Campaign of the Month: February 2014
I stole these from Killervp at A God… Rebuilt but I have played with them and I love them.
We follow the Gaming 10 Commandments. (Thanks Skyland Games!)
We are using the fast spell casting rules that appears in the Rifts Ultimate Edition.
Spell invocation levels 1-5 use up one (1) melee attack/action.
Spell invocation levels 6-10 use up two (2) melee attacks/actions.
Spell invocation levels 11-15 AND Spells of Legend use a minimum of three (3) melee attacks/actions.
Scroll conversion, scroll reading, and spell book rules are here.
Adjustment in learning spells: Take 1 hour off/level of time to learn spell for the spell casters level learning, and 1 hour off/level for teachers level.
Armor spells will be SDC but treated as their RIFTS description text is worded.
Armor of Ithan
Self or Other
4 melees per level of the spell caster
This powerful spell creates an invisible, weightless, noiseless, full suit of mystic armor instantly upon the spell caster. Named after the magic armor of the dwarf king Ithan, this mystic armor has a S.D.C. of 10 per level of experience. Magic, fire, lightning, and cold do 1/2 damage.
Supernatural Damage and Hand Weapons
When wielding a hand weapon, such as swords, clubs and knives, a supernatural being inflicts either the weapon damage plus P.S. damage bonus or its basic hand to hand damage (see previous table) plus P.S. damage bonus, whichever is greater.
(WE USE THIS): Normal weapons are in danger of breaking when wielded by somebody with supernatural strength. A good rule of thumb is to assume a weapon is in danger of breaking whenever total damage inflicted exceeds more than three times the weapon’s maximum base damage — in the case of a 2D4 sword, more than 24 points of damage might break it. Every time that much damage is inflicted, there is a 01- 30% chance that the weapon will break. Heavy, sturdy weapons, and very well-crafted blades (a master smith’s katana, for example) can withstand more damage; do not roll unless damage exceeds five times
the weapon’s maximum damage. Magical weapons and artifacts are basically indestructible and are at no risk of breaking.
Speed is equal to the number of yards you can run in 1 minute.
Someone with 1 weapon may parry 3 attacks. Someone using paired weapons may parry 4 attacks. If attempting to parry more than that, the character loses an attack as a dodge, If you possess Automatic Parry as a maneuver then add +1 to those totals. Their are mystical powers that can supersede these numbers for a brief duration.
Any death where the player is not resurrected will result in a new character being created for that player at 2 levels below level at death, or 10th level, whichever is lower. Each death lowers the chance of future resurrections by 10%, example 2 deaths= – 20%.
Steps if Character is close to Death- First- Anyone that gets below 0 hp save vs coma. Then, after your PE in minutes, another save. Then, unless under medical care, save vs death, or if you fail on 2 save vs coma in a row. Then, if you aren’t helped by PE in hours from original time by some medical care, save vs. death, and once/hour thereafter.
Second- If the damage is more than your PE below 0 (example, PE of 13, damage of -15) you must immediately save vs. death. If succeed, then save vs coma, and repeat as above in #1.
For permanent dead it is PE + Character level. PE 12 Character Level 11 can go to -23 below.
Remember: This is a role-playing GAME! So, to continue to encourage laughter, I will continue to award xp when you make the gm laugh. Extra xp when you make all of us laugh!
New members to the group require unanimous approval of current group members, after three sessions to get a sample of how they roleplay.
We are using the perception rules from Dead Reign, from Palladium Books, with bonuses coming from ME.
Easy: 4 Moderate: 8 Challenging: 14 Difficult: 17 Masterful: 19
Perception & Skills: Skills such as Prowl, Concealment, etc add to Perception. + 1 every 10 points of skill. Use common sense… prowl does not help in discovering a secret door.
We are using the movement rules given in the Old Ones Sourcebook, pages 22-24.
On character’s birthday, all 20 sided rolls are + 4, all skills are + 20%.
On personal birthdays, all 20 sided rolls are + 2, all skills are + 10%.
Each anniversary the character, with the blessing of his/her god or goddess, will get to re-roll any and all dice rolls once each for that day! You must accept the result of the re-roll.
High, Mid, Low, and Standard Roll Rules
To stay on the honor system, use our own dice rather than a computer program, we use a high, mid, & low roll rule. This is sent by gm to another player than the one rolling over private message. No message means standard rolls.
High- 100 is 1, 1 is 99. 20 is 20, 1 is 1.
Mid- 50 is 1, 49 is 100. 10 is 20, 9 is 1.
Low- 1 is 1, 100 is 100. 1 is 20, 20 is 1.
Standard- Number rolled is number given.
None of this applies if using the computer dice roller.
A roll of 1-4 is always a miss, regardless
RF or Resistance Factor
Please click ‘HERE’.
Holy and Magic Weapons
Holy Weapons are nearly indestructible and never dull. They can only be destroyed or damaged by a God, Greater Demon, Dragon, or minion of the Gods, or an attack by a Rune Weapon. To do so, the attack must deliberately be targeted at the weapon. The weapon is still S.D.C, however.
Magic weapons also never dull, but may be destroyed.
Fumble & Critical Rolls
Natural 1 on a 20 is a fumble- go immediately to fumble tables. If fumble table says possibility of striking someone, roll new strike roll 1-4 misses automatically, as in all rolls. There are no double fumbles (1 followed by 1 for strike on fumble table means miss).
Now on Percentile Rolls unless the table is reversed or has a special set of rules a 99% will be fumbles, miss, etc. 100% is a Critical failure and I will have you roll again to see how bad, but like the D20 there are no double fumbles.
Now for skills there is a Critical Success that can happen. If you have a skill between 60% to 69% and you roll 06% or lower that is a Critical success and I will handle it appropriately.
90% – 99% is a Critical at 09% or lower. I think you can figure out the rest of the tables. a 01% will always be treated as a Critical Success.
Players can ignore horror factor if they have faced the creature/race 4 times successfully in combat.
At the end of each session an MVP will be picked by the player characters. That PC will get a bonus 250 xp, and an attendance point.
CHARACTER LOG REWARDS
Three consecutive logs (3 separate games in a row) by all players that attend is worth a bonus “Ace in the Hole” for each player— a special item that can be played at any time for a success (or almost success) on any one roll — strike, dodge, parry, skill, etc. For strike rolls (ignore normal bonuses except for contested rolls) it will add 10 to the die roll and a critical strike on a 15 which means a 5 or better will crit and a 4 or lower will hit normally. For dodge rolls the dodge is an automatic success except on a Nat 20 and does not cost an action. For parry rolls the parry is an automatic success except on a Nat 20. For skill rolls it temporarily boosts the skill up to 98% (take into account normal negatives and modifiers). For perception rolls this is considered a Nat 20 — nothing, I mean absolutely nothing escapes this character’s range of perception — even including things not normally visible, audible, or sensible by the character (invis, magically invis, ethereal, scentless, otherworldly, etc.) Any player may only accrue ONE “Ace in the Hole” at any given time. This means it must be played before you can earn a second one.
6 game logs in a row by any one player also gives an award- a drama card! These drama cards will not expire, but as always, no one can ever hold more than 8 drama cards at any time.
Thanks to Brent for the idea!