Blog Reboot

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Venatus Vinco
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Blog Reboot

Post by Venatus Vinco » Thu May 17, 2018 2:15 pm

Hello everyone,

I got some time off and if our web guy is able to put up the blog CMS I'd like to get this things rolling a little - want to showcase some of our creations before the new Rifts books hit so we can say "we did that first!"

So, what's your favourite creation you've seen on site so far - IF, Race, Edges, House Rules, etc?

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Arthur_Bishop
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Re: Blog Reboot

Post by Arthur_Bishop » Thu May 17, 2018 2:34 pm

The A.R.E.S.Hero Iconic Framework is incredible. It does for R.C.C.'s and P.C.C.'s what the M.A.R.S. does for O.C.C.'s.

Also the character Saul Goodwright is a great example of retrapping something from an existing I.F.
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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Maximilian
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Re: Blog Reboot

Post by Maximilian » Thu May 17, 2018 2:39 pm

Gunslinger and Psi Slinger IFs. Dragon hatchling breeds. Pretty much all of the trappings, notably balance, deific, and ectoplasmic. Special shoutout to the Open Door / Possession Hindrance (since it was my idea).
ARES is the big daddy. A brilliant composition.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger

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Carlos
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Re: Blog Reboot

Post by Carlos » Thu May 17, 2018 2:40 pm

Possibly the site version of Tattoo Magic is worth noting.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

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High Command
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Re: Blog Reboot

Post by High Command » Thu May 17, 2018 4:19 pm

I’ll have to redo the introduction for ARES. But I agree it’s one I’d want up there. Also, the cyborg variants.

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RFT
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Re: Blog Reboot

Post by RFT » Thu May 17, 2018 9:14 pm

I would say start with ARES,
When that is done a showcase of converted races, as I noticed that people love converted races a whole lot.

I would not do tattoo magic as it is likely soon to come in an official version and our site version it too complicated to be considered Savage for many SW lovers IMO.
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 8
  • +8 Players

Nightbane Game Master Bennies 5
  • +5 Players

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High Command
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Re: Blog Reboot

Post by High Command » Fri May 18, 2018 6:26 am

our tattoo list might be, our tattoo rules themselves, not so much. They are enchanted items with a strain cost.

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Pursuit
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Re: Blog Reboot

Post by Pursuit » Mon May 21, 2018 4:33 am

Solid ideas so far. I also like the Bandito Big Bore weapon conversions quite a bit.

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Pender Lumkiss
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Re: Blog Reboot

Post by Pender Lumkiss » Mon May 28, 2018 2:52 pm

Seriously if the eco wizard and apok IFs do not make it front page just do not bother putting up a blog.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Arthur_Bishop
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Re: Blog Reboot

Post by Arthur_Bishop » Sat Jun 02, 2018 12:07 pm

I almost forgot the tinkerer edge. Definitely worth highlighting. The Enchanter edge is pretty great too.
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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