Showing posts with label Tool. Show all posts
Showing posts with label Tool. Show all posts

Thursday, November 4, 2021

Gamenian Tabele

3rd age uses Gametable.

Now Gametable has been renamed Gamenian Tabele

Here is the new download link:

https://sourceforge.net/projects/gameniantabele/files/GamenianTabele%202.0%20stable/GamenianTabele%202.0%20RC9/osu-gt-2.0-RC9.zip/download

more info:

https://sourceforge.net/projects/gameniantabele/

https://sourceforge.net/p/gameniantabele/news/2020/08/project-name-change/

I don't think they should have changed the name. 😀

"This project started it's life under the name of Gametable, and went for many years under that name.

Then we received a Cease and Desist letter from the legal team of a certain website which happened to use a similar name.

Unfortunately, they established their name a short time prior to this project's establishment date, and had only then gotten around to defending their IP once they noticed that we were drawing off a portion of their search results.

In the spirit of generosity, we decided to change our project name, however it was difficult to find one that really fit, eventually settling on the temporary name of Vtable or Virtual Table. With the change, our project fell out of the lime light and the community slowly drifted away as developers moved on to other projects.


Ironically, that site has since closed down.

Recently, we have finally decided on a new name that both preserves the spirit of the original, and which is also unique: GamemianTabele, which is Old English for Game and Table.

Posted by nijineko 2020-08-19Labels: name change"

Saturday, July 23, 2011

Psiscape Magic Zone Random Encounter Chart

d20
1 Lone Psi Goblin
2 1d4 Green Psi Goblins Lead by Normal Psi Goblin
3 2d6 Normal Psi Goblins lead by Vet
4 Yhabbayar
5 Zaayry Crystal Dragon
6 Zenith Moon Warper pretending to be human to gain groups confidence
7 Power Leech infestation
8 Lanotaur Hunter takes  a likeing to the highest PB PC and wants his/her head.
9 Demon Dragon mage stalking area looking for research test subjects
10 Amorph scout
11 Spiny Ravenger digging lair
12 Vyarnect Bandit
13 Lipoca
14 Shadeling looking for highest ppe pc to feast on
15 psymbiote looking for human doner
16 necrophin soulsnake battling psi warrior
17 Landray flying aroud lost
18 Dragon Cat looking for someone to ask riddles of
19 Dragon Ape bandits
20 Dark Bohemoth on a rampage

Wednesday, June 1, 2011

Palladium XP Tracker and Initiative System

From a post in the Un-Official Fans of Palladium Facebook group I just learned the most interesting things.

First up Joshua Krebs has written us a nice little .NET app that lets you track XP for players. As a Unix nerd myself I probably wont use this but the idea seems simple enough to make me want to clone it in java or somehow add it to gametable...

The App:

http://www.spacestationliberty.com/woj/PalStadExpTrackerSetup.zip


Secondly,

Jeff Nimmy Ruiz posted his excellent initiative system:

"As for attacks/actions/initiative tracker, I normally use a excel spreadsheet. I use the homebrew initiative of taking initiative roll, divide that by your # of attacks and go on specific "segments" .. ie: roll a 23 initiative and you have 5 attacks. you will go on segment 23, 19, 15, 11 & 7. [5 goes into 23 "4" times] Where as the person with 7 attacks and rolls a 19 initiative will go on segment 19, 17, 15, 13, 11, 9 & 7. A user with a Nat 20 Initiative, will always go "first" regardless. On the other hand, I use a penalty in the event that someone rolls low for initiative... say you have 6 attacks and for some reason you roll a 3 total for initiative. You will get to attack on segment 3, 2, & 1 and because you acted so slowly, you lose the rest of your attacks for that melee round."


Could the two somehow be combined into the ultimate Palladium Tracking app?

Saturday, May 14, 2011

Rifts Geo-political_World updates

I've been editing this wiki page on various world powers in rifts in anticipation of running games to some of the more exotic locales (ie non-north america games). While most of Palladiums writings focus on the US region this great outline Ive been developing helps focus on some of the players in other areas.

http://rifts.wikia.com/wiki/Geo-political_World It also has some good map links!

Major players are involved in operations to gain influence with minor players often at each others expense, such as has been done in the past: http://en.wikipedia.org/wiki/The_Great_Game
Rifts versions of The Great Game continue to play out in rifts earth between the Coalition/NGR, and the Splugorth and other Alien Intelligencies who try to subvert the other various smaller and less powerful citystates that dot the wasteland of Rifts Earth.



The Coalition

The Coalition States
Free Quebec
etc

Societies of Magic

Tolkeen
Lazlo
New Lazlo
City of Brass
Dweomer
Stormspire
Magestar
Cheyenne-Sioux Coalition
Nostrous
Dragon's Blood
Shadow Village

Independents

ARCHIE-3 and the Shemmarians
Ishpeming and Northern Gun
Manistique
Kingsdale
Tampico
Golden Age (Alabama)
Colorado Baronies
Free Quebec
Psyscape

Wildcards

The Pecos Empire
Xiticix Hives
Naruni Enterprises


Vampire Kingdoms

Izyotl

Atlantis

Splynn
Dracona
Azlum

South America

Colombia
Haktla
Maga Island
Bahia
New Dracona
Manoa
Omagua
Cibola
Empire of the Sun
Arkhon Freehold
Megaversal Legion
Silver River Republics
Cordoba
Santiago
Achilles Republic
New Babylon
Southern Federation
Nuevo Peru

Africa

Phoenix Empire
N'beh of Tassili N'Ajjer
Gorth of Splynn
The Ancient Father Congo Millennium Tree
The City of Taunak
The Kalahari Oasis

Japan

The New Empire traditionalists of the Kyoto Millennium Tree
The Ichto Province
Otomo Shogunate
H-Brand Corporation Otomo Enclave
The Republic Of Japan

Australia

Old Sydney Town and the Eastern Humanity Republic of Australia
Ayers Rock Aborigones
The Hidden City Shadow People
Sterling
Trade Town
New Brisbane
Victoria Haven
Point Clare
Enclosed City of Melbourne
Enclosed City of Perth
Mokoloi Repile Men Tribes of the Northlands

Europe

UK
London of Splynn

The Kingdom of Tarramore Dublin Ireland
The Irish Faerie Hoards
Balfarg and The Tree of Ages the Scottish Millennium Trees
Nog Heng the English Millennum Tree
New Camelot of England
Nortown the English Faerie Kingdom
Berwynmoore Kingdom of Wiltshire England
Wales Monsterous Hordes
The Eternal City of Somerset England

Mainland

Le Morte French Blood Druids
New German Republic
Gargoyle Empire (Austria and Switzerland)
Broadkil Empire (Poland and Czech Republic)
China

Russia

Tuesday, March 8, 2011

Rifts Random Generators

The Generators are back!

Check them out:

Ever wonder what random goods a blackmarketeer has for trade?  Hit refresh a few times on this table for a good random asortment in the barter tradition ala Fallout 3.

http://node13.shacknet.nu/rifts/randomweapon.php


http://node13.shacknet.nu/rifts/godmachine.php

http://node13.shacknet.nu/rifts/randomspell.php  broken until further notice :(

http://node13.shacknet.nu/rifts/randomencounter.php

coming soon random armor, powerarmor, and vehicle generators.

Saturday, February 26, 2011

Game Table RC8 RPMs and Debs

Here are Game Table RC8 RPMs and Debs that I built for use with linux.

http://www.internet-goods.com/?p=63

I use game table alot, its great!

Friday, February 25, 2005

Rifts Magic Index 0.91

Mage combat spells
--------------------
Name            Level  Range             PPE  Damage/effects 
-----------------------------------------------------------------------------------------------
Throwing Stones   2    200ft +100/lvl     5   1d6+1/lvl, 2 melees 
Orb of Cold       3    200ft              6   3d6+save vs. numbing
Electric Arc      4    30ft/lvl           8   2d6MD, +2 to strike, 1 melee
Fire Blast        4    50ft               8   3d6MD to full range
Fire Bolt         4    100ft+5/lvl        7   4d6MD
Inkspray          4    30ft               8   1d4MD/min, 1d4Min/lvl,
-1att, -2ini, -1s/p/d 
Kinetic Beam      5    60ft               7   [1d4+1]/lvl, +1 to
strike/per ss bonus
Lifeblast         5
Mental Blast      5    100ft+10/lvl       15  5d6MD/HP +penalties
(vs. Psi)
Barrage           6    100ft+30/lvl       15  2MD each, 3+1/lvl,
+penalties
Call Lightning    6    300ft              15  1d6MD/lvl, auto-strike
Fire Ball         6    90ft               10  1d4/lvl (3')/lvl dodge w/18+
Ice Blast         6    90ft               12  [1d4+1]/lvl, dodge w/18+,
5ft wide cone
Power Bolt        6    1600ft+100/lvl     20  5d6MD+2/lvl
Ballistic Fire    7    1000ft+10/lvl      25  1d6MD each, 1/lvl, directed,
auto-strike
Black Light       7    300ft              20  2d4MD/lvl, x2 to creatures
of light, dodge w/18+ 
Fire Gout         7    30ft/lvl           20  6d6MD to full range, -3 to
dodge 
Sonic Blast       7    (20ft)             25  4d6MD+ deafness
SP Acceleration   7    100ft/lvl          20  1d6x10MD+1/lvl, or 6 shot
recharge
Fire Globe        8    200ft              40  5d6MD/melle, 1d4 min, stores
for 1wk/lvl
Lightning Arc     8    100ft/lvl          30  4d6MD+2/lvl, +4 to
strike/+1>100ft, 1 melee/lvl
Shockwave         8    (10ft)             35  1d4MD/lvl + knockdown
Desiccate the SN  9    50ft/lvl or touch 2 50 3d6x10MD/HP, -1 to save (for
1/2 damage)
Dragon Fire       9    100ft              40  1d4x10MD 1 melee/lvl, dodge
w/16+
Armor Bane        10   300ft              100 -10% MDC, +minor systems
lost
Deathword         10   30ft               70  2d6HP/MD+1d6/lvl, x2 if
wispered, + save vs. coma!
Meteor            10   200ft/lvl          70  1d6x10+2/lvl (40ft), +4 to
strike
Soultwist         12   100ft/touch        170 6d6MD/HP, -6 to save, or
funky penalties  
Annihilate        14   500ft+100/lvl      600 2d4x100MD (10 4d6x10MD), +3
to strike
Note:many of these spells also get bonuses from target/archery spells.

Mage Defensive Spells
----------------------
Name            Level  Range              PPE Effects
-----------------------------------------------------------------------------------------------
*Armor of Ithan   3    Self/Other         10  10MDC/lvl, 4 melees/lvl, 1/2
damage from M/F/L/C
Imp. to Cold      3    Self/60ft          5   Magic and normal cold have
no effect, 5min/lvl 
*Imper. to Fire   3    Self/60ft          5   Fire does no damage,
5min/lvl
Imper. to Poison  3    Self/Others touch  5   immune to poisons, and
poison gases, 5min/lvl 
Magic Sheild      3    Self/Other         6   60MD, parries taking 1/4
dam, +1 par, only -3 fast
Resist Fire       3    self/others 60ft   6   all fire does 1/2 damage
Chromatic Pro.    4    Self/touch/10ft    10  blinds attacker, 1d4 melee,
-4ini, -6s/p/d, more.
*Deflect          4    Self               10  +4p, 1 deflection p/lvl,
lasts 1melee/lvl 
Energy Field      4    60ft               10  60MDC, 8ft area
Multiple Image    4    Self               7   1 min/lvl, -4to save, 3
twins, +2ini, +2d, +1s
Armor Bizarre     5    Self/30ft          15  15MD/lvl, tentacles-HF
9+1/2lvl, every melee, -1ini
House of Glass    5    100ft              12  std save, glassy looking,
takes same damage, 1min/l
Implosion Neut.   5    50ft/lvl/touch 2   12  1/2 damage & radius,
1min/lvl on un-exploded ones
Mindshade         5    self/touch         15  +4vs psionics/mindaltering,
imp. to possession
           aura blank, doesn't radiate
magic or psionics 
Imp. to Energy    6    Self/others ritual 20  2 min/lvl, energy does no
damage
Imp. to Radiation 6    self/60ft          15  resist fire+radiation does
no damage         
Targeted Deflect. 6    self/500+50/lvl    15  +3p, 13+ hits attacker, only
energy that way
*Invulnerability  7    self/touch         25  invulnerable, 35MD aura,
+10vs mag/psi
Invincible Armor  8    self/touch         30  25MDC/lvl, envir, 1/2 from
enrgy, absorbs last dam.
Lifeward          8    self/touch         40  put on armor, after armor's
gone, MD=SDC, 1min/lvl 
Prot. Circle:Simp.9    radius of circle   45  affects lesser SN,
+2vsmag/psi, nothing vs greater 
           24 hours, 4PPE to
reactivate, no SN winthin 5ft  
Null Sphere       12   (10ft)/lvl         220 5min/lvl, 100MD/lvl, enivr,
no dam from mag/energy
           no mindcontrol, physical
things go thru, prot circl
Prot. Circle:Supr 13   radius of circle   250 NO SN creatures in at all,
lesser can't be in sight
           +5vsmag/psi, imp. to
possesion, +8vs HF, +10PPE/ISP


Magical Walls
---------------
Name            Level  Range              PPE Effects
--------------------------------------------------------
Wall of Cold      7    90ft               20  3min/lvl, 1d6MD/5ft thick,
15x10x5/lvl
Wall of Fire      7    90ft               '   '   
Wall of Void      7    90ft               '   '   silent black flame
Wall of Lightning 8    90ft               25  [2d4MD/lvl
8x4/elvl][2d4MD/3lvls 8x4] no width
Wall of Wind      8    100ft              40  5min/lvl, supps=32+1/lvl,
2tons or hi-ps to stand
Wall of Defense   9    100ft              55  1melle/lvl, thin,
10x6+5/lvl, stops all (freezes!)  
Wall of Not       10   100ft              70  15x15/lvl, makes any wall
invisible
Wall of the Weird 12   200ft              180 10x1x10/lvl, 40mdc/10ft,
1d4tentalces attack 15ft
Shadow Wall       13   
Impenetrable Wall 14   100ft              600 20x20/lvl, 5 melees/lvl 
Id Barrier        14   200ft +100ft/lvl   600 3min/lvl, save vs. HF 14,
fail=fight apparition


Mage Curing/Healing/Mending Spells
--------------------      
Name            Level  Range              PPE Effects
-----------------------------------------------------------------------------------------------
Light Healing     3    touch              6   heals very minor ailments,
+1d6sdc or 1d4hp
Negate Poison     3    self/touch         5   negates poisons, even if in
the bloodstream
Cure Minor Disor. 4    touch/10ft         10  relives minor physical
problems & simple curses
Head the Dead     5    touch/3ft          8*  +4d6SDC/+2d6MD to animated
and undead
Heal Wounds       5    touch/3ft          10  heals minor wounds, +3d6sdc,
+1d6hp
Mend the Broken   5    touch              10+ mends 1pt SDC/ppe used over
10, 30ppe per MDC pt.
Cure Illness      6    touc/3ft           15  cures ordinary illness, non
magica/cancer 
Fortify vs Dis.   6    self,2 touch,100ft 15  resists infections, +4 vs
virii/magic, +1vs poison
Heal Self         7    self               20  meditate for 1 min, +3d6sdc
and 1d6hp/1d4md
Greater Healing   8    touch              30  +2d4x10sdc, 6d6hp, or 1d4md
Purge Self        9    self               70  removes diseases, parasites,
possestion, poisons
Purge Other       10   touch              100 ('), non willing subjects
have +8 to save
Restore Limb      10   touch              80  reatach limb, 12hours/lvl
after detachment
Super Healing     10   touch              70  heals 4d6MD
Remove Curse      12   touch/10ft         140 gives another save, +5vs
spell, +10vs ritual 
Restore Life      13   touch              275 4hours/lvl after death, x2
at 50%, more 
Restoration       14   touch/3ft          750 heals everything, and will
re-attach limbs 
Resurrection      14   touch/6ft          650 died within 2 months, 45%, 3
times by 1 mage, 6ttl
Notes:  most of these will not work on the mage himself

Personal Enhancement Spells 
--------------------------------------------
Name            Level  Range              PPE Effects
-------------------------------------------------------------------------------------------------
Combat Oriented|
----------------
Fist of Fury      3    Self/touch         10  1 melee/lvl, SNPS,
punch-only (1d6min), parries MD
Crushing Fist     6    self/50ft/lvl      12  1min/lvl, either 2d6MD punch
or 2d6MD bolts, +1str 
Sorcerous Fury
Shadow Leap       7    self/touch         45  70% shadow, +4ini, +2s, +6d
(auto)
           40% +2ini, +2s +4d [shadow
teleport 60ft]
Magical Adr. Rush 8    
Giant             10   self/touch         80  1 melee/lvl, +10ft,
MDC=(hp+sdc)*3, SNPS+50%, +1att
           +1s/p, +1000lbs, -3d,
-20%spd, no magic casting
Movement
--------
Climb             2    self/others 40ft   3   5min/lvl, climb 98%/60% for
normaly unclimbables
*Levitation        2    60ft               5   3min/lvl, 200lbs+20/lvl,
60ft+10/lvl up
*Float in Air      3    self/others 30ft   5   10melees/lvl, no save, 1ft
up, -1att/s/p/d, 1/2spd
Telekinesis       3    60ft               8   1min/lvl, 60lbs, +3s/+4p,
1d6/4d6SDC
Swim as Fish      4    self/others 10ft   6   ad. Swimming/SCUBA 96%,
+1p/d in water, 2min hb 
Superhuman Speed  5    self/touch         10  1min/lvl, +2p/+6d, spd=44
(30mph)
Swim as Fish(sup) 5    self/others        12  10min/lvl breath in water,
spd20, no fatigue, +2p/d
Fly as the Eagle  7    self/others 100ft  25  20min/lvl, 50mph, +1p/+2d,
+2damage on dives
Winged Flight     8    touch (not self)   35  fly at spd*5, will work over
armor 

----
Misc
----
Sustain
Mystic Fulcrum
Lifeblast
Beat Ins. Odds
Energy Sphere
Breath w/o Air
Astral Projection
Charismatic Aura
Superhuman P.P. 5      self/touch        10   +3s/p/d, +1 attack, +1ini,
+5spd, 2melees/lvl
Superhuman P.E.
Superhuman P.S.
Deathgrip       3      50ft              8    both hands can't let go
1melee/lvl, PS34/SPS20 
Memory Bank
Reduce Self
Transferal

--------
Sensory
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------
See Aura                
See the Invisible       
Sense Evil               
Sense Magic               
Detect Concealment     
Tongues                
Nightvision       4      self/touch      8     NV 200ft+100/lvl, in magic
darkness 50ft+10/lvl
See Wards         7    
Second Sight           
Commune With Spirits    
Eyes of the Wolf         
Locate                  
SI Magic Darkness 11   self/2touch        125  x2spd in shadow wall,
shadow beasts only have cha.
Oracle                  
Eyes of Thoth         
------------         
Concealment       
-------------      
Name            Level  Range              PPE  Effects
-----------------------------------------------------------
Cloud of Smoke    1    90ft               2    30x30x30ft, in cloud
-5s/p/d
Chameleon         2    self/touch         6    18melees/lvl,90% 0ft/melee,
70%2ft/melee,20% 6ft
Cloak of Darkness 2    self (5ft)         6    4min/lvl, distance attacks
at -3/less optics, -1
Invis:Simple      3    self               6    3min/lvl, no normal vision
can see him
Shadow Meld       4    self               10   2min/lvl, invis to all but
infra, 60%prwl or +15
Aura of Death     5    self               12   2melee/lvl,invis to
IR,thermal,
Invis:Superior    7    self/touch         20   3min/lvl, prowl 84%, 
Nightspill        7    90ft               25   total darkness 100ft
area/lvl, -6s/p/d
--------------
Metamorphosis
--------------
Animal
Human
Superior
Mist
Insect





----------------------
Transportation Spells
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------

Teleport:Lesser
D-Step           9      Self/3ft         50
Mystic Portal    10     20ft             60   Portal 10x20ft, 12ft
deep/lvl, or teleport 100ft/lvl 
Plane Skip       10      
Astral Hole      11     Self             120 
Re-Open Gateway  11     10ft             180
Time Hole        12     Self             210 
Swap Places      13
Circle of Travel 15      
D-Teleport                               800
D-Portal         15     A few feet       1000 Guess?
Teleport:Sup.    15     300miles/lvl     600  Mage and 1000lbs/lvl, more. 

General Dehabilitating Spells
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------
Blinding Flash    1     60ft, (10ft)     1    blinded 1d4 melees,
-5s/-10p/d, 50% fall 
Thunderclap       1     (30ft)           4    hf 8, mage gets +5ini,
+1s/p/d
Befuddle          2     100ft            6    2min/lvl, -2s/p/d, 1/2
attacks, -20% skills
Fear              2     100ft, 20ft area 5    hf 16, fail means can't
defend against 1st attack
Light Target      3     10ft/2 touch     6    2min/lvl, glows brightly
Paralysis: Lesser 3     60ft             5    1min/lvl, 1 limb only,
leg=-2 p/d, -90% spd
Blind             4     touch/10ft       6    -5s, -10p/d, 50% fall per
10ft travelled 
Carpet of Adh.    4     30ft/lvl         10   200square feet,
fail=10melles/lvl, pass =2d6melees
Magic Net         4     60ft             7    1-6 human sized, 10ft area,
dodw/16+, 2melees/lvlf
Weight of Duty    4     200ft/ 2touch    10   1min/lvl, fail=no ini,
-4s/p/d, 1/2spd, 1/2 skills
Compulsion        6     60ft             20   1day, 1 desire or need
implanted
Ice               6     50ft/lvl         15   wall(50MDC/lvl,
10x10x10+10/lvl)/ice cover (spd 4!) 
Words of Truth    6     5ft              15   2 questions per melee, 1
minute/lvl
Agony             7     5ft/lvl          20   1min/lvl, after 1/2 att,
spd, -1s/p/d for 1 minute
Life Drain        7     30ft             25   2melees/lvl, 15ftarea,
1/2SDC,hp,spd, -1att,-10%skss
Wind Rush         7     120ft            20   60mph, 1 melee, 18+ to
stand, objects go 2d6x20ft
Hallucination     8     touch/3ft        30   1 major hallucination 
Portal of Fear    8     90ft             35   4d6tentecles, 1att each,
+4entangle, 10MDC each
                                              if entagled, save vs magic
(12+) or 1 att/fear
           in 2 melees, pulled in,
imob.w/fear 4d4melee or sv
Sickness          8     touch/20ft       50   major sickness, 12hours/lvl,
1 att, pe-70%, -4s/p/d
Wisps of Confusion8     90ft             40   5 melees/lvl, -5s/p/d, 1/2
att, 1-8 people
Aura of Doom      9     200ft (20ft)     40   -1/2att, -4s/p/d,
1/2skls,2min/lvl, others dislike 
Mute              9
Realm of Chaos    9
Speed of Snail    9     60ft             50   1/3 all capabilities, 1-6
targets, even non-living
Havoc             10    90ft             70  (20ft), does 1d6hp/melee,
2me/lvl,-3i/s/p/d
Reality Flux      10    60ft/touch2      75  1 melee/lvl, weapon goes sdc
Warped Space      10    150ft (10ft)     90  funky effects, p152 
Bottomless Pit    11    50ft, (2ft)      100 falling till end (2min/lvl),
dodge w/17+   
Disharmonize      11
Heavy Air         12
Collapse          13
Void              15
 
 
Illusionary Magic
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------

Aura of Power     2    self/touch        4    makes look 50% buffer,
+14d+2ma, 1min/lvl     
Heavy Breathing   2    60ft (6ft)        5    5 meless/lvl, can move
sound, 60% flee or -2s/-1p/d
Horrific Illu.    5    30ft              10   2min/lvl, HF 14, fails will
not go pass it
Apparition        6    30ft              20   1min/lvl, hf10, real stats,
fails must fight,p176
Mask of Deciet    6    self              15   10min/lvl, generic face,
spec. 20+5/disguise -4 save       
Illusion Booster  6    per illusion      15   doubles duration
Illusory Wall     6    500ft             15/30 1000^2ft/lvl, fails get to
save again if disprovd
World Bizarre     8    200ft (20ft/lvl)  40   everything goes demonic,
hf17 (flee/-1att/-2ini/-2c 
Illusion Manipu.  9    500ft/lvl         25/60 changes set illusion, -1/-4
save, con
Illusory Forest   10
Illusory Terrain  11



Animation/Summoning/Control Magic
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------

Trance            4 
Domination        5
Charm             
Influence Beast   5
Constrain Being   7
Expel Demons       
A & C Dead        7
S & C Canines     9
Tame Beast        9 
A & C Dead:Greater10    1000ft/LOV       50*  1 large creature, max
attribs, 1/2 max MDC
           3 attacks (4 if fast),
imp. to bullets, x2 fire   
Banishment        10
C & E Entity      10
Enemy Mind        10 
S & C Rodents     10
S Greater Familiar
S & C Animals     11
Summon Fog        11
Calm Storms       12
Ensorcel          12
S & C Entity      12
S & C Rain        12 
S & C Storm       13
S & C Lesser Being13
S & C Sea Serpents14 
Summon Ally       15 


Creation/Enchantment Magic
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------

Create Wood       3     10ft   10/30 100lbs of wood, soft/hard,
2ft logs or 6ft planks
Ricochet Strike   4     by hth weapon    12   relects off 3 targets,
1melee/lvl, 1st str for all
Featherlight      5     touch/10ft       10   10min/lvl,200lbs/lvl, more
pg 136
Fly               5
Create Water      6     line of sight    15   1/2 gallon/lvl, 1/2 in
deserts, x2 in jungle/at sea
Flesh Armor       6     touch            12*  12hrs/lvl, 5MD/lvl,
imp. punct.,1/2blunt,x1mag/fire
Frost Blade       6     touch            15   sdc metal peice does 4d6MD,
1min/lvl 
Lightblade        7     self             20   1d4x10+1MD/lvl, 1min/lvl,
+1s/p, used only by mage
Spinning Blades   7     los/100ft/lvl    20   enchants 1 blade, creates
1/lvl, buzzsaw=2d6MD/blds
                                              parry attacks +6 (+2 fast),
+3 to strike, 1melee/lvl
Power Weapon      8     touch            35   2melee/lvl,weapon does MD,
or ads +25% to MD ones  
Create Steel      9     10ft             68   recycle 100lbs/lvl, or only
10 MDC, +10% ore
Phantom Mount     9     40ft             45   10min/lvl, 30MDC+5/lvl,
45mph,hf9,3att,1d6/3d6MD
           +1ini/+2s/+3d/+3roll, PS25
PP20 PE22 (sn)
Create Ghoul      10    touch            75*  creats 1 grave ghoul from a
dead body 
Magic Warrior     10    100ft            60   2melee/lvl, magic save=1/2
dam., 50+6MD/lvl, 5att

+4ini/+5s/p/d,hf12,2d6MDpnc/3d6MDkck,
Speed Weapon      10    touch            100  1 melee/lvl, x2 att
w/weapon, no magic ones 
Cr. Mummy         11
Cr. Magic Scroll  11
Id Alter Ego      11
Amulet            12 
Cr. Zombie        12
Ironwood
Cr. Golem         13 
Talisman          13     
Enchant Weapon (m)15


*=double PPE cost if a non-necromaster

Thursday, February 5, 1998

Rifts Price Listings 2.0

/--------------------------\
|Rifts Price Listings  v2.0|
\--------------------------/
  2-5-98

Ok kids, after the great computer blight of '98, I lost my original, plus I figured I should
really post the list in plain text so all could view it easily.  So here it is.

Everyone's Favorite:  E-Clips!                                  
-------------------------------
Short E-Clip (new and charged) - 5000cr   recharge - 1500cr      
Long E-Clip                    - `8000cr   recharge - 2000cr
Canister (CE-Clip)             -100000cr  recharge - 2300cr
NG-Power Pack                  - Varies (?)

Rail Gun Ammunition (I can't remember where I found this, but the rules look good)
------------------------------------------------------------------------------------
(Max Burst Damage) cr per # of rounds in burst (i.e. NG-101 costs 36cr per 30 rounds)
Silver Rounds    - x5
Depleted Uranium - x10
Live Uranium     - x100 (get it while it's hot!  get it?  hot?  as in radioactive?  oh never mind)

Normal Grenades
-----------------
Smoke - 50cr         CS Smoke              - 70cr (extra hi-quality smoke!)
Hi-Explosive - 120cr CS Light Hi-Explosive - 200cr
                     CS Heavy Hi-Explosive - 275cr
Fragmentaion - 160cr CS Fragmentaion       - 250cr
Plasma       - 275cr CS Plasma             - 350cr
Stun/Flash   - 100cr
Tear Gas     - 200cr

Propelled Grenades
--------------------
Light Explosive (NG-Super 18mm) - 400cr/3800cr p/12
Heavy Explosive (NG-L6 23mm)    - 400cr/3800cr p/12 (I don't know why the prices are the same!)
Coalition       (C-14  22mm)    - 550cr/4500cr p/12
WI E-101 23mm Fragmentation     - 400cr each         (The book gives no WI grenade prices,
WI E-102 23mm Armor Piercing    - 700cr each          these are my estimates)
Kittani Heat-Seeking SPG's      - 10000cr each!!!

Firearm Ammunition
--------------------
Normal Bullets            - 60cr p/100
Heavy Bullets             - 100cr p/100
Armor Peircing            - +20%
Generic Hi-Explosive      - 400cr p/100
WI-2E Explosive Bullets   - 2/4/6cr each (pistol, rifle, heavy)
WI-10 Ramjet Rounds       - 5~10cr each
WI-20 Heavy Ramjet Rounds - 10~16cr each
Depleted Uranium Bullets  - 2cr each    

Everyone loves Missles! Missles! Missles!
-----------------------------------------------------------------------------------------------
                                Mini        Short        Medium       Long
-----------------------------------------------------------------------------------------------
Fragmentation/Hi-Explosive     1200cr        2500cr 25000cr         too
Plasma/Armor Piercing          2400cr        5000cr 50000cr         munchkin
Multi-Warhead/Smart Bomb         X                X             100000cr        for you!

Blow more stuff up with: Explosives/Mines
------------------------------------------
NG Fragmetation   Mine - 600/1200cr w/sensor
NG Hi-Explosive Anti-Vehicular Mine - 1000/3000/6000cr (I, II, III)
NG Plasma Anti-Vehicular Mine       - 2000/4000/8000cr
Commercial/C4 Plastique - 5/8cr p/oz.
NG2/4/6 Plastique       - 20/40/80cr p/oz.
SDC/MD Dynamite         - 10/130cr each
Blasting Caps           - 5/40cr each (SDC or MDC)
CS Fusion Blocks        - 1000/3000/8000cr  (I, II, III)

Armor Repair (per 10)                                Armor Salvage (per 1)
-----------------------                              ---------------------
Plate          - 7000cr                              Plate         - 70~140cr
Chain          - 5500cr                              Chain         - 40~80cr
Composite      - 6500cr                              Composite     - 60~120cr
Plastic        - 6300cr                              Plastic       - 55~110cr
Padded         - 6200cr                              Padded        - 50~100cr
Power Armor    - 8000/16000cr (see my homerules)     Lt.  Dead Boy - 105~195cr
Robot Vehicles - 7000/14000cr                        Hvy. Dead Boy - 120~210cr
Vehicle Armor  - 4000cr                              NGR Cyclops   - 135~230
New Helmet     - 26% of armor cost                   Plain Cloths  - 530~930
                                                     Exo-Skeleton  - 125~205
                                                     Advanced Alien- 600~900
                                                     Vehicle       - 25~60
                                                     Robot Vehicle -