-Man EBA[/b] (Used)
[img]http://explorersunlimited.com/images/upload/2017/07/01/20170701185921-684c33b7.png[/img]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Helmet: 30/[color=#FF0000]22[/color]
[*]Arms: 15 each
[*]Legs: 22 each/[color=#FF0000]21L 20R[/color]
[*]Main Body: 35/[color=#FF0000]30[/color][/list]
Weight: 13 lbs
Modifiers: Good mobility, -10% to physical skills.
[u]Features:[/u]
[list][*][/list]
Book Reference: NG2, p.58[/size]


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[b]NG-33 Laser Pistol Block I[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703083435-e9f3ff3b.png[/img]
[size=85]• Range: 800'
• Damage: 1D6 M.D. per blast
• Rate of Fire: Single shots only
• Payload: 20 shots
• Weight: 4 lbs.
• Features: None
• Modifiers: None
• Book Reference: NG1, p.191[/size]


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[b]BigBore "Holdout" Derringer[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090553-badf276e.png[/img]
[size=85][list][*]Range: 50'
[*]Damage: 1D6 M.D.
[*]Rate of Fire: single shots only
[*]Payload: Two rounds; breech loaded
[*]Weight: 3 lbs.
[*]Features: steady aim
[*]Modifiers: +1 to strike on aimed shots; +5% to concealment
[*]Book Reference: p.137-138, SB8[/list][/size]


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[u][b]Giant Ornate M.D. Staff[/b][/u]
[size=85][list][*]M.D.C.: 40
[*]Length: 20'
[*]Damage: 2D6 M.D. (total)[/list][/size]


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[b]TW Thundergun Revolver[/b]
[img]http://explorersunlimited.com/images/upload/2017/10/14/20171014192812-f45f3019.png[/img]
[size=85][list][*]Range: 500'
[*]Damage: 3D6 to mortal beings, 5D6 M.D. to practitioners & creatures of magic, 1D6x10 M.D. to supernatural beings
[*]Rate of Fire: single shots only
[*]Payload: 6 shots
[*]Weight: 3 lbs.
[*]Features: W.P. Handguns
[*]Magic only affects silver bullets, normal bullets do ordinary damage
[*]A silver bullet that strikes a supernatural or magic being cracks with the sound of thunder
[*]Modifiers: None[/list]
[u]TW Characteristics:[/u]
[list][*]TW Functions: [insert bulleted sub-list, if needed]
[*]Activation Cost: 15 P.P.E. enchants 6 silver bullets
[*]P.P.E. Construction Cost: 84
[*]Spell Chains Needed: Energy bolt (7), sense evil (2), sense magic (4), fly as the eagle, fire bolt (7) and thunderclap (4)
[*]Physical Requirements: Schofield No. 3 revolver and a clear diamond worth 5000 credits+
[*]Construction Time: 60 hours
[*]Book Reference: p.215, WB14[/list][/size]


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[b]Protection Against the Supernatural Amulet[/b]
[img]http://explorersunlimited.com/images/upload/2019/01/07/20190107165857-39e80ab1.png[/img]
[size=85][i]Uncommon Amulet[/i]
[u]Magic Effect:[/u]
[list][*]+2 to save vs Horror Factor and +2 to save vs possession[/list]
Curse: (if any)
History: (if any)[/size]


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[b]See the Invisible Amulet[/b]
[img]http://explorersunlimited.com/images/upload/2019/01/25/20190125141900-383bd07a.png[/img]
[size=85][i]Uncommon Amulet[/i]
[u]Magic Effect:[/u]
[list][*]Enables the wearer of the medallion to see the invisible (200')[/list]
Curse: (if any)
History: (if any)[/size]


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[b]Talisman Constrain Being[/b]
[img]http://explorersunlimited.com/images/upload/2019/01/26/20190126131236-e522d633.png[/img]
[size=85][i]Talisman[/i]
[u]Magic Features[/u]
[list][*]Constrain Being
[*]Charges: 3[/list]
Book Reference: p.150, BoM[/size]


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[b]P.P.E. Battery Talisman[/b]
[img]http://explorersunlimited.com/images/upload/2019/01/26/20190126131236-e522d633.png[/img]
[size=85][i]Talisman[/i]
[u]Magic Features[/u]
[list]P.P.E.: 50[/list]
Book Reference: p.150, BoM[/size]


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[b]Talisman of Armor of Ithan[/b]
[img]http://explorersunlimited.com/images/upload/2019/01/26/20190126131236-e522d633.png[/img]
[size=85][i]Talisman[/i]
[u]Magic Features[/u]
[list][*]Armor of Ithan
[*]Duration: 5 minutes
[*]M.D.C.: 50 (1/2 damage from magical fire, cold, and lightning)
[*]Charges: 3[/list]
Book Reference: p.150, BoM[/size]


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[b]Mage Armor, Conventional[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703083950-c2e4aa11.png[/img]
[size=85][u]M.D.C. by Location:[/u]
[list][*]Hood: 20
[*]Arms: 15 each
[*]Legs: 30 each
[*]Main Body: 45[/list]
Weight: 16 lbs.
Modifiers: -5% to physical skills
[u]Features:[/u]
[list][*]None[/list]
Book Reference: p.17, Rifter 22[/size]
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
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Re: Rifts

Postby Augur » Sat May 04, 2019 2:58 pm

Houndsgrove Bounty
BOUNTY COLLECTED
Contractor: Houndsgrove Civil Association

Rumor: A monster has moved into the area of Houndsgrove Village. It's been preying on livestock & wild game. Townsfolk are worried it'll start hunting people.

Bounty Reward: 100,000 credits

Location: Village of Houndsgrove, approximately 40 miles Northeast of Merctown (on the edges of the Magic Zone)
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Re: Rifts

Postby Augur » Sun Sep 29, 2019 10:32 am

Heist!

The group is looking to steal a group vehicle!

Rich Targets
  1. (3, Outskirts) Randal's Rotors Aircraft Garage
  2. (206, Dockside) GAW Dealership
  3. (210, Dockside) O'Grady's Vehicle Parts & Scrap Yard
  4. (214, Dockside) Bits of 'Bots
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
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Re: Rifts

Postby Ian » Sun Sep 29, 2019 11:15 am

Can we add an option to steal the Salamander from Allie? It probably needs a bit of work, since Allie's guys are always tinkering with it, but we might also grab Allie's power armor. Since we've been working with Allie, we might be able to give a better explanation of how we came by it to the Defenders.

Also, we really need to hire a mechanic/get-away driver.
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Re: Rifts

Postby Selenidaria » Sun Sep 29, 2019 12:01 pm

Jym's vote will be for something that we know we can operate, so the first and last ones are out of the question in Jym's mind.
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 135/155
ISP: 21/37

Constant Effects: Mind Block Auto-Defense

CV-212 Laser Rifle w/ Thermal Imaging Laser targeting Telescoping
-Shots: 6/30
-Long E-Clips remaining: 3 (not counting the one in the weapon)

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Rifts

Postby Cairo » Sun Sep 29, 2019 1:12 pm

It seems like a bad plan to hit an established business. MUCH preferred in Chuck's opinion would be:

1) Taking a vehicle off a set of folks who hit a Bar and get too drunk (someone can pick a fight and ideally we walk off with the keys) ... there are plenty of headhunter jerks who can be given the Bump/Shove "What the hell man?!" ...
    Potentially:
    Hydra's Breath (#173)
    Monte's Feltway (#174)
    Golden Nugget Hotel (#179)
    Firewaters (#180)

2) Boost a vehicle out of a parking lot ...
    Potentially:
    Hydra's Breath (#173) -- If someone's on a trip, we may have things chopped/repainted etc before they are back in their own heads ... hell pay someone to slip em a double of their drugs.
    Monte's Feltway (#174) -- Keep someone heavily involved in a pool game
    Golden Nugget Hotel (#179) -- Get someone in the parking lot to pick the vehicle, a couple rooms (different floors, to monitor when someone hits their room), put someone in the lobby to give a warning if there is anyone headed to the Lot ... (Chuck is a locksmith)
    Hangman's Hotel (#197) -- see above

Chuck can drive the Salamander, but he is not inclined to take it off of Allie. He'd rather not do anything where they know his name/face.
After the next game, I expect to be transitioning to a 3rd level character (probably a Kremin, those guys are pretty cool).
2nd Lt. Cairo Xanreys
Current Details
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Natural AR: 12
H.P.: 262/262
S.D.C.: 1450/1450

Constant Conditions:
Impervious to [Mind] Control & Possession; Impervious to Radiation/Depressurization/Cold; Breathes without Air (& can speak in a Vacuum); Resistant to Gravity Based Attacks [½ Damage/Effects]; Supervision: Spectrum Vision (Able to see energy magnetic fields, the electromagnetic spectrum, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation, 180ft); Regenerates 30/Hr (HP or SDC); Fatigues at 1/3 Normal Rate, Nightvision: 600', Sensitive Hearing (20 decibels beyond normal human range)
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Location: HU2: Galactic

Re: Rifts

Postby The Bos » Mon Sep 30, 2019 6:24 pm

I too am not a big fan of hitting an established business... if for no other reason than that we may want to do legitimate business with them in the future. I'd much rather boost from drunken individuals or ideally some low-level lowlifes who are as un-established as -- but less savory than -- we are. Though the downside of that route is that they're not likely to have any better kit than we do. But the upside is that Fredd has some mechanical repair skills and can get things back up and running.

Oooh, here's a thought -- what if we raided some sort of junkyard or repair depot? Or rather than stealing, what if we could barter/trade out some work for a junker or two that we work on fixing up?

And unless we have multiple people who can pilot hovercraft, I'd recommend sticking to ground vehicles. That way we're not reliant on one character who may or may not show up. Definitely some motorcycles for the gorilla guys (and Jym, who we're making an honorary gorilla biker).
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Re: Rifts

Postby Selenidaria » Mon Sep 30, 2019 7:05 pm

Jym can also pilot hovercycles & rocketbikes, as well as ride exotic creatures (such as Tri-Tops). Additionally, Jym has Basic Mechanics.

But the junkyard idea is one of the options Lloyd presented us with, which Jym had no objections to.
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