Sunday, February 17, 2013

Rifts SDC Rules V1.33


RIFTS SDC RULES
QUICK, CLEAN AND CINEMATIC; A NEEDED REVISION TO COMBAT IN RIFTS V1.33

SDC RIFTS PENETRATION VALUE TABLE

PV Description

• 1 POOR: Deflects off bone.

• 2 FAIR: Defects off bone, makes bigger dent.

• 3 ADEQUATE: May lodge in bone.

• 4 GOOD: May break bone.

• 5 VERY GOOD (LASERS AND FRAGMENTATION): Shatters bone, wood, goes through cinder block.

• 6 EXCELLENT (ION, VF LASER & LASER PULSE): Shatters bone, wood, goes through 1/4 inch armor plate steel.

• 7 SUPERIOR (PARTICLE BEAM, ION PULSE, VF LASER PULSE AND MOST HIGH EXPLOSIVES, FRAGMENTATION POINT BLANK & TRIAX ROUNDS): Goes through brick, ½ inch armor grade steel.

• 8 FAR SUPERIOR (PLASMA AND HI LASER): Goes through reinforced concrete, car engine block.

• 9 MAXIMUM PENETRATION (RAILGUNS, RAMJET, ARMOR PIERCING, HI LASER PULSE): Goes through most material and keeps on going. May penetrate modern military grade armor plating.

-10 VAPORIZING (GR GUNS, FUSION,PROTON AND NUCLEAR): Destroys most any material. May disrupt force fields.

-X VIBRO BLADES: Vibro Blade PV is based on quality and frequency of the blade. Roll once per strike to determine the PV of the strike.

Low; PV: 2D4+1 Standard; PV: 1D6+3 Military Grade; PV: 1D4+5


PENETRATION VALUE

-Penetration Value (PV) refers to the ability of a given weapon type or round to penetrate a given material. Weapons with a high PV pierce most materials well.

VIBRO WEAPONS: If the PV of an unparried Vibro Weapon attack exceeds the PR of the target, the weapon pierces or cuts completely through its target!

KINETIC WEAPONS: A kinetic (TK, explosive or solid round) weapon must have a PV equal to or greater than the PR of the target to inflict any damage.

ENERGY WEAPONS: An energy based (beam) weapon will inflict full damage regardless of the PV of the weapon or the PR of the target.

PENETRATION RESISTANCE

• Penetration Resistance (PR) refers to how resistant to penetration/damage the armor/creature in question is. PR is a rating of protection the armor (natural or artificial) affords the target. All materials have a PR varying from 1 to 8 (rarely 9).

PENETRATION CHECKS

- A Penetration Check must be made when the weapon or round used has a PV higher than the PR of the target. To perform a Penetration Check, subtract the PR of the target from the PV of the weapon, multiplying the resulting number by 20. This number is the percent chance of penetration. [ (PV-PR) X20=% ] Make a standard percentage roll (D100); any roll equal to or below this percentage results in Armor Penetration occurring.

ARMOR PENETRATION

-Animate (living) targets whose natural or artificial armor (PR) is penetrated will take damage direct to HP, a roll to save vs. trauma/shock (16 or better adding in PE bonuses) must also be made. A failed roll results in the target losing initiative and 1D6 attacks/actions. Furthermore the target will take 1D6 HP (3D6HP for supernatural creatures) blood loss damage per minute until bandaged, regenerated, magically or psychicly healed. A successful roll negates trauma/shock but blood loss damage remains unchanged until tended to.

- Inanimate targets (buildings, vehicles, etc) will take double (X2) damage from non-critical attacks when Armor Penetration occurs.



BURSTS

MOST FULLY AUTOMATIC FIREARMS AND ENERGY WEAPONS

• A 3 round burst from any weapon capable of burst fire (Standard) inflicts X 2 damage.

- Integrated energy weapons may fire 3 or 10 round bursts (X2 or X5 damage).

• Bursts in which 4 or more rounds are fired do normal damage for the round X 50% of the total rounds fired in the burst (round number of rounds fired down to nearest even number).

PULSE FIRE

-Some special or modified laser and ion weapons are capable of Pulse Fire. Pulse Fire is a computer controlled burst of usually 3 to 4 rounds fired microseconds apart by a single pull of the trigger. Pulse Fire attacks can be precision aimed (aimed shot bonuses) and result in better penetration (+1 PV)

“KILL SHOT” ON A NATURAL 20

•A “Kill Shot” occurs on the roll of a natural (unmodified) 20 when the PV of the attack exceeds the PR of the target otherwise standard X2 damage is done. When a Vibro Blade is used, treat PV as 9 and damage target as appropriate.

-Animate (living) targets hit by a Kill Shot will have their HP reduced to zero and fall into a coma. Supernatural creatures may roll a save vs. trauma/shock (16 or better adding in PE bonuses) to reduce HP loss to ½ of remaining HP. Furthermore the creature loses initiative, 2D4 attacks/actions and 3D6 HP blood loss damage per minute until bandaged, regenerated, magically or psychicly healed.

•Inanimate (vehicles, robots, borgs etc.) targets hit by a Kill Shot take X3 damage and have a cumulative 10% chance per Kill Shot suffered of being destroyed and exploding! If destroyed, the resulting explosion does damage equal to the remaining SDC of the target, prior to the kill shot, to everything within a sizable radius of the target (PV: 7). The chance of being destroyed stays in effect until an attempt to repair the damage is made (typically 2D4 hours of work restoring at least 10% of the lost SDC).

NOTE: Borgs will not explode if hit successfully with a kill shot, they will be shut down and the mechanical body rendered permanently useless. However the vital organs including the brain will remain preserved and undamaged for a period of time as per the life support system provided by the mechanical body. Furthermore the reinforced pilot’s compartment of power armor and robot vehicles is not damaged in the resulting explosion though survivors must free themselves or be freed from the wreckage (typically 3D6X10 minutes of work with appropriate tools).

MODIFIED MODERN WEAPON PROFICIENCIES

• -1 to aimed “Kill Shot” at levels 4, 8, and 12.
• -1 to burst “Kill Shot” at levels 5, 10, and 15.

MODIFED SNIPER SKILL

• The sniper skill now reflects the specialized training required to make a quick, clean kill of a living target. It counts as two skill selections and grants bonuses to aid in the making of a “Kill Shot” (described above) on rolls other than a natural 20. This skill cannot be used to destroy inanimate targets (including borgs), though a successful “Sniper’s Kill Shot” can be used to eliminate the driver/ passenger of a vehicle if given a clear shot (line of sight).

-One must use an appropriate weapon to utilize this skill such as a rifle capable of a single shot or Pulse Fire and also have the appropriate WP.

-“SNIPER’S KILL SHOT” (SKS) counts as all attacks/actions for that melee round and must be declared before initiative is rolled. The shot takes place at the end of the melee round before the next begins. If the sniper is attacked or disturbed while setting up the shot, the shot is lost and the process must begin again, though the sniper will have one action that melee round. An unsuccessful SKS roll results in the need to make an appropriate Penetration Check and inflicts standard damage for the weapon given.

-The weapon or round used for a SKS must have a PV higher than the PR of the intended target for the shot to succeed.

BONUSES GRANTED FROM THE MODIFIED SNIPER SKILL:

• +2 to strike on an aimed shot

• “Sniper’s Kill Shot” on an unmodified 18, 19, or 20!

• -1 to SKS at levels 4, 7, 10, and 13 (17-20 at 4th level, 16-20 at 7th level, etc).

- +1 SKS attack at levels 3, 6, 9, 12, and 15.

- -1 to target PR at levels 7 and 14

• 1D6 damage to target’s PE/HP after successful SKS shot at levels 1, 3, 5, 7, 9, 11, 13, and 15.
DAMAGE MODIFICATIONS

VIBRO BLADES

-Vibro Blades do X3 listed damage in SDC regardless of PV or target PR.

MAGIC AND PISIONICS

-Magic and Psionics that inflict MD, now inflict do X3 SDC*
(Range and duration may also be tripled*)
[*perhaps X5]

RALIGUN DAMAGE MODIFICATION

• One round does normal damage X10 SDC (1D4 MD = 1D4X10 SDC).

• A burst does normal burst damage X5 SDC (1D4X10 MD = 1D4X10X5 SDC or 1D4X50 SDC).

• Single flechette rounds do normal damage X5 (3D6X10 MD = 3D6X50 SDC).

• The cannons on the IAR-2 Abolisher are treated as railguns for damage
infliction purposes, yet each shell has a blast diameter of 10 feet (PV 7 for blast diameter).

• Railgun ammo costs 1 cr. per round.

• Railguns are NOT considered energy weapons.

MISSILE AND FUSION DAMAGE MODIFCATION

• Missiles and Fusion weapons do X10 SDC listed damage (X100 or X1000 [nuclear])

• Mini Missiles, Grenades and Triax Rounds (Cost: 20-50 cr each) do X3 SDC damage.

VARIABLE FREQUENCY (VF) LASER MODIFICATION

-vs Gliterboys or other laser resistant armors VF lasers gain +1 PV






MACHINE GUNS (KINETIC)

• Cost: 2500-5000 cr. PV 5
3500-7500 cr. PV 6
5000-10000 cr. PV 7
7500-25000+ cr. PV 8

• Requires a minimum P.S. of 20 or greater to use a machine gun as a rifle.

• Machine gun ammo is generally sold in 100 round magazines that clip directly to the gun (150 cr. loaded). A 250 round box magazine that also clips to the gun (300 cr. loaded; though the operator must have a P.S. of 24 or greater to use the weapon with the box magazine). Or a 1000 round ammo box/drum that uses a disintegrating belt to feed the gun (1000 cr. loaded can be used by borgs or large creatures with a P.S. of 24 or greater and a high P.E.).

• Short, controlled bursts of 25 rounds can be fired by a machine gun. The burst inflicts the damage of a single round X 5.

• Longer, less controlled bursts of 100 rounds can also be fired, but merely inflict the damage of a single round X10. Furthermore there is a cumulative 25% chance the gun will over heat and destroy the rifling (and accuracy) of the barrel. This will reduce the range of the gun by 50% and will require 100% more ammo to do equivalent damage (these penalties are cumulative). Also reduce all bonuses to strike with the gun to zero once the gun overheats.

EXPLODING AND RAMJET ROUNDS

EXPLODING ROUNDS

• WI-2E exploding rounds inflict X2 damage for the weapon utilizing them, -1 to PV. The weapon is still a NON ENERGY, NON EXPLOSIVE WEAPON!

• Cost: 1 to 5 cr. per round of pistol ammo.
5 to 10 cr. per round of rifle ammo.
10 to 25 cr. per round of machine gun ammo.

RAMJET ROUNDS

• WI-5, WI-10 and WI-20 ramjet rounds have a PV of 9 like railguns although they offer NO ADDITIONAL DAMAGE CAPABILITIES.

• Cost: 5 to 10 cr. per round of WI-5 (pistol ammo).
-10 to 25 cr. per round of WI-10 (rifle ammo).
-25 to 100 cr. per round of WI-20 (machine gun ammo).

---EXAMPLE: Colt .45 Model 15 NORMAL ROUND: [Damage: 4D6 SDC PV: 4] RAMJET ROUND [Damage: 4D6 SDC PV: 9] Ramjet rounds are extremely effective armor piercing rounds and are banned in the CS States.

MDC TO SDC HAND TO HAND COMBAT

• Supernatural creatures, robots, power armor and borgs inflict H to H damage as per the Supernatural P.S. chart found on pg. 22 on the Conversion Book plus their PS strength bonus all X 3. Example: PS 24 does 6D6 (2D6X3) SD on a full strength punch or 12D6(4D6X3) SDC on a power punch; plus 27 (9X3)!!!

• These kinetic attacks do damage regardless of the targets PR and inflict 1/4 damage to those inside body armor.

NATURAL 20s (CRITICAL STRIKE) IN HTH COMBAT

• A “natural” 20 in hand to hand combat will inflict double (X2) damage. The target of this critical strike must roll to save vs. trauma (16 or better plus PE bonuses). An unsuccessful save means the target is stunned for 1D6 attacks/actions and loses initiative. NOTE: The above is only true when the aggressor is roughly the same size or larger than the target!

MEGA DAMAGE TO S.D.C. CONVERSIONS

BODY ARMOR

• Multiply MDC X 2 and change to SDC.
• Half Suit = 1/2 cost, 1/2 weight, 1/2 SDC+10, Prowl penalty (-1/2)+1, AR 15.
• Juicer Plate cannot be a 1/2 suit AR: 18 (19 with MOH helmet)
• Physical Damage: Character inside armor takes 1/4 from kinetic attacks (including all solid rounds, explosions and hand to hand combat) inside armor.

BORGS:

• Multiply MDC X 3 and change to SDC.
• For borg armor multiply MDC X 2 and change to SDC.

POWER ARMOR, UNMANNED ROBOTS AND ALL OTHER VEHICLES:

• Multiply MDC X 5 and change to SDC (X 6 for the TX X-1000 Ulti-Max).

ROBOT VEHICLES:

• Multiply MDC X 7 and change to SDC.

MEGA-DAMAGE CREATURES

• Multiply MDC X 3 and change to SDC, 25% of that number is now the creature’s HP.

EXAMPLE: 1000 MDC = 2250 SDC and 750 HP.

MEGA DAMAGE TO S.D.C. PR LISTINGS

BODY ARMOR

*SDC for the main body only, see book for other conversions (arms, etc. X 2).

• SLAVE BORG ARMOR 140 SDC PR: 6
• LIGHT ESPIONAGE BORG ARMOR 270 SDC PR: 8
• LIGHT INFANTRY BORG ARMOR 540 SDC PR: 8
• HEAVY INFANTRY BORG ARMOR 840 SDC PR: 8
• CYBERARMOR AR 16 100 SDC PR: 7
• LIGHT DEAD BOY 100 SDC PR: 7
• HEAVY DEAD BOY 160 SDC PR: 8
• DOG PACK LIGHT RIOT ARMOR 100 SDC PR: 6
• GLITTER BOY PERSONAL ARMOR SUIT 50 SDC PR: 5
• THE GLADIATOR 140 SDC PR: 7
• THE CRUSADER 110 SDC PR: 5
• THE URBAN WARRIOR 100 SDC PR: 6
• THE PLASTIC MAN 70 SDC PR: 5
• JUICER PLATE AR 18 90 SDC PR: 7
• THE HUNTSMAN 80 SDC PR: 6
• THE BUSHMAN 120 SDC PR: 6
• THE EXPLORER 140 SDC PR: 7
• NG-EX10 GLADIUS 360 SDC PR: 7
• NE-C20 CAMOUFLAGE VARIABLE 160 SDC PR: 8
• CAI-50 CHALLENGER 240 SDC* PR: 6
• TITAN PLATE ARMOR 390 SDC PR: 8
• MEGA JUICER COMBAT ARMOR 260 SDC PR: 7
• SPIKED ARMOR 90 SDC PR: 6
• VIBRO SPIKED ARMOR 100 SDC PR: 6
• MAN-KILLER EBA 220 SDC PR: 8
• SUPER-HIDE ARMOR SDC: varies PR: 6-8 (varies)

FORCE FIELDS

• N-F10A 90 SDC PR: 9
• N-F10B (12,000cr.) 180 SDC PR: 9
• N-F20A 150 SDC PR: 9
• N-F20B (18,000cr.) 300 SDC PR: 9
• N-F40A 220 SDC PR: 9
• N-F40B (36,000cr.) 440 SDC PR: 9
• N-F50A 320 SDC PR: 9
• N-F50B (60,000cr.) 640 SDC PR: 9

POWER ARMOR

NOTE: SDC listed is for the main body only, see book for other conversions (arms, legs, etc. X 5).

• CS SAMAS 1250 SDC PR: 8
• NG SAMSON 1200 SDC PR: 6
• FLYING TITAN 900 SDC PR: 6
• GLITTER BOY 3850 SDC PR: 8
• TX T-21 TERRAIN HOPPER 850 SDC PR: 7
• TX X-10 PREDATOR 1750 SDC PR: 7 (PR: 8 MILITARY UNITS)
• TX X-1000 ULTI-MAX 2400 SDC PR: 8
• ********FORCE FIELD 600 SDC PR: 9
• MECHA-KNIGHT 2000 SDC PR: 7
• CHIPWELL ASSAULT SUIT 750 SDC PR: 5
• CAI-100 WARMONGER 200 SDC PR: 6
• NG-JK1A JUICER KILLER 850 SDC PR: 6
• NG-JK1B JUICER KILLER 1050 SDC PR: 6
• THE DEFENDER (J.A.P.E. II) 1050 SDC PR: 6

ROBOT VEHICLES

NOTE: ALL Reinforced Pilots’ Compartments have a PR of 9. If a robot, robot vehicle, power armor or other vehicle's armor is penetrated, it takes X2 damage, roll on the random vehicle damage table. The SDC listed is for the main body only, see book for other conversions (arms, legs, etc. X 7).

• CS UAR-1 ENFORCER 2450 SDC PR: 8
• CS SPIDER-SKULL WALKER 3500 SDC PR: 8
• CS IAR-2 ABOLISHER ROBOT 3150 SDC PR: 8
• TITAN COMBAT ROBOT 2590 SDC PR: 7
• TITAN LIGHT COMBAT ROBOT 2100 SDC PR: 6
• TITAN RECONNAISSANCE ROBOT 1890 SDC PR: 6
• THE BEHEMOTH EXPLOROR 3500 SDC PR: 7
• TX X-500 FORAGER BATTLEBOT 3150 SDC PR: 8
• NG-V7 HUNTER MOBILE GUN 2870 SDC PR: 7
• NG-M56 MULTI-BOT 2030 SDC PR: 7
• NG-V10 SUPER ROBOT VEHICLE 2450 SDC PR: 7
• DEATH KNIGHT ASSAULT ROBOT 4200 SDC PR: 8
• NOMAD SCOUT ROBOT 3290 SDC PR: 7

VEHICLES

SDC listed is for the main body only, see book for other conversions (wheels, jets, etc. X 5).

• CS MARK V APC 1750 SDC PR: 8
• CS DEATH’S HEAD ARMORED TRANSPORT 6500 SDC PR: 8
• CS SKY CYCLE 750 SDC PR: 8
• CS GRINNING SKULL MAIN BATTLE TANK 2500 SDC PR: 8
• CS MARK XI MISSILE LAUNCHER VEHICLE 1750 SDC PR: 8
• CS NIGHTWING ATTACK AIRCRAFT 2250 SDC PR: 8
• ATV SPEEDSTER HOVER CYCLE 375 SDC PR: 5
• THE WASTELANDER MOTORCYCLE 225 SDC PR: 5
• THE HIGHWAY-MAN MOTORCYCLE 375 SDC PR: 4
• THE BIG BOSS ATV 325 SDC PR: 6
• THE MOUNTAINEER ATV 700 SDC PR: 7
• NG SKY KING 650 SDC PR: 7
• IRON HAMMER MAIN BATTLE TANK 3250 SDC PR: 7
• IRON FIST MEDIUM BATTLE TANK 2250 SDC PR: 7
• IRON BOLT MISSILE VEHICLE 2250 SDC PR: 7
• IRON MAIDEN APC-10 1600 SDC PR: 7
• GREY FALCON ATTACK JET 850 SDC PR: 7
• AC-29 AIR CASTLE BOMBER 4000 SDC PR: 7
• IRON EAGLE ATTACK HELICOPTER 1500 SDC PR: 6
• BOOMERANG ATTACK AERODYNE 1600 SDC PR: 7
• BLACK EEL TORPEDO BOAT 625 SDC PR: 5
• TRITON PATROL BOAT 3250 SDC PR: 7
• SEA KING MISSILE CRUISER 13000 SDC PR: 8
• CARNIVORE MARK I 2000 SDC PR: 8
• JUGGERNAUT * 4500 SDC PR: 8
• *OPTIONAL FORCE FIELD 2000 SDC PR: 9
• TARANTULA COMBAT JUMP BIKE 500 SDC PR: 6
• ROAD BOSS COMBAT CHOPPER 1000 SDC PR: 6
• “ROLLING THUNDER” ALL-PURPOSE VEHICLE 775 SDC PR: 6
• ASSAULT HOVER BIKE 950 SDC PR: 7
• ICARUS FLIGHT SYSTEM 600 SDC PR: 7

BORGS AND ROBOTS (UNMANNED)

NOTE: SDC listed is for the main body only, see book for other conversions (arms, legs, etc. X 3).

• SOLDIER OR MERCENARY BORG 840 SDC PR: 7
• SLAVE BORG 630 SDC PR: 6
• CS SKELEBOT 390 SDC PR: 8
• TX DV-12 DYNA-BOT 540 SDC PR: 7 (8 MILITARY UNITS)
• NG-W9 LIGHT LABOR BOT 300 SDC PR: 5
• NG-W10 HEAVY LABOR BOT 450 SDC PR: 5
• A-49 COMBAT DRONE 600 SDC PR: 7
• A-51 RECONNAISSANCE DRONE 600 SDC PR: 6
• A-63 ALL PURPOSE HEAVY ROBOT 750 SDC PR: 7
• A-64 ALL PURPOSE MASTER ROBOT 1200 SDC PR: 8
• AA-10 BOTTWEILER 360 SDC PR: 6
• MONST-REX A-001 900 SDC PR: 7
• AA-50 INSECTON 1200 SDC PR: 6
• NE-010 DESTRUCTO DRONE 210 SDC PR: 7
• NE-020 COMBAT DRONE 300 SDC PR: 8
• NE-030 SPY DRONE 375 SDC PR: 8

MEGA-DAMAGE CREATURES

• BOGIE 1D4X30 SDC PR: 2
• BROWNIE 1D4X30 SDC PR: 1
• COMMON FAERIE 1D4X30 SDC PR: 1
• GREEN WOOD FAERIE 1D4X30 SDC PR: 1
• NIGHT-ELF FAERIE 1D4X30 SDC PR: 1
• SILVER BELL FAERIE 1D4X30 SDC PR: 1
• LEPRECHAUN 1D6X30+60 SDC PR: 1
• NYMPH 1D6X30+60 SDC PR: 1
• COMMON PIXIE 1D4X30+60 SDC PR: 1
• FROST PIXIE 1D4X30+60 SDC PR: 1
• PUCK 1D6X30+60 SDC PR: 2
• SPRIGGAN 1D6X30+60 SDC PR: 1
• TREE SPRITE 1D4X30 SDC PR: 1
• WATER SPRITE 1D4X30 SDC PR: 1
• WIND PUFF SPRITE 1D4X30 SDC PR: 1
• TOAD STOOLS 1D6X30+60 SDC PR: 3
• BEAST DRAGON 1D4X30+60 (Heads (3)) 6D6X30 SDC (Body) PR: 6
• BUG-BEAR 6D6X3+30 PR: 4
• CYBER-HORSEMEN 200 SDC, 400 SDC, 600 SDC PR: 6
• CHIMERA 2D6X30+30 SDC PR: 5
• DRAKIN 2D6X30 SDC PR: 4
• DRAGONDACTYL 4D6X30 SDC PR: 5
• DRAGON WOLF 4D6X30 SDC PR: 4
• BASILISK See “DRAGONS” section PR: 6
• COCKATRICE See “DRAGONS” section PR: 6
• FIRE DRAGON See “DRAGONS” section PR: 7
• GREAT HORNED DRAGON See “DRAGONS” section PR: 8
• HYDRA See “DRAGONS” section PR: 7
• ICE DRAGON See “DRAGONS” section PR: 7
• KUKULCAN See “DRAGONS” section PR: 6
• NIGHT STALKERS See “DRAGONS” section PR: 7
• SERPENT OF THE WIND See “DRAGONS” section PR: 7
• THUNDER LIZARDS See “DRAGONS” section PR: 7
• WOOLY DRAGON See “DRAGONS” section PR: 6
• EMIRIN 1D4X30+45 SDC PR: 4
• EYE KILLER 6D6X3+18 SDC PR: 5
• GRYPHON 6D6X3+150 SDC PR: 5
• HARPIES 2D4X3+60 SDC PR: 4
• KELPIE 3D6X30+900 SDC PR: 4
• KI-LIN 5D6X3+180 SDC PR: 7
• LIZARD MAGE 1D6X300+1200 SDC PR: 5
• LOOGAROO 3D6X30 SDC PR: 4
• MANTICORE 3D6X30+120 SDC PR: 5
• MAXPARY 6D6X3+120 SDC (6D6X3+180 SDC for Shamblers) PR: 7
• MELECH 1D6X30+120 SDC PR: 5
• PEGASUS 3D6X30 SDC PR: 5
• PERYTON-DEMON DEER 3D6X30+30 SDC PR: 5
• RAHU-MEN 6D6X30 SDC PR: 5
• SCARECROWS 1D4X300+600 SDC PR: 1
• SILONAR 3D6X30 SDC PR: 4
• SPECTRE 3D6X15 SDC PR: 0
• SPHINX 5D6X30 SDC PR: 5
• SYVAN 1D4X300 SDC PR: 2
• UNICORN 1D6X300 SDC PR: 3
• WATERNIX 4D6X30 SDC PR: 3
• WING TIPS 3D6X3+6 SDC PR: 1
• BLOW WORMS 2D4X300 SDC PR: 6
• FIRE WORMS 4D6X3 SDC PR: 5
• NIPPERS 1D4X30+30 SDC PR: 4
• SERPENT BEASTS 2D6X30+150 SDC PR: 5
• TRI-FANG 1D6X30+120 SDC PR: 5
• TOMB WORMS 2D6X3 SDC PR: 4
• ZA 4D6X3+300 SDC PR: 4
• YEMA 2D6X30+120 SDC PR: 6
• BOSCHALA 1D6X300+600 SDC PR: 6
• DYBBUK 6D6X3+120 SDC PR: 4
• DIMENSIONAL GHOUL 2D4X30 SDC PR: 4
• DAR'OTA 2D4X30+120 SDC PR: 3
• POLTERGEIST 4D6X3+30 SDC PR: 0
• SYPHON ENTITY 1D6X3+90 SDC (Entity) PR: 0-9
• HAUNTING ENTITY 1D6X30+90 SDC PR: 0
• TECTONIC ENTITY 1D6X30+90 SDC (Entity) PR:0-9
• POSSESSING ENTITY 1D6X30+120 SDC (Entity) PR: 0-8
• GARGOYLE 1D6X300 SDC PR: 5
• GURGOYLE 1D4X300 SDC PR: 5
• GARGOYLITE 1D4X300 SDC PR:5
• GARGOYLE LORD 1D4X300+900 SDC PR: 6
• ****STONE FORM +600 SDC PR: 8
• GOQUA 1D6X3000 SDC PR: 5
• GRAVE GHOULS 1D6X30 SDC PR: 4
• GREMLINS 1D6X30 SDC PR: 3
• HELL HOUNDS 1D6X30+30 SDC PR: 5
• MALINGNOUS 4D6X30 SDC (Insect) 1D4X30 SDC (Energy) PR: 6
• MINDOLAR 1D6X300 SDC PR: 4
• SOWKI 3D6X30 SDC PR: 6
• SPIDER DEMON 2D4X30 SDC PR: 5
• EARTH ELEMENTAL (Major) 3D6X3000 SDC PR: 8
• EARTH ELEMENTAL (Minor) 1D6X300+900 SDC PR: 8
• EARTH-TREE OR PLANT ELEMENTAL 1D6X300+300 SDC PR: 7
• MUD MOUNDS 1D6X300+150 SDC PR:6
• AIR ELEMENTAL (Major) 2D6X3000 SDC PR: 0
• AIR ELEMENTAL (Minor) 1D6X300 SDC PR: 0
• FIRE ELEMENTAL(Major) 2D4X3000 SDC PR: 0
• FIRE ELEMENTAL (Minor) 1D6X300 SDC PR: 0
• WATER ELEMENTAL (Major) 2D6X3000 SDC PR: 0
• WATER ELEMENTAL (Minor) 1D6X300+150 SDC PR: 0
• ICE MONSTER 1D6X300+600 SDC PR: 8
• CHERU 1350 SDC PR: 4
• SERAPH 1500 SDC PR: 6
• ARIEL 1980 SDC PR: 6
• THARSIS 1650 SDC PR:5
• SUPERNATURAL INTELLIGENCE 2D6X30000 PR:6
• ALU 4D4X30 SDC PR: 5
• AQUATICS 3D6X30 in water (1/2 on dry land) PR: 4
• LASAE 1D6X30 SDC PR: 7
• MARES or NIGHTMARES 1D6X30+90 SDC PR: 5
• SHEDIM 4D6X30 SDC PR: 5
• BAAL-ROG 1D6X300+600 SDC PR: 6
• DEMON LOCUST 2D4X300+600 SDC PR: 7
• MAGGOT 1D4X3000 SDC PR: 6
• JINN 2D6X300+600 SDC PR: 6
• NIGHT OWLS 2D6X300 SDC PR: 4
• GALLU 1D6X300+150 SDC PR: 6
• RAKSASHA 1D6X3000+1500 SDC PR: 5
• THE FOUR DEMON BEETLES 570 SDC PR: 7
• SUCCOR-BEMOTH 4500 SDC PR: 6
• BELPHEGOR OF THE SULFUR PITS 5760 SDC PR: 6
• ABRASAX THE INSATIABLE 5640 SDC PR: 6
• MODEUS-THE LORD OF HADES 270000 SDC PR: 6
• MICTLA THE DEVOURER 36000 SDC PR: 6
• DEEVILS 4D6X30 SDC PR: 5
• DEVILKINS 3D6X30 SDC PR: 5
• FENRY-DEMON WOLF 4D6X30 SDC PR: 6
• FIENDS 1D6X300+90 SDC PR: 6
• ARCHFIENDS 1D6X300+900 SDC PR: 7
• GORGON 1D6X300+600 SDC PR: 6
• MEPHISTO THE DECIEVER 36000 SDC PR: 6
• SPLUGORTH SLAVER 900 SDC (Minion main body only) PR: 6
• RHINO BUFFALO 450 SDC PR: 6
• OSTROSAURUS 270 SDC PR: 5
• THE BLACK FAERIE 360 SDC PR: 4
• BRODKIL 750 SDC PR: 5
• THE NEURON BEAST 2D4X300 SDC PR: 6
• THE WITCHLING 600 SDC PR: 4
• THORNHEAD 2D4X300 SDC PR: 6
• THE LOST ONES 3D6X30 SDC PR: 4

Friday, February 15, 2013

RPG Book List

Here is my super awsome RPG Booklist that I use to run the 3rd Age of Dragonwright rifts game.
New characters should be from one of the books on the list so I at least know what I'm up against...

Rifts Ultimate Edition
Rifts Main Book 
Rifts conversion book 1 
Rifts conversion book 2: Pantheons of the Megaverse 
Rifts Mercenaries 
Source book 1 
Source book 2: Mechanoids 
Source book 3: Mindwerks 
Source Book 4: Coalition Navy
Rifts Bionics Sourcebook
Rifts Merctown
Rifts Heros of the Megaverse
Rifts DBees of North America
Rifts Aftermath
Rifts Book of Magic
World Book 1: Vampire Kingdom 
World Book 2: Atlantis 
World Book 3: England 
World Book 4: Africa 
World Book 5: Triax and the NGR 
World Book 6: South America 
World Book 7: Rifts Undersea 
World Book 8: Japan 
World Book 9: South America 2 
World Book 10: The Juicer Uprisings 
World Book 11: Coalition War Campaign 
World Book 12: Psyscape 
World Book 13: Lone Star 
World Book 14: The New West 
World Book 15: Spirit West 
World Book 16: Federation of Magic 
World Book 17: Warlords of Russia
World Book 18: Mystic Russia
World Book 19: Australia 
World Book 21: Splynn Dimensional Market Place 
World Book 23: Xiticix Invasion
World Book 24: China 1
World Book 25: China 2
World Book 29: Madhaven
World Book 31: Triax 2
Dimension Book 1: Wormwood 
Dimension Book 2: Phase World 
Dimension Book 4: Skraypers
Dimension Book 7: Megaversal Builder 
Coalition Wars 1: Sedition 
Coalition Wars 2: CS Overkill 
Coalition Wars 3: The Sorceres Revenge 
Coalition Wars 4: Cyber Knights 
Coalition Wars 5: Shadows of Evil 
Coalition Wars 6: The Final Siege 
The Vanguard
The Black Vault
Rifts Firetown and the Tolkeen Crisis
Rifts Machinations of Doom
Rifts Shemarrain Nation Sourcebook
Rifter 1 53 15 52 44 31 14 54
Rifts Chi-Town Burbs
The Rise of Magic Rifts Chaos Earth Sourcebook

Non Rifts Palladium
Aliens Unlimited
Heros Unlimited
TMNT and other strangeness
Palladium RPG
Palladium RPG Book II: Old Ones
Nightbane: Between the Shadows
Robotech II REF Feild Guide
Robotech Shadow Chronicles RPG Deluxe Edition
Macross II: Deck Plans Volume Two
Beyond the Supernatural

DND
Dungeon Masters Guide v.3.5
Dungeons and Dragons Planar Handbook
Monster Manual v.3.5
AD&D 2nd Edition The Drow of the Underdark
AD&D 2nd Edition Complete Psionics Handbook
AD&D 2nd Edition Complete Thief's Handbook

Shadowrun
Shadowrun Third Edition
Matrix a Shadowrun Rules Expansion
Tir Tairngire
The Neo Anarchists Guide to Real live
Feilds of Fire

Other
The Techno-Mages Fact Book
Gurps Illuminati

Friday, February 8, 2013

Riki "Birdhouse" Nostroid


Zachary - the killer chihuahua by *oomizuao on deviantART riki "birdhouse" nostroid the 8th level wiredslinger dogpack chihuahua
chitown burbs hitman in jump yard dogs gang




IQ 16 MA 16 ME 18 PS 20 PP 22 PE 16 PB 10 SPD 45
HP 55 sdc 75 hf 13
54701xp
insanities:  obsessive hatred for cs on primary personality - riki - anarchist
arrogant warrior +1 parry +10% skills hates birdhouse
hates south city scrappers


obsessive hatred for dbees on second personality -birdhouse - unprincipled
despondant


OCCSkills: Speaks American and Euro at 95% efficiency.
Find Contraband 60
Pilot Hover 95
Interrogation 80
Streetwise 58
Palming 70
Prowl 65
Recognize weapon quality 75


5 OCCRelSkills: at lvl 1:
Concealment 49
Tracking 65
Disguise 65
Impersonation 75 general / 61 specific
Forgery 70

gained at 2: Pilot Robots&PA 5th level 85
gained at 4 Boxing,
gained at 6 Robot Combat Basic
gained at 8 Art 35
W.P. Revolvers W.P. Automatic Pistols W.P. Energy Pistols W.P. Blunt, WP Heavy Energy,WP Paired Weapons Pistols, WP Sharpshooting

Hand to Hand: Expert

Secondary Skills 
2 at 1 Athletics Gambling 65,
2 at 3 Literacy American Computer Operation
2 at 6 Radio Basic 80 pilot auto

Gear:
Keys to firehouse base of  jump yard dogs gang complete with pole
1200cr
Armored Tux +200SDC
x2 TX-26PB Pistols 5d6md 400ft 15shots/ long clip
"Larry and Curly" x2 Auto-mags http://en.wikipedia.org/wiki/AMT_AutoMag_V .50 cal normal bullets
6d6 sdc 165 ft range w/ 2 5rd clips
"Moe" .50 cal desert eagle 7 shots 7d6 2 clips +50 ramjet bullets 25 silver bullets
1000ft range    1 empty clip
all pistols Smartlinked, has 10 Long Eclips on him

Flashlight, binocs, pocket lang translator, gun cleaning kit, cig lighter, pocket mirror, small silver cross, 2 pairs of cuffs,  50ft rope, survival knife, 4 leather gun holsters 2 per hip, utility belt with clips for pb pistols, knapsack, two canteens.


Combat Terrain Hopper
6 Plasma, 6AP minimissles
Painted Black w/ cloacking device, 70% hide day, 90% night

Energy Baton 2d6MD 1Eclip=10strikes

Cybernetics:
Dermal Plating&Bone laceing with titanium.
Cyber:MNEMONIC ENHANCER (+3skills AT ONCE!)MO Eye (+1s), ,HeadJack&Radio/

Normal Cyber: SmartLink +1 to Init once combat has begun, gives a +2 to strike, and allows the user to make called shots with bursts of 3 or less for each round, or a called shot for the burst fire. , Amp Hearing & Skeletal Reinforcement



# Actions
Crit 18+
Melee /guns/powerarmor 7/8/12
strike +7(+10baton/13*) +9w/guns
parry +11 (+14baton/18*batonpa)    
dodge +13/17* 19flying
init +9/+11*
vs magic/poison +4/+3

Monday, February 4, 2013

#51 Dark side of the ****

5I goes missing.  He was last seen heading towards the Tolkeen mall with Hiro.

News broadcasts are heard about scores of children gone missing in the west region of Tolkeen.
"And in the latest horror an entire school bus was abducted.  The Coalition is suspected to have targeted the children while on a field trip near the border of Tolkeen.".


"This is from anonc of the hackers consortium of Tolkeen.  we picked up this data and thought you might be interested in a message from 5I left encoded in various vending machines near cootchies cavern a trideo arcade.  he musta dropped it into the machines via virus while running, knowing we'd see it later later.  5I is a friend of our community and we would offer 300k or 3 hacks for his safe return.  We also heard a rumor the dwarves have a space ship.  We would offer 10 million for the ship even if it is damaged in order to research its technology"

The message from 5I:

"General Spartacus, 

I don't have much time they are hunting me.  Hiro bought me some time but they got him.. You gotta stop em before they get any more kids.  Oh no *sounds of running* they are almost onto me.  The short men and the cloak men are taking kids outta Tolkeen and porting them somewhere, I dont know.  I was trying to track them down but they tracked me instead.  They kept talking about how kids were easier to handle and how they wish the corndbees they used to slaughter were more plentiful because now hunting kids was tougher.  How they needed the "special" kids, I think they pick out certain ones above the others... they grabbed me when I was in an arcade out of a group of kids, I saw em pick off two other kids from the crowd then I escaped.  But they tracked me and now I think I can't get away, my suits out front I cant get to it..  arrg forgive me general *sounds of gun fire and dwarvish*  

Then in dwarvish 2 voices talking back and forth in a strangely twisted dwarvish tongue
*Is this young one dead*?
*no, this one is not dead Most exhaulted one Bes needs him alive.  Exhaulted says his patron wants this puny one to punish his leader, an escaped slave*
*will this human satiate his exhaultedness this time or will he eat one of us again*
*let us pray this human child will satiate him this eve, him and the others should make a fine delivery*
*yes I hope his exhaultedness summons nxla already and lets us leave this foul land, it is far too bright*
*yes I agree this land should be thrown into darkness, it is far too bright.  when the surface dwellers are all in chains and brought beneath to our caverns then it will be much better.*
*come let us return home and leave him with the others, a few more like him and we take the lot to Gatho Sin Sin Ati*

*sounds of someone struggling and being dragged*

Players get this messages after they met a hacker city rat named ALFONSE.  The little city rat knew 5I and missed him, so he gave the group the message from 5I along with a 300k county on 5I and a 10mil bounty on recovering the UFO.

Drago bribes a kid near the arcade and learns some dwarves are supposedly "using a spaceship to abduct kids in tolkeen".  Dwarves are known to hang out at a club on the west side of town in some bombed out industrial ruines called "Bar None"...



Finding the bar's location the characters go there, Drago, Caldor, Bluey, and the Cyberknight Lady all advance on the club.

Robot bar tender by *neisbeis on deviantART


Bar None

At the bar there is a Duergar bouncer and a cloaked man checking people at the door, about 10 people are in line when the players show up but only a few in line when the get to the door.  Caldor starts ignoring those in line and bribes 1000 for him, bluey and the cyberknight lady to gain entrance to the club ahead of others who were only paying 100.  He lets them in.

Drago stays out side in dragon form and eyes up the place...  He sends a message and Spartacus finally responds, rallying 2 of his squads Ted Squad and Randy Squad, two of flying titans and about 8 chipwell assault powerarmors.

Meanwhile the 3 other characters drink whisky at caldors insistence, noticing a strange dark hooded figure with 3 guards near the back of the room in the VIP section...  Many other young people dot the bar and the walls of the club wall flowers while in back the dance floor has another 30 people on it and 1 dj dwarf with 3 guards..

When Sparticus arrives with his men he calls out the dwarf at the door, hitting him with missles.  Other dwarf security emerges from the bar and Sparticus orders his troops to launch.  Multiple short range missle strike turn the front half of the club and most the dwarves into vapor.  Drago magic nets the survivors and one dwarf turns on his jetpack and lifts the net off the others before escaping around a corner..

The other duergar fight to the death, one drills through one of Sparticus's chipwall assault suits (r3) killing Lida Kent
when a nother duegar threw a poison gass grenade into the group.

As the front of the club colapses a huge dustcloud settles over the area, blinding everyone for a moment while they dodge flaming debris flung from the colapsing building...
2 other nearby buildings to left and right of club start on fire...  3 duergar and 1 cloaked man along with 3 people waiting in line outfront and another 15 people inside the club have perished in the blast and building colapse.

After the dust clears out enough to see and the rubble stops shifting dangerously 5 cop mages with 20 deputies teleport in 60seconds after initial impact...lights blaring... "put your hands up and explain yourselfs, Army of Thunder Mercenaries of Tolkeen, who is your leader?  You are supposed to be guarding the southern zone outskirts not here in the west zone attacking innocent civilians what the hell is wrong with you?"

XP:


Drago the 8th Level Great Horned Dragon Hatchling
96680 +1k 97680

Sparticus the burnt out 8th level Zapper Psi Slayer
60500 +1k 61500

Caldor the 8th Level Kreeghor Bounty Hunter
52976 +1k 53976

Erybot the 4th level Airwarlock
9k +3k 12k needs 17921

Lady Naya Sirian the 3rd Level Quick Flex Alien Cyberknight sent to investigate Sparticus...
4281 +4500 8781 naya is now 4th level

Duergar Head Hunter the 3rd Level Headhunter 
4500 +4500 9000 duergar is now 4th level

note we did this session entirely with google+ hangout video conf +gametable