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About the Game.

Posted by GM ZaboemFor group 0
GM Zaboem
GM, 1 post
Master Gamemaster
Thu 26 May 2016
at 03:48
  • msg #1

About the Game

In this thread, I will be describing the game. Information will include house rules, character creation, roleplaying guidelines, and whatever else I happen to remember. Some of this was already covered in the game description, but I am copying it so everything will be together.

Purpose: Despite the interest in the upcoming Savage Worlds edition of Rifts, there seems to be a demand for another Rifts game on RPOL which uses the classic rules of the 1st and Ultimate editions.

Tone: Over the top adventure

Themes: Exploration, identity, transhumanism, mystery, action, high weirdness, and hopefully a little tongue-in-cheek comedy

The Rating: Dude, Do You Even Rift?! is rated PG-13.

The Players: This game is not open to everyone. In all of my previous games, I have made a point of keeping the games open to new players. These rules just don't work well for coaching new players in a play-by-post medium, and believe me, I have tried. This time around, only experienced roleplayers who know the Palladium system and the Rifts Earth setting are welcome.

The Gamemaster: My internet handle is Scott Zaboem, known in some circles a Lord Z. I am a long-time roleplayer and supporter of play-by-post games. I also wrote a single published article for Beyond the Supernatural in the 45th issue of The Rifter Magazine.

The Dice: I prefer the honor system. If you want to use your dice at home and report how they rolled, I am fine with that. If you would rather use the dice roller provided by RPOL, it is there for you.

The Characters: I suggest steering towards the Unprincipled alignment and away from extreme alignments of Principled and Diabolic. Fresh characters should probably be 1st level, but you are welcome to continue playing an established character from a previous game with levels that you have earned. Just don't go above 10th level. Please don't make any multiple personality characters as they are a pain to play in play-by-post. Any playable classes and equipment from the main book (1st edition or Unlimited) should be okay. Most stuff out of any of New West, other World Books, Beyond the Supernatural, Palladium Fantasy (main book), Splicers, or After the Bomb should be okay. Most other stuff is probably okay also -- just check with me.

In terms of power level, I suggest shooting for the lower end of things. If there is interest in playing some powerful characters, we will start a second group of PCs who can face down stronger threats.

If you would rather take on a pre-generated character, I suggest looking at the characters detailed in Machinations of War sourcebook.

House Rules: I try to stick close to canon rules. For ease of use, however, I have streamlined skill percentages. Please do not bother looking up every skill percentage. Just assume that every skill begins at 25% and increases 5% with each subsequent experience level. Yes, percentile bonuses from I.Q. and class bonuses may still be applied. If making a fresh character, every skill is available regardless of whether it is on a list of accessible skills or not. Just take to common sense prerequisite skills first. Take Mathematics Basic before Mathematics: Advanced. Take First Aid before Paramedics. Take the language skill before the literacy skill in that same language, et cetera. It is my experience that building skills this way cuts half and hour or more from character creation time.

If you don't like this house rule or you already have your character rolled up, disregard. This rule is there to save YOU some time. I do not have the time nor inclination to argue about it.
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