What's Rifts about, anyway?
- Tom the Fanboy
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I'd be using the Heroes Unlimited conversion rules from the first conversion book. Yes, very dangerous that is. Tread lightly.
Though if you try to use any of the Powers Unlimited books you'll be in uncharted waters. I have the first two but no conversions. Unless...they're already there... *goes to check* Nope.
Though if you try to use any of the Powers Unlimited books you'll be in uncharted waters. I have the first two but no conversions. Unless...they're already there... *goes to check* Nope.
Tom the Fanboy
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Maybe... I admit the thought of playing RIFTS again with a good GM, shaky system or not or not is intriguing. I don't have any of the books, but a friend of mine does. Superheroes were always my favorite genre.Thunderhowl wrote:They seem pretty straight forward to me. I assumed Tom would do his conversions on a case by case basis. Thinking about playing a Cape?
Couple of questions then... there are only two powers that aren't converted in the first Conversion Book that I'd perhaps be interested in (though not both on one character). Energy Expulsion: Major (Major Super Power), which I believe does 1D6x10 MD per blast and increases by 1D6x10 every 5 levels. Supernatural Strength (Major Super Power) gives a hefty bonus to PS and makes it Supernatural. Would those be kosher?Tom the Fanboy wrote:I'd be using the Heroes Unlimited conversion rules from the first conversion book. Yes, very dangerous that is. Tread lightly.
Though if you try to use any of the Powers Unlimited books you'll be in uncharted waters. I have the first two but no conversions. Unless...they're already there... *goes to check* Nope.
Also, how would this game work? Via chat? Via email? How often would it be run if it's via chat? Thanks for your time.

- Tom the Fanboy
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The game would run on the forum. we've kind of hijacked this thread to do the pre-emptive planning. when I'm ready to start I'd create the OC thread (Out of Character, or OOC for the pedantiphiles out there
) where I'd post a character sheet template for posting our sheets on the forums for ease of reference, a link to the invisible castle dice rolling site, and maybe a webpage I would create to keep track of things.
I'd also use the OC thread for any maps that'd come up.
Then once the characters are done I would start the IC thread (a total of two Rifts game threads riding out into the future) to facilitate in game action.

I'd also use the OC thread for any maps that'd come up.
Then once the characters are done I would start the IC thread (a total of two Rifts game threads riding out into the future) to facilitate in game action.
Tom the Fanboy
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
- Tom the Fanboy
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Those powers are fine selections Punstarr. I just need to review the conversions in the book to double check the numbers.
However what kind of super are you, how did you get those powers?
Also, I looked up the Minotaur race in Palladium Fantasy and they look fine for bringing into Rifts. The race isn't built as a pure RCC so it'll be easy to take partial cyborg from the bionics sourcebook. Or were you going for one of the Headhunter classes? Most of them are partial cyborgs after all.
and finally, what breed of dogboy are you thinking of? A sniffer, a runner, a brawler (naturally)? I've got the Lone Star book to get the breed bonuses (I think they were in there).
Anybody want to play a normal human?
However what kind of super are you, how did you get those powers?
Also, I looked up the Minotaur race in Palladium Fantasy and they look fine for bringing into Rifts. The race isn't built as a pure RCC so it'll be easy to take partial cyborg from the bionics sourcebook. Or were you going for one of the Headhunter classes? Most of them are partial cyborgs after all.
and finally, what breed of dogboy are you thinking of? A sniffer, a runner, a brawler (naturally)? I've got the Lone Star book to get the breed bonuses (I think they were in there).
Anybody want to play a normal human?

Tom the Fanboy
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Oh I'd have to write a history and such, but I prefer to make the character sheet first, then do the history... when were you planning on starting this game?Tom the Fanboy wrote:Those powers are fine selections Punstarr. I just need to review the conversions in the book to double check the numbers.
However what kind of super are you, how did you get those powers?

- Tom the Fanboy
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Not for awhile. I was hoping for another player or two.Punstarr wrote: Oh I'd have to write a history and such, but I prefer to make the character sheet first, then do the history... when were you planning on starting this game?
Before I start I need to draft the forum character sheet, figure out who the NPC will be with you guys, and plan the first adventure. at least a few weeks.
Give you guys a chance to look through the books and ask more questions.
I highly suggest everyone print out a hard copy character sheet.
Tom the Fanboy
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
- Thunderhowl
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Tom, I was thinking a Police Dog concept, probably a German Shepard or possibly a Rottweiler out of the main Rifts book.
He'll be a fighter/tracker type whose Psi-Stalker handler was killed on a bounty hunt by the team's Military Specialist/Officer leader after it was revealed that their target was an innocent man, guilty only of finding out sensitive information about a high ranked Coalition officer and not selling state secrets to the Federation of Magic as he was accused. He attacked the Officer and broke a few of his limbs before being driven off by the rest of the Dog Pack and Grunts.
Since that day, he's been classified as a "traitor to the Coalition" and is wanted for desertion, assaulting a superior officer and treason.
He doesn't understand the politics of the Coalition, and never has. All he knows is that his friend was killed for trying to do the right thing. As a Dog Boy I expect him to befriend one of the party members and treat him (or her) as he would his Psi-Stalker handler. He's not stupid, just terribly naive.
I basically have him more or less worked out, I just need to work out his skill percentages, roll his stats and calculate his combat stuff and check with you regarding the Mutant Abnormality, psychic powers and skills I picked.
Since someone else was going to play a Cape, I'll shelve my Alter Physical Structure: Metal/Flight: Wingless/Healing Factor flying brick character.
Are their any changes to the Dog Pack RCC I need to know about in the update from Rifts to Rifts: Ultimate/Tom's houserules?
He'll be a fighter/tracker type whose Psi-Stalker handler was killed on a bounty hunt by the team's Military Specialist/Officer leader after it was revealed that their target was an innocent man, guilty only of finding out sensitive information about a high ranked Coalition officer and not selling state secrets to the Federation of Magic as he was accused. He attacked the Officer and broke a few of his limbs before being driven off by the rest of the Dog Pack and Grunts.
Since that day, he's been classified as a "traitor to the Coalition" and is wanted for desertion, assaulting a superior officer and treason.
He doesn't understand the politics of the Coalition, and never has. All he knows is that his friend was killed for trying to do the right thing. As a Dog Boy I expect him to befriend one of the party members and treat him (or her) as he would his Psi-Stalker handler. He's not stupid, just terribly naive.
I basically have him more or less worked out, I just need to work out his skill percentages, roll his stats and calculate his combat stuff and check with you regarding the Mutant Abnormality, psychic powers and skills I picked.
Since someone else was going to play a Cape, I'll shelve my Alter Physical Structure: Metal/Flight: Wingless/Healing Factor flying brick character.

Are their any changes to the Dog Pack RCC I need to know about in the update from Rifts to Rifts: Ultimate/Tom's houserules?
- Thunderhowl
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LOL...no worries. Too many Heroes can really mess up the theme and mood of a Rifts game...we don't want TOO many people angsting over the "necessary evils" of a post-apocalyptic game. Besides, if my Dog Boy bites it, I'll totally haul my Cape off the shelf.Punstarr wrote:Thunderhowl wrote:Since someone else was going to play a Cape, I'll shelve my Alter Physical Structure: Metal/Flight: Wingless/Healing Factor flying brick character.
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Seriously though, I didn't intend to take away anyone's concept.

Actually, I was half considering using the rules for a native of RIFTS Earth with powers... Vagabond OCC with Heroes Unlimited powers. Some guy from the Burbs, maybe who just happens to have mutated. He'd be decidedly less goody two shoes than you'd expect from a cape...
But then, I do like playing capes too... either way he'll probably be Scrupulous, because that's my favorite alignment.

But then, I do like playing capes too... either way he'll probably be Scrupulous, because that's my favorite alignment.


I'd love to play, I just don't think that I'd have enough time to play properly, I don't like starting something with other people when I know my schedule is crazy. The only real time I have to do anything is Sat. night - Sun. Morning.
Not to mention I'm a complete noob when it comes to PnP RPGs.
Also I found a Fillable pdf of the Character sheet for RIFTs: http://www.megaverseonline.com/download ... llable.pdf if it will help you Tom. Some of the Save vs. * will auto fill too.
Not to mention I'm a complete noob when it comes to PnP RPGs.
Also I found a Fillable pdf of the Character sheet for RIFTs: http://www.megaverseonline.com/download ... llable.pdf if it will help you Tom. Some of the Save vs. * will auto fill too.

For the request which I am going to ask of you, please reply with either "Okay" or "Yes".
- Thunderhowl
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- Tom the Fanboy
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So I cracked open the conversion book this morning and found the minotaur conversion, it's basically the same. They're a tough SDC critter taking half damage from fire and cold (not plasma, but I'll allow magical effects to only do half) and getting some really big buffs.
Looking at cyberdemon pics I see cybernetic legs and a minigun arm. Those the two main implant you want (with an MD weapon arm obviously)?

As for the super powers, I see what you mean. I found these so far so I'll figure the major powers out afterward. There are pretty beefy as it is.
Energy Expulsion: Energy 1D6MD/level, +1 Strike Wild, +3 Strike Aimed, 600ft range
Extraordinary Strength: Strength becomes supernatural, Increase PS to 20+1D6, Carry PS x 100, Lift PS x 200, Punches and kicks do damage as per the Supernatural PS chart.
I may just rule that the powers that are more powerful in HU don't change as much in Rifts. 1D6x10 per level is a lot, but on the other hand you guys will take awhile to level up. *shrug* If I limit the major superpwers it just means you get to choose more minors.
I've written up a sheet of NPCs that will pop up over time, and I think I've got an adventure planned.
What do you guys think of a Priest from the Pantheons of the Megaverse book? I'm still trying to decide on a god, but I'll probably choose one from Palladium Fantasy.
Looking at cyberdemon pics I see cybernetic legs and a minigun arm. Those the two main implant you want (with an MD weapon arm obviously)?

As for the super powers, I see what you mean. I found these so far so I'll figure the major powers out afterward. There are pretty beefy as it is.
Energy Expulsion: Energy 1D6MD/level, +1 Strike Wild, +3 Strike Aimed, 600ft range
Extraordinary Strength: Strength becomes supernatural, Increase PS to 20+1D6, Carry PS x 100, Lift PS x 200, Punches and kicks do damage as per the Supernatural PS chart.
I may just rule that the powers that are more powerful in HU don't change as much in Rifts. 1D6x10 per level is a lot, but on the other hand you guys will take awhile to level up. *shrug* If I limit the major superpwers it just means you get to choose more minors.

I've written up a sheet of NPCs that will pop up over time, and I think I've got an adventure planned.
What do you guys think of a Priest from the Pantheons of the Megaverse book? I'm still trying to decide on a god, but I'll probably choose one from Palladium Fantasy.
Tom the Fanboy
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
- Thedon
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ha ha ha...ha ha ha..
wha would i play??
Rifts® World Book 10: Juicer Uprising™ (hyperon juicer)
Rifts® World Book 11: Coalition War Campaign™ (special forces)
Rifts® World Book 12: Psyscape (psy-warrior)
Rifts® World Book 13: Lone Star™ (ursula warrior)
Rifts® World Book 14: New West™ (pro-grabler, gunfighter, bouny hunter)
Rifts® World Book 15: Spirit West™ (Spirit-Warrior...but won't help camgpaine much)
Rifts® World Book 16: Federation of Magic™, Revised (my personal favorite magic user..Battle Magi..i'm not a big fan of magic users in rifts, to pro-CS i guess))
Rifts® World Book 20: Canada™ (wolfen Tundra Ranger)
also side note. if you choose a OOC class with super powers or with psi-powers, i think you loose half your OOC related skills, and possily either all or half your Secondary Skill. Shows that you also worked on your psi-skills or powers.
wha would i play??
Rifts® World Book 10: Juicer Uprising™ (hyperon juicer)
Rifts® World Book 11: Coalition War Campaign™ (special forces)
Rifts® World Book 12: Psyscape (psy-warrior)
Rifts® World Book 13: Lone Star™ (ursula warrior)
Rifts® World Book 14: New West™ (pro-grabler, gunfighter, bouny hunter)
Rifts® World Book 15: Spirit West™ (Spirit-Warrior...but won't help camgpaine much)
Rifts® World Book 16: Federation of Magic™, Revised (my personal favorite magic user..Battle Magi..i'm not a big fan of magic users in rifts, to pro-CS i guess))
Rifts® World Book 20: Canada™ (wolfen Tundra Ranger)
also side note. if you choose a OOC class with super powers or with psi-powers, i think you loose half your OOC related skills, and possily either all or half your Secondary Skill. Shows that you also worked on your psi-skills or powers.
- Tom the Fanboy
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I'll look it up for you guys, but you don't lose the OCC skills. I think it's OCC Related and Secondary skills. That's for Major Psionics without a Psionic RCC. As far as superpowers go, you've gotta be a Heroes Unlimited character, OCC and all. However if you're from HU then you use modern day skill selections.
thedon, the only two I'm not sure I'd allow are the Ursa Warrior and the Battle Magi. I haven't looked through the Fed of Magic books in a long time.
thedon, the only two I'm not sure I'd allow are the Ursa Warrior and the Battle Magi. I haven't looked through the Fed of Magic books in a long time.
Tom the Fanboy
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Your welcome, ^_^Thunderhowl wrote:*SQUUUEEEEEE* I've been looking for one of these FOREVER!
chibiyuri = awesome!
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I think, the internet can make it hard to tell if its sarcasm or not.

Also, I've decided that if you wouldn't mind have a me join in, I would love to, just be prepared to answer a million and one questions that are most likely common knowledge to you guys. I'll try not to ask the obvious, but no promises.

I will be picking up the New West book today, so I'll look that over this weekend.
So for stupid question #1: Do I roll stats then give you the chara sheet, or do we all roll the stats online together?

For the request which I am going to ask of you, please reply with either "Okay" or "Yes".
- Tom the Fanboy
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Everybody is going to roll stats together. I'm trying to give everyone who managed to get their hands on new books a chance to read up.
So we have
thedon-
chibiyuri-
Thunderhowl - Dogboy
Punstarr - Hero D-Bee
xaq - cyberdemon....
So I read the Supernatural Strength Power, 30+1D6 is your strength. I approve that power.
Super Energy Expulsion was actually more powerful than I thought it'd be. It gives you a cool absorb/expulse and immunity power. However since the minor Energy Expulsion: Energy was scaled back a bit for MD in Rifts I need to decide the numbers that will be best for balance. I approve that power as well.
What kind of super will you be that has those two powers? I'm tempted to disallow Megaheroes but I really like those achilles heels.
I'll edit this post later, I gotta clock in.
*runs*
So we have
thedon-
chibiyuri-
Thunderhowl - Dogboy
Punstarr - Hero D-Bee
xaq - cyberdemon....
So I read the Supernatural Strength Power, 30+1D6 is your strength. I approve that power.
Super Energy Expulsion was actually more powerful than I thought it'd be. It gives you a cool absorb/expulse and immunity power. However since the minor Energy Expulsion: Energy was scaled back a bit for MD in Rifts I need to decide the numbers that will be best for balance. I approve that power as well.
What kind of super will you be that has those two powers? I'm tempted to disallow Megaheroes but I really like those achilles heels.

I'll edit this post later, I gotta clock in.
*runs*
Tom the Fanboy
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman
Enthusiasm over Accuracy!
"You should totally put that in your signature Tom. You drain 1d10 investigators per round." -Dustman