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Dice Gestalt Rifts: The Saviors of Lazlo!

Mirgris

Elder Member
We are using a number of House Rules as follows.


1) Stats are done 100 point buy 1-1 scale. (Each point in a stat cost 1 point from your 100 point pool) Maximum stat of 30


2)Select 2 OCC you get all the skills, OOC bonuses and gear of both. However your combo must be approved, make sense, and not be essentially duplicates. (Mage+Rift Mage). Things that both give massive stat boost probably won't be approved. (Juicer+Cyborg).


3) Skills are going to be a bit different. First were going to use a d20 where each 5% you would have, is instead a +1 on your roll, as you level up each time you would have another 5% add another +1


4)Skills do NOT give stats even physical skills, they can however be traded for +3 to a stat (to some logical limit, I don't want to see someone trade all there skills for 50 PP). That is to ANY stat and can be done multiple times to different or the same stat.


5) I know generation is going to be crazy and because of that I am more then happy to help as needed.


6)Double all cash and funds and can make a case for more resources IC
 
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  • Renna Taeger


    Cyber Knight/VHT Pilot


    Iq: 24 +10% to all Skills


    Me: 19 +2 to Save vs Psionics and Insanity


    Ma: 16 40% to Trust/Intimidate


    Ps: 23 +8 to HtH Damage


    Pp: 26 +6 to Strike, Parry and Dodge


    Pe: 22 +4 to Save vs Magic and Poison


    Pb: 19 45% to Charm/Impress


    Spd: 20


    Alignment: Principled


    Level: 1


    Hit Points: 28


    SDC: 85


    ISP: 29


    Age: 19


    Attacks: 6


    Strike: +6


    Parry: +9


    Dodge: +8


    Roll: +7


    Initiative: +7


    Perception: +3


    Save vs Psionics: 10+


    Save vs Magic: +4


    Save vs Horror Factor: +3


    In the Hover Tank:


    Attacks: 7


    Strike: +10


    Parry: +13


    Dodge: +11


    Roll: +10


    Initiative: +9


[dice]23546[/dice]


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[dice]23551[/dice]


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  • Name: Akira Ametsuchi


    Traditional Samurai Warrior/Nega-Psychic


    Iq: 18


    Me: 22


    Ma: 15


    Ps: 20


    Pp: 20


    Pe: 24


    Pb: 10


    Spd: 15


    Impervious to all forms of possession,


    +4 to save vs all types of mind control (including drugs)


    +2 to save vs poison and disease


    +2 to save vs magic illusions


    Impervious to magic potions (even beneficial ones)


    Impervious to magic curses and magic illnesses


    +3 to save vs Horror Factor


    +4 on initiative,


    +1 to all Saving Throws


    Alignment: Unprincipled


    Level: 1


    Hit Points: 22


    SDC: 24


    ISP: 50


    PPE: 29


    Combat



    +3 Maintain Balance


    +5 to parry,


    +6 to dodge,


    +1 to disarm,


    +9 to pull punch/strike


    +3 to roll with impact or fall.


    +1 to grabbing or throwing techniques


    Damage and Attacks


    4 Actions per Melee


    Iron Fan: 1d4 SDC Damage


    Karate Punch: 2d4 Damage


    Kick Attack: 2d4 Damage


    Knee and Elbow Strikes: 1d6 Damage


    Knife Hand: 2d4 Damage


    Katana: 6d6 SDC to Mortal and M.D to Magical


    Wakizashi: 4d6 SDC damage to mortal and M.D. to Magical


 
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  • David Grim


    Cyborg/Tech-Wizard


    Iq: 30


    Me:30


    Ma: 30


    Ps: 34 Augmented +19 to physical damage 2d4 MD With power punch


    Pp: 26: +6 To dodge +6 To strike


    Pe:25


    Pb: 10


    Spd: 132


    Alignment: Principled


    Level: 1


    PPE: 12


    Attacks: 6


    Strike: +7


    Parry: +1


    Dodge: +8


    Roll: +3


    Pull Punch:+3


    Initiative: +7


    Perception:


    Save vs Psionics: (Immune to most)


    Save vs Possession:+8


    Save vs Magic: +3


    Save vs Horror Factor:


 



  • Caroline Windstar


    Mind Melter / Mystic Knight


    Iq: 10


    Me: 30


    Ma: 10


    Ps: 10


    Pp: 10


    Pe: 10


    Pb: 10


    Spd: 10


    Alignment: Principled


    Level: 1


    Hit Points:


    SDC:


    ISP:


    Roll 5D6+6 plus the character’s M.E. number to determine the base Inner Strength Points. The Mystic Knight is considered a majorpsionic, so he or she receives another ID6+1 I.S.P. per each additional level of experience.


    Take the number of M.E. as the base, roll 3D6xlO and add it to the base number. The character gets another 10 I.S.P. for each additional level of experience. Considered a master psionic


    PPE: Base is 2D4x10 +P.E. attribute. They get an additional 2D6 per level of experience.


    Attacks:


    Strike: +


    Parry: +


    Dodge: +


    Roll: +


    Initiative: +


    Perception: +


    Save vs Psionics: + (Master psychic, only needs a 10 or higher to save)


    Save vs Magic: +


    Save vs Horror Factor: +


 

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