Rifts Arkham Horror

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erik
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Rifts Arkham Horror

Post by erik »

Thanks to insomnia last night I decided to convert Rifts to a better system.

Arkham Horror!
the surprise was spoiled by thread title, but still, get excited damn you. jaded assholes

No Mutants and Masterminds, I tried perusing that d20 hack and I raged with boredom. -10 points to the House of each person who has ever suggested M&M was good for something, including Rifts.

Here's the basic synopsis.

Base rules:
How the rules work.
All the dice rolls are d6 dice pools. Typically a Hit is on a roll of 5 or 6. If you are untrained but attempting a skill that requires training then you get a Hit on 6's only. If you have skill training then you typically count Hits on rolls from 4-6 with that skill.

Rolls will require a certain amount of Hits in order to meet the Success Threshold. They may have a die penalty or an increased required amount of Hits for exceptionally difficult tasks.

Glossary:
Classdetermines stats and starting perks
Racemodifies stats and starting perks, can combine with class. Default assumed to be human
Healthdetermines how much of a beating you can take
Manadetermines how much magic you can manage
Speedfast actions, movement rate
Sneaksneaking, -2 penalty if moving at -2 Speed
Fightresolve attacks and damage
Awareinvestigation, notice, insight
Techuse technology, piloting
Magicuse spells/psy, defense vs supernatural
RaceMinor tweaking options
SizeAffects carrying, fight (but not ranged fight), sneak, health
SkillsMake it easier to do various actions
Equipmentrequired for certain tasks
Armorextra hits needed to be damaged
Weaponsboost number of dice applied to Fight skill for dealing damage
Power Armorarmor with extra capabilities/weapons
Vehicletransport, treat as armored pile of health that is broken when it runs out of health
Mechshumanoid vehicle with weapons and HTH capability
Spellsallocate mana to inflict damage or cause effects
Psionicsallocate mana to inflict damage or cause effects
combat resolutionroll fight + weapon or magic + spell/psy, deal damage
round10 second intervals of combat actions and movement
"Save [# STAT]"need to roll # with noted Stat in order to not be affected by condition
"# STAT"used for items or abilities who have their own Stat score rather than modifying the player's Stat
"+# STAT"used to denote bonus to be added to player's Stat
Threshold #minimum number of hits needed to roll in order to succeed

What do stat ranks represent?
0: utterly unable to perform
1: deficient
2: average potential but not your thing
3: average and competent
4: professional
5: super professional
6: legendary, limit of human ability
7: simply absurd, super human

What does difficulty Threshold represent?
0: absurdly simple task, can only fail with extraneous pressure
1: moderate amateur task, simple professional task
2: difficult amateur, moderate professional task
3: difficult professional task
4: absurd professional task
5: legendary task

if it is easy then don't bother rolling for it.
When outside of combat if trained in a skill then you can choose to forgo rolling 3 dice per 1 automatic hit. If using a trained skill with at least 3 ranks, then you only have a chance to fail at difficulty 1 task if swinging for the fences.

Roll a majority of 1's *and* fail, that is a botch. Something bad happens beyond just failing.

Magic is prevalent enough that almost anyone can learn to be a practitioner.
Healthability to endure harm
4typical human
5trained soldier
6action hero
7superhuman, clearly boosted, able to repair wounds quickly
9inhuman, ability to survive limbs being blown apart

Manaability to channel magic
0no ability to use magic whatsoever, usually indicates minimal living tissue
1almost no ability to use magic whatsoever, usually indicates ~50% living tissue/cybernetic composite
2baseline non-magic user
3latent magic user
4in touch with magic, minor practicioner with one or two abilities
6full magic user able to power multiple spells

Speed (sprinting movement speed and ability to perform actions quickly)
0 paralyzed and helpless
1 maxes out at walking pace (3 m/sec; overland on foot 21.6 km/day)
2 maxes out at jogging speed (6 m/sec; overland on foot 43.2 km/day)
3 athletic runner (9 m/sec; overland on foot 64.8 km/day)
4 olympic sprinter speed (12 meters/sec; overland on foot 86.4 km/day)
5 super human (15 m/sec; overland on foot 108 km/day)
6 able to keep up with a slow car (18 m/sec; overland on foot 129.6 km/day)
7 able to keep up with wolves (21 m/sec; overland on foot 151.2 km/day)
20speed limit at which orbital weapon systems get interested in man-sized or larger objects with a power source (60 m/sec)

Long Distance Movement:
Can be expected to cover distance at 2 hours of movement speed each day on foot (as endurance running speed is far slower than the sprinting speed), 8 hours by vehicle; however, rough terrain can slow this by 1/2 or 1/4.
Sneak (combination of hiding ability and ability to fool others)
0paralyzed and helpless
3has snuck in soda and candy to a movie theatre before
4a smooth talking grifter
5master thief
6the final ninja
7spy of legend whose name is whispered in fear

Fightability to deal and resist harm
0paralyzed and helpless
3average person who got in a fight once
4can handle their business
5trained soldier
6special forces, highly trained
7superhuman dealer of death

Awarenotice and insight
0effectively unconscious
3average person who can solve a diabolical sudoku
4detective
5super senses
6notice and piece together even unreasonably minor details
7notice things beyond human ability

Techability to use machines
0unable to use technology whatsoever
3average person who can write simple computer programs
4professional coder
5master scholar
6savant
7machine's got workins and they just talk to me

Magicability to use supernatural powers
0unable to use magic whatsoever and very susceptible to magic
2baseline muggle
3neophyte or latent supernatural
4hedgewizard
5magical scholar
6master of magical arts
7magic is as natural as walking

Size:
+2 Fight (not affecting ranged Fight), +1 Health, -1 Dodge, -1 Sneak for each Size larger than Medium
-2 Fight (not affecting ranged Fight), -1 Health, +1 Dodge, +1 Sneak for each Size smaller than Medium
Penalties from size only reduce Stat to a minimum of 1.
Sizehow big a character is by their longest dimensionFight/Health Bonus/Dodge/Sneak Penalty
DiminutiveHouse cat, little animals under 1 meter-4F/-2H/+2Do/+2Sn
SmallChildren, little people, 1-1.5 meters-2F/-1H/+1Do/+1Sn
MediumHuman sized, 1.5-2.5 meters0
LargeAutomobile sized, 2.5-5 meters+2F/+1H/-1Do-1Sn
HugeTank sized, 5-10 meters+4F/+2H/-2 Do/-2Sn
GargantuanSmall airplane sized, 10-25 meters+6F/+3H/-3Do/-3Sn
ColossalJet Airliner sized, 25-50 meters+8F/+4H/-4Do/-4Sn
TitanicKaiju, Jumbojet sized, >50 meters+10F/+5H/-5Do/-5Sn

The bonus/penalty is a guideline for size-changing mechanics, since creature stat blocks will already list their final adjusted stats.

Encumbrance:
Carrying Capacity in normal items Encumbrance point Sneak/Speed Penalty
Fight/Spell Penalty
0-4 items000
5-8 items110
9-12 items220
13-16 items331
17-20 items442
21-24 items553
each 4 extra items...+1+1+1

Item sizeexamples in relation to Medium sized creatures:examples
Light Items don't count as an item unless you have enough that they need an item-sized holder for them, and then they and the holder count as 1 itemAn arrow vs. Arrows in a quiver; a map vs. maps in a scroll case; a clothing outfit vs. a loaded small knapsack
Heavy items1 encumbrance point on their own, unless you have super strength in which case they count as a normal itemrail gun, railgun ammo drum, fully loaded camping backpack
Heavy itemsheavy things not made to be carried count as 2 encumbrance points on their own, unless you have super strength in which case they count as 2 normal itemsunconscious adult human
Very Heavy Itemsthings normally too heavy to be carried by a normal human, these act as a full encumbrance point for those with super strength, otherwise at best they can just be pusheda foreign car, armored motorcycle, lamp post

Lifting and Carrying by Weight
Non-Super StrengthAmount
CarryWeight
LiftWeight x 2
PushWeight x 4
Super Strength
CarryWeight x 10
LiftWeight x 20
PushWeight x 40


Advancement:
characters will get chance to select new options as campaigns progress:
Spells, Psionics, Special Abilities, Skills
Funds can be used to buy additional Equipment, Vehicles, Armor, etc.
raisecost in Heroism
+1 Stat ranknew Stat rank
Skill4
Psy5
Spell2
Special Ability6
Trait2

Heroism:
As characters perform accomplishments within adventures, they receive Heroism points which can be allocated to improving existing abilities or learning new ones.
FeatReward
Defeat Minor Menace (gang of thugs or bandits, random monster)1 Heroism Point
Defeat Major Menace (criminal organization, swarm of monsters)4 Heroism Points
Defeat Great Menace (major power capable of waging war)10 Heroism Points
Save some people1 Heroism Point
Save a town full of people3 Heroism Points
Save the world6 Heroism Points
A critical or clever plan that contributed to the success of defeating a menace or saving people1 Heroism Point
A daring or heroic sacrifice that contributed to the success of defeating a menace or saving people1 Heroism Point

COMBAT
Combat Layout:
If desired to use a map, a square grid map is easy enough. Can move 1 square per 1 speed movement ability. Every 2nd diagonal movement costs an extra movement point.

If using abstraction, forget maps and just let your players know how many squares apart things are starting and thus turns needed to close distance. You mostly do this if at distances larger than battlemap ranges (like trading fire with long range weapons)

Range Increments:
Most ranged weapons may be fired at farther increments with a -3 Fight penalty to hit. For ranges beyond Very Long multiply range by 2 per each additional increment.
TouchPhysical contact
Short10 meters
Medium100 meters
Long400 meters
Very Long1600 meters

Combat Turns:
Initiative: Go in order of Speed from highest to lowest. Roll off for ties (players can yield to one another if agreed).
May choose to delay action. If attempting to interrupt lower initiative then roll-off to determine winner.

Each round is 10 seconds.

Combat Options:
• Move and Action

Movement Options:
• Focus (+1 die to skill or stat roll, can convert 4 dice per 1 automatic hit)
• Full speed movement (climbing and swimming are at 1/2 movement rate with Mobility, otherwise 1/4 movement rate)
• Hide (Full Sneak skill with no movement)
• Reload Weapon
• Sneaky movement (-2 penalty and move at Speed -2)
• Stand up (rise from prone position)
• Take aim (+1 die to attack, can convert 4 dice per 1 automatic hit), can shift damage location roll by 1 up or down if applicable

Action Options:
• Dodge (roll Speed, count hits on 4-6, hits subtract from enemy attacks)
• Grapple (opposed Fight, can choose to Dodge if evading or trying to Escape)
• Melee Attack (if able to get within weapon range)
• Ranged Attack (with subsets of Single Shot, Short Burst and Full-Auto/Sweep)
• Skill use

Grappling
- To begin a grapple make a Fight roll which can either be opposed by Fight or Dodge if trying to escape.
- Once a grapple has begun, ranged attacks have 50% chance of targeting either grappling member. If there is a size difference then +1 chance of targeting larger for each size category different, (eg. using a D6: 1-2 vs. 3-6; 1 vs. 2-6; then 100% chance of targeting the larger if they are 3 size categories larger).
- Whoever has won the last grapple check has the option of breaking off or continuing the grapple.
- Extra hits on the opposed Grapple check will deal grapple damage ignoring armor, but this damage cannot kill or cause wounds. Once grapple damage exceeds Health, then the that character is Disabled. If a grapple is broken off then all grapple damage immediately goes away.
- While in a grapple all parties are unable to Dodge other attacks and are unable to attack anyone outside of the grapple.
- Two-handed weapons cannot be used while grappling.

Resolving damage.
Melee attacks only are capable of defeating armor if specified, or if the attacker has super strength.
Ranged weapons are assumed capable of defeating armor, if not they will state otherwise.
Characters are assumed to be wearing armor for combat. If not they take quadruple damage from hits from weapons capable of defeating armor.

Knockdown:
Physical attacks can knock a character Prone. When dealt damage from a physical attack (a non-energy attack), use either Mobility or Fight to make Knockdown check vs Threshold equal to amount of damage taken + 1 per size difference if a melee attack was from an enemy larger than you, -1 per size difference if a melee attack was from an enemy smaller than you. On a failed Knockdown check you become Prone, otherwise you may stand your ground.

Punch Through:
When an attack does more than 3 damage then it not only deals 3 damage to the armor, but if there is any excess damage then it penetrates to harm the wearer (and remember quadruple damage is inflicted when armor defeating weapons hit an unarmored target).

Damaging Vehicles:
When hitting a Vehicle an especially powerful or damaging hit can disable vehicle systems. When dealing more than 3 damage in a single attack or when the total damage is equal to at least half the health of the Vehicle then in addition to damage, roll 1d6 and consult result on the Vehicle or Mech damage tables below as appropriate.

(Medium-Large) Vehicle Damage Table
1-2Propulsion- i.e. wheels, tracks, thrusters (roll again to determine left or right side)-3 Speed and Increase difficulty threshold for Piloting rolls by 1 [both penalties are cumulative with additional hits]
3Engine - i.e. power source, motive force behind propulsionVehicle loses power until repaired. Decrease speed by 4 each round until stopped; Flying vehicle loses altitude at (10 Speed - Fly Speed) each round up to terminal velocity (Speed 18)
4-5Cabin - pilot and passenger areaPunch Through to Cabin for any damage over 3. For vehicles with open cabin such as cycles, apply hits vs pilot or random occupant.
6Weapons (if applicable, otherwise Cabin)Disable random weapon until repaired.

Mech Damage Table
1Leg (roll again to determine left or right side)-4 Ground Speed and increase Piloting difficulty thresholds by 1 until repaired. If both legs become damaged then Ground Speed is 0 until repaired.
2Lower BodyPower overload. Mech is unable to walk for 1d6 rounds. Unable to fire weapons for 1 round. Mech may still make melee attack if able.
3Arm (roll again to determine left or right side)-3 Penalty to Melee Attacks until repaired; Arm weapon system disabled until repaired
4Heavy Weapon/Wings (if applicable, otherwise Upper Body)Disable heavy weapon until repaired or Damage wings and render vessel unable to fly until repaired.
5Upper BodyPunch Through to Cabin for any damage over 3. If no excess damage then deal 1 Hit of damage to all occupants of cabin as controls short out. Mech is unable to take actions for 1 round.
6HeadOptics, Sensors and Targeting HUD are disabled until repaired.

When something is disabled it requires repairs before it can work again.
If a disabled piece is damaged further it becomes ruined and is significantly harder to repair.
If a ruined piece is further damaged it is annihilated, and exists only as a memory.[/color]

Fatal Blow:
Once a character has taken as much damage as they have health any additional damage will have a 50% chance of being fatal; otherwise the character is unconscious, suffers dismemberment and may still die if not given immediate medical treatment.

If dead or dismembered, roll 1d6 to determine area of fatal wound table for humanoids:
- The attacker may shift this number up or down by 1 if the attacker used "Take Aim" on the round of the attack
1Lower Leg (roll again to determine side)
2Upper Leg(roll again to determine side)
3Arm (roll again to determine side)
4Lower Body
5Upper Body
6Neck/Head - roll again, if 6 again then Head is damaged beyond repair.

Area weapons are even less forgiving when dealing a Fatal Blow. Roll on the above table for each point of damage beyond Health score on a Fatal Blow (and remember quadruple damage is inflicted when armor defeating weapons hit an unarmored target).

Surviving Death:
We have the technology to rebuild you. Death is not necessarily final as there are technological marvels that can preserve the brain and body if applied in the first few minutes of death. If saved, then skilled doctors can reattach limbs, or replace limbs and organs with synthetic organic or bionic replacements.

Status Effects
Blinded-3 on rolls, cannot target ranged weapons
DeadUnable to do anything, in a few minutes brain damage becomes unrecoverable. Begin to smell bad (or worse) within 24 hours.
Disabled/UnconsciousUnable to move or take action
EntangledHalf speed, -2 to other rolls
Hidden+1 hit on surprise attack
Prone-2 Fight for melee attacks, require move action to stand up, or Mobility Threshold 2 to kip up without taking an action.
Scared-2 to rolls other than trying to get away
StunnedUnable to take action, can still move
Surprised-2 Fight for 1 round, Initiative round is resolved after non-surprised characters
WindedUnable to move, but can still take action with -2 to rolls
Wounded (damage > half of maximum health)-1 to rolls

Hazards
Asphyxiation / DrowningCan hold breath number of minutes equal to Fight score. Afterward have 1 round before losing consciousness. Dead the following round, but can be revived if receiving medical intervention quickly.
Falling/ImpactTake 1 hit of armor defeating damage per 4 points of Speed of impact with something Large Sized or bigger, followed by Knockdown check. Fight [2] check otherwise Disabled for 1 round.
Poisons / Diseasethese can have various status effects, may inflict damage or decrease stats. Poisons and Diseases will have a Difficulty Threshold that must be beaten by a Fight roll in order to resist their effects.
Radiationsimilar to Poison but the Difficulty Threshold will continue to increase depending upon duration of exposure
Starvation / Dehydrationeffects can be temporarily resisted with Fight, but Difficulty Threshold will continue to increase depending upon length of deprivation. Will give penalty to all Stats and eventually damage.

Class List: (full class descriptions afterward)
Anti-Monster Cyborg
City Rat
Crazy
Cyber Doc
Cyber Knight
Cyborg - Full
Cyborg - Partial
Dog Boy
Dragon Hatchling (Dragon Breed)
Elementalist (Element)
Godling
Gunslinger
Headhunter
Juicer
Ley Line Walker
Martial Artist
Mind Melter
Mystic
Operator
Phoenixi (was listed a race, but then I read the entry to refresh memory and it's more than even an entire class would get)
Psi-Slinger
Psi-Stalker
Robot Horse
Robot Humanoid
Robot Pilot/Glitterboy Pilot
Scientist
Scout
Shifter
Soldier
Super Hero
Tattooed Warrior
Technowizard
Vagabond
Vampire, Secondary
Witch
Full Core Classes:
City Rat 4 H, 2 M [/td][/tr]
Speed4
Sneak6
Fight3
Aware4
Tech5
Magic2

Equipment: 3 (any Cybernetic or Tech)
Special: Black Market (Skill), 4 Skills (any except Military and Wilderness)
Weapons: 1 Pistol, 1 Melee
Armor: Light Armor

Crazy 7 H, 5 M [/td][/tr]
Speed5
Sneak3
Fight6
Aware4
Tech3
Magic4

Equipment:
Special: (Sensitive) Psionic, Automatic Dodge, Uncontrolled (Empathy), Uncontrolled (Mind Read), 3 Skills (any)
Weapons: 1 Rifle, 1 Pistol, 1 Melee
Armor: Light Armor

Cyber Doc 4 H, 1 M [/td][/tr]
Speed3
Sneak4
Fight4
Aware4
Tech6
Magic3

Equipment: 1 Tech (Med Kit), (Optics or Drug Dispenser) Cybernetic, 1 Cybernetic or Tech, 1 Vehicle
Special: Medic Skill, Black Market Skill, 2 Skills (any except Military and Wilderness)
Weapons: 1 Pistol or Rifle
Armor: Light Armor

Cyber Knight 6 H, 4 M [/td][/tr]
Speed4
Sneak2
Fight6
Aware3
Tech3
Magic6

Equipment: 1 Cybernetic, Bionic Reconstruction (Medium Armor)
Special: 1 Skill, (Psi-Sword) Psionic, (Psychic Defense) Psionic
Weapons: 1 Rifle
Armor: Medium or Heavy Armor

Cyborg - AntiMonster Full Conversion 8 H, 3 M [/td][/tr]
Speed5
Sneak2
Fight7
Aware3
Tech3
Magic4

Equipment: (Bio-Lung) Cybernetic
Special: Bioregeneration, Magic Resistant Super Strength, (PsiVampire) Psionic
Weapons: 1 Heavy, Natural Weapons
Armor: Natural Armor, Heavy

Cyborg - Full Conversion 9 H, 0 M [/td][/tr]
Speed5
Sneak2
Fight7
Aware3
Tech5
Magic2

Equipment: 3 Cybernetic, Boosted Strength (Cybernetic), Bionic Reconstruction (Medium Armor)
Special: -
Weapons: 1 Heavy
Armor: Bionic Plate (Heavy Armor)

Cyborg - Partial Conversion 6 H, 1 M [/td][/tr]
Speed5
Sneak5
Fight4
Aware4
Tech4
Magic2

Equipment: 4 Cybernetic, Bionic Reconstruction (Medium Armor)
Special: 1 (Espionage, Physical or Military) Skill
Weapons: 1 Rifle, 1 Pistol or Melee
Armor: Light or Medium Armor

Dog Boy 5 H, 4 M [/td][/tr]
Speed4
Sneak4
Fight5
Aware5
Tech2
Magic4

Equipment: -
Special: (Sensitive) Psionic, 2 Skills (Any except Technical and Pull Rank), Survival Skill, Heightened Senses, Runner
Weapons: 1 Rifle, 1 Melee
Armor: Light Armor

Dragon Hatchling 6 H, 5 M [/td][/tr]
Speed4
Sneak4
Fight5
Aware3
Tech2
Magic6

Equipment: -
Special: Super Strength, Flight, 1 Psionic, 1 Spell, Alter Self (limited)
Weapons: Natural Weapons, Magic Blast-Dragon Breath
Armor: Natural Armor, Heavy

Duelist 6 H, 2 M [/td][/tr]
Speed5
Sneak3
Fight6
Aware3
Tech4
Magic2

Equipment: (Repair Kit) Tech
Special: Automatic Parry, 2 Physical Skills, Repair Skill, 1 Skill
Weapons: 1 Pistol, 1 Energy Blade
Armor: Light Armor

Elementalist (element) 4 H, 6 M [/td][/tr]
Speed4
Sneak4
Fight3
Aware3
Tech3
Magic7

Equipment: 1 Vehicle
Special: 4 Spells (Create Barrier (element), Energy Bolt (Impact, Fire, Cold or Electricity), Shape Elements (element), Familiar Bond-Mini Elemental), select 1 based upon element (Spell (Travel Through Stone), Resist Fire, Flight, Water Breathing)
Weapons: 1 Pistol or Rifle
Armor: Light Armor

Godling 6 H, 4 M [/td][/tr]
Speed5
Sneak4
Fight5
Aware3
Tech2
Magic5

Equipment: -
Special: 4 Spells or Special Abilities
Weapons: 1 Minor Artifact
Armor: Natural Armor (Light)

Gunslinger 5 H, 2 M [/td][/tr]
Speed4
Sneak4
Fight6
Aware3
Tech4
Magic3

Equipment: 1 Cybernetic, 1 Vehicle
Special: Ambidextrous, Gunslinger, 2 (Physical or Wilderness) Skills
Weapons: 2 Pistols
Armor: Light Armor

Head Hunter (Partial Cyborg) 6 H, 1 M [/td][/tr]
Speed4
Sneak4
Fight6
Aware4
Tech4
Magic2

Equipment: 3 Cybernetic, Bionic Reconstruction (Medium Armor), 1 Vehicle or Mech
Special: 1 (Espionage, Physical, Tech or Wilderness) Skill
Weapons: 1 Rifle, 1 Pistol, 1 Melee
Armor: Light or Medium Armor

Juicer 7 H, 2 M [/td][/tr]
Speed7
Sneak4
Fight6
Aware2
Tech3
Magic2

Equipment: 1 Vehicle, 1 Tech (Juicer Rig)
Special: Automatic Dodge, 2 (Espionage, Wilderness or Physical) Skills
Weapons: 1 Rifle, 1 Melee
Armor: Light Armor

Ley Line Walker 4 H, 6 M [/td][/tr]
Speed3
Sneak4
Fight3
Aware3
Tech4
Magic7

Equipment: -
Special: 5 Spells, Ley Line Affinity
Weapons: 1 TW Pistol or TW Rifle
Armor: Light Armor

Mind Melter 4 H, 6 M [/td][/tr]
Speed3
Sneak3
Fight3
Aware6
Tech3
Magic7

Equipment: 1 Vehicle or Tech
Special: 5 Psionic
Weapons: 1 Pistol or Melee
Armor: Light Armor

Martial Artist 6 H, 3 M [/td][/tr]
Speed6
Sneak4
Fight6
Aware4
Tech1
Magic3

Equipment: -
Special: Ambidextrous, Automatic Dodge, Magic Resistant, Super Strength, Mobility Skill
Weapons: Natural Weapons, 2 Melee
Armor: Natural Armor (Light)

Mystic 4 H, 5 M [/td][/tr]
Speed3
Sneak4
Fight3
Aware4
Tech3
Magic7

Equipment: -
Special: (Sensitive) Psionic, 1 Psionic, 3 Spells, Spell (Commune)
Weapons: 1 TW Pistol
Armor: Light Armor

Operator 4 H, 4 M [/td][/tr]
Speed3
Sneak2
Fight3
Aware4
Tech6
Magic6

Equipment: 1 Tech (Repair Kit), 1 Power Armor (Light or Medium) or 1 Large Mech
Special: (Electrokinesis) Psionic, Repair Skill, 2 Tech Skills
Weapons: 1 Pistol or Rifle
Armor: Light or Medium Armor

Phoenixi 5 H, 8 M [/td][/tr]
Speed6
Sneak3
Fight4
Aware3
Tech1
Magic7

Equipment: -
Special: (Pyrokinesis) Psionic, (Sensitive) Psionic, Undying (Drowning), Bioregeneration, Flight, Magic Blast (Fire), Resist Energy (Fire), (Continual Flame) Spell Ability (at will)
Weapons: 1 Melee
Armor: Natural Armor (Medium)

Psi-Slinger 5 H, 5 M [/td][/tr]
Speed5
Sneak3
Fight5
Aware4
Tech2
Magic5

Equipment: -
Special: Ambidextrous, Gunslinger, (Telekinesis) Psionic, (TK Shield) Psionic, Spell Ability-Energy Bolt (Impact, at will), Technowizardry
Weapons: 2 Pistols
Armor: Light Armor

Psi-Stalker 5 H, 4 M [/td][/tr]
Speed4
Sneak6
Fight5
Aware3
Tech2
Magic4

Equipment: -
Special: (PsiVampire) Psionic, 1 Psionic, 3 Skills (Physical, Wilderness or Espionage), Monster Rider
Weapons: 1 Rifle, 1 Melee
Armor: Light or Medium Armor

Robot Horse 9 H, 0 M [/td][/tr]
Speed8
Sneak2
Fight5
Aware3
Tech4
Magic2

Equipment: 3 Cybernetics, Boosted Strength (Cybernetic)
Special: Robot
Weapons: Natural Weapons
Armor: Heavy Natural Armor

Robot Horse 9 H, 0 M [/td][/tr]
Speed8
Sneak2
Fight5
Aware3
Tech4
Magic2

Equipment: 3 Cybernetics, Boosted Strength (Cybernetic)
Special: Robot
Weapons: Natural Weapons
Armor: Heavy Natural Armor

Robot Humanoid 7 H, 0 M [/td][/tr]
Speed4
Sneak2
Fight5
Aware4
Tech7
Magic2

Equipment: 3 Cybernetics
Special: Robot, Computer Hacking Skill, 2 Skills
Weapons: 1 Pistol or Rifle, 1 Melee
Armor: Light Armor

Scientist 4 H, 2 M [/td][/tr]
Speed3
Sneak3
Fight3
Aware6
Tech6
Magic3

Equipment: 3 Tech, 1 (Vehicle or Civillian Mech)
Special: Science Skill, 4 Tech Skills, 1 Skill (any)
Weapons: 1 Pistol or Rifle
Armor: Light or Medium Armor

Scout 5 H, 2 M [/td][/tr]
Speed4
Sneak6
Fight4
Aware5
Tech3
Magic2

Equipment: 1 Vehicle, 1 (Tech or Cybernetic)
Special: 3 Wilderness Skills, 1 Physical or Tech Skill
Weapons: 1 Rifle, 1 Melee
Armor: Light or Medium Armor

Shifter 4 H, 6 M [/td][/tr]
Speed3
Sneak5
Fight4
Aware3
Tech2
Magic7

Equipment: -
Special: 2 Spells, 4 Spells (Mystic Portal, Open Rift, Protection Circle, Summon Monster)
Weapons: 1 TW Pistol, 1 Melee
Armor: Light Armor

Soldier 6 H, 2 M [/td][/tr]
Speed4
Sneak4
Fight6
Aware4
Tech4
Magic2

Equipment: 1 Tech, (1 Tech, 1 Vehicle or 1 Exosuit/Heavy Body Armor)
Special: 3 Skills (any)
Weapons: 1 Rifle, 1 Melee
Armor: Medium Armor or Heavy Armor Exosuit as above

Super Hero[color=red] 6 H[/color], 3 M [/td][/tr]
Speed4
Sneak4
Fight5
Aware3
Tech3
Magic5

Equipment: -
Special: 5 Special Abilities
Weapons: 1 Pistol or Melee
Armor: Light Armor

Tattooed Warrior 6 H, 4 M [/td][/tr]
Speed4
Sneak4
Fight6
Aware2
Tech2
Magic6

Equipment: -
Special: 4 Spells, Tattoo Magic, Super Strength
Weapons: 1 Pistol or Rifle, 1 Melee
Armor: Natural Armor (Light)

Technowizard 4 H, 5 M [/td][/tr]
Speed3
Sneak2
Fight3
Aware4
Tech6
Magic6

Equipment: (Repair Kit) TW Tech, TW Vehicle
Special: Technowizardry, 2 Spells (each with TW item focus), Repair Skill, 1 Tech Skill
Weapons: 1 TW Pistol or TW Rifle
Armor: Light Armor

Vagabond 4 H, 3 M [/td][/tr]
Speed4
Sneak4
Fight4
Aware4
Tech4
Magic4

Equipment: (Rusty Junker) Vehicle, 1 (Tech or Cybernetic)
Special: 5 Skills, 1( Spell, Psionic, or Special Ability)
Weapons: 1 Pistol or Rifle
Armor: Light Armor

Vampire (Secondary) 6 H, 4 M [/td][/tr]
Speed5
Sneak4
Fight5
Aware3
Tech2
Magic5

Equipment: -
Special: (Mind Control) Psionic, Bioregeneration, Light Weakness, Shapechange (bat, wolf, mist), Super Strength, Undying (Drowning), Vulnerability (Silver, Sunlight, Wood)
Weapons: Natural Weapons
Armor: Natural Armor (Light)

Witch 5 H, 5 M [/td][/tr]
Speed3
Sneak4
Fight4
Aware3
Tech3
Magic7

Equipment: -
Special: 2 Spells, (Commune) Spell, (Familiar Bond) Spell, 2 Special Abilities (choose from: BioRegeneration, Fly, Natural Armor (Medium), Shapechange (single animal), Super Strength)
Weapons: 1 Pistol or Rifle
Armor: Light Armor

Races:
Brodkil , Large size; +3 Health, -1 Mana; -1 Sneak, +2 Fight (but not to ranged), -1 Aware, -1 Tech, -1 Magic; Natural Armor (Light), Super Strength; Replace equipment (unless Headhunter) with 2 Cybernetic, no Armor, no Vehicle/Mech
Blind Warrior Woman +2 Mana; Blind, Fearless, Heightened Senses, Radar Sense (Medium); Replace Equipment with Wrist Laser (Pistol), Net Gun, Light Armor (with Magic Armor TW enhancement)
Changeling -1 Fight; Alter Self (at will)
Dragon (Great Horned) only available to Dragon Archtype; Magic Blast (Fire)
Dragon (Thunder Lizard) only available to Dragon Archtype; Magic Blast (Electricity), replace Flight with Runner
Dragon (Ice) only available to Dragon Archtype; Magic Blast (Cold)
Dragon (Night Stalker) only available to Dragon Archtype; replace Magic Blast with Spell Ability (Darkness, at will), Light Weakness
Dwarf +2 Health; -1 Speed
Elf -1 Health; +1 Sneak, +1 Aware
Faerie Diminutive Size; + 3 Mana; +2 Sneak -4 Fight (but not to ranged), -1 Tech; Spell (Faerie Dance); Flight, Natural Armor (Light); Replace all weapons, armor and equipment with nothing.
Gurgoyle Large size; +2 Health; +2 Fight (but not to ranged), -1 Sneak, -1 Tech; Natural Armor (Light), Super Strength
Gargoyle Huge size; +3 Health; +4 Fight (but not to ranged), -2 Sneak, -1 Aware, -1 Tech; Fly, Natural Armor (Light), Super Strength; Replace all equipment with Heavy Melee or Heavy Weapon + Ammo
Psi-X Alien -1 Fight; +1 Psionic Power Set; Hover
Seljuk -1 Sneak, -1 Aware; Natural Armor (Medium), Super Strength
Simvan Monster Rider; replace vehicles and equipment with a Beast mount (Large sized Beast capable of serving as a mount)
Orc +1 Health; +1 Fight, -2 Aware, -1 Tech
Troll Large size; +2 Health; +2 Fight (but not to ranged), -1 Aware, -1 Sneak
True Atlantean Human +1 Hit to whatever you do because you are just so much better than everyone else; thank your MC for letting you play on easy mode
Were(creature) +1 Health; -1 Tech; Bioregeneration, Fearless, Natural Armor (light), Natural Weapons (in animal form), Shapechange (creature, at will), Super Strength (in animal form), Vulnerability(Silver)
Wormwood denizen -2 Tech; Natural Armor (Light), Super Strength

Skills:
When using a trained skill you count hits on 4-6 instead of 5-6. Professional skills only count as hits on rolls of 6 if untrained.
General Skills can still be used untrained, counting hits on 5-6 as normal.

When outside of combat situations may use skills calmly and predictably and for every 3 dice of skill may convert those into an automatic hit.
ProfessionalSkillStatDescriptionThreshold 1Threshold 2Threshold 3Threshold 4Threshold 5
EspionageBlackmarketAwarecontacts for sale and purchase of items, information, safe houses1: Meet low-level fence, seller2: Meet mid-level fence, seller to get illegal wares3: Arrange to get something highly illegal4: Arrange a meeting with a big boss5: Walk-in with underworld kingpin
Security SystemsTechbypass active and passive security, find weak points, forged IDs, open locks1: Deactivate a simple car alarm2: Shut down building security feed for 30 seconds, Forge ID that will hold up under brief scruitiny3: find weak point window in competent security routine, solid forged ID4: take over security feed remotely, flawless forged ID5: Full layout, security personnel dossiers, all access codes, this job practically steals itself sweetheart, crack an unbeatable safe
TrickerySneaksocial engineering, pick pockets, forgeries, disguise, open mechanical locks1: sneak a small weapon past thug security2: lift security pass from off-duty guard3: affect new personality and cover ID4: fool associates with impersonation and disguise5: steal glasses off of a mark's face, fool close loved one's with impersonation and disguise
MilitaryDemolitionsTechexplosions are easy, disarming bombs takes a pro1: set up and take apart simple remote detonator2: create simple bomb3: create complex bomb, sabotage rockets4: identify explosive signatures 5: figure out and disable a tamper-proofed bomb in under a minute
Pulling RankFightuse your authority/connections to get where or what you want1: Gain access to minimal restricted area2: Requisition basic but still military equipment3: Requisition restricted military equipment, typically vehicles or anything worth >1Mc 4: requisition experimental military equipment, compel a single operative for a black op5: Commandeer Military Squad for Black Op
TechnicalComputer HackingTechbypassing computer security, find information on localnet, crypto, checks take at least 1 minute1: root a newbie's handbrain left open to air or with physical access2: penetrate civilian ICE, penetrate professional ICE with physical access3: penetrate professional ICE remotely4: break into secure classified military net with prolonged assault over weeks remotely, or today with direct access5: break into secure classified military net tonight remotely
Lore (and Languages)Aware (or Magic*)history, magic, everything but monster lore; also +1 language per point of Lore (can be retcon-learned if not picked at character creation). If Magic Lore is known then automatically know Dragon tongue; *Characters who can use Spells can use their Magic Stat as a Trained skill to use Magic Lore1: pop knowledge, identify common spell being used; detect highest Mana level of magical creatures (Mana >3) with Detect Magic2: simple niche knowledge, deeper mastery of local knowledge, identify subtle spell that is in effect; detect number and Mana levels of magical creatures with Detect Magic3: identify aftermath of spell (this fire was created by a burster, dragon breath, etc.), visualize image of creature detected via Sense Magic4: If suspected, can identify influence of magic that leaves no typical traces (mind control)5: a mastery of trivial minutiae, quote relevant passage from texts verbatim; identify magic effects on first glance; surface thoughts of creature detected by Detect Magic
MedicineTechused to bring people back from dead, and lesser injuries1: apply first aid/stabilize; treat minor ailments2: apply trauma surgery with aid of nano med kit; treat toxins with medkit; heal 2 wounds and remove wounded status3: neutralize toxin using herbal remedies; revive from death but still unconscious4: reattach limb in the field with med kit5: up and at em: bring mortally wounded back from death and healed up to continue fighting at least for a few minutes
PilotingSpeedfancy maneuvering, racing1: standard speed on rough terrain for each minute2: standard speed dodging obstacles for each minute3: max speed on rough terrain for each minute; dangerous but simple stunt (use a ramp, drive on improper terrain, 180 turn on a hover vehicle)4: max speed while dodging obstacles for each minute; dangerous and complex stunt (slide into parallel parking, step smoothly out of car as it does a donut)5: fly through a narrow tunnel, dodging fire; insanely dangerous stunt; land hover cycle in a transport plane that is doing a barrel roll
Pilot MechTechfancy maneuvering as Piloting Skill; use for Mech combat rolls instead of Fight, hits only on 5-6 ranged, 4-6 in Melee
RepairTechfixing armor, machines, just about anything1: Repair 1 damage per 4 hours to vehicle with appropriate tools, fix minor damage2: repair 1 damage per 2 hours to vehicle, fix major damage 3: repair 1 damage per hour to vehicle, fix fatal damage in 4 hours(cracked engine block, rebuild transmission, rewire hyperdrive)4: fix fatal damage in 2 hours5: fix fatal damage in an hour
Science!Techanalysis of biology, chemistry, forensics, physics, psychology, economics, geology, etc.1: Basic knowledge (sensors say a big storm is coming, what caused these laser burns?)2: Figure out complicated things (a day's lead time on simple knowledge: an unusual storm is coming tomorrow; there were two shooters)3: Figure out things on very little data, the volcano is going to blow soon based upon my calculations; the serial killer suffers a psychotic break whenever he sees the color white4: uncanny reconstruction of crime scene5: there is no way you could know this

GeneralSkillStatDescriptionThreshold 1Threshold 2Threshold 3Threshold 4Threshold 5
WildernessAnimal KenAwarecare and feeding of non-magical animals, riding animals, training animals1: befriend an animal with its favorite food2: calm an attack dog3: train for riding on a wild animal4: calm vicious predator pack5: can practically speak with animals
Monster LoreAwareknow everything there is to know about monsters and d-bees1: identify common beings and creatures2: identify rare creatures, know major details about common creature3: know of creatures that don't even live in your continent, know major and minor details of common creatures, major details of rare creatures4: know major and minor details of rare creatures, major details of even creatures that you've never met5: you are a living pokedex; able to identify creatures by the faintest of signs
SurvivalAwaregathering food, finding water, shelter, tracking1: find your way through woods without getting lost; track vehicle through wilderness2: find sustenance and shelter in temperate environment; track wild game3: find sustenance and shelter in extreme environment4: 5: track a faerie through a forest for an entire day
PhysicalHTH CombatFightthe lost art of punching people in the face; melee combat and grapple hits on 4-6 instead of 5-6
MobilitySpeedswimming, climbing, base jumping, kip up, etc.1: climb a tree, swim across a pond2: seamlessly roll to your feet after being knocked on your ass, parkour around obstacles at -2 speed3: climb a vertical stone surface, swim a very long distance, parkour full speed4: climb a sheer wall, swim white water rapids5: dodge sniper fire

Tech Equipment:
Equipment bonuses typically do not stack as you can only apply one tool at a time
Autodocsurgical pod, not easily portable, can perform most surgeries. 6 Medicine if on automatic (automatic success on treating difficulty 2 conditions), +2 Medicine if controlled by skilled user in Medicine200 Kc
Breathing Apparatusoxygen supply and protection from gases. 6 hour air supply, filter gases providing immunity vs. gas attacks.5 Kc
Communicatorshielded field radio, video, crypto set; 80 km range, multiple channels and encryption available; can be rewired to jam Comms within 100m (Repair [2] or Computer Hacking [2)]5 Kc
Cryobagpreserve the dead/dying for later healing, keeps beer cold; Can use to preserve dead body without deterioration for up to 1 week. Takes 1 round to activate after placing body.25 Kc
Demolition Kitremote detonators and explosives, electrical tools. Comes with launcher, 16 grenades [4 HE, 4 Frag, 4 Incendiary, 4 Smoke], detonators and timers, and 4 fusion blocks; +1 Demolitions25 Kc
Drone Kitdrones and remote. 4 diminutive drones (6 sneak, 8 Fly; stealth mode: 4 Sneak at 6 Fly) with live encrypted video feeds and recorders. Can be programmed to survey areas. Transmission range 16 km60 Kc (10 Kc to replace drone)
GrapplerPneumatic Launcher, and reel of 100m fine cable and electromagnetic grappling hook; +2 Mobility for climbing10 Kc
Hand Brainhandheld computer, translator, camera, simple AI personal assistant; +1 Computer Hacking, +1 Lore15 Kc
Jet PackFly 8 for 3 hours per E-Clip; requires 1 hour cooldown after 2-3 hours of flight100 Kc
Juicer Rignano-personal health kit, auto-healing, stims. Requires 12 weeks to adapt. Heal wounds 1 per 5 minutes, boosts speed and reaction times, +4 Fight vs poisons and disease, able to ignore Wounded status. Shortens life expectancy to 4+1d6 years (even less if used after age 30). Require 5x the standard calorie and nutrition input to keep up with the accelerated metabolism.250 Kc
Med Kitnano med-surg field kit; +1 Medicine50 Kc (10 uses, 10 Kc refill)
Optics Band or Helmetnight vision, binoculars, thermoimaging, UV, macro; can See Invisible, +1 general Aware, +1 Science25 Kc
Portable Labmini bio lab, 3-D printer, can fab simple tools and objects; +2 Science40 Kc
Portable Scannerradar, dosimeter, atmosphere analyzer, heat sensor; +1 Science, +1 general Aware20 Kc
Repair Kitmultitools, sonic screwdriver, plasma torch, quick-weld patches enough to repair 20 points of damage to armor plating; +2 Repair15 Kc (5 Kc per 20 points of armor plating materials)
Spy Kitsurveillance gear, multi-optic cameras, microwave screens, audiosurveillance, micro-spy devices, 2 stealth spy drones (as drone kit but 8 Sneak, 8 Fly; stealth mode: 6 Sneak at 6 Fly); +2 Surveillance System100 Kc (30 Kc to replace spy drone)

Cybernetics Equipment:
Cybernetics equipment can interfere with the ability to manipulate mana. Characters with 2 or more cybernetic options often start to lose touch with the magical energy coursing through living beings. These permanent reductions of their Mana and Magic stats are already taken into account on starting characters with cybernetic implants where applicable. This is not a hard and fast rule, break it as much as you want like a Cyberknight might.
Adaptive Camouflage+2 Sneak to hide150 Kc
Arm Cannonobvious built-in weapon, Rifle-class or Melee Weapon, doesn't have to actually replace arm/hand but +1 to Fight if it does100 Kc
Bio Limb (or Bio Organs)organic synthetic prosthetic (does not interfere with manipulation of Mana)25 Kc
Bionic Lung6 hour oxygen supply and protection from gases50 Kc
Bionic Reconstructionat least 50% of body is replaced with bionics, Micro-fusion core dedicated power source, Natural Armor (medium) plating, (req. at least 2 cybernetic implants, including at least 2 limbs and torso as fluff)300 Kc (200 Kc to replace Fusion power source, and 25 Kc for yearly maintenance to prevent breakdown)
Boosted Speed+1 Speed, Runner100 Kc
Boosted StrengthSuper Strength100 Kc
CommBuilt in Communicator with Crypto capabilities; 80 km range, multiple channels and encryption available20 Kc
Concealed WeaponHoldout pistol or melee weapon, Aware [2] Needed to detect on search, Aware [4] Needed to detect without search50 Kc + cost of equivalent weapon
Drug DispenserSyringe, Nebulizer and Contact Transfer, comes loaded with doses of many drugs and Medkit; +1 Medicine200 Kc (10 uses, 10 Kc to refill)
Extra LimbExtra arm and hand, could be tentacle with manipulator digits100 Kc
GrapplerPneumatic Launcher, and reel of 100m fine cable and electromagnetic grappling hook; +2 Mobility for climbing25 Kc
Jet PackFly 10 for 3 hours with 1 hour cooldown after 2-3 hours of flight; Requires Super Strength150 Kc
NeurocompTranslator, computer, data-jack, simple AI (somewhere between Clippy and Jeeves); +1 Computer Hacking (+2 to Computer Hacking when Jacked-in), +1 Lore100 Kc
Opticsnight vision, binoculars, thermo-imaging, UV, magnifier; can See Invisible, +1 general Aware, +1 Science100 Kc
Rocket BoostersShort-range flight, Fly 8 for 1 min boost, 10 min cooldown before can be used again. If not on cooldown can be used indefinitely to add +3 Speed for taking full movement with boosted leaps100 Kc
Sensory Arrayradar, dosimeter, chem sniffer, +2 Aware vs Ambushes, +1 general Aware100 Kc
Skin overlayArtificial skin covering to hide cybernetics. Usually disdained by full conversion borgs and only holds up to cursory inspection. Disguise is ruined when damaged50 Kc
Subdermal PlateLight Armor skin50 Kc
Targeting HUD+1 Fight with ranged weapon or +1 Hit if Taking Aim (instead of +2 Fight total)100 Kc
Ultra Ear+1 Aware for hearing related and detecting hidden/sneaking; audio surveillance capability100 Kc
Voice Modulator+3 Trickery to mimic voices. Requires recording and analysis of voices imitated. Also can be used as loud speaker75 Kc

Spells:
Two stats are important for Spells or Psionic use.
• Magic, which is used to control or target magic abilities. This is also your ability to resist magic that targets your person.
• Mana, which determines how much magic you can wield.

At certain powerful magic locations you can tap additional mana when casting spells.

To affect someone with a Spell or Psionic ability your Threshold required is equal to 1/2 their Magic ability (rounded up). For example a Ley Line Walker with Magic 7 would require a Threshold of 4 to be affected by a Spell or Psionic Ability, and a Scout with Magic 2 would require a Threshold of 1.

Spells are rituals that activate and control supernatural energy which can be performed directly from a Tome, or by using gestures and incantations by a skilled practicioner. Must have at least one hand free, excepting niche casters such as Technowizards or Tattoo Magic, each of which have their own drawbacks.

All Spell Practicioners get the Special Ability to Detect Magic

Rituals and Sacrifices:
With great sacrifice comes great power. Living beings have Mana that can be sacrificed in order to power spells. Typically by blood letting of the intended sacrifice, and performing a ritual lasting at least 10 minutes per mana point drained. The sacrifice does not have to be fatal, but in order to get the last point of Mana from an individual they must die during the ritual. Mages can and do work together in rituals to contribute their Mana to a massive spell, holding back their last point of Mana.
Rituals require a Protection Circle be cast before beginning and must be maintained during the ritual. A ritual is ruined and must begin anew if the circle is broken.

Ley Lines:
Ley Lines are channels of potent magical energy that flow across the Earth, crackling with a glow that is easily visible at night and faintly visible during the day. Magic at Ley Lines tends to be more powerful, but also less predictable. When within 100m of a Ley Line +2 Mana and +1 Magic die. When using magic at a Ley Line, effects may surge out of control, roll 1d6 for result on Magic Power Surge Table. Also, when within 100m of a Ley Line all magic and supernatural creatures are undetectable via Detect Magic thanks to the overwhelming power of the Ley Line. Psi-Stalkers in particular do not enjoy being near Ley Lines as their natural senses become useless while their prey become more powerful.
Magic Power SurgeEffect
1No Effect
2Target an additional Creature nearest to original target
3Deal +1 extra hit of Damage if applicable
4Target an additional Creature nearest to yourself
5Double area of effect
6Roll twice on this table

Power SourceEffect
Ley LineWhen within 100m of a Ley Line +2 Mana and +1 Magic die
Ley Line ConjunctionWhen within 100m of a crossing of 2 Ley Lines +5 Mana and +3 Magic die
Ley Line NexusWhen within 100m of a crossing of 3 or more Ley Lines +7 Mana and +5 Magic die

SpellRangeDurationMana CostEffect
Animate MinionTouch to create, can command telepathically up to Medium RangeConcentration, or Permanent if double mana Spent2 Mana for simple undead, 3 Mana for greater undead or Animated Object; +2 Mana for each size above Mediumundead or animate minion
Carpet of AdhesionMedium Range2d6 Rounds, or Concentration2 Mana, +2 Mana to double area affected20 meter area of ground becomes sticky, clinging to all those who tread upon it. Fight 3 Threshold or else Entangled while in area. Fight 1 Threshold or else unable to Move.
Cause FearShort2d6 Rounds2 Mana, +2 Mana to increase to Terror 2Induce Fear by provoking Terror check vs. Terror 1
ChameleonShortConcentration2 Mana, +2 Mana to double amount of creatures affected+3 Sneak to hide, affecting up to 1 individual per Magic stat.
Change SizeTouchConcentration2 Mana, +4 Mana per additional size tierchange size larger or smaller by 1 tier, modify stats per size table adjustments. If increasing size and becoming Large or higher, gain Super Strength
CommuneSelfConcentration2 Manacontact outsider and ask questions. Spirit will have Lore and Magic Lore rank 8, may ask number of questions equal to casters Magic Stat per day
Continual FlameShort1 day2 Manacreate long lasting illumination that appears as a heatless flame, sheds light on 10m area, if cast on a creature then must defeat creature's Magic Threshold +1
Control WeatherVery LongConcentration, 1 Hour per Magic Stat4 Mana, +4 Mana per doubling of rangecan summon up storms, precipitation, strong gusts, or calm weather. During a storm may direct gusts to cause Entangled Condition to all in area who fail Fight 3 Check. May direct lightning during a storm to cause Magic +2 Damage to target within range. Storms take 5 minutes to begin.
Create BarrierMediumConcentration, Varies3 Mana, +1 Mana for additional 10m length or to double thickness and heightcreate 20m stretch of 3m tall x 1m thick barrier from either Earth, Ice, Fire or Wind. Earth and Ice will remain until destroyed, Fire and Wind will disperse a number of rounds equal to Magic Stat after concentration ends. Fire deals Magic +2 Damage to those within area. Earth, Ice and Wind deal +0 Magic damage to those in area as it pushes them out of the way.
DarknessMediumConcentration2 ManaCan create a 30m radius shadowy mist that obscures and dims light requiring Night Vision to see through and canceling Daylight, can move the area within range
DaylightMediumConcentration2 ManaCan create a bright area 30m radius, canceling Darkness, can move the area within range
Death TouchTouchInstant2 Mana, +3 Mana per +1 Magic to damagemelee attack only affects living tissue +2 Magic
Detect MagicMediumConcentration1 ManaUse Magic Lore to identify nearby magical creatures, magical objects, magic abilities (including spells and psionics) and magic locations
Dispel MagicMediumInstant2 Mana, +1 Mana per additional Magic DieTerminate ongoing magical effect, can be used to exorcise possessing entities. Make Magic check vs. Mana used in casting of spell. The shock of having an ongoing magical effect be disrupted prevents that Spell or Psionic ability from being used by the opponent for 1d6 Rounds
Energy BoltLongInstant2 Manalong range energy attack +1 Magic, may be Cold, Fire or Electricity (laser beam counts as Fire in this case)
Energy ShieldShortConcentration3 ManaEither a 10m plane or dome forms within Short range of the caster, dispersing energy attacks that hit the Shield. Energy attacks (including Laser, Ion, Plasma, Particle Beam, Lightning, Fire) must defeat Heavy Armor and 10 Health before piercing the shield. If the shield is overwhelmed (reduced to 0 health), then it is dispersed and the caster cannot reform it for 1d6 rounds. Raising or Lowering the shield takes an action.
Faerie DanceMedium1d6 Rounds2 Mana+1 Magic to compel creature to dance or perform silly act (juggling, singing, etc.). If successful then target cannot take any other actions but may still move.
Familiar LinkTouchPermanent4 Manabond loyal familiar
FlightTouchConcentration2 Mana, +2 Mana per +3 Fly SpeedFly at Speed equal to Magic Stat
Force BoltLongInstant2 Manalong range physical attack +1 Magic, may be Ice, Stone or TK Blast
HealingTouchInstantaneous2 ManaRestore health up to number of hits from Magic +0, and repair wounds.
HexShort1d6 Hours2 Mana, +2 Mana to make hex 1d6 Days, +4 Mana to become permanent+0 Magic to bestow curse upon target creature. Curses may include unpleasant physical change (boils, odor, stutter), hallucinations, nightmares, pain, or other torments. The distraction tends to give -1 die to all rolls made by the target.
Hide AuraSelfConcentration2 ManaSuppress aura to require +3 Threshold on Detect Magic to be detected and amount of information gained from Detect Magic about your person; does not work if actively using any other powers
InvisibilityTouchConcentration2 Mana per targetIndividual or up to medium creature sized object becomes invisible. +4 Sneak to hide as light bends around the willing target, but light is distorted seeing outward from veil causing -3 to rolls requiring vision (including Aware rolls and attack rolls).
Magic ArmorSelfConcentration2 Mana, +2 Mana per additional 1 temporary HealthMedium armor, 2 temporary Health (Armor is Dispelled when temporary health reduced to zero). Dispelled Armor cannot be renewed for 1d6 rounds. Raising or Lowering the Armor takes an action.
Mystic PortalMediumConcentration2 Manacreate two linked portals up to 100m apart, large enough to permit Medium or smaller creatures easily, and a Large creature with some squeezing. If a portal should close while someone or something is partially through it, the creature or object will be fully transported through whichever side the majority of its mass lays.
Open RiftShortConcentration8 Mana, +4 Mana to summon creatureopen large gateway to another dimension. Can summon a supernatural creature to bargain for its services. This is often done by summoning it into a Protection Circle
PolymorphShortConcentration, 1d6 minutes3 Mana, +3 Mana to make permanent+0 Magic attack, can cause target or self to change into a small or diminutive animal, replacing their Fight, Speed and Sneak stats with the animal's
Protection CircleShortConcentration1 Mana+4 Magic for Defense for all creatures within Circle, supernatural creatures must defeat your Magic Stat Threshold with either Fight or Magic or else it cannot cross the circle. If the Circle is broken by an object or creature passing over it then it fails.
See InvisibilitySelfConcentration1 Manacan see invisible creatures
Shape ElementsShortConcentration or Permanent2 Mana, +2 Mana for each squared doubling of base areacarve 1 square meter of ice or earth per round, manipulate 10 square meters of water, fire or wind. Ice and Earth will remain in altered form, fire, water and air will resume natural state when concentration ends.
SleepShort1d6 Minutes or until woken2 Mana+1 Magic to render target creature unconscious
Summon MonsterMediumConcentrationMana Cost Variesbriefly summon monster under your command, more powerful creatures cost more Mana
TonguesSelfConcentration1 Manacan understand and be understood by any spoken language. Does not grant ability to read or write languages
Travel Through StoneTouchConcentration2 Mana, +1 Mana for each additional creatureAllow creatures and items carried to move through earth as if it was water. Must hold breath if submerged. If spell ends while submerged will be forcibly ejected to nearest spot above and take 6 Fight Damage
Turn to StoneShortPermanent4 Mana+0 Magic to turn living creature to stone if able to maintain line of sight for 3 rounds while concentrating

Psionics:
Psionics is similar to magic, but the power comes from the mind and body rather than manipulation of ambient mana. To the lay person the difference between Psionics and Spells is largely theatrical. Psionics require no gestures or incantations, but cannot be taught or used as rituals.

All Psionics have the Special Ability to Detect Magic, and the Mind Block Psionic Power.
To activate a power requires 1 Mana, and to maintain a power with Concentration requires 2 Mana (though some allow you to spend more for greater effect). Passive abilities do not require Mana.
Range can be boosted by 1 increment per 3 additional Mana.

Psionics select power sets which come with one or more powers.
Power SetIndividual PowersRangeDurationEffect
Astral ProjectionAstral ProjectionSelfConcentrationSend psychic projection to scout location
Object ReadTouchInstantGain impressions about previous owner including approximate direction
BiomanipulationInduce Paralysis or SleepShort1 RoundTarget is Winded on Success, Disabled if you get 2 or more extra hits beyond Success.
Induce PainMedium6 Rounds, ConcentrationTarget is Wounded (-1 to Rolls) on Success
Block SenseShort3 Rounds, ConcentrationOn Success Target is -3 on rolls relying upon that sense
ElectrokinesisControl ElectronicsShortConcentrationCan operate technology at range as if had physical access
Discharge ElectricityMediumInstant+1 Magic Ranged Attack
Resist ElectricitySelfPassive, ConcentrationImmune to non-armor defeating electricity, and with concentration immune to armor defeating electricity, ion weapons.
Short-CircuitShortConcentrationDisable device at range on Success
TelemechanicTouchConcentrationGain intimate knowledge of technology, +3 Tech to Repair or Hacking
Mind ControlDominationShortConcentrationCause target to become your servant, -2 Magic to use in combat; Target can try to resist if given orders antithetical in nature
Hypnotic SuggestionTouch1d6 days or until suggestion is completedPlace suggestion of action to take, can only use ability outside of combat
Empathic TransmissionShortConcentrationInfluence Emotion in targets. Can target individual at +1 Magic, or multiple individuals in range at -1 Magic.
Mind WipeModify MemoriesTouchVariesWipe and alter memories of target. Success minor memory, lasting 1d6 Days, on Threshold+1 modify minor memory permanently, or major memory lasting 1d6 Days, on Threshold+2 modify major memory permanently.
Restore MemoriesTouchVariesRestore memories of target on Success
Psi-SwordPsi-SwordSelfConcentrationGenerate psychic melee weapon dealing +3 Magic damage
PsiVampireDrain ManaTouch1d6 Minutes+3 Magic opposed Magic Test; on Success reduces Mana of target by 1 + number of extra Hits over Success Threshold and allows user to use this Mana to power their own abilities. Cannot be resisted with Mind Block
Mask AuraSelfConcentrationSuppress aura to require +3 Threshold on Detect Magic to be detected and amount of information gained from Detect Magic about your person; does not work if using any other powers
Psychic DefenseGroup Mind BlockShortConcentrationMay roll Magic +1 to resist Magic ability affecting anyone within your range
Resist FearShortConcentrationMay grant +3 Magic vs. Fear for those within range
Sixth SenseSelfConcentration+1 Speed for Initiative; Automatic Dodge using Magic instead of Speed for dodge checks and number of automatic dodges permitted per round
Psychic SurgeonDiagnosisTouchInstantDetermine ailments
HealingTouchInstantRestore 1 Health on Success + 1 per each extra Hit
Psychic SurgeryTouchInstantReattach or repair damaged limbs and organs with Successful Threshold [3]
Remove PainTouchConcentrationSubject can ignore effects of being Wounded
Remove Poison or DiseaseTouchInstantGrant +4 Fight vs Poison or Disease
PyrokinesisControl FireLongConcentrationMove or grow fire up to double in size; Keep fire from expiring; Quench fire to half size
Flame BoltLongInstantMagic +2 Ranged Attack
InfernoMedium1d6 RoundsMagic +2 Ranged Attack to 10m area
Resist FireSelfPassive, ConcentrationImmune to non-armor defeating fire, and with concentration immune to armor defeating fire, plasma weapons.
SensitiveEmpathyMediumConcentrationSense emotions of all subjects in range whose magic threshold was defeated
Mind ReadShortConcentrationRead surface thoughts on Success; read hidden or deeper thoughts with Success on Threshold +2; on failure target is aware that Mind Read was attempted and who attempted it and +1 Threshold difficulty for further Mind Read if resisting
See AuraMediumConcentrationCan determine if supernatural being (Magic >5), Mana level; Auras of invisible characters are still visible
TelepathyLong ConcentrationCommunicate mentally
TelekinesisDevastationShortConcentrationCreate a whirlwind of flung objects, Area Attack Damage +1 Magic
LevitationSelfConcentrationFlight Speed 4
TelekinesisMediumConcentrationLift Objects 100 kg per Magic (+1 to Magic for this purpose per extra Mana spent to boost weight), at Speed 2 (+1 Speed per Mana spent to boost speed)
Telekinetic ThrustMediumInstantRanged Attack, Damage +2 Magic
TK ShieldPsi ArmorSelfConcentrationPersonal Medium Armor with 3 Health. When destroyed cannot be renewed for 2d6 Rounds, takes an action to lower.
TK ShieldSelfConcentrationStatic bubble shield over area, Medium Armor and 4 Health. If destroyed cannot be renewed for 2d6 Rounds, takes an action to lower.
UniversalDetect MagicMedium Range +1 Range Increment per additional ManaConcentrationUse Magic Lore to identify nearby magical creatures, magical objects, magic abilities (including spells and psionics) and magic locations
Mind BlockSelfInstantRoll Magic +3 to resist Magic ability

Special Abilities and Traits:
Special Abilities:
Alter Self (at will) alter physical form (maintaining approximate body shape, size and mass) at will; perform disguise at +2 Trickery
Ambidextrouscan use two one-handed weapons at once, either combine on 1 target or attack 2 targets separately
Automatic DodgeCan attempt dodge without losing an action up to 1 time per Speed rank, but only once per attack and does not work vs. area attacks.
Automatic ParryWhen wielding an armor defeating melee weapon can attempt a dodge using base Fight instead of Speed without losing an action up to 1 time per Fight rank, but only once per attack and does not work vs. area attacks.
Bioregeneration fast healing, heal 1 health per round
Magic SensitiveDetect Magic as an at will ability, no Mana cost. Sense supernatural powers, creatures and emanations
Extra Limbshold more stuff, or can use 1 extra Melee Attack per round
Fearless+4 Magic skill vs Fear attacks
Flightcan fly at double land movement speed
Gunslinger+1 Fight with pistol or rifle weapons
Heightened SensesHit on 4-6 when rolling Aware based rolls
Hover float just above ground at will, move at normal speed
Incorporeal (at will)Immune to damage from impact, heat, cold, poison; can pour through very small openings, taking a full round to pass through. Cannot directly affect physical objects. Takes an action to change to or from corporeal and incorporeal
Ley Line Affinitycan intuit details of Ley Line, remote view, send holographic messages, Hover, Bioregenerate, and Teleport along Ley Line
Magic Blast (type)Medium ranged area Magic [8] Attack (or Magic +1, whichever is higher), 1d6 round cooldown; type typically will be Acid, Cold, Electricity, Fire, Impact, Sonic
Magic Resistantenemies require +1 extra hit to affect you with magic attacks.
Monster Ridercan use Animal Ken skill to care for, befriend and train monsters
Natural Armor (Medium or Heavy)medium or heavy armor with no penalties
Natural Weapons (enhanced or huge)+1F melee weapons, may be enhanced with energy +2F or touch attack Save [2 Fight] Threshold vs status. Huge natural weapons are ones out of proportion that look like they should deal extra harm and are +2F melee weapons; ex: a giant horn that can be used as a gore attack, or an armored club tail.
Radar Sense (range)in range listed can locate and effectively see everything exposed. Cannot penetrate barriers.
Resist Energy (type)+2 Armor Threshold vs. attack type (Acid, Cold, Electricity, Fire, Impact, Laser/Light, Sonic)
Shapechange (any creature) can assume any animal form; animal form can include humanoid, enabling disguise at +2 Trickery
Shapechange (altered structure) altered structure can be Air/Mist, Diminutive, Electricity, Flaming, Giant, Ice, Light, Metal/Stone, Sand, Shadow, Water
(Air/Mist) fly at speed, incorporeal, +1 Sneak to hide
(Diminutive) decrease size by one category, apply size modifiers per size; this power may be taken multiple times to limit of Diminutive
(Electricity) run at speed 12, +2 armor bonus vs. energy weapons, +2 natural weapon(electricity)
(Flaming) fly at speed 12, +2 armor bonus vs. heat and cold, +2 natural weapon(fire), magic blast(fire)
(Giant) increase size by one category, apply size modifiers per size, super strength; this power may be taken multiple times to limit of Gargantuan
(Ice) +2 Health, Spell Ability (create barrier(ice), at will)
(Light) hover at speed, +2 armor bonus vs lasers/light, energy blast (laser), spell ability (Daylight, constant, centered on self)
(Metal/Stone) heavy natural armor, super strength, +2 armor bonus vs electricity (either due to conducting or insulation)
(Sand) medium natural armor, burrow at speed, can pour through small openings as though incorporeal, Spell Ability (shape element(earth), at will)
(Shadow) hover at speed, Vulnerability (Laser), incorporeal, Spell Ability (Darkness, at will, centered on self), Spell Ability (Invisibility, at will, on self, still leave shadow as quirk)
(Water) light natural armor, swim at speed, can pour through small openings as though incorporeal, water breathing, Spell Ability (shape element(water), at will)
Spell Ability (at will)A spell ability that can be used naturally either daily or at will, without using mana, only base effect
Super Strengthcount hits on 4-6 instead of 5-6 when using melee weapons, and treat melee as Armor Defeating
Terror [1-3]Creatures must roll Magic against Terror Threshold to overcome fear, Terror 1, Supernaturally scary monster, Terror 2, Supernaturally scary badass monster that should scare even hardened power armor pilots. Terror 3, Supernatural Intelligences, entities made of Terror. Terror rating grants immunity to Terror checks of your level or lower. Must flee if fail a Terror check by more than 2.
ThermoimagingCan see heat radiation naturally
Undying (bane)If killed, will reanimate anew unless special death condition is met

Traits are generally not worth calling an ability per se, some are even bad, but worth noting.
Traits:
BeastAnimal mind, cannot speak or understand language, including telepathy
Alter Self (limited) alter physical form (maintaining approximate body shape, size and mass), duration 1 hour per Magic stat per day. Time need not be continuous.
Hulkingdouble weight that can be carried, lifted or pushed
Incorporeal (constant)Immune to damage from impact, heat, cold, poison, can pour through very small openings. Cannot directly affect physical objects.
Light Weaknesslose all special abilities in sunlight, but get Night Vision
MookMook trait is used to basically power down player character class options. 1 less die to all stats and max base stat of 4, 1 less extra ability (skill, psy, magic, equipment)
Natural Armor (light)light armor with no penalties
Natural Weapons+1 F melee weapons
Night Visioncan see in partial darkness
RobotImmune to mind affecting magic including fear
Runnercan perform movement at double speed if taking no other actions
Shapechange (single creature) can change into specific animal form; animal form may be humanoid if not naturally a humanoid
Spell Ability (daily)A spell ability that can be used naturally daily, without using mana, only base effect
Tattoo Magicmagic spells are permanently scribed onto the body, runes glow when spells are activated and may be tacitly cast
Technowizardryassume owned items are powered by magic, allocate 2 mana to use items rather than energy/ammo, also all spells are cast through machine conduits otherwise -1 Magic to casting and +1 Mana required for casting. Start with spell conduits for known spells.
Uncontrolled (psionic ability)psionic ability is always on, taking up 2 mana allocation. In the case of targeted abilities, it is targeted at whatever individual the afflicted is looking at[/color]. Only way to have uncontrolled ability not activated is if it is temporarily broken (TK shield destroyed), temporarily dispelled, or if mana is drained too low to power the ability.
Vulnerability (bane)take double damage from armor defeating vulnerability damage (metal from rail gun, fire), and non-armor defeating damage becomes armor defeating (wood, silver); if normally a non-damaging source (ex: sunlight, water, holy symbol) then attack ignores armor and deals M4 damage per each round exposed, and cannot heal until removed from exposure
Water Breathingcan breathe water

Weapons
E-Clips, E-Cans, Power Sources:
Energy Weapons use universal E-clips and larger E-Canisters (E-Can) that can be recharged and discharged rapidly. These ultra-capacitors are also used for powering all manner of electronic devices. E-Canisters typically have quadruple the storage capacity of an E-Clip.
Melee
Electro-Mace+0 Fight; doesn't damage if Armored (unless Super Strength); if hit then Save [2 Fight] or Stun 1 Round.
Energy-Blade+2 Fight, Req. E-Clip for 10 min of use - Activation (activation costs 1 min)
Neural-WhipShort Range +0 Fight; doesn't damage if Armored; if hit then Save [2 Fight] or Stun 1 Round. Can entangle targets within 1 size of attacker if 2 Threshold Success on attack
Plasma-Torch/Laser Cutter+0 Fight (special: against immobile target can be held in place for 1 round to automatically deal 1 Hit, and for each additional round 1 extra hit of armor threshold will be ignored), Req. E-Clip for 10 min of use - Activation (activation costs 1 min)
Vibro-Blade+1 Fight
Natural Weapon+1 Fight; doesn't damage if Armored (unless Super Strength)
Huge Weapon (or Huge Natural)+2 Fight (requires Super Strength)
Minor Artifact+2 Fight, has single magic power
Major Artifact+2 Fight, has multiple magic powers

Pistol1 handed weaponsE-Clip / AmmoRange
Needler+0 Fight, does no damage, no effect if Armored; if hit then Save [2 Fight] or Unconscious in 1 Round for 1d6 hours30 shot clipShort
Sonic Stunner+0 Fight, does no damage; if hit then Save [2 Fight] or Stunned for 1d6 Rounds100 shotsShort
Slug Thrower+1 Fight, does no damage if Armored30 shot clipShort
Ion+2 Fight15 shotsMedium
Laser+1 Fight50 shotsMedium
Plasma+1 Fight; if hit then Burns 6 Fight for 1 Round10 shotsShort
Rocket Pistol Revolver+2 Fight5 rocket slugs, then gun is disposableMedium

Rifle2 handed weaponsE-Clip / AmmoRange
Flechette+2 Fight30 shot drumLong
Grenade LauncherAs Grenade1 GrenadeMedium
Ion+3 Fight8 shotsMedium
Laser+2 Fight30 shotsLong
Particle Beam+3 Fight3 shotsLong
Plasma+2 Fight; if hit then Burns 6 Fight for 1d6 Rounds10 shotsMedium

Heavyreq. Super Strength to wield, E-Can for EnergyE-Can / AmmoRange
Particle Beam+4 Fight5 shotsLong
Plasma Ejector+3 Fight, Burns 6 Fight for 1d6 Rounds5 shotsMedium
Pulse Laser+3 Fight30 shotsLong
Rail Gun+3 Fight (short burst), Full Auto (5x ammo) for +2 Fight to Area50 burst drumLong-Burst / Medium-Auto
RPGAs Grenade20 rocket-grenadesLong

Mega-Heavyreq. Super Strength to wield, connected to dedicated power supplyCooldownRange
Boom Gun+5 Fight(will cause Knockdown to wielder unless Huge+ sized) - Very Long
Laz-Beam+5 Fight, beam attack, can hit multiple targets if lined up in a row1 RoundVery Long
Lightning Cannon+5 Fight; if hit then roll 1d6, on 5-6 will strike nearest additional target at 1 less Fight than previous attack and repeat until no further hits1 RoundLong
Particle Accelerator+6 Fight, beam attack, can hit multiple targets if lined up in a row2 RoundsVery Long
Plasma Projector+4 Fight; if hit then Burns 8 Fight for 1d6 Rounds1 RoundMedium
Rail Cannon+4 Fight (short burst only)-Very Long

Explosions deal damage to an area, and can deal 1/2 damage (rounded down) to double that area.
Explosivesgrenade launcher attachment can be added to Pistols and RiflesRange
Grenade, EMP1 Fight to 10m area; Jams Tech Equipment in 100m area, +1 Threshold needed for success with any Tech related rolls (piloting, combat, device usage, etc.), +3 Threshold needed for Communications and Sensors, effect lasts 1d6 hours in area, and 1d6 rounds after leaving areaThrown-Short / Medium-Launcher
Grenade, Frag7 Fight to 20m areaThrown-Short / Medium-Launcher
Grenade, HE9 Fight to 10m areaThrown-Short / Medium-Launcher
Grenade, Incendiary8 Fight to target, if hit then Burns 6 Fight for 1d6 roundsThrown-Short / Medium-Launcher
Grenade, Smoke0 Fight, no damage, area expands 10m each round up to 30m radius; smoke cloud blocks line of sight for 1d6 MinutesThrown-Short / Medium-Launcher
Grenade, Stun0 Fight to 10m area, Does not wound, but Save [2 Fight] or Stun 1 roundThrown-Short / Medium-Launcher
Grenade, Tox Gas0 Fight to 10m area, Does not wound, but Save [2 Fight] vs Poison or in 1d6 rounds become Disabled for 1d6 minutesThrown-Short / Medium-Launcher
Land Mine, Frag8 Fight to 40m area-
Fusion Block Land Mine, HE10 Fight to 20m area-
Rocket, HE10 Fight to 100m areaVery Long X5
Rocket, Nuclear16 Fight to 1600m areaVery Long X5
Tactical Nuke16 Fight to 1600m area-

Armor and Power Armor:
Characters starting with Armor do not have the Armor taken into account for stats. Natural Armor has no penalties.
Many armors have additional capabilities built in that can run from a built-in low-power E-Cell that can be recharged monthly.
Common built in capabilities:
• Comm (32 km range, multiple channels and encryption available),
• Full Environmental (1 hour air supply when no oxygen available, can filter air otherwise providing immunity vs. gas attacks)
Most hand-held Tech can be built into armor but are not standard.

Exosuits: These are armor that boost strength and speed but do not have their own weapon system or fusion power source. They run off of a swappable E-Clip that can power the suit for 1 week. When without power the suit has -2 Sneak, -3 Speed, -3 Fight as it is quite cumbersome without the power assist.
Helmets: Most armors come with a helmet. If no head protection is worn then roll 2d6 for each attack and on box cars (both dice roll 6's) the attack hits the head unprotected by armor. If enemy was Taking Aim then only needs to roll one 6 on 1d6 to hit the head.
Punchthrough: Armor protects the wearer, but if more than 3 points of damage are dealt past the armor's protection then excess damage will penetrate and wound underneath the plating (remember if the wearer has no natural armor then they take quadruple damage per the balance of excess damaging hits).

Class:Bulkiness and weight of armor. Light, Medium or Heavy.
Armor Threshold:Number of additional hits required for an armor defeating attack to be able to inflict damage
SDC:Structural Damage Capacity, amount of damage that can be absorbed before armor ceases to function
Attributes:Stat modifiers and built-in technology
Cost:Typical cost in credits to purchase armor
Class/NameArmor ThresholdSDCAttributesCost
Light
Armored Clothing+1 Hit 2no armor for head35 Kc
Armored Trenchcoat+1 Hit 2no armor for head35 Kc
Dog Boy Riot Plate+1 Hit 3Comm20 Kc
Juicer Assassin Plate+1 Hit 3-20 Kc
Ley-Line Walker+1 Hit 4Breathing Apparatus25 Kc
Pilot Suit+1 Hit 4Comm, Full Environmental40 Kc
Plastic Man+1 Hit 3-1 Sneak, Full Environmental20 Kc
Riding+1 Hit 4no armor for head25 Kc
Urban Warrior+1 Hit 4-1 Sneak25 Kc
Medium
Assassin Plate, Heavy+2 Hits 4-1 Sneak45 Kc
Barracuda Aquatic+2 Hits 4-2 Sneak, Air Tank (6 hrs), Comm, Full Environmental, Swim Speed 575 Kc
Buffalo Rider+2 Hits 4-1 Sneak50 Kc
Bushman+2 Hits 4-1 Sneak, Full Environmental60 Kc
Camouflage Variable Armor+2 Hits 3Adaptive Camouflage, Comm, Full Environmental150 Kc
Dead Boy+2 Hits 5-1 Sneak, Comm, Full Environmental75 Kc
Enchanted Chainmail+2 Hits 4-2 Sneak75 Kc
Explorer+2 Hits 5-1 Sneak, Comm, Full Environmental, Scanner80 Kc
Gladiator+2 Hits 4-1 Sneak, Full Environmental60 Kc
NGR T-12 Field Medic+2 Hits 5-1 Sneak, Comm, Full Environmental, Hand Brain, Medkit, Optics150 Kc
NGR T-13 Field Mechanic+2 Hits 5-1 Sneak, Comm, Full Environmental, Hand Brain, Optics, Laser Torch, Repair Kit150 Kc
Heavy
Bionic Plate+3 Hits 7Requires Super Strength and Bionic Reconstruction100 Kc
Bushman, Heavy+3 Hits 5-1 Sneak, -1 Speed, Full Environmental100 Kc
Crusader+3 Hits 5-1 Sneak, -1 Speed, Full Environmental100 Kc
CS Heavy Dead Boy Exosuit+3 Hits 6-1 Sneak, +1 Speed, Comm, Full Environmental, Super Strength200 Kc
D-20 Exoskeleton+3 Hits 5-1 Sneak, +1 Speed, Comm, Full Environmental, Super Strength150 Kc
Dragon Scale Mail+3 Hits 6-1 Sneak, -1 Speed200 Kc
Enchanted Full Plate+3 Hits 5-2 Sneak, -2 Speed150 Kc
MI Vaqueros+3 Hits 4-1 Sneak100 Kc
NG Gladius Exoskeleton+3 Hits 6-2 Sneak, +1 Speed, Comm, Full Environmental150 Kc
NGR T-10 Cyclops +3 Hits 6-1 Sneak, +1 Speed, Comm, Full Environmental, Hand Brain, Optics150 Kc
NGR T-11 Exosuit +3 Hits 6-1 Sneak, +1 Speed, Comm, Full Environmental, Hand Brain, Optics, Super Strength250 Kc


Power Armor
Characters starting with Power Armor do not have the Armor taken into account for stats.
Power Armor usually has a bonus to Health in addition to requiring extra hits to damage as Armor. Power Armor cannot be worn while operating a vehicle or Mech as it is too cumbersome.
Power Armor always has built in Comm, Full Environmental protection, with 12 hours of air supply standard, and Scanner.
Class/NameArmor ThresholdSDCMobilityAttributesWeaponsCost
Light
Flying Titan+1 Hit needed to Wound4Flight Speed 15+3 Speed, -1 SneakWing Lasers (Rifle), (2) Wing-mounted Rocket Launcher (6 rockets each)1 Mc
Triax Terrain Hopper+1 Hit needed to Wound4Rocket Assist Leap Speed 10+4 Speed, -1 SneakNone or optional Forearm Lasers (Rifle) and Shoulder Rocket Launcher (2 rockets)800 Kc, 1 Mc with weapons package
Trident Aquatic+1 Hit needed to Wound4Swim Speed 7+3 Speed, -1 SneakForearm Plasma Torch, Forearm Rocket Launcher (1 Rocket)1 Mc
Medium
NG Samson+2 Hits needed to Wound6Ground Speed+2 Speed, -2 Sneak, Super StrengthMelee, Rail Gun, (2) Forearm Rocket Launchers (2 rockets each)1 Mc
SAMAS+2 Hits needed to Wound6Flight Speed 14+2 Speed, -2 Sneak, Super StrengthMelee, Rail Gun, Forearm Rocket Launcher (2 Rockets)1.75 Mc
Triax Predator+2 Hits needed to Wound6Flight Speed 12+2 Speed, -2 Sneak, Super StrengthMelee, Pulse Laser, Forearm Rocket Launcher (2 Rockets)2 Mc
Triax Super Trooper+2 Hits needed to Wound6Ground Speed+3 Speed, -2 Sneak, Grappler, Super StrengthVibroblade, Palm Laser Torches (2), Pulse Laser, Leg Rocket Launchers (14 Rockets), Shoulder Launcher Fusion Blocks (7 Mines)1.5 Mc
Heavy
CS Terror Trooper+3 Hits needed to Wound8Ground Speed Only+2 Speed, -3 Sneak, Super Strength, Targeting HUDMelee, Forearm Lasers (Rifle), Rocket Launcher Rifle (30 rockets), Heavy Particle Beam (40 shots)10 Mc
Glitter Boy+3 Hits needed to Wound9Ground Speed Only+1 Speed, -4 Sneak, Immune to Knockdown (when stabilizers deployed), Resist Energy (Laser), Super Strength, Targeting HUDMelee, Boom Gun (200 shots)- must spend 1 round rooting to ground before can fire first shot, and 1 round to retract from ground before moving again25 Mc
Mecha-Knight+3 Hits needed to Wound7Fly 10+1 Speed, -3 Sneak, Resist Energy (Laser), Super Strength, Targeting HUDEnergy Sword, Shoulder Laser (Rifle), Heavy Particle Beam15 Mc

Vehicles and Mechs:
Vehicles have their own Movement Speed, SDC and Armor.
Vehicle ground speeds are for maneuvering on fairly level but unpaved terrain. On a straight-away and smooth surface, boost speed by 50% for purposes of movement distance

The Speed Limit. A speed of 20 or higher is likely to incur the wrath of pre-apocalypse orbital weapon systems. They have been known to target vehicles with power signatures and size roughly equivalent to a human or larger. Vehicle and power armor manufacturers have learned the hard way to respect the Speed Limit.

E-Cells are the same technology used for powering energy weapons, and also serve as refillable electrical power sources for most civilian vehicles in addition to households. Larger or more advanced military vehicles have self-contained fusion reactors which can be used to refill E-Cell technology and run indefinitely at rated load capacities. Most vehicles can run a week of continuous use off a full charge of their E-Cell, which works out to about a month of regular use often. Combustion Engines are things of the past. Even if you could find one still working, it's value would be as an ancient artifact rather than as a functional tool given that gas refineries are a thing of the past and E-Cell technology with electric engines made the combustion engine obsolete long ago.

Speed modes:
Ground: travels in contact with ground, may be slowed by difficult terrain
Hover: floats 1-3m over ground or water, undeterred by terrain
Fly: can fly through air, undeterred by terrain
VehicleArmorHealthSpeedCrewFuelWeapons
Motorcycle148 Ground1 Pilot, 1 PassengerE-Cell-
Heavy Motorcycle266 Ground1 Large PilotE-Cell-
Rusty Junker045 Ground1 Pilot, 4 PassengersE-Cell-
SUV166 Ground1 Pilot, 5 PassengersE-Cell-
Monster Truck2106 Ground1 Pilot, 5 PassengersE-CellRifle
Transport Truck295 Ground1 Pilot, 4 PassengersE-CellRifle
Heavy Hovercycle266 Hover1 Large PilotE-Cell-
Skycycle1416 Fly1 Pilot, 1 PassengerE-CellRifle
Hovercar1614 Fly1 Pilot, 5 PassengersE-CellRifle
Hover Transport1121 Pilot, 20 Passengers8 FlyFusionRifle
Military Transport3157 Ground1 Pilot, 1 Copilot, 1+ Gunners, 20 PassengersFusion1 Heavy, Rifles
Military Hover Transport31214 Hover1 Pilot, 1 Copilot, 1+ Gunners, 20 PassengersFusion1 Heavy, Rifles
Tank3185 Ground1 Pilot, 2 Gunners, 1 CommFusion1 Mega Heavy
Hover Tank3158 Hover1 Pilot, 2 Gunners, 1 CommFusion1 Mega Heavy
Spider Walker3157 Ground1 Pilot, 1 Copilot, 6 PassengersFusionHeavy
Military Flying Fortress35012 Fly1 Pilot, 1 Copilot, 10+ Gunners, 1+ Engineers, 120+ PassengersFusionMany Mega Heavy, Many Heavy, Rocket Launchers
Robot Horse168 Ground2 RidersFusion-
TW Sky Skimmer1412 Fly1 PilotManaRifle
TW Sky Sail2158 Fly1 Pilot, 1 Copilot, 1+ Gunners, 20 PassengersManaRifle


Mechs
Mechs have their own stats, health and armor. What separates a Mech from a typical vehicle is their usual humanoid form or bipedal locomotion, and ability to perform Melee Combat in addition to serving as a Vehicle and weapons platform.

All Mechs have their own fusion reactor that is used to power weapons and mobility. The largest Mechs may have multiple reactors with some dedicated just to Mega Heavy Weapons.
MechArmorHealthSpeedCrewWeaponsExample
Large Civilian21051 Pilot, 1-2 Passengers+3 T MeleeTitan Reconnaissance Bot
Huge Civilian22051 Pilot, 1 Copilot/Comm, 1 Engineer, 40 Passengers+5 T MeleeBehemoth Explorer
Large Military (2.5-5m tall, single Pilot)31471 Pilot, 0-2 passengers+3T Melee, Heavy or Megaheavy, RocketsD-30 Conquistador; Nomad Scout, Triax Jaeger; Triax Ulti-Max
Huge Military (5-10m tall, single operator capable, with passengers or crew) 32571 Pilot, 1+ optional Gunners/Copilot/Comm+5T Melee, Heavy, Megaheavy, RocketsCS UAR-1 Enforcer; CS IAR-1 Abolisher; Hunter Mobile Gun; Titan Combat Robot; Triax Dynamax; Triax Forager
Gargantuan Military (10m-25m, crew operated walker)34071 Pilot, 1 Copilot, 1 Comm, 1+ Gunners, 1+ Engineers+7T Melee, Heavy, Megaheavy, RocketsTriax Black Knight; Triax Devastator


Credits:
The post-apocalyptic economy largely revolves around generation of energy. Everything is pegged to the cost of a recharge, listed in credits.
Credits are a pre-apocalyptic currency holdover wherein a cryptocurrency of credits is tracked. People are essentially trading randomized hashes of long strings of numbers. Transfers are authenticated by a networked ledger.

Mini-Fusion reactors typically cost 500 K credits, and have a life-span of ~20 years if well maintained (25 Kc annual maintenance). Smaller ones used by borgs and lighter power armor have a lifespan of only ~5 years and cost 200 K credits due to the miniaturization needed. If a fusion reactor is not properly maintained then roll 1d6 each year with a failure on 6. Add 1 to the roll each additional year not maintained. Given that failure tends to happen during periods of high load, say during combat, most adventurers prefer to keep their powersource maintained if they can afford it at all.
These reactors can be used to power ultra-capacitor E-Cell technology, typically in the form of E-Clips and E-Canisters (E-Cans). The cost of a recharge is about 500 credits for an E-Clip and 2000 for an E-Can or E-Cell on a vehicle.
The following are rough benchmarks for various items. Exceptional specimens (like Glitterboy power armor) are often as much as 50-100% more expensive.
[Kc=Kilocredits, Mc=Megacredits]
ItemCredits
a refreshing beverage10 c
Room and meals for 1 day at rural location100 c
Fabbed clothing outfit100 c
Monthly rent in apartment in an arcology5 Kc - 250+ Kc (depending upon area)
Day pass into an arcology10 Kc per day
E-Clip5 Kc
E-Can20 Kc
Tech melee weapon10 Kc
Grenade1 Kc (500 c for smoke)
E-Pistol15 Kc
E-Rifle25 Kc
Heavy Weapon50 Kc
Mega Heavy Weapon500 Kc (price does not include required reactor)
Minor Artifact1-10 Mc
Major Artifact50-500 Mc
Light Armor25 Kc
Medium Armor50 Kc
Heavy Armor100 Kc
Light Power Armor1-2 Mc
Medium Power Armor1-5 Mc
Heavy Power Armor10-15 Mc
Large Civilian Mech2 Mc
Huge Civilian Mech4 Mc
Large Military Mech20 Mc
Huge Military Mech100 Mc
Gargantuan Military Mech500 Mc-1Bc+
Tech Equipment15-100 Kc
Cybernetic Equipment25-300 Kc
Land Vehicle, Civilian10-200 Kc
Hover Vehicle, Civilian200 Kc-2 Mc
Land Vehicle, Military1 Mc-10 Mc
Hover Vehicle, Military2 Mc-300+ Mc
Cost of Repairs
Fusion core annual maintenance25 Kc
Fusion core repair50 Kc
Armor Plating1 Kc per point of damage (parts and labor)
Disabled5% total cost of vehicle, mech or power armor (parts and labor)
Destroyed15% total cost of vehicle, mech or power armor (parts and labor)

The Black Market:
That's Black Market, capital B, capital M.
It runs the ledgers for the majority of transactions using credits. To the Coalition's dismay, their credit system relies upon the Black Market credit exchange. All attempts to separate the two had been economically and politically futile. Indications are that the Black Market ledger system is actually a pre-apocalyptic artificial intelligence that is only concerned with maintaining the balances of the credit system and prevention of corruption or control from outside forces. Its infrastructure is actually in orbit and unreachable thanks to the orbital defense system. The Coalition spent decades trying to root out the kingpin behind the Black Market before giving up in embarrassment, but the name remained.

The Coalition had called all non-sanctioned stores and sales "Black Market sales" and the name as stuck. There is no particular overlord or kingpin of the Black Market, but lots of warlords and crime bosses with pride they refer to themselves as part of the Black Market, and they all are using the same linked network backbones to conduct credit transfers. There is no established human currency outside of credits, leaving barter economies

While independent markets are not a unified force, they do share some protocols and respect as a result of their persecution from the Coalition, and back channels can be used to make contacts amongst their ranks. Outside of the Black Market credit exchange the only human economies of note run on a barter system. On Atlantis the local currency is backed by the ability to exchange it for slaves.
[editry]
Formatting will be improved incrementally as time passes.

I'm gonna hafta upgrade my lappy to an OS version that handles Strange Eons and make some cards... I'll IP scrub the whole thing when I'm done, but it started out as a fun exercise while enjoying insomnia and I'm not changing names yet since I want people to see where it's coming from first and to accommodate requests for added content.
The intent is that this doesn't have to be a board game, however, it would serve as a superior RPG system for Rifts. I mean fuck, I even got the Vagabond within the playable range. Downside is that things aren't as wildly far apart as before, for people who liked being multiple RNG iterations apart in the same party... but seriously I'm not going to right all the balance issues or even try. Some choices are straight up better, and that's that.

I will continue to update this as I add more and more. Most recent updates in red, but minor tweaking of names or typoe corrections may not be highlighted.
Last edited by erik on Sun Aug 16, 2015 5:27 am, edited 63 times in total.
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OgreBattle
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Post by OgreBattle »

How does it handle power armor being hit with a railgun
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erik
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Post by erik »

Powerarmor and armor are light medium or heavy. Light requires 1 *extra* hit to damage. 2 for med 3 for heavy.

Power armor also gives a small health bonus like +0 to 3 depending on what it is.

No location damage. Just health damage passed onto wearer. If you run out of health then armor is ruined and you're down 1round and next hit is deadly. To heal armor need repair skill.

Railgun is a heavy weapon so that gives +3 dice to attack and need super str to wield or a support device like a stationary tripod.

A full conversion cyborg lugging a rail gun has 7 fight + 3 weapon. Rolls 10 dice needing 4 successes deal damage to a pilot in a Glitterboy. Anything over 4 successes is extra damage.

[edit: oddz]
If you're wanting probability. That's 0.03% of dealing 5 damage, 1.63% of dealing 4 damage, 5.69% of dealing 3 damage, 13.66% of dealing 2 damage, 22.76% of dealing 1 damage. Dealing 6 damage in 1 roll is unlikely.

So about 44.07% of dealing some damage in that scenario.
Source to confirm using: output [count {5, 6} in 10d6]

The path to ultimate damage is in melee, since super strength in melee hits on 4-6 instead of 5-6. So you can tear stuff up faster that way, but put yourself in harm's way as well since most monsters will be having super strength.
Last edited by erik on Sat Jul 11, 2015 2:07 pm, edited 1 time in total.
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Post by Username17 »

When I was considering making Chicago Horror (sequel to Los Angeles Horror), one of the key features was giving characters three or fore focuses rather than sliders. The granularity between being 3 Fight, 2 Will and being 2 Fight, 3 Will just isn't worth fucking with all that refocus nonsense over multiple turns. It slows the game down with limited benefit.

Instead you can give characters 3 or 4 complete stat arrays and force players to choose one each turn. Characters who are supposed to have a focusing advantage can jolly well just have more divergent stat arrays.

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Post by erik »

Focus was going to just be "set it to where you want and it stays there until next round"

This made me hem and haw about whether I should even bother with ranges at all since you will expect players to put their most optimal stat up top, but it does still matter for how fast you can sneak.

The main reason for focusing for other stats is just for a surprise round, and I'm not sure that is worth keeping (-2 penalty if surprised would do the same). I mean people aren't going to give a crap about investigating something in the middle of a firefight, and you're going to be focusing on magic or technology one at a time anyway.

I could keep the range for Sneak/Speed and then just give the optimal attributes for Fight, Investigate, Tech and Magic. Or give -2 penalty to sneak when running, -2 penalty to speed when sneaking. Then no need for the focus at all. I think I like this best. I don't mind divergence from Arkham Horror, it was just intended to be the skeleton mechanic for this.

I'm gonna go grocery shopping, then I'll retune the stats to get rid of ranges (so combined stats will be 24 pts instead of 18).

My main challenge will be having status effects à la magic/psionics hit a sweet spot in the range between worthwhile and not auto-win.

[edit] I've decided to use adjusted magic stat for saves
Last edited by erik on Sat Jul 11, 2015 8:41 pm, edited 1 time in total.
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Post by erik »

Been updating. Next up is defining spells more and a bit more on base rules (statuses, hazards, grid vs abstract)
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Post by Schleiermacher »

What's your big problem with M&M erik? Srure there's some dodgy (but trivial to fix) math there in a few places, and some powers are little more than a prompt for the GM to make shit up (Time/Dimensional Travel and Precognition, notably) but I don't understand how it could make you rage with boredom.
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Post by erik »

M&M is just a boring d20 mod. I just tried to read the SRD again, looking for changes that made me want to choose it over just playing D&D and almost passed out. So bored. Also, it's a helluvalot easier to convert a board game into an RPG. M&M has too much cruft, it would be a huge ordeal to figure out which parts aren't dodgy or needing fixed. I'd rather take something simple and solid and work it upwards.

Disclaimer on Mechs- I was about to go to a waterpark with the kids so I just spitballed it for the health amount so I could finish editing the post and head out the door. I suspect I made them too high, but maybe not.
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Post by Orion »

Rifts lets you choose between an elf, a dwarf, and a person from Turkey?
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Post by erik »

Yes, and those are your only options.[/snark]

Those were mostly options that seemed representative of how I would handle various optional races. I tried to bring the opposite ends of balance together a lot, but some options will still essentially be blatant power-ups with no downside if you wanted to choose them (True Atlanteans vs. humans).
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Post by Chamomile »

Now I want a game where the classes are Fighter, Elf, Alcoholic, Republican, Busker, Keanu Reeves, Italian, and Desk.
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Post by erik »

Chamomile wrote:Now I want a game where the classes are Fighter, Elf, Alcoholic, Republican, Busker, Keanu Reeves, Italian, and Desk.
That sounds doable except for Fighter. That one's a deal breaker.

Aaaaannd updated with more base rules and a few tweaks.
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Post by OgreBattle »

Reading through all of this, it looks very playable while delivering most of what I like about RIFTS
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Post by erik »

Thanks. I'm continuing to add bitlets to things. Changed spoiler name of "Magic" to "Spells" since I was overusing magic as a name.

I'm pretty happy with how much I've got done since I started this 9 days ago and have had a busy, busy work schedule and my social and family life rampages on unabated.

I've been avoiding fleshing out spells and psionics mostly because that's busy-work that I can bang out later and I'm not very worried how it will impact the main rule structure/balance. I'll expand the table noting ranges, durations, more specific effects, and Mana costs. That's right, I've finally decided how I'm using Mana (at one point I was close to scrapping it since I didn't want to bother with PPE/ISP bullshit).

Mana will be a limit for how many spells or psionics you can have activate and have running. If this weren't Rifts world then the default would be 0 Mana, but since magic is ubiquitous almost everyone has the potential to learn and use some Spellery if they so desired, so Mana 2 is the base for noncasters. With Mana 6 you can expect to be maintaining a couple spells running and allocating Mana to activate a new spell every round.

In actual play I envision having your character card, cards for your equipment and spells/psionics, and a pile of Mana tokens which you could put on Spell or Psy cards to indicate they are being used towards that end.

I tweaked Vagabond a bit ago since it made more sense for them to have evenly distributed stats since per fluff text they're supposed to be a jack of all trades, and I included an optional selection to give them a dip into anything else, cybernetic, skill, tech, supernatural, magic, psionic, whatever to give them a taste of variety or weirdness (since that also fits).

I'll be polishing rules for various things likely to come up:
• Grappling
• Death and Dismemberment - What happens when you take more Armor Defeating Damage than your Health permits
• Revival from Death - typically will involve saving the head and as much body as you can and attaching cybernetic parts
• Other Hazards - Poison/Disease, Radiation, Starvation, Drowning
• Ley Lines, places of power, living sacrifices - Mostly how big a bonus you get
• Advancement/XP - adding new powers and skills, not level based
• Post Apocalyptic Economy/Credits - credit currency is backed by ability to exchange it for energy (recharging E-clips and E-Cans)
• Skill usage/difficulties in greater detail
• Spells in greater detail (as was done for psionics)


- Things I'm probably not bothering with rules for:
• Called shots
• K/O hits
• Insanity (so no Crazies/M.O.M. conversions)
• Alignment
• Stuff I've suppressed memories of because it was so bad
• Minor psionics (I'll try to bundle them in packages if they're powers worth caring about)

Big busy work will be posting more races, specific power armors, specific robots, and especially a monstreperous manuel.

And as a wrap-up - setting stuff. Most will just get head-nods with no energy towards changing them. I mean why do a conversion instead of total new game if I'm not going to retain the meat of it? Some will get overhauled, for example Vampires are obviously going to be nothing like Rifts Vampires since I wanted them as something usable. And setting notes like the orbital deathray-enforced speed limits. I liked that thread and would happy incorporate some of those notions.

I probably will file off the serials at some point simply because Palladium was aggressive with litigation in the past. Dunno if that is still true, but hey.

Long term plan is to finish this outline, then organize it in a PDF. Make pretty cards using CC-friendly images where available, draw what I need to for art if unsatisfied with what is available (I promise to do a better job with drawing than Siembieda). I don't have projected completion dates yet.

[edit:
changed Investigation to Aware... tidied up language about Hits/Successes/Threshold... still have a ways to go feeling things out before I'm consistent with my terminology.]

If anyone has anything they want to see prioritized for adding next, lemme know.
Last edited by erik on Mon Aug 03, 2015 11:52 pm, edited 4 times in total.
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Post by OgreBattle »

To add next... monsters to fight. Something like your vehicles/mecha list but for toothy things.
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Post by erik »

Any particular monsters?

There's like, a at least a couple dozen, so I'll start with the popular and setting important ones. Mostly they will be classified as Monsters because they aren't usually played or are expected bad guys a MC will throw at the party. I know you can play a god or supernatural intelligence or zenith moon warper, but nobody should.

Rhino Buffalo
Simvan Monster Rider (Simvan Race + Scout class)
Splugorth Slave Barge Slaver
Blind Warrior Women
Wild Vampire
Master Vampire
Vampire Intelligence
Brodkil
Gargoyles
Xitixixix
Autonomous Skeleton Robots
Floopers
A couple adult dragon types
Elementals
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Post by OgreBattle »

erik wrote:Any particular monsters?
Not really, none of the RIFTS monsters really stood out to me as most games I've played the focus is on fighting other humanoids. The monsters I remember were basically a variable amount of...

1) size (some are smaller than human, most are car sized and bigger)
2) mobility option (slow, runs fast, flies, teleports, etc.)
3) attack options (claws, grappling, blasts things from afar, uses magic)
4) totally random MDC numbers
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Post by erik »

Monsters
Biggest thing of note is that non-medium sized critters will have a change to their Fight score not affecting their ranged attacks.

Brodkil:
Brodkil (Soldier) [/td][td]Size L[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 1(9)[/td][td]Mana 1[/td][td]Speed 4[/td][td]Sneak 4[/td][td]Fight 8 (6 Ranged)[/td][td]Aware 3[/td][td]Tech 3[/td][td]Magic 1[/td][/tr]

MeleeVibroblade (F9), Punch (F8)
RangedLaser Rifle (Long Range, F8)
Skills3 Any (stock: Blackmarket, Mobility, Survival)
SpecialSuper Strength, Natural Armor (Light)
Psy-
Spells-
EquipmentRifle, E-Clip or E-Can, Melee, 2 Cybernetic

Brodkil (Headhunter) [/td][td]Size L[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 1(8)[/td][td]Mana 0[/td][td]Speed 4[/td][td]Sneak 4[/td][td]Fight 8 (6 Ranged)[/td][td]Aware 3[/td][td]Tech 3[/td][td]Magic 1[/td][/tr]

MeleeVibroblade (F9), Punch (F8)
RangedLaser Rifle (Long Range, F9*)
Skills1 (Espionage, Physical, Tech or Wilderness) (stock: Blackmarket)
SpecialSuper Strength, Natural Armor (Medium)
Psy-
Spells-
EquipmentRifle, Pistol, E-Clip or E-Can, Melee, 2 Cybernetic (stock: Optics, Targeting HUD*), Bionic Reconstruction, Vehicle (stock: Heavy Hovercycle)

Coalition Forces:
Mook trait is used to basically power down player character class options.
Mook: 1 less die to all stats and max stat of 4, 1 less extra ability (skill, psy, magic, equipment)[/color]

CS Borg (Cyborg, Full) [/td][td]Size M[/td][td]Worn Armor 3(7)[/td][td]Natural Armor(Health) 2(4)[/td][td]Mana 0[/td][td]Speed 4 (Run 7*, Fly 8*) [/td][td]Sneak 1[/td][td]Fight 4 (5* ranged)[/td][td]Aware 2[/td][td]Tech 4[/td][td]Magic 1[/td][/tr]

MeleePower Punch (F4)
RangedRail Gun (Short Burst-Long Range, F8), Rail Gun (Full Auto Area-Medium Range, F7)
Skills-
SpecialMook, Super Strength
Psy-
Spells-
EquipmentBionic Reconstruction (Medium Natural Armor), CS Bionic Plate (Heavy Armor), Rail Gun, Ammo Drum, 2 Cybernetic* (Stock: Rocket Booster (Fly 8 for 1 min, +3 Speed for boosted leaps), Targeting HUD (+1 Fight with ranged weapon or +1 Hit if Taking Aim (instead of +2 Fight total)))

CS Dog Boy [/td][td]Size M[/td][td]Worn Armor 1(3)[/td][td]Natural Armor(Health) 0(4)[/td][td]Mana 4[/td][td]Speed 3[/td][td]Sneak 3 [/td][td]Fight 4[/td][td]Aware 4[/td][td]Tech 1[/td][td]Magic 3[/td][/tr]

MeleeVibroblade (F5), Wrassle F4 (not armor defeating)
RangedLaser Rifle (Long Range, F6)
SkillsSurvival Skill, 1 Skill any except Tech (stock: Survival, HtH Combat)
SpecialMook, Heightened Senses, Runner
PsySensitive (Empathy, Mind Read, See Aura, Telepathy), Universal (Detect Magic, Mind Block)
Spells-
EquipmentCS Dog Boy Riot Armor, Laser Rifle, E-Clip, Vibroknife

CS Grunt (Soldier) [/td][td]Size M[/td][td]Worn Armor 2(5) or 3(6)*[/td][td]Natural Armor(Health) 0(4)[/td][td]Mana 1[/td][td]Speed 3 (4*)[/td][td]Sneak 2 [/td][td]Fight 4[/td][td]Aware 2[/td][td]Tech 3[/td][td]Magic 1[/td][/tr]

*if wearing Exosuit
MeleeVibroblade (F5), Wrassle F4 (not armor defeating)
RangedLaser Rifle (Long Range, F6)
Skills2 Any (stock: Piloting and Repair; or Demolitions and Security Systems; or Medicine and Mobility)
SpecialMook
Psy-
Spells-
EquipmentCS Dead Boy Medium Armor (unless Heavy Exosuit*), Laser Rifle, E-Clip, Vibroknife, (SkyCycle+Repair Kit; or Spy Kit+Demolitions Kit; or Medkit+Heavy Exosuit)

CS Military Specialist (Cyborg, Partial) [/td][td]Size M[/td][td]Worn Armor - or 2(5)[/td][td]Natural Armor(Health) 2(4)[/td][td]Mana 0[/td][td]Speed 5[/td][td]Sneak 4 (6 to hide)[/td][td]Fight 3[/td][td]Aware 3[/td][td]Tech 3[/td][td]Magic 1[/td][/tr]

MeleeVibroblade (F4)
RangedLaser Rifle (Long Range, F5)
Skills1 Military, Wilderness or Espionage (stock: Security Systems)
SpecialMook, Runner*
Psy-
Spells-
EquipmentCS Dead Boy Medium Armor (if worn then -1 Sneak and cannot use Adaptive Camouflage), Bionic Reconstruction (Medium Natural Armor), Laser Rifle, E-Clip, Vibroknife, 3 Cybernetic (Stock: Boosted Speed*, Adaptive Camouflage, Neuro-Comp)

CS Psi-Stalker (Psi-Stalker) [/td][td]Size M[/td][td]Worn Armor 2(5)[/td][td]Natural Armor(Health) 0(4)[/td][td]Mana 3[/td][td]Speed 3[/td][td]Sneak 3[/td][td]Fight 4[/td][td]Aware 2[/td][td]Tech 1[/td][td]Magic 3[/td][/tr]

MeleeVibroblade (F5), Wrassle F4 (not armor defeating)
RangedLaser Rifle (Long Range, F6)
Skills3 Physical, Wilderness or Espionage (stock: Mobilty, HtH Combat, Survival)
SpecialMook, Monster Rider
PsyPsyVampire (Drain Mana, Mask Aura), Universal (Detect Magic, Mind Block)
Spells-
EquipmentCS Dead Boy Medium Armor, Laser Rifle, E-Clip, Vibroknife

CS SAMAS Pilot (Robot Pilot) [/td][td]Size M[/td][td]Worn Armor 2(6)[/td][td]Natural Armor(Health) 0(6)[/td][td]Mana 1[/td][td]Speed 4 (Fly 10)[/td][td]Sneak 0[/td][td]Fight 4[/td][td]Aware 3[/td][td]Tech 4[/td][td]Magic 1[/td][/tr]

*Adjusted for SAMAS Power Armor Suit
MeleePower Armor Punch F4
RangedRail Gun (Long Range, F7)- 50 short bursts; HE Rocket (Very Long Range, F10)- 2 Rockets
SkillsPilot Mech, 2 (Military, Physical or Tech) (stock: Piloting, Pilot Mech, Repair)
SpecialMook, Super Strength from Power Armor
Psy-
Spells-
EquipmentSAMAS Medium Power Armor, Vibroknife, Laser Rifle, E-Clip

CS Robot Pilot (Robot Pilot) [/td][td]Size M[/td][td]Worn Armor 1(4)[/td][td]Natural Armor(Health) 0(4)[/td][td]Mana 1[/td][td]Speed 2[/td][td]Sneak 2[/td][td]Fight 4[/td][td]Aware 3[/td][td]Tech 4[/td][td]Magic 1[/td][/tr]

Meleeper Mech
Rangedper Mech
SkillsPilot Mech, 2 (Military, Physical or Tech) (stock: Piloting, Pilot Mech, Repair)
SpecialMook, Super Strength from Mech
Psy-
Spells-
EquipmentCS Dead Boy Pilot Suit (Light Armor), Laser Pistol, E-Clip, 1 Mech or Military Vehicle (CS Spider-Skull Walker, CS IAR-1 Abolisher, CS UAR-1 Enforcer Robot),

VehicleArmorHealthSpeedCrewSpecialWeaponsMelee
CS Spider-Skull Walker3187 Ground1 Pilot, 1 Copilot, 6 Passengers-(2x) Mega-Heavy Rail Guns (Very Long Range Burst, T8)- 250 bursts each, (2x) Laser Batteries (Long Range, T6), Grenade Launcher (Medium Range, Smoke and Tox Gas)-40 grenades of each-
CS IAR-1 Abolisher3205 Ground1 Pilot, 1 Copilot, 2 Gunners, 1 Comm-Mega-6x Heavy Rail Guns (Very Long Range, but cannot target within Short Range, T8), (2x) Laser Turrets (Long Range T6)Mech Slam T6
CS UAR-1 Enforcer3145 Ground1 Pilot, 1 Gunner-Mega-Heavy Rail Gun (Very Long Range Burst, T8)- 250 bursts, Rockets (HE) (Very Long Range x5, 10F to 100m area)- 20 rockets, 2x Laser Batteries (Long Range, T6), Grenade Launcher (Medium Range, Frag (7F), HE (9F), Incendiary (8F), Smoke or Tox Gas) -40 grenades of eachMech Slam T6

CS Technical Specialist (Scientist) [/td][td]Size M[/td][td]Worn Armor 2(5)[/td][td]Natural Armor(Health) 0(3)[/td][td]Mana 1[/td][td]Speed 2[/td][td]Sneak 1[/td][td]Fight 2[/td][td]Aware 4[/td][td]Tech 4[/td][td]Magic 2[/td][/tr]

MeleePunch (F2, not armor defeating)
RangedLaser Rifle (Long Range, F4)
Skills3 Tech Skills, 1 Any Skill (stock: Computer Hacking, Demolitions, Piloting, Science!, or Demolitions, Lore, Medicine, Piloting)
SpecialMook
Psy-
Spells-
EquipmentCS Dead Boy Medium Armor, Laser Rifle, E-Clip, Demolitions Kit, (Hand Brain or Medkit), CS, Sky Cycle

VehicleArmorHealthSpeedCrewSpecialWeapons
Skycycle2416 Fly1 Pilot, 1 Passenger-Laser (Long Range, F4)

Skelebot [/td][td]Size M[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 2(6)[/td][td]Mana 0[/td][td]Speed 5[/td][td]Sneak 2[/td][td]Fight 5 (6 ranged)[/td][td]Aware 3[/td][td]Tech 2[/td][td]Magic 0[/td][/tr]

MeleeVibroblade (F6), Punch (F5)
RangedLaser Rifle (Long Range, F8)
Skills-
SpecialRobot, Runner, Super Strength
Psy-
Spells-
EquipmentLaser Rifle, Microfusion power supply [5 yr], Built-in Vibroblades, Comm, Neurocomp, Optics, Targeting HUD

Dragons:
Dragon, Great Horned [/td][td]Size G[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 3(40)[/td][td]Mana 16[/td][td]Speed 6[/td][td]Sneak 2[/td][td]Fight 14 (8 Ranged)[/td][td]Aware 7[/td][td]Tech 2[/td][td]Magic 10[/td][/tr]

MeleeClaws, Tail or Bite (F15)
RangedFire Breath (Medium Range Area 100m x 10m, M11), Energy Bolt (Long Range, M11)
SkillsAny 5 (stock: Lore, Monster Lore, Trickery, Science!, Piloting)
SpecialBioregeneration, Alter Self (unlimited), Extra Limbs (2 melee attacks per round), Invisibility (at will), Magic Blast - Fire Breath (Magic 11, Medium Range in 10m wide line), Mystic Portal (at will), Natural Armor (Heavy), Natural Weapons, Nightvision, Resist Cold, Resist Energy (Cold, Fire), See Invisible (at will), Shapechange(any creature), Super Strength, Terror[3]
PsyPsiSword, Universal (Detect Magic, Mind Block), 5 Psionic, (stock: Astral Projection (Astral Projection, Object Read), Mind Control (Domination, Hypnotic Suggestion, Empathic Transmission), PsiSword, Psychic Surgeon (Diagnosis, Healing, Psychic Surgery, Remove Pain, Remove Poison), Sensitive (Empathy, Mind Read, See Aura, Telepathy), Telekinesis (Devastation, Levitation, Telekinesis, Telekinetic Thrust))
SpellsAll
EquipmentTreasure Hoard

Dragon, Kulkulcan [/td][td]Size H[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 3(0)[/td][td]Mana 12[/td][td]Speed 6[/td][td]Sneak 3[/td][td]Fight 11 (7 Ranged)[/td][td]Aware 7[/td][td]Tech 2[/td][td]Magic 9[/td][/tr]

MeleeClaws, Tail or Bite (F12)
RangedEnergy Bolt-Lightning (Long Range, F10), Poison Breath 30m x 30m area (Paralysis Save 2 Fight)
SkillsAny 5 (stock: Lore, Monster Lore, Trickery, Science!, Computer Hacking)
SpecialBioregeneration, Alter Self (unlimited), Extra Limbs, Invisibility (at will), Poison Breath to 30m x 30m area (Paralysis Save 2 Fight), Mystic Portal (at will), Natural Armor (Heavy), Natural Weapons, Nightvision, See Invisible (at will), Shapechange(any creature), Super Strength, Terror[2]
PsyUniversal (Detect Magic, Mind Block). 4 Psionic, (stock: Biomanipulation (Block Sense, Induce Pain, Induce Paralysis or Sleep), Psychic Defense (Group Mind Block, Resist Fear, Sixth Sense), Psychic Surgeon (Diagnosis, Healing, Psychic Surgery, Remove Pain, Remove Poison), Sensitive (Empathy, Mind Read, See Aura, Telepathy))
SpellsAll Air Elemental Magic, Animate Undead, Control Weather, Remove Curse
EquipmentTreasure Hoard

Elementals:
Elemental - Fire, Mini [/td][td]Size S[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 1(6)[/td][td]Mana 5[/td][td]Speed 7[/td][td]Sneak 3[/td][td]Fight 5[/td][td]Aware 3[/td][td]Tech 0[/td][td]Magic 5[/td][/tr]

MeleeFlame Punch (F7)
Ranged-
Skills-
SpecialBurn (1 hit Fire damage if touched), Incorporeal, Natural Armor (Light), Natural Weapons (Fire Enhanced), Nightvision, Resist Energy (Fire), Super Strength, Thermoimaging, Tongues (at will), Vulnerable (Water)
Psy-
SpellsCreate Barrier (Fire), Energy Bolt (Fire), Shape Element (Fire)
Equipment-

Elemental - Fire, Minor [/td][td]Size M[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 2(7)[/td][td]Mana 5[/td][td]Speed 7[/td][td]Sneak 2[/td][td]Fight 7[/td][td]Aware 3[/td][td]Tech 0[/td][td]Magic 7[/td][/tr]

MeleeFlame Punch (F9)
RangedMagic Blast - Fire (Medium Range, 100m x 10m line, M8)
Skills-
SpecialBioregeneration, Burn (1 hit Fire damage if touched), Incorporeal, Magic Blast 100m x 10m line- Fire (Medium Range M8), Natural Armor (Medium), Natural Weapons (Fire Enhanced), Nightvision, Resist Energy (Fire), Super Strength, Terror[1], Thermoimaging, Tongues (at will), Vulnerable (Water)
Psy-
SpellsCreate Barrier (Fire), Energy Bolt (Fire), Energy Shield, Shape Element (Fire)
Equipment-

Elemental - Fire, Major [/td][td]Size H[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 3(30)[/td][td]Mana 12[/td][td]Speed 10[/td][td]Sneak 1[/td][td]Fight 13 (ranged 9)[/td][td]Aware 6[/td][td]Tech 0[/td][td]Magic 12[/td][/tr]

MeleeFlame Punch (F15)
RangedMagic Blast - Fire (Medium Range, 100m x 10m line, M13)
Skills-
SpecialBioregeneration, Burn (1 hit Fire damage if touched), Incorporeal, Magic Blast 100m x 10m line- Fire (Medium Range M13), Natural Armor (Heavy), Natural Weapons (Fire Enhanced), Nightvision, See Invisible (at will), Resist Energy (Fire), Super Strength, Terror[2], Thermoimaging, Tongues (at will), Vulnerable (Water)
Psy-
SpellsAll Fire Spells, Death Touch, Energy Shield
Equipment-

Faerie (Elementalist-Fire)
[/td][td]Size D[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 1(2)[/td][td]Mana 9[/td][td]Speed 4[/td][td]Sneak 6[/td][td]Fight 1 (3 ranged)[/td][td]Aware 3[/td][td]Tech 2[/td][td]Magic 7[/td][/tr]

Melee-
RangedEnergy Bolt (Fire) (Medium Range, M9)
Skills-
SpecialDiminutive, Fly, Natural Armor (Light)
Psy-
SpellsFaerie Dance, Energy Bolt (Fire), Create Barrier (Fire), Shape Elements (Fire), Familiar Bond(Fire Elemental, mini), Resist Energy (Fire)
Equipment-

Gargoyles:
Gargoyle (Mystic) [/td][td]Size H[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 2(7)[/td][td]Mana 5[/td][td]Speed 4[/td][td]Sneak 3[/td][td]Fight 7 (3 Ranged)[/td][td]Aware 3[/td][td]Tech 2[/td][td]Magic 6[/td][/tr]

MeleeLarge Vibroblade (F9), Claw (F8)
RangedEnergy Bolt (Long Range, M8)
Skills-
SpecialSuper Strength, Natural Armor (Medium), Natural Weapons Fly
PsySensitive, 1 Psionic (stock: Biomanipulation (Block Sense, Induce Pain, Induce Paralysis or Sleep), Sensitive (Empathy, Mind Read, See Aura, Telepathy), Universal (Detect Magic, Mind Block)
Spells3 Spells (stock: Commune, Energy Bolt, Chameleon, Energy Shield)
EquipmentHuge Melee

Gargoyle (Soldier) [/td][td]Size H[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 2(9)[/td][td]Mana 2[/td][td]Speed 4[/td][td]Sneak 2[/td][td]Fight 10 (6 Ranged)[/td][td]Aware 2[/td][td]Tech 3[/td][td]Magic 2[/td][/tr]

MeleeHuge Vibroblade (F12), Claw (F11)
RangedRail Gun (Long Range, F9 burst; Medium Range, F8 full auto to 10m area)
Skills3 Any (stock: Pulling Rank, Mobility, Survival)
SpecialSuper Strength, Natural Armor (Medium), Natural Weapons Fly
Psy-
Spells-
EquipmentHuge Melee or Heavy Weapon and Heavy Ammo

Gurgoyle (Robot Pilot) [/td][td]Size L[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 2(6)[/td][td]Mana 2[/td][td]Speed 3[/td][td]Sneak 2[/td][td]Fight 7 (5 Ranged)[/td][td]Aware 4[/td][td]Tech 6[/td][td]Magic 2[/td][/tr]

MeleeClaw (F8)
RangedLaser Pistol (Medium Range, F6)
Skillsstock: Pilot, Repair, Pilot Mech, Mobility
SpecialSuper Strength, Natural Armor (Medium), Natural Weapons
Psy-
Spells-
EquipmentPistol, E-Clip, Repair Kit, Heavy Gurgoyle Power Armor

VehicleArmorHealthSpeedSpecialWeapons
Gurgoyle Power Armor394-Plasma Ejector (Medium Range, 8F; if hit burns 6F for 1d6 rounds), HE Rockets (Very Long Range, 10F to 100m area, 5F to 200m area)

Ostrosaurus (common Simvan mount)
[/td][td]Size L[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 1(7)[/td][td]Mana 2[/td][td]Speed 6[/td][td]Sneak 5[/td][td]Fight 7 (5 Ranged)[/td][td]Aware 3[/td][td]Tech 0[/td][td]Magic 2[/td][/tr]

MeleeClaws (F8)
Ranged-
Skills-
SpecialBeast, Runner, Super Strength, Natural Armor (Light), Natural Weapons
Psy-
Spells-
Equipment-

Rhino-Buffalo
[/td][td]Size H[/td][td]Worn Armor -[/td][td]Natural Armor(Health) 2(15)[/td][td]Mana 2[/td][td]Speed 7[/td][td]Sneak 1[/td][td]Fight 9 (5 Ranged)[/td][td]Aware 3[/td][td]Tech 0[/td][td]Magic 3[/td][/tr]

MeleeBite (F10), with full movement can Gore (F11)
Ranged-
Skills-
SpecialBeast, Runner, Super Strength, Terror[1]
Psy-
Spells-
Equipment-

Simvan (Scout)
[/td][td]Size M[/td][td]Worn Armor 1(4)[/td][td]Natural Armor(Health) 0(5)[/td][td]Mana 2[/td][td]Speed 4[/td][td]Sneak 6[/td][td]Fight 4[/td][td]Aware 5[/td][td]Tech 3[/td][td]Magic 2[/td][/tr]

MeleeVibroblade (F5)
RangedLaser Rifle (Long Range, F6)
Skills(stock: Animal Ken, Monster Lore, Survival, HtH Combat)
SpecialMonster Rider
Psy-
Spells-
EquipmentPistol, E-Clip, Melee, Light Armor (stock: Riding Armor), Beast Mount

Splugorth Minions:
Blind Warrior Woman (Soldier) [/td][td]Size M[/td][td]Magic Armor 2(4) + Worn Armor 1(3)[/td][td]Natural Armor(Health) 0(6)[/td][td]Mana 4[/td][td]Speed 4[/td][td]Sneak 4[/td][td]Fight 6 [/td][td]Aware 4[/td][td]Tech 4[/td][td]Magic 2[/td][/tr]

MeleeNeuromace (F6, no damage if Armored, but Save [2] Fight or Stun 1 Round)
RangedWrist Laser (Medium Range, F7) or Net Gun (Short Range, F6 ignores armor, no damage, but Entangles on hit)
SkillsAny 3 (stock: Mobility, Monster Lore, Survival)
SpecialBlind, Radar Sense (Medium), Heightened Senses, Fearless
Psy-
Spells-
EquipmentWrist Laser (Pistol), Net Gun, Light Armor (with TW Magic Armor enhancement- stock 2 armor/4 health), Melee

Splugorth Slaver [/td][td]Size L[/td][td]Worn Armor 2(5)[/td][td]Natural Armor(Health) 2(10)[/td][td]Mana 4[/td][td]Speed 4[/td][td]Sneak 2[/td][td]Fight 8 (7 Ranged)[/td][td]Aware 6[/td][td]Tech 3[/td][td]Magic 5[/td][/tr]

MeleeClaw or Bite (F9), Tentacles (F8)
RangedForearm Plasma Blaster (Medium Range, F9, Burns F4 for 1d6 Rounds), Head Laser (Medium Range, F8)
Skills-
SpecialAmbidextrous (2 attack actions per round), Extra Limbs, Super Strength, Heightened Senses, Natural Armor (Medium), Bioregeneration, Natural Weapons, Terror[1], Technowizardry, Nightvision
Psy-
SpellsTW EyeStaff (See Invisible, Dispel Magic, Sleep)
EquipmentMedium Armor, Slaver Barge, 5 Eyepods, EyeStaff, Targeting HUD

VehicleArmorHealthSpeedCrewSpecialWeapons
Splugorth Slave Barge3127 Hover1 Slaver, 2-4 Blind Warrior WomenTW Open Rift, TW Energy Shield5 EyePod Drones
Splugorth EyePods339-Magic, ShuffleLong Range Laser [F8]

Vampires:
Vampire, Wild [/td][td]Size M[/td][td]Natural Armor -[/td][td]Natural Armor(Health) 1(4)[/td][td]Mana 4[/td][td]Speed 4[/td][td]Sneak 4[/td][td]Fight 4[/td][td]Aware 2[/td][td]Tech 0[/td][td]Magic 4[/td][/tr]

MeleeClaws, Bite or Slam [F6]
Ranged-
SkillsSurvival
SpecialBioregeneration, Natural Armor (Light), Natural Weapons, Light Weakness, Shapechange (wolf or bat), Super Strength, Undying (Drowning), Vulnerability (Silver, Sunlight, Wood)
Psy-
Spells-
Equipment-

Vampire, Secondary [/td][td]Size M[/td][td]Natural Armor -[/td][td]Natural Armor(Health) 1(6)[/td][td]Mana 4[/td][td]Speed 5[/td][td]Sneak 4[/td][td]Fight 5[/td][td]Aware 3[/td][td]Tech 2[/td][td]Magic 5[/td][/tr]

MeleeClaws, Bite or Slam (F6)
Ranged-
SkillsSurvival
SpecialBioregeneration, Natural Armor (Light), Natural Weapons, Light Weakness, Shapechange (wolf, bat, mist), Super Strength, Undying (Drowning), Vulnerability (Silver, Sunlight, Wood)
PsyMind Control (Domination, Hypnotic Suggestion, Empathic Transmission), Universal (Detect Magic, Mind Block)
Spells-
Equipment-

Vampire, Master [/td][td]Size M[/td][td]Natural Armor -[/td][td]Natural Armor(Health) 1(8)[/td][td]Mana 6[/td][td]Speed 6[/td][td]Sneak 5[/td][td]Fight 7[/td][td]Aware 5[/td][td]Tech 2[/td][td]Magic 6[/td][/tr]

MeleeClaws, Bite or Slam (F8 + M9 PsiVampire-Drain Mana for bite)
Ranged-
SkillsSurvival
SpecialBioregeneration, Natural Armor (Light), Natural Weapons, Light Weakness, Shapechange (wolf, bat, mist), Super Strength, Terror[1], Undying (Drowning), Vulnerability (Holy Symbol, Holy Water, Silver, Sunlight, Wood)
PsyMind Control (Domination, Hypnotic Suggestion, Empathic Transmission), PsiVampire (Drain Mana, Mask Aura), Universal (Detect Magic, Mind Block)
Spells- (may learn spells, but stock: none)
Equipment-

Vampire, Supernatural Intelligence [/td][td]Size G[/td][td]Natural Armor -[/td][td]Natural Armor(Health) 3(50)[/td][td]Mana 20[/td][td]Speed 6[/td][td]Sneak 2[/td][td]Fight 14 (8 Ranged)[/td][td]Aware 5[/td][td]Tech 0[/td][td]Magic 10[/td][/tr]

MeleeTentacles (F15 + M13 PsiVampire-Drain Mana)
RangedEnergy Bolt (Long Range,F11)
SkillsSurvival
SpecialBioregeneration, Extra Limbs (2 melee attacks per round), Natural Armor (Heavy), Natural Weapons, Super Strength, Terror[3], Undying (Sunlight), Vulnerability (Silver, Sunlight, Wood)
PsyBiomanipulation (Block Sense, Induce Pain, Induce Paralysis or Sleep), Mind Control (Domination, Hypnotic Suggestion, Empathic Transmission), PsiVampire (Drain Mana, Mask Aura), Sensitive (Empathy, Mind Read, See Aura, Telepathy), Universal (Detect Magic, Mind Block)
SpellsAll
Equipment-

I grouped enemies together for space saving convenience, and added several more CS options to cover almost everything.

Updated with latest armor-heath templates, including specific armor mods to stats.
Last edited by erik on Wed Aug 05, 2015 10:43 pm, edited 10 times in total.
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Post by erik »

There, added a few critters. More to come, but this morning I'm heading onto a road trip and family vacation wherein internet access via laptop may be limited, just able to read things via phone. This being the case, I'll probably write more offline and upload a dump later next week.
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Post by erik »

Hah, I bested the wifi at this place and snuck in to update my stuff done so far.

Lots more critters, I didn't do xiticix since I don't have my books with me and couldn't recall even their approximate abilities and stats since I never ever used them, lots of minor tweaks/add-ons, and a few mechanic rules add-ons (encumbrance most notably).

Next up I'll probably polish spells, bonuses from ley lines and sacrifices, and give examples for skill usages. After that point I'll start sanding edges and incrementally growing everything. Then I'll either write up some sample adventures w/encounters, applying the RPG Game Design Flowchart (I will even repeat it with the same 6 person crew I sampled before in that thread with actual Rifts rules). I expect relatively satisfactory results, but will take a grain of salt since you can totally have a glaring hole or two in your skill set with only 3 players. I'm going to try to have a lot of minigame skill difficulties rated towards the ability to bring a small crew along rather than be a solo stealth ninja.
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Post by erik »

Spells and skills more fleshed out.
Added ley lines and sacrifices to spell section.
Mook entries for CS forces, to use when fighting nameless baddies. Lets heroes take on a squad of grunts (whereas otherwise superior numbers would punch through heroes rather quickly).
Experience Rewards and Advancement added at end of base rules.

As people advance they should feel free to branch out and become psychics or spell casters, or mech pilots. My goal was to get it so that there's enough delicious stuff that people won't just leap at bullshit powers like Undying. I need to parse out Special Abilities and Traits a bit more.

I'll probably putz around a bit adding on here and there and expanding on things before moving on to do a GDF test to make sure I'm where I wanna be. Mostly because I'm fairly confident I am where I want things to be. Combats probably won't last more than a few rounds. If things become a slug fest it can always be accelerated by going melee.

When I'm satisfied with having enough core content, ready to be making cards and what have you, then I'll post an IP-scrubbed version in IMOI.
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Post by OgreBattle »

Would a cyborg who's body counts as medium armor ever have a reason to wear light armor over it? I noticed that the CS military specialist just has his partial bionic body as his armor, but aesthetically he could be wearing the same armored uniform as more fleshy mooks.
Last edited by OgreBattle on Sat Aug 01, 2015 7:03 am, edited 1 time in total.
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Post by erik »

OgreBattle wrote:Would a cyborg who's body counts as medium armor ever have a reason to wear light armor over it? I noticed that the CS military specialist just has his partial bionic body as his armor, but aesthetically he could be wearing the same armored uniform as more fleshy mooks.
Good question. There isn't a mechanical benefit to wearing additional armor, you just are treated having your best one worn.

When I lay out the different armor options, some armors will have extra built-in amenities such as Communicators, Breathing Apparatus, and protection from radiation and environmental effects. CS armor will typically have all these things, and also serves as their uniform, so there is reason for a CS MS to wear armor. A Military Specialist is the one CS branch that is most likely to forgo official armor since they do spying and undercover work, and they mostly don't need it, but I really should have listed it on their equipment. There's a fair bit of equipment that I didn't list like clothes, dress uniform, salary and such, mostly because I was trying to keep it tight. For what it's worth, in my mind, this is a CS Military Specialist or Partial Borg. And Headhunter (a less stealthy partial borg) is more like this.

What might be more conceptually trying is that putting a wounded person in a power armor suit enables it to get blown up and damaged much more easily. This is largely because Health for people are a bit of your toughness-luck pool rather than some absurd damage meter. At some point in the game your luck runs out and a rail gun barrage doesn't just graze your armor but instead blows a hole right through. For vehicles it is just a damage meter though. I could separate it something like "Structural Health" and "Health" to give even more of a call-back to Rifts, but mechanically there isn't any difference so far.


I really should make another post just with all the classes I've done. I've got 30 now, covering most everything in the core book (just left out duplicative classes like Body Fixer, Rogue Scholar, the various CS classes (as they can use generic versions within Soldier, Borgs, Robot Pilot and Scientist). I've left out Crazies and Bursters since first one I hate, and second one didn't seem to have enough to merit not just being a flavor of Mind Melter who happens to use Pyrokinesis. I've been warming to Crazies, but more like this than this.

So I may add Crazies if I totally change them, and Bursters if I can find some raison d'etre beyond them being a psychic with one cool set of fire powers since alone that just doesn't cut it. At this point I'd rather just call someone a Burster who happens to use Pyrokinesis.
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Post by erik »

Spoilered at the bottom is all the full core classes so far.
Phoenixi was mostly included since one of my players played one and was memorable for laying down acres of Continual Flame spells on the ground as monogrammed flaming monuments wherever their mercenary band went.

I reserve the right to tweak things since I've been doing these at a fairly haphazard pace, and sometimes I change my mind. Mostly I'm happy though.

Things to note:
Armor, Health and Mana can vary and mostly aren't balanced. My formula was to have 24 total points of stats, and 5 selections to distribute among Skills, Vehicle/Tech Equipment/Cybernetic, Special Ability and Psionics. Some Traits and some of the crappier Equipment might not be counted and given as freebies. Obviously there's some winners and losers, but the total range is not unforgivably disparate. I only list Detect Magic Spell or Universal Psionic set if that is the *only* Spell or Psionic ability they get to start with. Otherwise it is assumed those go along with anyone who has a minimum of 1 spell or 1 psionic set respectively.

One change I'm considering is giving the health 4-5 crowd an extra allocation for other stuff (Vehicle/Tech/Cybernetics/Psy/Spell/Skill/Special) since the 4-5 health group also get hit with having a crappier selection of equipment as a double whammy. =-(

So there, I did it. I added 1 nicety to all the sub 6 health classes, for the non-magic 4 health classes I gave 2 (Vagabond, Scientist, Cyberdoc, and City Rat)… And I just nudged them up with 1 more.

And updated a few things tweaked by new armor rules.


[edit: this post has become redundant since I folded the full classes into my enormous first post, so I edited out the full class list from here but am keeping my ponderings.
Last edited by erik on Sun Aug 09, 2015 4:14 pm, edited 11 times in total.
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Post by erik »

Ho-kay! We're getting there.

The more I consider it, the more I think I may have to have a 3rd set of tokens (so far it's just Health and Mana) to signify Armor damage since I need some way to note that armor or a vehicle is damaged even after the health has been healed. Maybe I'll just give armor their own structural damage capacity or something and chew through normal health like popcorn (armor-defeating weapons deal quad damage vs. unarmored?).

After I've got that figured out I reckon I can do the GDF test.

There will be minor polishing and additions like making specific listings for items and spells along with their prices. So you can check out a Glitter Boy, a SAMAS and a Jaeger and see what's what. Ultimately these things will have their own quick reference cards akin to item cards for Arkham Horror. And also I'll be adding little mechanic rules that I hadn't bothered about, like daily overland travel as a function of speed. And Ley Line Storms and other freaky hazards. But that's not critical. Most critical tidbit I'm missing so far will be a simple mechanic for reputation with factions. Basically choices made can give infamy or repute with organizations and notables. But that's not needed for GDF.

I'll have a fair bit of work with the polishing and card-making, but hey, this hasn't even been a month from inception yet and I've had a busier than normal schedule in life during this period on top of it.

Anything else folks want prioritized to be added or fleshed out next?
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