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Sherwood

Luna's Concubine
Supporter
#2
When rolling up stats, use the following rules:
If your base Attribute is a 3d6 (normal for humans), roll 4d6, rerolling 1's. With a 16, 17, or 18, add another 1d6 to your roll. IF that last die is another '6', roll another d6. This can give you a potential of a 30 on an attribute.

For non-humans (such as an Anti-Monster or Atlantian) that has a number like '19 + 1d6', roll the dice indicated, but reroll 1's and 2's.

Here is the Master Skill List for those without books. Some of these skills are not applicable, and all choices are to be approved by me.
http://home.wtal.de/marcorubert/SkilList.pdf

Finally, everyone can get one rolled number at max. That can be an Attribute, ISP, PPE, MDC or whatever your character has that is determined by roll of the die. Let me know what your choice is.

If you select one of the advanced Martial Art styles, make the following change to them:

There are the following additions/changes to the systems.
1. At character creation, should a system provide the bonus "Add x to CHI," the character instead adds 1 point of M.A. per 5 points of Chi.
2. When leveling, instead of receiving "One Additional Martial Art Power" or "Zenjoriki Power," etc., the character adds +1 to Initiative, +1 to Strike, and +1 to damage each time they receive that bonus.
3. When leveling, instead of receiving "Double Existing Chi," the character adds +1 to Parry, +1 to Dodge, and +1 to Roll with Impact.

Taking a page from Pathfinder, I am going to allow you to raise one attribute point every THREE levels you go up. This increase can be on any of your attributes.

Ok everyone! After thinking about it for a bit, I'm going to institute the Bonus Point system that has been discussed in earlier posts. As you level up, you get Bonus Points equal to 5 + 1/2 you current level, rounded up. These points do not roll over from level to level, so make sure you use them wisely. This Bonus Point can be used for any attack, defense or skill roll you want. What does a Bonus Point give you, you ask?

In the case of a d20 roll, you add an additional D6 to the result. In the event of a natural 1-4, it still is an automatic miss, so in that case, the BP is wasted.

For a percentile (d100) roll, you add a d6 to your roll, but each point you get is 5%, giving you a potential +30% to your roll.

When you use an BP, you must declare it before the base roll that it is being added to is rolled.
 
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Sherwood

Luna's Concubine
Supporter
#3
ATTRIBUTE BONUS CHART
Attribute Number
: 16 - 17 - 18 - 19 - 20 - 21 - 22 - 23 - 24 - 25 - 26 - 27 - 28 - 29 - 30
I.Q. add to all skills . This is a one time bonus +2% / +3% /+4% + 5% / +6% / +7% / +8% / +9% / +10% / +11% / +12% / +13% / +14% / +15% / +16%
I.Q. bonus to Perception +1 / +1 / +2 / +2 / +3 / +3 / +4 / +4 /+5 / +5 / +6 / +6 /+7 / +7 / +8
M.E. save v s . psionic attack +1 / +1 / +2 / +2 / +3 / +3 / +4 / +4 /+5 / +5 / +6 / +6 /+7 / +7 / +8
M.E. save v s . insanity +1 / +1 / + 2 / +2 / +3 / +4 / +5 / +6 / +7 / +8 /+9 / +10 / +11 / +12 / +13
M.A. trust/intimidate 40% / 45% / 50% / 55% / 60% / 65% / 70% / 75% / 80% / 84% / 88% / 92% / 94% / 96% /97%
P.S. Hand to Hand combat damage +1 / +2 / +3 / +4 / +5 / +6 / +7 / +8 / +9 / +10 / +11 / +12 / +13 / +14 / +15
P.P. Strike, Parry and Dodge bonus +1 / +1 / +2 / +2 / +3 / +3 /+4 / +4 / +5 / +5 / +6 / +6 / +7 / +7 / +8
P.E. save v s . coma/death +4% / +5% / +6% / +8% / +10% / +12% / +14% / +16% / +18% / +20% / +22% / +24% / +26% / +28% / +30%
P.E. save vs. magic/poison +1 / +1 / +2 / +2 / +3 / +3 / +4 / +4 / +5 / +5 / +6 / +6 / +7 / +7 / +8
P.B. charm/impress 30% / 35% / 40% / 45% / 50% / 55% / 60% / 65% / 70% / 75% / 80% / 83% / 86% / 90% / 92%
Spd . No special bonuses other than the raw , natural ability to run
 

Psychie

Princess Psychie
#4

  • MasamuneShirow13 (2).jpg Name: Terra Alvana
    Race: True Atlantian
    Age: 138
    Clan: Draco Amicus

    Iq: 23 - +9% to all Skills
    Me: 26 - +6 vs psionics
    Ma: 18 - 50% inspire trust/intimidation
    Ps: 28 - +13 to HtH damage - Augmented - does 1d4 MD on a Power Punch (takes 2 attacks)
    Pp: 27 - +6 to Strike, Parry and Dodge
    Pe: 26 - +9 to Save vs. Magic/Poison
    Pb: 21
    Spd: 40 - Top sprinting speed of 28mph (approx)

    Level: 3
    Xp: 7,000

    Hit Points: 34
    SDC: 135
    PPE: 96 +2d4 per level

    Bonus Points: 7

    Number of Attacks: 6
    Strike: +8
    Parry: +9
    Dodge: +9
    Roll: +9
    Initiative: +3
    Perception: +4, +1 vs Vampires and the Undead
    Horror Factor: +5 to Save, +2 vs dragons
    Critical Strike on a natural 19-20
    Critical Strike from behind

    When Directly Piloting one Automation
    Number of Attacks: 8 / 3
    Strike: +5 (+7 with Sword)
    Parry: +6 (+8 with Sword)
    Dodge: +2
    Roll: +2
    Initiative: +4

 
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#5

  • Name: Trent Lockhart
    Race: Human
    OCC: Smuggler

    Iq: 20 - +6% to all Skills, +3 to Perception
    Me: 18 - +2 to Save vs Psionic Attack
    Ma: 19 - Inspire Trust/Intimidate 55%
    Ps: 17 - +2 Damage in HtH Combat
    Pp: 24 - +5 to Strike, Parry and Dodge
    Pe: 19 - +2 to Save vs Magic
    Pb: 19
    Spd: 18

    Level: 1
    Exp: 0

    Hit Points: 25
    SDC: 40
    ISP: 34 add 1d6+1 per level

    Number of Attacks: 4
    Strike: +5
    Parry: +5
    Dodge: +5
    Roll with Punch: +4
    Perception: +3
    Initiative: +1

    1538957647682.png
    Height: 5'10
    Weight: 165lbs
    Personality: Trent always looks for the profit in anything he does. He can be cocky and arrogant at times, especially when he knows he is right. On the flip side, he never sticks his neck out for anyone else, unless there is a significant payday to be had. Trent will always value his own life above all others and will abandon a job if it means saving his own life. He is an adrenaline-junkie in the form of gambling or smuggling. There isn't a woman alive that he does not believe he can entice, as a self-proclaimed Casanova.


    "You cannot make money if you are dead" - Trent

 
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Sherwood

Luna's Concubine
Supporter
#6
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Corporal Eric Foss is a Coalition Grunt that is on the run from his former employers. He was exposed to some strange energy from a Rift opening up next to him, and now his body has been transformed into a super strong, Mega Damage being, stronger than a souped-up Borg and better protected. When his change was discovered, the Coalition scientists wanted to perform some very invasive exams of his new body, up to and including dissection!

Fleeing the examination (or worse!) table, Eric finds his salvation with the rogue-ish Trent. The smuggler quickly realized just how handy it would be to have a super strong and nearly indestructible sidekick, and was able to sneak Eric out of Coalition territory. Ever since that day, the former Grunt has worked to repay the rescue that saved his life.
 
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Dannigan

Kaerri's Man. =)
Supporter
#7

  • Battle Name: Gradicus "The Red Edge" (Gradicus comes from the Latin Gradus. "He who marches into battle.")
    Birth Name: Valerius Pacifica of Clan Mariciniszyn ("Ma-ri-sin-i-zin" as best as I can make out. Valerius is Latin for "Valiant". Pacifica is Latin "Peaceful, peace-loving, tranquility, kindness")
    O.C.C.: Tattooed Undead Slayer
    Level: Three
    XP: 7,000 xp (10,501 xp for Level 4)
    Bonus (Action) Points: 7/7.

    Atlantean by Chuck Walton.jpg
    (Image credit: Chuck Walton from Secrets of the Atlanteans)

    Race: True Atlantean
    Alignment: Scrupulous
    Disposition: Valiant, strong-willed, stubborn when he thinks he's in the right, honorable to a fault, reliable, prefers teams to going solo, trustworthy, compassionate (much moreso than the average Undead Slayer), thinks before acting most of the time, cunning, creative, brutal in gladiatorial ways, completely unfazed by acts of violence, naive sometimes, grew up fast, loves life, loves saving lives, loves taking evil lives (especially before a crowd).
    Age: 40 years old (23 when he left Tamaerus, 33 upon visiting Japan, just turned 38 when he left Japan, almost 41 at start of game).
    Gender: Male
    Height: 6 feet, 4 inches (198 cm).
    Weight: 220 pounds (113 kg)
    Hair: Completely black, usually in a ponytail that reaches the middle of his back.
    Eyes: Volcanic blue (just a little tribute to Robert E. Howard's Conan the Barbarian).
    Other features: Muscular, extremely fit, has numerous scars, most of them from weapons and claws. His tattoos are true works of art. They blend together across his entire body, colorful, meaningful, and rich with trademark Marcinizyn skill. Every tattoo is gorgeously drawn as though a story unto itself - each a vision of imagination.

    I.Q. 16 (+2% to all Skills/+1 to Perception - boosted for reaching 3rd level per Sherwood's character advancement guidelines)
    M.E. 31 (+8 to Saving Throws vs. psychic attack and insanity)
    M.A. 22 (70% chance to trust or intimidate)
    P.S. 32 (+17 to damage. Supernatural - Inflicts 5d6 S.D.C. on a restrained punch, 4D6 M.D. on a full strength punch, or 1D4x10 on a power punch (counts as two melee attacks - can carry 1,600 lbs/726 kg and lift 3,200 lbs/1,452 kg. Can hurl maximum carry weight 32 feet)
    P.P. 33 (+8 to Strike, Parry, and Dodge. +1 to Initiative)
    P.E. 26 (Supernatural - +22% to Saving Throws vs. coma/death, +6 to Saving Throws vs. Poison and Magic)
    P.B. 23 (65% to charm or impress)
    Spd 24 (approximately 16 miles/26 kilometers per hour)

    M.D.C. 285 (gains 21 M.D. per level from his O.C.C.)
    P.P.E. 236

    I.Q. 16 (11 from Dice) (+4 from Atlantean) (+1 for reaching 3rd level in Sherwood's game - See Character Creation)
    M.E. 31 (21 from Dice) (+2 from Zanji) (+2 from Undead Slayer) (+6 from Atlantean)
    M.A. 22 (16 from Dice) (+2 from Zanji) (+4 from Atlantean)
    P.S. 32 (17 from Dice) (+6 from Undead Slayer) (+2 Gymnastics) (+3 Boxing) (+4 from Atlantean)
    P.P. 33 (24 from Sherwood) (+2 from Zanji) (+3 from Undead Slayer) (+4 from Gymnastics)
    P.E. 26 (16 from Dice) (+1 from Zanji) (+2 from Undead Slayer) (+1 Gymnastics) (+6 from Atlantean)
    P.B. 23 (16 from Dice) (+1 from Heritage) (+6 from Atlantean)
    Spd 24 (16 from Dice) (+2 from Undead Slayer) (+6 from Atlantean)

    M.D.C. 285 (+70 Dice and Undead Slayer) (+10 Undead Slayer) (+10 Boxing) (+9 Gymnastics) (132 from Tattoos, 11 [male] x 13 tattoos [beyond the first 6]) (+21 for every level after 1st)
    P.P.E. 236 (+90 Dice and Undead Slayer) (114 from Tattoos, 6 x 19 tattoos) (+16 per level above 1st)

    Combat Attributes
    Perception +2 (+1 from Undead Slayer) (+1 for I.Q. of 16)
    Initiative +1 or +5 (+1 from above 33 P.P.) (+4 when using sword via Weapon Mastery)
    Attacks per Round: 5, 6, or 7. (+4 Zanji) (+1 Boxing) (Undead Slayer: +1 attack per melee round when fighting supernatural evil) (When using sword: +1 Weapon Mastery - Sword)
    Strike +12/+15 or +16 with swords (+8 from P.P.) (+1 from Undead Slayer) (+3 Zanji) (+3 when using sword via Weapon Mastery)
    Parry +13/+16 with swords (+8 from P.P.) (+1 from Undead Slayer) (+2 Boxing) (+2 Zanji) (+3 when using sword via Weapon Mastery)
    Dodge +11 (+8 from P.P.) (+2 Boxing) ) (+1 Zanji)
    Roll +6 (+3 Gymnastics) (+2 Boxing) ) (+1 Zanji)
    Maintain Balance (+8 from P.P.) (+1 Zanji)
    Save vs. Magic +7 (+6 from P.E.) (+1 from Undead Slayer)
    Horror Factor Saving Throws (+4 to save from Undead Slayer)
    Awe Factor 13 (12 from Atlantean, +1 from Maricinizsyn Heritage Tattoos)

    Combat Attributes
    Perception +2 (more when fighting Vampires)
    Initiative +2 (+6 with sword)
    Attacks per Round: 5, 6, or 7.
    Strike +12 (+15 or +16 with swords)
    Parry +13 (+16 with swords)
    Dodge +11
    Roll +6 (Automatic Roll and Breakfall from Zanji)
    Maintain Balance +8
    Save vs. Magic +7
    Horror Factor Saving Throws (+4 to save from Undead Slayer)
    Horror Factor 13 (Awe. 12 from Atlantean, +1 from Heritage)

    Atlantean Natural Abilities
    Healing Abilities (special)
    Atlanteans heal at a rate of 2D6+10 (M.D.C.) per 24 hours of normal rest and recovery.
    They recover 1D6 (M.D.C.) per hour of meditation at a ley-line or nexus point; more at a Healing Pyramid.

    Ley-line Phasing (special)
    All Atlanteans are taught how to Ley Line Phase. This is exactly like the Ley Line Walker's ability. It takes a full melee round (15 seconds) to Ley Line Phase and cannot be used during battle.

    Impervious to Shape-Changing/Metamorphosis (see Secrets of the Atlanteans, page 48).

    Operate Dimensional Pyramids at 25% (+5%) (see Secrets of the Atlanteans, page 48).

    P.P.E. Recovery
    Undead Slayers recover P.P.E. at a rate of 20 P.P.E./hour for every hour of meditation, rest, or sleep. 25 P.P.E. when next to a ley line.

    Recognize Vampires by Appearance/Sense Presence of Vampires and Vampire Intelligences (see Tattooed Undead Slayer, Secrets of the Atlanteans, page 66).

    Sense Rifts and Ley Lines (special). Ley Lines can be sensed up to 5 miles away, nexuses up to 10 miles away, open/active Rift up to 20 miles away.
 
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DraconianWarrior

Dragon Brother [scatterbrain]
#8



  • Name: Blake Joseph Hallen
    Race: human (full conversion cyborg)
    OCC: psi-operator

    Lvl: 3
    Exp: 7000

    credits: 11,000



    Melees per round: 4
    IQ: 19
    ME: 16
    MA: 17
    PS: 26
    PP: 15
    PE: ∞
    PB: 13
    SPD: 26
    ISP: 56

    +2 perception
    +11 to hand to hand damage
    +1 to save Vs Psionic Attack
    +1 to save Vs Insanity

    OCC bonuses:
    +2 perception
    +2 to save vs fatigue and disease

 

Attachments

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Silanon

Two Thousand Club
#9

  • Name: Shaona Elunier, Guard of the Phoenix and former pupil of Ren'Olar.
    Race: Human
    Alignment: Unprincipled - freedom is the foundation of progress

    Exp: 7000/9200, level 3

    Requirement: IQ, ME 12+
    24 IQ +10 to all skills
    15 ME
    13 MA
    14 PS (on 30: +15 dmg)
    15 PP
    12 PE (on 24: +18% vs coma/death, +5 vs magic/poison)
    14 PB
    20 Spd

    24 SDC
    16 Hit points (+1D6 per level)
    112 PPE (+2D6 per level); recovery 4 per resting hour, 8 per meditation hour.
    34 ISP (+1D4+1 per level)
    12+ to save vs Psionics
    +2 vs Horror
    +2 vs possession&mind control
    +1 vs magic (+1 on level 7,10,13)
    0 spell stregth (+1 on levels 4,8,12)
    +3 Perception for machines&magic

    4 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:
    +1 strike (+1 on 4,7,10,13)
    +2 parry (+1 on 6,9,12)
    +2 strike when thrown (+1 on 6,8,10,13)
 
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#11
I'm not sure how XP and levels work in Rifts - is 3000 enough for the next level? if so, what needs to be addressed from the character perspective?
 

Sherwood

Luna's Concubine
Supporter
#12
First off, your xp chart is in your Skills tab down at the bottom. Next, when you level up, you add 1d6 to your hit points, and all of your Skills get increased by whatever percentile is next to the main number. Your combat skills go up for your 2nd level of HtH Expert, and your ISP goes up by 1d6+1
 

Sherwood

Luna's Concubine
Supporter
#13
For a good scene with the refugees (thank you, Psychie) and a good bunch of IC posts, I'm going to give everyone 2,000 more points, putting you at 5,000 total. That should be enough to get everyone to level 3. If anyone has any questions about leveling up, let me know.
 
#14

  • Name: Uleanar
    Royal Frilled Dragon Hatchling

    Description: Golden scales and royal purple frills

    Iq: 19 - +5% to all Skill Percentages, +2 to Perception Rolls
    Me: 21 - +3 to Save vs Psionic Attack
    Ma: 30 - 97% to Inspire Trust/Intimidate
    Ps: 35 - 5d6 SDC on Restrained Punch, 4d6 MD on a Full Strength Punch, 1d4x10 MD on a Power Punch (uses two attacks)
    Pp: 22 - +4 to Strike, Parry and Dodge
    Pe: 24 - +5 to Save vs Magic/Poison
    Pb: 29 - 90% to Charm/Impress
    Spd: 18 on foot, 80 while flying

    Level: 1
    Experience:

    MDC: 600 - +10 MD per level
    PPE: 130 - +3d6 per level
    ISP: 60 - +1d6+10 per level

    Natural Abilities:
    Nightvision 200 feet (6 1 m), see the invisible, Shadow Meld at will (as per the spell and for 20 minutes at a time), resistant to fire and cold (even M.D. fire and plasma do half damage), impervious to all forms of paralysis and can bio-regenerate 1d10 M.D.C. per melee round ( 1d4x10 per minute).
    Metamorphosis: A natural ability common to most dragons enabling the character to completely alter his physical shape, transforming himself to look like any living animal, from human being to cat. There are some limitations. The dragon cannot metamorphosize into inanimate objects or insects. The minimum size is about the size of a cat and the maximum size cannot exceed the dragon's own. The transformation can last four hours per level of experience. If on or near a ley line or nexus point (within two miles/3 .2 km), the time is tripled.
    Note: Regardless of his shape, a dragon is a dragon, with all its natural powers and abilities. So a Hatchling metamorphed to look like a bunny rabbit can still talk, cast spells, and kick with the strength of a dragon. The metamorphosis does not instill any of the abilities of the animal, only its appearance.
    Teleport: 34% +2% per level of experience. Teleportation is a special power common to most dragons. The character can teleport, at will, up to five miles (8 km) away. At the Hatchling stage, he can only teleport himself. The percentage number indicates the likelihood of being able to activate the teleportation. A failed roll means the teleport did not happen. The Hatchling can attempt a teleport once every other melee round. Only a mature dragon can perform a dimensional teleport without using a ley line nexus. Hatchlings can attempt a dimensional teleport at a ley line or nexus at half its usual percentage number.
    Poison Breath: The Royal Frilled Dragon can breathe out a purple mist that lingers and causes paralysis in all who breathe it in. Unless the intended victim(s) have an independent oxygen supply (air filters are not good enough), the vapor will paralyze them for 1d4+1 minutes unless they makes a successful save versus non-lethal poison (16 or higher). A successful save means no effect and once a character has saved, he is immune to the vapors for the next 24 hours. Range: 60 feet (18 m); affects a 12 foot (3.6 m) area, vapors dissipate within eight seconds. The poison breath may be used as often as once per melee round (15 seconds).

    Number of Attacks: 5 (+1 with Enhanced Reflexes)
    Strike: +6 (+1 with Enhanced Reflexes)
    Parry: +9 (+2 with Enhanced Reflexes)
    Dodge: +9 (+3 with Sixth Sense) (+2 with Enhanced Reflexes)
    Roll with Punch: +4
    Initiative: +2 (+6 with Sixth Sense) (+3 with Enhanced Reflexes)
    Perception: +3
    Horror Factor - Induce Fear: 11 - (13 when displaying your Frills in a threatening manner)
    Horror Factor - Save: +6
    Save vs Psionics and Mind Control: +8

    Skills
    Basic Math: 50% +5%
    Boxing
    Gemology: 30% +5%
    Language: Dragonese/Elven: 98%
    Lore: Demons and Monsters: 30% +5%
    Lore: Faeries and Creatures of Magic: 30% +5%


 

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