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Author Topic: Palladium/ Rifts: Dino Swamp adventure. full  (Read 1392 times)

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Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #25 on: April 29, 2013, 02:50:28 AM »
By the way, does Paired Weapons work with just unarmed strikes?  I'm curious since it only lists melee weapons in it, but feasibly you can parry with unarmed strikes too so...

Offline kongming

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #26 on: April 29, 2013, 06:39:02 AM »
I believe it typically does apply to unarmed melee combat, yes.

Name: Tatiana Vernon
Race: Human
OCC: Shifter
Age: 26
Sex: Female
Alignment: Unprincipled, leaning Scrupulous

Appearance:
--4'9"
--120lbs
--Reasonably tanned skin with the sign of a little roughage, unkempt dark hair that is usually just tied back
--Wears deep green robes over her plasticman armour most of the time - pretty unassuming in general

Character Concept:
Tatiana was born and raised fairly close to what used to be the border between America and Mexico. Granted, even as a teen she tended to flit from one town to the other, never hanging around the same place terribly long. She was picking up magical skills early, and avoided CS areas for her life. Eventually, she found those who would teach her - they had similar gifts to her own, and taught her the proper magical ability of being a Shifter... and also let their mercenary attitudes rub off. They typically only worked for money, never altruism, and didn't care too much about the who or why - only ever turning down jobs that couldn't pay enough, were too dangerous, or would involve murdering helpless civillians.

Tatiana was not as bad as them, but still knew to always think of the bottom line. She's done several things since then, and not all of them were high-risk, high-pay jobs that utilised her magic. Some of them just required her body. It was at seventeen, while being used in the service of an adult woman, that she learned which way she really leaned, and to enjoy the touch of another woman.

Still, she has been careless in some ways: she's intelligent, but the very nature of her career involves taking risks, sometimes biting off more than she can chew...

(I'd personally like to make the Supernatural Link with a God of Magic, maybe a God of Battle, though a Demon could also be cool. I'd also like to summon and make a temporary partnership with a creature fairly early, or even start off with one "in service": either a Fiend (Dark Conversions, the fairly minor things that look like the Grim Reaper and have fear abilities) or a Succubus/Dar'ota (again, Dark Conversions, not overly powerful). Actually, even better would be a Nightwind (Chaos Earth: Creatures of Chaos, a lesser demon that is somewhat succubus-like but actually does love/obsess with humans), as Tatiana could have that narrow line to walk, trying to be compassionate for the demon she loves, while still needing to control herself and not fall victim. Even if converting the demon away from evil is literally 100% possible, it would still make for good interactions and story, and they're not overpowered yet have a handful of spells and things which can provide some good use for the team.)
« Last Edit: April 29, 2013, 08:22:02 AM by kongming »

Offline Anon315

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #27 on: April 29, 2013, 03:58:40 PM »
Also, Keelan, had you looked at Wilderness Scout? Seems like a viable option too.

I'm still working on coming up with something healy-related.

Offline insaneplotsTopic starter

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #28 on: April 29, 2013, 04:06:21 PM »
talked with her in PM she's doing an ex-CS military Specialist. with a heavy emphasis on the 'ex'.

Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #29 on: April 29, 2013, 07:32:03 PM »
Name: "Major" Alexia "Alex" Maria Esper
Race: Human
OCC: Coalition States Special Forces (from Sourcebook 11: Coalition War Campaign)
Age: 36
Sex: Female
Alignment: Scrupulous

Appearance: Standing at an impressive 1.89m and weighing *REDACTED* kilograms, the dark-skinned, dark-haired woman is an impressive physical specimen.  Toned and athletic without being terribly bulky, the woman's appearance certainly screams 'old soldier', with her hair cut short and the veritable look of eagles in her eyes, how the woman doesn't seem to have a scar on her body seems to be a veritable - but blessed miracle.  At least, not a physical one, but sometimes when you look into her grey eyes... only sometimes...

Character Concept/Background: Born in the heart of the CS, and from a reasonably prominent family, Alexia's path in life was practically set in stone from teh get-go.  Once old enough, she became a "Dead Boy" enlisted, but was quickly tracked to officer status, intending to go the route of the CS Commandos.  However, much to the chagrin of her family, she went to the MORE elite, but less prestigious, Special Forces route, excelling in all the training involved.  Why less prestigious, for by far the best of the best of the best, capable of being sent on long-term solo missions behind enemy lines without support or means of contact, and a success-rate so high the thought of one of them failing was alien and foreign?  Well, the Special Forces and the Scouts both often had to interact with D-Bees; fraternization with the enemy was common, despite the overwhelming loyalty of the Special Forces and to a lesser degree the Scouts.

Even so, Alexia continued to serve and fight for her leader, wearing her "Dead Boy" armor proud, and the SAMAS Special Forces "Striker" too.  That is, until one mission where she was sent out with a single other SF operative, tasked with tracking down a guerrilla hideout in nearby mountains, and then subsequently eliminating them.  SAMAS Strikers deployed, for fast mobility, and it didn't take long to track down the encampment, or dispatch the nearby guards.  However, it wasn't a 'guerrilla encampment' at all, but rather a small, hidden village of displaced D-Bees... mostly women, children, and the elderly after they'd eliminated the guards.  Though she at first raised her gun to fire... the terrified tentacle-headed woman in her sights looked her right in the eyes, as if staring through her Dead Boy helmet right into her own grey orbs... and then... she just couldn't do it.  She couldn't pull the trigger... though her fellow operator could, and when a railgun round misted the tentacled-woman's body all over the front of Alexia's armor, that's when something clicked inside of her.  An instant later her fellow operator, brother, soldier... was on the ground from the very martial arts both had practiced together, and once he was on teh ground her own railgun tore through the power armor chasis he wore, not stopping until the armor itself was indistinguishable inside the crater that she had newly created.

Her act of horrendous treason done, and the remaining D-Bees fleeing now, Alexia took to the sky and maxed her thrusters out in the direction of the nearest non-CS border state, heading for the New West.  Soon she found herself losing most of her CS gear, keeping her SAMAS of course but going to great lengths to modify it, make it look less like the monstrosity it was in favor of a more... neutral image.  Sure, a CS could likely recognize it, but after what just happened, with her now MIA or presumed KIA, she figured that she'd be in the sights of the CS now, and that if they recognized her it'd be moments before she put hyperdense metals through their Dead Boys.  Keeping her SAMAS in a hovercraft or some other vehicle of similar nature when she wasn't using it, she took the path of the Mercenary there in the West and other nearby locations, occasionally having encounters with the CS but... well, she made sure there were no reports made, using her own training against the footsoldiers of her old nation.

Her opinions of D-Bees certainly changed - hell, she'd even befriended and slept with a few - though sometimes old habits die hard, and magic still made her feel... edgy... but with her new mercenary band hailing a number of mages, and even a bloody young dragon even, whose to say she wouldn't get used to that too?  Not that she'd told them of her past yet, or let them see her SAMAS, modified as it may be...
« Last Edit: April 29, 2013, 07:35:46 PM by Keelan »

Offline insaneplotsTopic starter

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #30 on: April 29, 2013, 08:50:39 PM »
beautiful, well written; needs a few minor touch ups send me your Full CS So i can put it on my PC for full read same for you muse, Mingmong, Luna, Prosak, Anon315. Once I have them to look over I'll start creating the threads to start.

Offline Anon315

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #31 on: April 29, 2013, 10:12:24 PM »
Race: Wolfen
OCC: Mystic
Appearance: Picture
Character concept: A former healer for the military complex of the Coalition of Civilized Worlds, he retired after a fashion and works with the mercenary group mainly to encourage himself to keep active, but also to ensure the safety of those involved.

Offline d20

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #32 on: April 29, 2013, 11:54:50 PM »

Is there a slot still open? If so I'd like to throw my hat in the ring. I always loved Rifts. :D

Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #33 on: April 30, 2013, 12:39:24 AM »
I need a vehicle big enough to haul a Power Armor around without being obnoxiously conspicuous, unless you prefer I not have a vehicle like that.  I was thinking the WR-5054 Mini-Cargo Hauler APC or the WR-5050 Super Cargo Hauler APC, the latter having a barracks of sorts we can use too, but it is quite big...

EDIT: Book for these is Triax & NGR

Offline Luna

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Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #34 on: April 30, 2013, 11:42:58 PM »
Name:   Aurora
Alignment:   Scrupulous
RCC:      Cat’s Eye Dragon Hatchling
--EXP      0
--Next Level   3,000

MDC      350

ISP:      50
PPE:      90

Horror Factor   12

I.Q.   25   
--+11%
M.E.   16
--+1 vs. Psychic Attack
--+1 vs. Insanity
M.A.   20
--Trust/Intimidate 60%
P.S.   24 (Supernatural)
--2d6MD
P.P.   26
--+6 to Parry/Dodge/Strike
P.E.   20
--Save vs. Coma/Death   +10%
--Save vs. Magic/Poison   +3
P.B.   24
--Charm/Impress   70%
Spd.   24
--Flying   75

Skills: 
Language: Dragonese   99%   +1%/L
Literacy: Dragonese   51%   +5%/L
Basic Math:         56%   +5/L
Dancing         41%   +5%/L
Language: American (SI)   76%   +5%/L
Literacy: American      51%   +5/L


Natural Abilities: 
--Cat like eyes: 6,000 foot night vision. 
--See Invisible. 
--Turn invisible at will. 
--Fire and Cold, including Mega Damage sources, do ˝ damage. 
--Prehensile tail. 
--Bio-regenerate 1d10 MDC per melee round. 

Metamorphisis (Up to 2 hours at a time, 6 hours at a time near a ley line or nexus point.)  Can shrink as small as a house cat using this ability, but can’t exceed her own height. 

Teleport with 28% chance of success.  May attempt it no more than once every two rounds, and may travel up to 5 miles.  With a ley line or nexus point, may attempt dimensional teleport.  Cannot carry another. 

Cat’s Eye Gaze: Can mesmerize up to 3 people at a time.  Save DC 14 vs. Mind Control.

--Perception      +2

Hand to Hand Dragon: 
--Attacks/Melee 4
--Attack types known:  Bite, punch, Kick, Claw Swipe, Breath Weapon standard use. 
--Initiative      +3
--Strike      +8
--Dodge:      +7
--Parry:      +7
--Roll         +3
--Pull Punch      +3

Saves:
--+4 vs. horror
--+2 vs. Psionics, Mind Control, and Possession
--+1 on all other saving throws. 

Attacks:
Fire Breath no more than 3/round, 6’ radius.   
--Strike: +
--Damage: 3d6MD

Unarmed: 
--Strike   +?
--Damage:
--Bite      2d6
--Claws:     4d6 (Retractable)
--Punch:    2d6
--Tail:      3d6   

Psychic Powers:
--Healing Touch (6)
--Empathy (4)
--Intuitive Combat (10)
--Mind Block (4)
--Sixth Sense (2)
--Telepathy (4)

Appearance:

Dragon

Beastgirl

Catgirl

Cat

Background:
(written by Muse)
When Genie arrived on Earth, she wasn't wearing much.  She had a black cloak with a blue lining and a backpack with more gemstones than gear. 

She got a briefing on the world she’d reached from the keeper of the pyramid, then headed north-east along the ley line.  Before she reached the nexus point she’d heard of, she stepped off, looking for a village she’d been told about. 

The village had only one defender—an old technomage named Kyle.  He was grateful to help her get equipped with local gear in return for some choice jewels if she’d head over to the nexus point and deal with a nasty that had come through the Rift and was stalking his people at night. 

Armed with Northern Gun lasers, tattoo magic, and a new rocket bike, she traveled to the nexus point and tried to trail the nasty.  She found where it had fed that morning, then managed to trail it into the heart of the nexus point.  There she found the beasty, seventeen feet tall, hunch backed, vaguely humanoid, with a muzzle full of long fangs and nine inch long talons for fingers.  IT stalked in front of something huge in the bushes, circling it like prey. 
 
Genie drove it away with half the clip of her NG particle rifle.  But when it fled through the brush she didn't give chase. Instead, she discovered with a sense of great wonder that the monster had been stalking around an egg the size of a compact car, waiting for it to hatch so it could feed. 

Genie stood a three day vigil over the egg before it hatched into a red gold dragon with feline eyes.  Looking at her with curiosity, the dragon whispered, “I’m Aurora.  Who are you?” 
 
The two quickly became fast friends over a few hours of delighting in the world they’d both recently come into.  When the nasty leaped for the dragon again, she was ready, and the two of them together destroyed it.
« Last Edit: April 30, 2013, 11:56:09 PM by Luna »

Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #35 on: May 01, 2013, 03:57:39 PM »
Huh... that's actually not as bad as I thought it would be (power scale wise).  Nice Dragonling, Luna ^_^

Now I *do* need a suggestion for a vehicle to carry around a CS SAMAS that has had a paint job; NOT good to go wandering around in that thing all the time, I suspect... any suggestions from anyone?

Offline Muse

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Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #36 on: May 01, 2013, 09:14:30 PM »
And i need a sugestion for a sky cycle or rocket bike for a tall girl and her friend to ride.  :) 

Offline Muse

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Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #37 on: May 01, 2013, 10:02:34 PM »
Name:  Genevieve “Genie” Shadoveer

Race:  True Atlantian

OCC:  Undead Slayer

Appearance: 
--6'3" 
--200lbs
--Dark brown hair with red highlights. 
--Swarthy skin adorned with a broad variety of tattoos, she prefers to wear little under her cloak so she can get to them easily. 

Height:   6’3”
Weight:   181lbs

Alignment:   Scrupulous
Horror Factor   14

I.Q.   24
--+9%
M.E.   24
--+5 vs. Psionic Attack
--+7 vs. Insanity
M.A.   11
P.S.   26
--+11
P.P.   13
P.E.   26
--+22% vs. Coma/Death
--+6 vs.  Poison
P.B.   31
--94% to Charm/Impress
Spd   25

MDC      300
ISP      ?
PPE      148

Skills:   
Language and Literacy:
--American            98%
--Dragonese/Elf         98%
--Fairy            74%   +5/L
----Literacy            54%   +5/L
--Greek            98%
--Japanese            74%   +5/L
----Literacy            54%   +5/L
--Wolfen            74%
----Literacy            54%   +5%/L

--Boxing
--Cooking                     44%      +5%/L
--Dancing                     39%      +5%/L
--Electronics, Basic                  39%      +5%/L
--Electricity Generation               59%      +5%/L
--Gymnastics
--Horsemanship, General               49%/20%   +4%/L
--Horsemanship, Exotic Animals            49%/30%   +4%/L
--Intelligence                  51%      +4%/L
--Lore: Demons and Monsters            59%      +5%/L
--Lore: Fairy                     44%      +5%/L
--Mathematics, Basic               74%      +5%/L
--Mechanics, Basic                  39%      +5%/L
--Pilot: Hovercycles, Sky Ciycles, and Rocket Bikes   89%      +3%/L
--Recycling                     39%      +5%/L
--Swimming                     64%      +5%/L
--Tracking                     49%      +5%/L
--Wilderness Survival               54%      +5%/L

--Backflip                     79%      +2%/L
--Climb                     39%
--Climb Rope/Rapell               69%      +2%/L
--Prowl                     34%
--Sense of Balance                  59%      +3%/L
--Work Parallel Bars and Rings            69%      +3%/L


--W.P. Archery and Targeting:  +1 Strike, +1 Parry
--Fencing:  +1 to strike and parry with swords and knives.  +1d6 damage with swords. 
--W.P. Knife:  +1 Parry, +1 Throw
--W.P.  Swords:  +1 Strike
--W.P. Energy Rifle
--W.P. Energy Pistol

Hand to Hand: Martial Arts:
+0   Initiative
5   Attacks/Melee
+0   Strike
+2   Parry
+2   Dodge
+3   Pull Punch
+4   Roll

Saves:
--Vs. Magic +4
--Vs. Horror +8


Increased PPE Recovery
Cannot be physically transformed by any means. 
Continue to grow as adults. 
Sense Vampires: 1,000’ Radius 12%
Operate Dimensional Pyramids: 40%
Sense Ley Lines
Sense Rifts
Ley Line Phasing

Tattoos:
Animal:
--Canine: Large Dog (Seluki)
--Horse

Magic Weapons: 
--Bow (Recurved horse bow, 2d6.)  the four arrows are in flames and have wings.   
--Sword and Dagger Crossed
--Flaming dagger with wings.  2d6
--Flaming Sword: 2d6

Powers:
--Chain with Broken Link: Strength (30)
--Cloud in Chains:  Control the forces of Air.  (50) 
--Eye: Knowledge and Reading.  (15)
--Heart impaled by a steak:  Protection from vampires. (15) 
--Heart in Chains:  Invulnerability.  (40)
--Lighting Bolts: Shoot Lightning (30)
--Phoenix:  Healing, Super (124)
--Rose:  healing, Basic (30) 
--The Cross:  Turn Dead.  (15)

Monster: 
--Griffin

Weapons: Simple
--Dagger
--Sword



Character Concept:  Born on the relatively peaceful world of Shadoveer, Geenie’s parent’s wished to settle into a peaceful life—one as a doctor, the other a sustainable energy specialist.  Genie was never happy with this.  Ever since receiving the marks of heritage from her great-aunt Galatea, she pushed to learn the skills and powers necessary to oppose evil throughout the multiverse. 

   Galatea quietly gave her niece more and more tattoo powers, training, and study materials.  By the time she was 19, Genie was a full undead slayer.  She left home to travel to Earth in hopes of one day growing strong enough to reclaim the ancestral homeland, but she needed money, experience and friends.  This was why she joined the small mercenary company. 

   Her best friend and lover is a young cat’s eye dragon, who shares her sense of wonder at a new world. 

Gear:
A wooden cross. 
A dozen stakes and a mallet. 

Monies: 
15,000 in precious gems. 

Weapons: 
--N.G.-P7 Northern Gun Particule Beam Rifle
--N.G. Super Laser Pistol and Grenade Launcher
--Silver Plated Knife x3
--Storm Flares x3
--TW Water Shotgun

Images:
Aurum, the Griffin genie summons from a tattoo on her right inner thigh. 


Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #38 on: May 03, 2013, 12:26:41 AM »
So... everyone still here?  I haven't heard back from insaneplots for a while now... currently struggling still with how am I going to carry around a 10' tall thing of power armor without drawing a whole lot of attention to it without having a 50,000,000+ credit APC dragging us around...

Offline Muse

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Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #39 on: May 03, 2013, 12:31:16 AM »
  Still around, Kee-chan.  Hopefully Plots will be ready to start soon.  :) 

Offline insaneplotsTopic starter

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #40 on: May 03, 2013, 11:10:36 AM »
The group will have a APC for you to use I did intend to throw a single NPC from the company.  Three from one half of the expedition, and three from the other half. I'll get the thread made up as soon as I Yours and Prosak's Character Sheet.

Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #41 on: May 03, 2013, 11:21:58 AM »
So there will be an NPC and available APC to store things like stolen CS Power Armor of badass in?  Good!  Makes things easier on my part ^_^

Offline insaneplotsTopic starter

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #42 on: May 04, 2013, 05:17:28 PM »
OK so getting the threads made up we will have two threads. The Character Roster/ OOC thread (Why make a character roster thread when just posting them at the top of the OOC will make them more available. And the IC thread.

Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #43 on: May 04, 2013, 05:18:29 PM »
I was just about to post my girl too! XD

Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #44 on: May 04, 2013, 05:24:04 PM »
Stats, Attributes, & Saves
Name: "Major" Alexia "Alex" Maria Esper
OCC: CS Special Forces
Level: 1
Experience: 0/2120

Age: 36
Gender: Female
Height: 1.89m
Weight: 100kg
Race: Human
Native Language: American
Place of Origin: CS Lone Star
Alignment: Scrupulous
Disposition: Matronly
Environment Growing Up: Coalition Main Cities, 'Patriots' Galore
Family Origin: Coalition Elites
Sentiments towards Coalition: Misguided Brainwashing Genocidal Bigots
Sentiments toward Non-Humans: Learning to be Accepting, Still distrustful of Magic

Appearance: Standing at an impressive 1.89m and weighing 100 kilograms (though for her size nobody is really sure on the outset why she's so heavy), the dark-skinned, dark-haired woman is an impressive physical specimen.  Toned and athletic without being terribly bulky, the woman's appearance certainly screams 'old soldier', with her hair cut short and the veritable look of eagles in her eyes, how the woman doesn't seem to have a scar on her body seems to be a veritable - but blessed - miracle.  At least, not a physical scar, but sometimes when you look into her grey eyes... only sometimes...

Character Concept/Background: Born in the heart of the CS, and from a reasonably prominent family, Alexia's path in life was practically set in stone from teh get-go.  Once old enough, she became a "Dead Boy" enlisted, but was quickly tracked to officer status, intending to go the route of the CS Commandos.  However, much to the chagrin of her family, she went to the MORE elite, but less prestigious, Special Forces route, excelling in all the training involved.  Why less prestigious, for by far the best of the best of the best, capable of being sent on long-term solo missions behind enemy lines without support or means of contact, and a success-rate so high the thought of one of them failing was alien and foreign?  Well, the Special Forces and the Scouts both often had to interact with D-Bees; fraternization with the enemy was common, despite the overwhelming loyalty of the Special Forces and to a lesser degree the Scouts.

Even so, Alexia continued to serve and fight for her leader, wearing her "Dead Boy" armor proud, and the SAMAS Special Forces "Striker" too.  That is, until one mission where she was sent out with a single other SF operative, tasked with tracking down a guerrilla hideout in nearby mountains, and then subsequently eliminating them.  SAMAS Strikers deployed, for fast mobility, and it didn't take long to track down the encampment, or dispatch the nearby guards.  However, it wasn't a 'guerrilla encampment' at all, but rather a small, hidden village of displaced D-Bees... mostly women, children, and the elderly after they'd eliminated the guards.  Though she at first raised her gun to fire... the terrified tentacle-headed woman in her sights looked her right in the eyes, as if staring through her Dead Boy helmet right into her own grey orbs... and then... she just couldn't do it.  She couldn't pull the trigger... though her fellow operator could, and when a railgun round misted the tentacled-woman's body all over the front of Alexia's armor, that's when something clicked inside of her.  An instant later her fellow operator, brother, soldier... was on the ground from the very martial arts both had practiced together, and once he was on teh ground her own railgun tore through the power armor chasis he wore, not stopping until the armor itself was indistinguishable inside the crater that she had newly created.

Her act of horrendous treason done, and the remaining D-Bees fleeing now, Alexia took to the sky and maxed her thrusters out in the direction of the nearest non-CS border state, heading for the New West.  Soon she found herself losing most of her CS gear, keeping her SAMAS of course but going to great lengths to modify it, make it look less like the monstrosity it was in favor of a more... neutral image.  Sure, a CS could likely recognize it, but after what just happened, with her now MIA or presumed KIA, she figured that she'd be in the sights of the CS now, and that if they recognized her it'd be moments before she put hyperdense metals through their Dead Boys.  Keeping her SAMAS in a hovercraft or some other vehicle of similar nature when she wasn't using it, she took the path of the Mercenary there in the West and other nearby locations, occasionally having encounters with the CS but... well, she made sure there were no reports made, using her own training against the footsoldiers of her old nation.

Her opinions of D-Bees certainly changed - hell, she'd even befriended and slept with a few - though sometimes old habits die hard, and magic still made her feel... edgy... but with her new mercenary band hailing a number of mages, and even a bloody young dragon even, whose to say she wouldn't get used to that too?  Not that she'd told them of her past yet, or let them see her SAMAS, modified as it may be...

(Baseline: 24,30,20,14,22,14,12,12)

IQ: 24 (+10% All Skills)
ME: 30 (+8 vs Psionic Attack, +13 vs Insanity)
MA: 20 (60% Trust/Intimidate)
PS: 22 (+7 HtH Damage)
PP: 24 (+5 Strike/Dodge/Parry)
PE: 22 (+14% vs Coma/Death, +4 vs Magic/Poison)
PB: 12
SP: 24 (26.2kmph)

HPS: 28 + 1d6
SDC: 112
ISP: N/A
PPE: 6

Saves
vs Coma/Death: +14%
vs Horror Factor: +3
vs Insanity: +13
vs Magic: +4
vs Poison: +4
vs Psionic Attack: +8 (Save 15+)

Skills
OCC Skills
Boxing
Climbing: 85% + 5%
--Rappelling: 75% + 5%
Electronic Countermeasures: 50% + 5%
Hand-to-Hand: Commando
Intelligence: 52% + 4%
Land Navigation: 56% + 4%
Language: American: 99% + 1%
Language: Spanish: 80% + 3%
Literacy: American: 65% + 5%
Literacy: Spanish: 55% + 5%
Lore: Demons & Monster: 45% + 5%
Mathematics: Basic: 75% + 5%
Pilot: Robot Combat: Elite: SAMAS
--Pilot: Robot Combat: Basic
Pilot: Robots & Power Armor: 76% + 3%
Pilot: Hovercycles, Skycycles, & Rocketbikes: 90% + 3%
Prowl: 60% + 5%
Radio: Basic: 70% + 5%
Running
Streetwise: 46% + 4%
W.P.: Energy Pistol
W.P.: Energy Rifle
W.P.: Heavy Mega-Damage Weapons
W.P.: Knife
W.P.: Paired Weapons
Wilderness Survival: 55% + 5%

OCC Related Skills
Detect Ambush: 55% + 5%
Detect Concealment: 50% + 5%
Field Armorer & Munitions Expert: 65% + 5%
-Mechanics: Basic: 55% + 5%
Jury-Rig: 55% + 5%
Paramedic: 60% + 5%
Track: People & Robots, & Etc: 50% + 5%

Secondary Skills
Acrobatics
--Back Flip: 70% + 5%
--Climb Rope: 90% + 2%
--Sense of Balance: 70% + 5%
--Tightrope & Highwire: 70% + 3%
Electronics: Basic: 40% + 5%
Gymnastics
--Back Flip: 80% + 2%
--Jump Horizontal: 2.1m + 0.6m
--Jump Vertical: 1.8m + 0.6m
--Parallel Bars & Rings: 70% + 3%
Wrestling

Combat Values, Attacks, & Abilities
Combat Values
Attacks Per Melee: 6
Dodge: +9
Initiative: 4
Parry: +8
Parry: Knives: +1 (+8)
Roll with Impact: +8
Strike: +5
Strike: Knives: Throw: +1 (+6)
Strike: Pull Punch: +4 (+9)
Strike: Ranged: +1
Strike: Ranged: E.Pistols: +1 (+2)

Combat Modified Values
Attacks Per Melee: SAMAS: +1 (7)
Dodge: SAMAS: Flying: +6 (+15)
Dodge: SAMAS: Ground: +3 (+12)
Initiative: SAMAS: +2 (+6)
Parry: SAMAS: +3 (+11)
Roll with Impact: SAMAS: +4 (+12)
Strike: Disarm: SAMAS: +2 (+10)
Strike: Ranged: E.Pistols: SAMAS: (+5)
Strike: Pull Punch: SAMAS: +3 (+15)
Strike: Ranged: SAMAS: +3 (+4)
Strike: SAMAS: +3 (+8)

Assorted Attacks and Abilities
Auto-Knockout: Nat 20, 1d6 Melees
Auto-Pin/Incapacitate: Nat 18-20
Body Block/Tackle: 1d4+7 SD
Body Flip/Throw: 1d6+7 SD
Crush/Squeeze: 1d4+7 SD
Kick: 2d4+7 SD
No Fear of Heights
Power Kick: 4d4+14 SD, 2 Melees
Power Punch: 2d4+14 SD
Punch: 1d4+7 SD

Assorted Modified Attacks and Abilities
Body Block/Tackle: SAMAS: 2d6 MD
Body Flip/Throw: SAMAS: 2d6 MD
Kick: SAMAS: 3d8 MD
Power Kick: SAMAS: 6d8 MD, 2 Melees
Power Punch: SAMAS: 4d6 MD, 2 Melees
Pulled Punch: SAMAS: 1d4 MD
Punch: SAMAS: 2d6 MD
Running Ram: SAMAS: 4d6 MD

Cybernetics & Bionics
Cybernetics & Bionics
Amplified Hearing & Sound Filtration System
Effect: Softer than Whisper (1db) at 22.9m, Whisper (10db) at 45.8m, Conversation (30db) at 110m, Heavy Traffic (70db) or Higher at 152.4m to 305m, w/ Safety Damper
--Hearing and Pinpointing Exactly: 45% + 5%
Bonus: +1 Parry, +2 Dodge, +3 Initiative

Multi-Optic Eyes
Effect: Telescopic 4x-30x Magnification at 1829m Range, Macro 2x to 8x Magnification at 0.9m Range, Nightvision at 610m Range, Thermal-Imaging at 610m Range, Light Filters, Targeting Display (+1 Ranged Strike)

Oxygen Storage Cell & Toxic Filter
Effect: + 30 minutes of Oxygen w/ 1 hour Recharge, Immunity to Tear Gas, Smoke, Chemical Fumes, 80% Success vs Nerve and Poison Gases

Reinforced MDC Metal Skeleton (Complete)
Effect: Unbreakable Skeleton, Parry SD and Light MD Blades, +25 SDC

Weapons
Weapons
CP-30 Laser Pulse Pistol
Weight: 1.8kg
Damage: 2d4 MD or 4d6 MD Pulse
Rate of Fire: Standard
Range: 183m
Payload: 30 Shots (10 Pulses) w/ 4 L.E-Clip Reloads
Special: Laser Targeting (+1 Aimed Strike)

CP-50 “Dragonfire” Pulse Laser Rifle
Weight: 4.5kg
Damage: 2d6 MD or 6d6 MD Pulse
--Damage: 6d6 MD in 3.6m (Micro-Fusion)
Rate of Fire: Standard
Range: 610m
--Range: 365m
Payload: 30 Shots (10 Pulses) w/ 4 L.E-Clip Reloads
--Payload: 12 Rounds w/ 48 Micro-Fusion Grenade Reloads
Special: NV Scope, Laser Targeting (+1 Aimed Strike)

C-29 “Hellfire”
Weight: 5.4kg
Damage: 1d6x10 MD
Rate of Fire: Standard
Range: 423m
Payload: 8 Shots w/ 4 Energy Canister Reloads

Armour
Armour
T-11 Enhanced Body Armor (Modified, EBA)
M.D.C. By Location:
Helmet: 60
Main Body: 100
Arms: 65 Each
Legs: 80 Each
Weight: 18kg
Mobility: -5% to Prowl, Gymnastics, Acrobatics, & Etc.
Exoskeleton: +6 P.S., +10 Spd, +3m Jump, +10% Climb, & 50% Fatigue
Special Equipment: Natural Optics & HUD, Computer/Video Link, Laser Targeting (+1 Aimed Strike) Multi-Purpose Computer

Equipment
Equipment
Climbing Kit
Commando Survival Knife (2d4 SD & Saw Wood)
Credits: 3000
CS Hand Grenades (4d6 MD in 1.8m, H.HE) x4
CS Special Forces Dress Uniform
CS Vibro-Knife (1d6 MD) x2
Duct Tape
Gas Mask & Air Filter
Hand-Held Flare x2
IRMSS Internal Robot Medical Surgeon System (4 Uses)
Marker Pens
MDC Canteen
MDC Communicator
MDC Flashlight
Mechanical Pencils
Mercenary Outfit
Military Ammo Belt
Military Back Pack
Military Utility Belt
Military Medic Assault Pack
Notebooks
PDD
Portable Robotics Toolkit
Portable Toolkit
RMK Robot Medical Kit
Smoke Grenades (6-12m) x2
Survival Kit

Robots and Vehicles
Robots and Vehicles
Special Forces "Striker" SAMAS Power Armor
Special Forces "Striker" SAMAS
Power Armor
Model Type: PA-08A
Class: Strategic Armor Military Assault Suit
Crew: One
M.D.C. by Location:
* Shoulder Wings (2) — 80 each
* Wing Mini-Missile Launchers (6 total) — 8 each
* Chest Mini-Missile Launchers (6 total) — 8 each
* Forearms with Missile Launchers (2) — 80 each
Upper Arms (2) — 70 each
* Hands (2) — 25 each
Legs (2)—130each
Main Rear Jets (2) — 60 each
Lower Maneuvering Jets (3) — 30 each
Intake Jets (2; top) — 50 each
* Ammo Drum (rear) — 35
* Rail Gun — 50
** Head — 90
*** Main Body — 325
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a "called shot," but even then the attacker is -4 to strike.
** Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must then rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge! The head is a small and difficult target to hit, shielded by the air intake tubes and weapon drum. Thus, it can only be hit when a character makes a "called shot" and even then the attacker is -3 to strike
*** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Note: Destroying a wing will make flight impossible. However, even with no wing(s), the SAMAS can make jet powered leaps and hover stationary above the ground.

Speed
Running: 112.6 km, 10% Fatigue
Leaping: 6 m Jump, 30.5 m Vertical & 61 m Horizontal w/ Thrusters
Flying: Max 528 kmph, Cruisiing 240 kmph, Max Altitude 1829 m, Optimum Altitude 1200 m.
Flying Range: 10 hours Max, 24 hours Cruising, Indefinitely with Rests per Couple Hours
Underwater Capabilities: Swim 6.4 kmph/3.4 knots, Walk 25% Running, Surface 80 km/42.5 knots, Underwater 64 km/34 knots, Max Ocean Depth 610 m

Statistical Data
Height: 2.4 m Head, 3.25 m Shoulders
Width: 1.06 m Wings Down, 3.6 m Wings Up
Length: 1.4 m
Weight: 270 kg Unarmed
Physical Strength: Robot P.S. 36
Cargo: None
Power System: Nuclear, 20 Years
Special: None have yet fallen into the hands of the Black Market.

Weapon Systems
1. C-40R SAMAS Rail Gun
Primary Purpose: Assault
Secondary Purpose: Defense
Weight: Gun: 41.4 kg, One SAMAS Ammo-Drum: 85.5 kg.
Mega-Damage: 1d4 MD, 1d4x10 MD Burst (40 Rounds)
Rate of Fire: Standard
Maximum Effective Range: 1200 m
Payload: 3000 round drum, 75 bursts. A second dram can be hooked to the undercarriage of the rocket jets, but first the used cjram must be manually removed by another SAMAS or character with a strength of 26 or higher before it can be replaced with the new one. Reloading a drum will take about five minutes for those not trained, but a mere one minute by somebody trained in the use of SAMAS power armor.

2. Striker-6 Mini-Missile Wing Launchers
Primary Purpose: Anti-Aircraft and Anti-Missile.
Secondary Purpose: Defense
Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x1O M.D.) or plasma (1D6x1O). Fragmentation will be used for anti-personnel operations.
Mega-Damage: 1d6x10 MD in 1.5m (Plasma)
Range: 1.6km
Rate of Fire: One at a time or in volleys of two, four or six.
Payload: Six total; three per wing.

3. Striker-6 Mini-Missile Chest Launchers
Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x1O M.D.) or plasma (1D6x1O). Fragmentation will be used for anti-personnel operations.
Mega-Damage: 1d6x10 MD in 1.5m (Plasma)
Range: 1.6km
Rate of Fire: One at a time or in volleys of two, three or six.
Payload: Six total.

4. Striker-8 Forearm Mini-Missile System
Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x1O M.D.) or plasma (1D6x1O). Fragmentation will be used for anti-personnel operations.
Mega-Damage: 1d6x10 MD in 1.5m (Plasma)
Range: 1.6km
Rate of Fire: One at a time or in volleys of two, four or six.
Payload: 16 total; eight per arm.

5. The "Striker" is also small enough that it can use any of the standard infantry weapons from pistols and vibro-blades to rifles, same as the "Death's Head" SAMAS.

6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat.

7. Sensor System Note: The SAMAS has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor. Sensor Bonuses: The SAMAS gets a bonus of +1 on initiative, +1 to strike and +1 to dodge in addition to the power armor targeting computer bonus and Basic or Elite Power Armor Combat Training bonuses.

CS Special Forces OCC
CS Special Forces OCC
O.C.C. Bonus: Add one attack/action per melee round, +24 to SDC, +1d4 PS and PE, +2 Roll with Impact, Punch, or Fall, +4 to Pull Punch, +1 on Initiative at 1,2,3,4,5,10, and 15, +1 to Save vs Horror Factor at 1,2,4,5,7,8,10,11,13, and 14

Attribute Requirements: I.Q. 10, M.E. 10, P.S. 12, P.P. 14, P.E. 12 or higher.
O.C.C. Skills:
Math: Basic (+20%)
Radio: Basic (+15%)
Radio: Scrambler (+10%)
Language: American at 98% and one of Choice (+20%)
Land Navigation (+10%)
Intelligence (+10%)
Streetwise (+16%)
Lore: Demon/Monster (+10%)
Pilot: One of choice (+10%)
Pilot: Robots & Power Armor (+10%)
Pilot: Robot Combat Elite: Special Forces SAMAS
Wilderness Survival (+15%)
Climbing (+15%)
Prowl (+15%)
Running
Boxing
W.P. Energy Pistol
W.P. Energy Rifle
W.P.: Two of Choice
Hand to Hand: Commando; this skill cannot be changed.

O.C.C. Related Skills: Select four skills from one of the following areas of special training: Communications, Espionage, Mechanical, Military, Piloting, Rogue, Weapon Proficiencies, or Wilderness —all of these special MOS skills get a +15% skill bonus. Two other skills can also be selected from any of the available categories at levels one, four, eight and twelve.
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+5%)
Espionage: Any (+15%)
Mechanical: Any (+5%)
Medical: Any (+10%)
Military: Any (+15%)
Physical: Any
Pilot: Any (+10%)
Pilot Related: Any (+5%)
Rogue: Any (+4%)
Science: Any
Technical: Any (+10%; +15% to Literacy and Language skills)
W.P.: Any
Wilderness: Any (+5%)

Secondary Skills: The character gets four secondary skills at level one, and two additional skills at levels three, seven, eleven and fifteen from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Standard Equipment: Special Forces "Dead Boy" body armor, choice of energy rifle and energy sidearm, four extra E-clips for each, four explosive grenades, two smoke grenades, two flares, vibro-knife, survival knife, RMK robot medical kit, IRMSS Internal Robot Medical Surgeon System, utility belt, air filter & gas mask, uniform, dress uniform, canteen, and an additional non-energy weapon of choice (typically S.D.C. automatic weapon, or bow and arrow). Conventional military vehicle of choice (motorcycle, jeep, hovercycle, etc.) for daily use.

Equipment Available Upon Assignment: Any type of body armor, explosives if demolitions is a known skill and necessary for the mission, any type of weapon, extra ammunition, optical enhancements, camera or surveillance equipment, sensory equipment and food rations for weeks. Non-regulation weapons, armor, equipment and vehicles may also be issued to Special Forces operatives, mainly for the purpose of disguise and infiltration. In addition, the character has access to military facilities. Most Special Forces operatives have mid to high level security clearance, with the highest clearance for top ranked and trusted officers.

Vehicles can include a simple hovercycle, car, conventional military vehicles, or jet pack to Special Forces SAMAS, lAR-Hellraiser, Spider-Skull Walker, tanks, APC and so on. The exact type of equipment will depend on the mission, the commanding officer and availability of items at base.

Money: The character gets a roof over his head, food, clothing, and all other basics provided free as part of his pay, as well as access to military facilities. His monthly salary starts at 1900 credits, plus combat pay. Starts off with 1D6xlOOO credits. All Special Forces troops begin at the rank of either corporal or sergeant depending upon their performance during training.

Cybernetics: Typically starts with clock calendar, gyro-compass, radar detector, oxygen storage cell (lung implant), and either a multi-optic eye or type AA-1 cyber-disguise. Additional cyber-systems may be awarded for exemplary service, heroics and special missions. Many (50%) Special Forces eventually acquire 1D4 additional implants, some (20%) have systems equal to the Headhunter.
« Last Edit: May 04, 2013, 05:27:34 PM by Keelan »

Offline insaneplotsTopic starter

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #45 on: May 04, 2013, 06:08:19 PM »
This works perfectly, a good format for placing it. If all the players would do this to make Character sheets easier to read threw.

Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #46 on: May 04, 2013, 06:24:52 PM »
YAY! *hugs* :3

And glad the time spent on the format was worth it ^_^

Also... the only thing I am NOT sure about... I was HIGHLY debating between keeping the SAMAS or having her instead have Robot Combat: Elite: Glitter Boys, etc. and give her a Glitter Girl from the Free Quebec book.  The Glitter Girl looks SOO badass and is sexy to boot!  I still am not sure if I want to change that for her... >.>

Offline insaneplotsTopic starter

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #47 on: May 04, 2013, 06:37:37 PM »
That's up to you. I have a few things planned. Just be aware That A Glitter Girl armor is usually reserved for the Glitter girl OCC from Free quebec. So that would call for a major rewrite of your Characters background.

Offline Keelan

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #48 on: May 04, 2013, 07:11:06 PM »
Well... I do like the ex-CS background... And it COULD be possible to have her learn how to pilot GBs somehow, just not be on-par with the experts... Which could translate into Gigi skills obviously... Hmm...

Even with the CSs male-centric bias for frontline combatants, would it be feasible to say the CS had developed their own Gigis?  Just a thought...

Offline insaneplotsTopic starter

Re: Palladium/ Rifts: Dino Swamp adventure.
« Reply #49 on: May 04, 2013, 07:24:00 PM »
The Glitter Girl Pilot OCC was an exclusive FQ Military force. Most players are either part or former Free Quebec forces The Traditional Glitter boy armor is available in the CS military it would be feasible for a traditional GB armor but the Glitter girl is a very hard to acquire armor.Thought a skill operator with the schematics materials money and time could retro build a Glitter boy into a glittergirl armor.