Post by SpringForest on Dec 5, 2016 16:33:33 GMT -6
Welcome to the RIFTS discussion thread! Here, you can ask me any questions you may have regarding the campaign. Keep in mind that I will be placing in information about the many worlds continually since I'm not done yet.
RIFTS book PDF: www.google.com/url?q=https://www.furnation.com/LirFur/Rifts/Books/Rifts_Ultimate_Edition.pdf&sa=U&ved=0ahUKEwjzxJn2kd3QAhWBSyYKHRlACloQFggLMAA&usg=AFQjCNHnAWKOXaliK-ELL2ji0gUbQvRJNA
RIFTS spellbook PDF: www.google.com/url?q=http://downloads.dragonsprophecy.net/rifts/Rifts-BookOfMagic.pdf&sa=U&ved=0ahUKEwi1s_6Gm-DQAhXE4SYKHdFiDjcQFggPMAI&usg=AFQjCNF8TsBKnDTNcNZ0bLwwqsWfqD9QRA
Join Link: redirect.viglink.com/?key=bbb516d91daee20498798694a42dd559&u=https%3A//app.roll20.net/join/1839645/kCpW0Q
Attributes
There are eight attributes for you to place your points in. Intelligence Quotient (I.Q.), Mental Endurance (M.E.), Mental Affinity (M.A.), Physical Strength (P.S.), Physical Prowess (P.P.), Physical Endurance (P.E.), Physical Beauty (P.B.), and Speed (Spd). 10-13 is around average in every attribute.
I.Q. determines how intelligent your character is. The higher their I.Q., the smarter they are and the lower, the dumber.
M.E. determines the amount of mental and emotional stress a character can withstand.
M.A. determines a character’s likability, charm, and charisma.
P.S. determines a character’s raw, physical power.
P.P. determines a character’s dexterity and agility. The higher this is, the better their reflexes and the more dextrous they become.
P.E. determines a character’s stamina and durability. It determines resistance to fatigue, disease, and poison. At high levels, it can even give a bonus to death and disease saves.
P.B. determines how attractive a character looks.
Speed determines how fast a character can run and how far they can move each turn in combat.
Selecting an Occupational Character Class (O.C.C.)
An O.C.C. determines what a character actually is. It will determine what skills and equipment they can use.
Alignment
Experience
Characters will naturally gain experience from their adventures. While experience can be gained from battle, experience is also gained from actions that are not battle related. Characters can gain experience simply by using the right skill at the right time. There’s a wide variety of ways experience can be earned, but most often than not, it is earned by doing something important or impressive.
Background Info
SENTINELS rules of conduct
1. You can only use equipment and abilities that fit the world you go to.
2. You must never reveal that you’re a SENTINEL.
3. Do not talk about SENTINELS outside of SENTINEL HQ.
4. If you see another SENTINEL outside of your team, you must act as if you’ve never met them before.
5. Try to avoid unnecessary death and the creation of time space anomalies.
RIFTS book PDF: www.google.com/url?q=https://www.furnation.com/LirFur/Rifts/Books/Rifts_Ultimate_Edition.pdf&sa=U&ved=0ahUKEwjzxJn2kd3QAhWBSyYKHRlACloQFggLMAA&usg=AFQjCNHnAWKOXaliK-ELL2ji0gUbQvRJNA
RIFTS spellbook PDF: www.google.com/url?q=http://downloads.dragonsprophecy.net/rifts/Rifts-BookOfMagic.pdf&sa=U&ved=0ahUKEwi1s_6Gm-DQAhXE4SYKHdFiDjcQFggPMAI&usg=AFQjCNF8TsBKnDTNcNZ0bLwwqsWfqD9QRA
Join Link: redirect.viglink.com/?key=bbb516d91daee20498798694a42dd559&u=https%3A//app.roll20.net/join/1839645/kCpW0Q
Attributes
There are eight attributes for you to place your points in. Intelligence Quotient (I.Q.), Mental Endurance (M.E.), Mental Affinity (M.A.), Physical Strength (P.S.), Physical Prowess (P.P.), Physical Endurance (P.E.), Physical Beauty (P.B.), and Speed (Spd). 10-13 is around average in every attribute.
I.Q. determines how intelligent your character is. The higher their I.Q., the smarter they are and the lower, the dumber.
M.E. determines the amount of mental and emotional stress a character can withstand.
M.A. determines a character’s likability, charm, and charisma.
P.S. determines a character’s raw, physical power.
P.P. determines a character’s dexterity and agility. The higher this is, the better their reflexes and the more dextrous they become.
P.E. determines a character’s stamina and durability. It determines resistance to fatigue, disease, and poison. At high levels, it can even give a bonus to death and disease saves.
P.B. determines how attractive a character looks.
Speed determines how fast a character can run and how far they can move each turn in combat.
Selecting an Occupational Character Class (O.C.C.)
An O.C.C. determines what a character actually is. It will determine what skills and equipment they can use.
Alignment
Alignments are a sort of general outline of your character’s attitudes and moral center. Your alignment could possibly change over a long period of time, but that would take a long time. There are three main categories of alignments. Good, Evil, and Selfish.
Principled (Good)
Principled characters are usually the type that follow laws and rules set in place at all times, working toward keeping order.
Scrupulous (Good)
Scrupulous characters value freedom and life. They will do what they deem necessary to keep up with those values. They don’t necessarily follows laws by the book, but won’t go out of their way to break them.
Unprincipled (Selfish)
An unprincipled character will look after themselves first and foremost. They are generally greedy and dislike being confined by laws. They are not entirely evil though, since they don’t actually enjoy killing. They simply do it to gain something. They also will avoid killing innocent people and unarmed enemies.
Anarchist (Selfish)
This character just generally does whatever they want to do because they can. Their motives are mostly for fame, fortune, pleasure and thrills. They do not care about much else.
Aberrant (Evil)
This is a character that will achieve their goals using any means necessary, but also has a form of ethical code. They respect their allies and both punish and reward them for their actions.
Miscreant (Evil)
This character will do absolutely anything to further their goals. They have no moral code and simply do not care about others as long as they get what they want. They are often driven by the promise of wealth, power, and revenge.
Diabolic (Evil)
These characters do not value life in the slightest. They will kill and torture for pleasure and generally make people miserable just for fun. They are mostly despised by everyone except for themselves.
Principled (Good)
Principled characters are usually the type that follow laws and rules set in place at all times, working toward keeping order.
Scrupulous (Good)
Scrupulous characters value freedom and life. They will do what they deem necessary to keep up with those values. They don’t necessarily follows laws by the book, but won’t go out of their way to break them.
Unprincipled (Selfish)
An unprincipled character will look after themselves first and foremost. They are generally greedy and dislike being confined by laws. They are not entirely evil though, since they don’t actually enjoy killing. They simply do it to gain something. They also will avoid killing innocent people and unarmed enemies.
Anarchist (Selfish)
This character just generally does whatever they want to do because they can. Their motives are mostly for fame, fortune, pleasure and thrills. They do not care about much else.
Aberrant (Evil)
This is a character that will achieve their goals using any means necessary, but also has a form of ethical code. They respect their allies and both punish and reward them for their actions.
Miscreant (Evil)
This character will do absolutely anything to further their goals. They have no moral code and simply do not care about others as long as they get what they want. They are often driven by the promise of wealth, power, and revenge.
Diabolic (Evil)
These characters do not value life in the slightest. They will kill and torture for pleasure and generally make people miserable just for fun. They are mostly despised by everyone except for themselves.
Experience
Characters will naturally gain experience from their adventures. While experience can be gained from battle, experience is also gained from actions that are not battle related. Characters can gain experience simply by using the right skill at the right time. There’s a wide variety of ways experience can be earned, but most often than not, it is earned by doing something important or impressive.
Background Info
Your character has received a message from the SENTINELS team. They are a secret team that watches over the megaverse, protecting time and space along with the flow of them. Their job is to find anomalies and resolve them. Your character is one of the few hand picked and specially selected warriors for this mission. Together along with others selected for this, you have been placed in a team.
Earth
Ard
Dracomundi
Earth
Long ago, Earth had reached a golden age. Technology and medicine greatly advanced to an amazing degree. Then, suddenly, everything changed when the Fire Nation attacked a mysterious event occurred. Millions of people died, releasing Potential Psychic Energy (PPE) into the air at the same time. This caused the ley lines to go absolutely haywire. They suddenly became visible and at points where they would intersect and rifts would form and connect to other times and worlds. The Earth was then full of mysterious creatures of all kinds of power all over the megaverse. North America became mainly ruled by the Coalition States, where non humans are treated as lower citizens and executed for their crime of not being human. Other prominent locations in North America are The Federation of Magic, Free Quebec, and New Lazlo. The Federation of Magic embraces and studies magic and is home to many necromancers. Free Quebec is a branch off of the Coalition States and a refuge for humans. New Lazlo embraces both humans and non humans and is where techno wizardry originates from. England, Wales, and Scotland have been overrun by magical societies and are home to the Great Tree, Yggdrasil. China and Japan have been taken over entirely by demons. Africa has reverted entirely to a land of tribal life and shamans fighting against the demons and monsters pouring out of the rifts.
Ard
Ard is a world full of magic and monsters. Technology is not fully advanced here and comes mainly from something called Magitek. The concept of Magitek is still fairly rare and new, but with it, people have created airships to explore the skies and even special weapons. For the most part, the people stick to what they know, however. That would be using their swords and sorcery. Often, the people of this world make their weapons out of magical materials and most people in this world can naturally learn magic. Ard is home to five main continents. Terraius, Lunares, Solas, Warius, and Tekim. Terraius is the second largest continent. It contains one of the largest cities in Ard, known as Terran. This city is well known as a place where adventurers from all over the world come to live and work, taking on missions. As well as Terran, there is Magis, a town known all throughout the world for its famous mage academy. There’s also Rainfall, a town to the east, that has close ties to the ancient temples there and carries the legends of long ago, passing them down from generation to generation. Verian City, found on an island just off the shore of Terraius, is a well known city where many Verians (Humans with specific, animal-like features) live. Dragon Canyon is also well known for its dragon Verians and lies to the northeast of Terran. Lunares is home to multiple different cities as well, but is known for having a cold climate. It often snows on this continent. The two most prominent towns on Lunares are Arc and Luneth. Arc is a town where many upper class individuals live. They tend to be very rich. Luneth is a town down by the water where a religion worshipping the moon is enforced. Solas is a small continent to the south. The climate there is generally very warm and tropical. Warius is the largest continent in Ard. Currently, most of the continent is caught in a civil war. The people battle over the rights of Verians and Chibi Goblins (A species of Goblins that is far more intelligent and capable not only of human speech, but negotiating with them. They’re also smaller than normal Goblins and adorable.) There are the peaceful mountain villages to the east, however. Tekim is no longer an inhabited continent. All of the inhabitants died long ago, and only monsters remain in their place.
Dracomundi
Dracomundi is home to three large continents. In this world, the nations are divided and at war. Powerful, steampunk war machines are created to be used in battle. Resources are scarce and hard to come by. Ever since the ten Great Dragons of this world left it, it has never been the same. Natural disasters cover the land. On the continent of Primum, there are three main kingdoms. The northern kingdom of Froyomo, the Central Alliance, and the southern kingdom of Daravia. Froyomo is a generally cold and snowy area to the north with forested mountains and large tundras. The Central Alliance is home to large fields and forests. It is where most of the fresh water left in the world remains. Daravia is a desolate desert. The people there must turn to thieving and banditry to survive. Only a single small town on an oasis survives. On Chordus, the main nations are the northern Moga Forest, the southern Underkingdom, and the volcanic island of Dravana. The Moga Forest contains lush forest land and thick swamp land while the Underkingdom is made up mostly of cavernous, rocky mountains. Dravana is a volcanic island to the east of the continent. Finally, Tertius is home to the kingdoms of Altria and Tradesmith. While the Altrians are made up mostly of an angelic race that watch over their ancient temples on the floating island of Tertius, Tradesmith is made up of adventure seeking explorers and wealthy traders. The two nations often butt heads seeing as Tradesmith only recently moved in and has been continually expanding and taking land from the pacifist Altrians.
SENTINELS rules of conduct
1. You can only use equipment and abilities that fit the world you go to.
2. You must never reveal that you’re a SENTINEL.
3. Do not talk about SENTINELS outside of SENTINEL HQ.
4. If you see another SENTINEL outside of your team, you must act as if you’ve never met them before.
5. Try to avoid unnecessary death and the creation of time space anomalies.