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Introduction
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Rifts is basically a roleplaying game that is played with paper and dice. You can create realistic or unrealistic characters which u use to fulfill your mission or objectives. Along with that their are creatures to fight, and skills that u can learn, and a whole lot more. Picture a RPG for the pc, but take it further. In rifts, you can do anything from relieving urself anywhere in the world.......to even rebelling against your own group (which i wouldnt recommend). In a nutshell, its a game for those who have time to spare, because it takes time to learn and to get used to the gameplay style.
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Chapter I
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[Supplies]
First thing you need is some sort of a rifts character sheet (check [Musts] at the right) that includes stats, name, skills, powers, magic, psionics, cybernetics, weapons, equipment, hand to hand fighting, bonuses, damage capacity, alignment, age, O.C.C. ( occupational character class), and notes.
Next thing you need is at least 1 four sided die (1D4), and 3 six sided dice (3D6), and a pencil and eraser. It also helps if u have a 20 sided die (1d20). It would be a good idea to go to a local hobbie shop and by them in a set. If you are confused about the dice notation (1d4, 3d6), Click Here
[Biological Information]
First thing you do i s pick a name for your character, and all of the personal facts (as height, weight, etc). After that go to page 14 in the RIFTS mainbook to pick an alignment. Choose one of the behaviors you want to use with your character. Then simply copy all this information down to your character sheet.
[Bonuses I: Attributes]
You will probably see now that on your character sheets, there are lots of blanks for P.E., P.P., etc. In order to fill those blanks, you need to roll 3D6 for each attribute and add up the numbers, IF and only IF you get a 16, 17, or 18 , u get one extra bonus roll with a 6 sided die. Then add the this role to your total. So by getting an 18 (which is rare), u can receive a total roll of 24, which is really good.
[Skills]
The next part is selecting skills. Go to the page of the O.C.C. or R.C.C. (racial character class) that you chose, and look under the bold print O.C.C. Skills:. To demonstrate, I'll will use the Glitter Boy O.C.C. as an example: On page 64-66, the skills that the glitter boy comes with are listed under O.C.C. Skills:. To further demonstrate this, here is one of the skills listed:
����Language: two of choice
This means you can pick any two languages you want. Next to it says +20%. To use this information, You have to go to page 31, and under Base Skill: for a language, it has 50%. Now u simply add to get 70% (50% + 20% = 70%). All of the O.C.C. skills are automatically yours without a choice, add you get all of the corresponding bonuses to those skills. In addition, your character can also have 6 additional skills. To get these, go to the O.C.C. related skills where you can choose six skills for a your character out of the list given to you. Written below that list it is stated that you can trade a skill to upgrade that type(Ex. hand to hand: Basic ~> hand to hand: Martial Arts, etc). Do not use the skills listed there, you will have to go to page 23 and compare the list to the skills there. The same list is used for secondary skills but the bonuses in parentheses are NOT used.
[Bonuses II: Athletic Skills]
Then next thing to do is go through all of the athletic skills you chose for your skills (martial arts..etc) and add up the bonuses for all of the stats. These stats include dodge, strike, parry, roll, etc. Keep a tab on these scores, write them somewhere, but do not add them in just yet, there are also some other things to take care of.
[Hand To Hand]
Next, go to page 37 and look under the hand to hand type that you have chosen for your skills section and look under level 1. Take the bonuses listed there and add those to the ones received under skills. Finally if you have and stats higher than 16 go to page 8 and at the bottom there is chart that tells you the extra bonuses. Finally, add those bonuses to the ones added up earlier. NOW you can put the proper bonuses in their appropriate places.
[Equipment and Weapons]
The next part is relatively simple, under your O.C.C. page, there is a list of Standard Equipment. Anything that it says about weapons you come with,, put them under the section on your character sheet titled Weapons. Everything else goes under Equipment.
[Hitpoints]
Hit Points is your health, in a number format. A character has a set number of hitpoints/health. Once that number is reduced to zero, then that character is literally dead, unless otherwise stated by your GM (Game Master). To calculate your hitpoints, just roll 1D6 and add that to you P.E...that's it!
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Extra Info
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[Quick Page Links]
Supplies
Biological Info
Bonuses I
Skills
Bonuses II
Hand To Hand
Equipment
Hitpoints
[Musts]
Inorder to play this game, it is a must that you get the main book, or you would not be able to play the game, nor be able to complete your character sheet, which you cannot play without. Below is the link to view the cover of the main book.
Main Book Cover
Its the most expensive book of the series at about $25. At someplaces you can bargain and reduce it to $20, if your lucky. Also, here are the Character Sheets to Download. (CS=Character Sheet)
Rifts Standard CS(front)
Rifts Standard CS(back)
[Help on Dice Notation]
Dice notation might sound and look kinda difficult, but its rather easy. Ill break down this example to simplify it:
3d6
the "3" stands for the quantity of dice, so in this case, their would be 3. The "d" simply represents the word dice. And the "6" stands for the type of dice, in this case it would be the common 6 sided dice. Its that simple.
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