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He did say he was going to be unavailable for about a week, but I would hope he's going to come back to us.
 
Curious: What/how should I post via my combat details? I assume that makes it easier for Sherwood Sherwood to make judgments on rolls and what not.
 
Well, at this point, your Anti-monster is breaking down an inanimate object. That sort of thing usually does not require a roll of the dice. It is when there is an opposing force or enemy that the dice usually come out. Sherwood will let you know when it is time to roll the dice. In the meantime, just keep roleplaying.

You're doing great so far, Rheynn. =)
 
sorry havent gotten the chance to look through everything yet, hope i didnt miss much :)

also, prom for me is on the 13'th of this month so i deffinatly wont be available then
 
Well, at this point, your Anti-monster is breaking down an inanimate object. That sort of thing usually does not require a roll of the dice. It is when there is an opposing force or enemy that the dice usually come out. Sherwood will let you know when it is time to roll the dice. In the meantime, just keep roleplaying.

You're doing great so far, Rheynn. =)
Oh, I understood that bit! I was referring to the spoilers that some people post during these dice rolling times. What info should I leave in that spoiler in such an event?

Also, thank you, I appreciate it. Feel free to give me any guidance, it's been years since I last roleplayed.
 
Lemme just break down what I find important by copying my spoiler:

activated the talisman for 100 mdc (2/3)
activated the armor of the suit for 50 mdc, activated superhuman speed for +6 dodge, +2 parry, 44 spd. (30/50 remaining)
casted shadow melt

These are spells and/or activated abilities that will change my basic stats - basically things that Sherwood wouldn't find on my character sheet - so that noone forgets about those.

35+150mdc total

24 SDC
22 Hit points
96/121 PPE
37 ISP

These show relevant stats that show both my resilience and how much magic/psychic abilities I can still use: The first value consists of my armor and the abilities above, the two below that will hopefullly not become relevant, but might - that's because the armor and protection spells will get hit first. Lastly, PPE is like mana in other games - each spell requires the usage of some of it, so if that becomes 0 I can't cast spells any longer. That's what the 96/121 comes from - already used the difference of 25 ppe. ISP is the equivalent for abilities of the mind, psionics - unused for me thus far.

12+ to save vs Psionics
+2 vs Horror
+2 vs possession&mind control
+1 vs magic
+1 spell stregth
+3 Perception for machines&magic

These add different boni for different stuff I might do - the first four will come in handy when I need to roll to avoid dangers, the fifth makes it harder for others to resist my magic, thesixth lets me spot stuff better.

5 Attacks,
+2 strike
+2 disarm
+4 dodge/parry
+3 Pull Punch
+1 to Strike with heavy weapons/vehicle weapons
+3 roll with impact
Karate Punch

with knives:
+2 strike
+2 parry
+2 strike when thrown

And these are the basic combat boni that'll be needed pretty much all the time during fighting - attacks are important because almost every action will use one, and you can't do stuff in a combat round if there are none of them left. Note that I have a seperate list ("with knives") because I have special training with those - thus, I'll do better with knives than with other weapons.
That's for the general spoiler I'm using - hope that already helps a little.
Now for particular rolls, I'll simply add all things that might be relevant on top - for example, if I roll a perception check, I always add the note "+3 vs machines/magic", because technowizards are better at spotting those, when I need to dodge I'll add something like "dodge +10" to let Sherwood know that I'm better than a regular d20-roll, if I cast magic I'll add +1 spell strength and the relevant save that opponents will have to roll for (see the spell descriptions) )etc.

Let me know if that's helpful, I'll try again otherwise.

Edit: Dann also includes the values of his weaponry - since I rarely get to use any weapons at all, I don't do that personally, but add the stats when they are needed.
 
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Lemme just break down what I find important by copying my spoiler:

activated the talisman for 100 mdc (2/3)
activated the armor of the suit for 50 mdc, activated superhuman speed for +6 dodge, +2 parry, 44 spd. (30/50 remaining)
casted shadow melt

These are spells and/or activated abilities that will change my basic stats - basically things that Sherwood wouldn't find on my character sheet - so that noone forgets about those.

35+150mdc total

24 SDC
22 Hit points
96/121 PPE
37 ISP

These show relevant stats that show both my resilience and how much magic/psychic abilities I can still use: The first value consists of my armor and the abilities above, the two below that will hopefullly not become relevant, but might - that's because the armor and protection spells will get hit first. Lastly, PPE is like mana in other games - each spell requires the usage of some of it, so if that becomes 0 I can't cast spells any longer. That's what the 96/121 comes from - already used the difference of 25 ppe. ISP is the equivalent for abilities of the mind, psionics - unused for me thus far.

12+ to save vs Psionics
+2 vs Horror
+2 vs possession&mind control
+1 vs magic
+1 spell stregth
+3 Perception for machines&magic

These add different boni for different stuff I might do - the first four will come in handy when I need to roll to avoid dangers, the fifth makes it harder for others to resist my magic, thesixth lets me spot stuff better.

5 Attacks,
+2 strike
+2 disarm
+4 dodge/parry
+3 Pull Punch
+1 to Strike with heavy weapons/vehicle weapons
+3 roll with impact
Karate Punch

with knives:
+2 strike
+2 parry
+2 strike when thrown

And these are the basic combat boni that'll be needed pretty much all the time during fighting - attacks are important because almost every action will use one, and you can't do stuff in a combat round if there are none of them left. Note that I have a seperate list ("with knives") because I have special training with those - thus, I'll do better with knives than with other weapons.
That's for the general spoiler I'm using - hope that already helps a little.
Now for particular rolls, I'll simply add all things that might be relevant on top - for example, if I roll a perception check, I always add the note "+3 vs machines/magic", because technowizards are better at spotting those, when I need to dodge I'll add something like "dodge +10" to let Sherwood know that I'm better than a regular d20-roll, if I cast magic I'll add +1 spell strength and the relevant save that opponents will have to roll for (see the spell descriptions) )etc.

Let me know if that's helpful, I'll try again otherwise.
Did you use... 'boni' as plural for 'bonus'?
 
Well, yeah - whoops. That's my mother tongue showing - we use the same word "bonus", but then use "boni" instead of "bonuses". We're just lazy people like that, and don't feel like typing all those additional letters...
 
Well, yeah - whoops. That's my mother tongue showing - we use the same word "bonus", but then use "boni" instead of "bonuses". We're just lazy people like that, and don't feel like typing all those additional letters...
I honestly thought it was a joke, that's amazing. I figured you were just being funny. :'D

Edit: I'm not even upset, I frequently shorten words like that for humor. Or use improper rulings for words that are spelled similar or sound the same, but don't use the same rule: like in the case of goose and moose. Multiple goose are called geese. But multiple moose aren't called meese. But I find it funny to say meese if I'm talking about a group of moose.
 
Silanon, I do like your explanations. Anything that helps keep a player organized is generally good. The last thing any good player wants is to bog down the game with rules discussions and some of those come out of a lack of organization on the players' part (and occasionally the Game Masters, especially if either are new to playing).

Edit: Dann also includes the values of his weaponry - since I rarely get to use any weapons at all, I don't do that personally, but add the stats when they are needed.

Yep! I do this for a number of reasons. Let me get into a little detail by copy/pasting my in-character set-up in the next post (so folks don't think I've posted in the wrong spot). =)
 

Combat Attributes
Perception +2 (more when fighting Vampires)
Initiative +2 (+6 when using sword)
Strike +13 (+16 with one sword, +17 with two. +4 with "Dragonfire" Flamethrower, M-160 Ion Rifle, and Stun Gun. +2 with NG-SE9 Laser Pistol).
Parry +11 (+12 with Tattoo-Magic shield) (+14 with swords)
Dodge +11
Roll +6 (Automatic Roll and Breakfall from Zanji)
Save vs. Magic +7
Horror Factor Saving Throws (+4 to save from Undead Slayer)
Horror Factor 13 (Awe. 12 from Atlantean, +1 from Heritage)
Attacks per Round: 6 (+1 additional attack per melee round when fighting supernatural evil from Undead Slayer; +1 additional attack from Weapon Mastery - Sword when using swords)

Damage by Weapon Type
Summertime (Katana) - 1D4x10 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures)
Wintertime (Wakizashi) - 3D6 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures)
TW Force Cannon - 1D6x10+10. Range: 2,000 feet.
"Dragonfire" Flamethrower - 1D6x10 M.D. to everything within 100 feet. Enemies are -3 to Dodge. Can "sweep" 10 foot wide by 100 foot corridor; costs three attacks.
M-160 Ion Rifle - 1D6x10 M.D. Range: 2,000 feet.
Stun Gun (blaster) - Victims are dazed, -10 to strike, parry, and dodge for 2D4 melees. Save vs. Toxins negates.
NG-SE9 laser pistol - 3D4+3 M.D. Range: 1,000 feet.
Silver-plated gladius - 2d6 S.D.C. + P.S. bonus + 4 S.D.C.
SIlver-plated knife - 1d6 S.D.C. + P.S. bonus + 4 S.D.C.

1. I first saw a simpler version of this setup here in this game when Epiphany was playing. I asked her where she had come up with such an attractive use of page-space and if I could copy it. She agreed and, if memory serves, she said she had seen it elsewhere on the site and used it. I like trying new things and this seemed exciting!

2. Gradicus's Combat Attributes are many. So many that I realized I wanted them in a spoiler to save both myself and Sherwood time (if, say, the dice roller borked again). Plus, I enjoy spelling things out for my own sake. So without copying over my entire character sheet, this condensed version serves to keep me organized and entertained. =)

3. I wanted to keep it simple with Damage by Weapon Type. Gradicus really has all the guns a guy can carry and I'm not going to remember all of the special notes and effects of each, so why not lay them all out in an easy-to-read fashion?

4. The artwork from Chuck Walton there? What can I say? He's my favorite Rifts artist. On my computer, the picture size is just right. Plus, I've never quite done an online set-up like this before and having that picture there inspires me a bit. It makes me remember who Gradicus is and what he's all about. =) As always, I try to remember to leave credit where it is due and a link to that artist's or musician's work. Without them, life would be much less rich.

5. I think the Status section below the picture is just plain nifty. Where are we? If we don't know, then what's going on? After a long week of work, I might not have it all together and a brain like mine benefits from having a little sentence there to jog things along. Plus, I think it looks cool. =)

6. Statblocks are fun enough to have around when I'm the Game Master/Dungeon Master/etc., but on an in-game character sheet like this, I have all of Gradicus's "hit points and mana" right there at a glance, plus any magical effects he's under (like his Blazing Comet magical tattoo). The Power Matrix effect you see there is another magical tattoo that acts both as a battery and as a duration extender for his other tattoos (including Blazing Comet).

For me, this setup works well. I feel like I have "my ducks in a row" in a fashion I find attractive and easy to use. While a little more "labor intensive," I do find it works especially well in a Rifts campaign with an O.C.C. like Tattooed Undead Slayer with their many tricks and tools.

But above all, I think it's fun! And fun is why I play! =)

P.S. Oh! I forgot one. The red text at the very top doubles as a link to Gradicus's character sheet, saving me clicking time. RP Nation is such a cool website!



full

Image credit: Atlantean by Chuck Walton)
STATUS Location: Letting the Games begin! =)
Statblock: Self-M.D.C. (306/306) Self-P.P.E. (130/262). Power Matrix (20/40 P.P.E. remaining). Talisman (100/100 M.D. 1/3 daily uses remaining). Blazing Comet - Mach 4 for 4 hours.

 
Thanks for all the feedback and help that everyone is showing here. I do appreciate how everyone on this site really steps up to help and make our new arrivals feel welcome!
 
Is the Badger in need of escort or protection at the moment?
It is currently racing towards the fence at about 80mph, but it is not there yet. You do know that there are a number of people inside the Badger with rifles positioned at the various gun ports to be able to lay down some suppressing fire, along with the dwarf with his rune weapon hammer on the observation platform and the Overlord running along side it. Right now at the fence, Terra's two Automations and Gole are a bunch of more pressing targets, but that may change depending on what you do.

Sherwood Sherwood Did Gradicus's attempt at confusion via radio succeed?
Too early to tell. The base is starting to stir, and soon enough it will be as busy as an ant hive that has been kicked.
 
Okies. I selected "Darkness Powers ("Black Sun")" for Gradicus's 4th level Magic Tattoo. There are a lot of useful goodies in that package. Besides, Gradicus is great at combat already, so why not branch out a little?

"What's true for the group is also true for the individual. It's simple: overspecialize and you breed in weakness. It's slow death." - Major Motoko Kusanagi (from The Ghost in the Shell). =)
 
Sherwood Sherwood Question: Total recall says that it helps to recall things a character has read - but also mentions that it includes visual impressions. Am I right to assume that I could use total recall to have a precise copy of Terra's photos in mind?

Also: If possible, I do not wish to engage near the gate - so no need to wait for an initiative roll on my end unless my camo does not do its job.
 
Yes, I'll allow you to use your Total Recall for images, and yes, I was waiting for your initiative roll. Thanks for clearing that up. We'll get into combat shortly.
 
Hey Forgy Forgy ! Don't forget to activate your Armor of Ithan spell (an extra 50 MDC is nothing to sneeze at!), and pull out your Power Staff to use it. In melee, it looks like you'll do double your normal strength damage with a whopping 10d6 of damage!
 

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