Post by Jaymz on Nov 30, 2013 18:37:05 GMT
The following is a step by step tutorial of how to make a character in Rifts Ultimate Edition
Pre Character Generation
First thing you sould always do (at least in my opinion) is A ) talk to your gm about the type of campaign he/she is running as well what is and is not allowed to start off and B ) come up with a core concept as to what it is you would like to be.
These two things will actually help you in making character generation a bit quicker since it will allow you to skip or bypass things you don't need to deal with.
Now make sure you have a couple of sheets of paper to mark all of your info down so that you can scratch out and make changes as needed as you go. This is your worksheet.
Step One - Rolling your Attributes
Every character has 8 attributes:
IQ - Intelligence
MA - Mental Affinity
ME - Mental Endurance
PS - Physical Strength
PP - Physical Prowess
PE - Physical Endurance
PB - Physical Beauty
SPD - Speed
Each attribute has a die roll associated with it and that die roll is dependent on the race you wish to be. So here you should decide what race you want to be. For simplicity sake we will be human.
Humans are simple in that all 8 attributes are a die roll of 3d6.
Note - the only other races you can be in Rifts Ultimate Edition is that of a Dragon or Dog Boy. Be sure your GM is ok with this choice if you do wish to be one. Otherwise the character generation process is pretty much the same for Dragons and Dog Boys as well. If you want to be another race from another book, consult your GM but as I said about Dragons and Dog Boys, the character generation process is pretty much the same.
There are 3 basic ways that I have seen used in doing this
1 - Roll 3d6 (or that particular race's attribute die roll) and assigned them consecutively starting with IQ and make your way down the list
2 - Roll 3d6 and place each number where you want it
3 - roll 3d6 in sequence as you do in #1 but then flip a couple to better reflect the character concept you have.
Note - Personally I use number 2 or 3.
Once you start rolling you add the total of each 3d6 which will give you a range of 3-18 and then assigne them to each attribute accordingly.
There is however an exception to this. IF your die roll results in a 16,17 or 18, it is considered an exceptional attribute and you then get to add an additional 1d6 to that roll. Furthermore if THAT die results in a 6, then you get to roll an additional 1d6 to add to that attribute. This gives any attribute the potential to be anywhere from 3-30. This exception, however, is only applicable to attributes that 3d6, not 3d6+3, 2d6+4, 4d6 so on and so forth.
Once you have all your atributes assigned you now can see if you get any attribute based bonuses or penalties. Refer to the Bonus table (it starts at attribute number 16 and goes to 30) and make note of any and all bonuses for each attribute if any. Also refer to the list of penalties for each attribute for any that are 8 or less.
Now in some cases you may very well end up with an attribute over 30 in which case there is also a list of any additional bonuses or perks you get from it.
Once you have done this continue on to step 2.
Step Two - Damage Ratings
This step explains what SDC and Hit Points are.
Hit Points are what most mortal races have along with SDC though some will only have MDC. Check the race in question for specifics.
Your SDC as a human starts out as 2d6+12 then you will add any additional bonuses you receive later in hte character generation process.
For a human your Hit Points are your PE attibute above + 1d6 per level starting at level 1.
Once you have done this continue on to Step 3
Step Three - MDC
Unless you are an MDC race, you can skip this step in the character generation process as it only explains what MDC is.
Continue to step 4
Step Four - Determining Psionics
This is a semi optional step. Check with your GM before doing this as he/she may not wish you to randomly roll for this. Also not all races can have psionics so that is another reason to check with your GM. In addition if your character concept is of a psuchic then you can skip this section as you will get psionics as part of the character class you choose later.
All that being said, if you are allowed to do so, just follow the instructions as to how to determine if your character will have psionics.
If you do, each part tells you how much ISP (Inner Strength Points or Psionic Energy if you will) you get and how many powers you can pick from the psionic power section.
For simplicity sake we will assume no psionics.
Continue to Step 5
Step Five - Picking a Character Class
At this point you can pick a character class to play.
You can choose anything from Soldiers, Psychics, Magic Users, Super soldiers, Adventurers and even dragons (well hatchlings anyway)
As a human you can pick any class in RUE except, obviously, a dragon.
I have broken down this step into substeps to address each item on its own.
Step 5A - Alignment and Attribute Requirements
Check the attribute requirements of the class you want to be and make sure you can meet them. If you can't just talk to your GM as most will either let you take the class anyway or allow you to adjust the attribute in question the minimum needed. If the GM will not allow you to take that class then you just need to find a class you can take.
Each class also lists the Alignments that can be taken when you get to Step 6.
Once you have chosen a class continue to step 5B
Step 5B - Special OCC bonuses and Abilities
Once you have chosen a class to be then the first thing you do is look to see if the class has any special abilites or bonuses.
Examples of this are:
Magic users - generally get to pick spells and determine their PPE (magic energy) as well as other special skills/bonuses for each individual magic using class
Psychics - generally get to pick powers and determine their ISP (psychic energy) as well as other special skills/bonuses for each individual psychic class
Adventures/Soldiers - might get special skills or abilities as well other special bonuses for each individual class
Super Soldiers - will generally get physical bonuses and abilities (and in some cases bionics and cybernetics) for each individual class
Once you have gone through this and added the bonuses and abilities to your worksheet continue to step 5C
Step 5C - OCC skills
This section is a list of all the skills that class automatically gets along wih any bonuses you receive for that skill. Mark these down. Then go to the skill section to look up each skills starting percentages or bonuses, remebering to add in any bonuses the class receives for that skill.
Once you have completed this go to step 5D
Step 5D - OCC Related skills
Ok this is where it gets a bit more time intensive. Each class lists what areas of knowledge you can choose from to expand your skill list.
Using the skill section, go through and pick number of related skills indicated making sure to follow what restrictions there may be by area of knowledge. Make sure to note the starting skill percentages or bonuses of the skills you choose and to add in any bonuses the class receives for those skills.
Once you have done this go to step 5E
Step 5E - Secondary skills
Using the secondary skill list choose a number of secondary skills indicated by the class you have chosen, making sure to note the skill percentages and bonuses given by those skills.
SPECIAL NOTE ABOUT SKILLS - Some skills, like physical skills, do not have a percentage but just a flat bonuses. These are always cumulative. Types of bonuses like this are strike, parry, dodge or bonuses to hit points or SDC etc. This is the primary reason a worksheet is the best way to go when first making your character.
Once you have completed all your skills selectiosn and have totaled up all your percentages and bonuses continue to step 6
Step Six - Alignment
This where you choose your aligment or your characters basic personality. It explains what each one is and how the character woiuld typically act.
Once you make sure your choice of aligment can be taken for the class you are continue on to step 7
Step Seven - Experience Level system
This explains the basics of how experience levels work and how it pertains to your character in a general sense. It issn't really part of the character generation process per se so you cna skip this and go to step 8 if you wish.
Step Eight - Round out your character
This is basically a way to speed up creation of your characters background and history. If you already have a concept and background in mind then this step is not really necessary.
After you have gone through all the above you cna transfer all your information to a character sheet if you wish or just use the worksheet (I generally just use my worksheet when I play).
BAM you are ready to play. Grab your dice and go slay those evil doers
Pre Character Generation
First thing you sould always do (at least in my opinion) is A ) talk to your gm about the type of campaign he/she is running as well what is and is not allowed to start off and B ) come up with a core concept as to what it is you would like to be.
These two things will actually help you in making character generation a bit quicker since it will allow you to skip or bypass things you don't need to deal with.
Now make sure you have a couple of sheets of paper to mark all of your info down so that you can scratch out and make changes as needed as you go. This is your worksheet.
Step One - Rolling your Attributes
Every character has 8 attributes:
IQ - Intelligence
MA - Mental Affinity
ME - Mental Endurance
PS - Physical Strength
PP - Physical Prowess
PE - Physical Endurance
PB - Physical Beauty
SPD - Speed
Each attribute has a die roll associated with it and that die roll is dependent on the race you wish to be. So here you should decide what race you want to be. For simplicity sake we will be human.
Humans are simple in that all 8 attributes are a die roll of 3d6.
Note - the only other races you can be in Rifts Ultimate Edition is that of a Dragon or Dog Boy. Be sure your GM is ok with this choice if you do wish to be one. Otherwise the character generation process is pretty much the same for Dragons and Dog Boys as well. If you want to be another race from another book, consult your GM but as I said about Dragons and Dog Boys, the character generation process is pretty much the same.
There are 3 basic ways that I have seen used in doing this
1 - Roll 3d6 (or that particular race's attribute die roll) and assigned them consecutively starting with IQ and make your way down the list
2 - Roll 3d6 and place each number where you want it
3 - roll 3d6 in sequence as you do in #1 but then flip a couple to better reflect the character concept you have.
Note - Personally I use number 2 or 3.
Once you start rolling you add the total of each 3d6 which will give you a range of 3-18 and then assigne them to each attribute accordingly.
There is however an exception to this. IF your die roll results in a 16,17 or 18, it is considered an exceptional attribute and you then get to add an additional 1d6 to that roll. Furthermore if THAT die results in a 6, then you get to roll an additional 1d6 to add to that attribute. This gives any attribute the potential to be anywhere from 3-30. This exception, however, is only applicable to attributes that 3d6, not 3d6+3, 2d6+4, 4d6 so on and so forth.
Once you have all your atributes assigned you now can see if you get any attribute based bonuses or penalties. Refer to the Bonus table (it starts at attribute number 16 and goes to 30) and make note of any and all bonuses for each attribute if any. Also refer to the list of penalties for each attribute for any that are 8 or less.
Now in some cases you may very well end up with an attribute over 30 in which case there is also a list of any additional bonuses or perks you get from it.
Once you have done this continue on to step 2.
Step Two - Damage Ratings
This step explains what SDC and Hit Points are.
Hit Points are what most mortal races have along with SDC though some will only have MDC. Check the race in question for specifics.
Your SDC as a human starts out as 2d6+12 then you will add any additional bonuses you receive later in hte character generation process.
For a human your Hit Points are your PE attibute above + 1d6 per level starting at level 1.
Once you have done this continue on to Step 3
Step Three - MDC
Unless you are an MDC race, you can skip this step in the character generation process as it only explains what MDC is.
Continue to step 4
Step Four - Determining Psionics
This is a semi optional step. Check with your GM before doing this as he/she may not wish you to randomly roll for this. Also not all races can have psionics so that is another reason to check with your GM. In addition if your character concept is of a psuchic then you can skip this section as you will get psionics as part of the character class you choose later.
All that being said, if you are allowed to do so, just follow the instructions as to how to determine if your character will have psionics.
If you do, each part tells you how much ISP (Inner Strength Points or Psionic Energy if you will) you get and how many powers you can pick from the psionic power section.
For simplicity sake we will assume no psionics.
Continue to Step 5
Step Five - Picking a Character Class
At this point you can pick a character class to play.
You can choose anything from Soldiers, Psychics, Magic Users, Super soldiers, Adventurers and even dragons (well hatchlings anyway)
As a human you can pick any class in RUE except, obviously, a dragon.
I have broken down this step into substeps to address each item on its own.
Step 5A - Alignment and Attribute Requirements
Check the attribute requirements of the class you want to be and make sure you can meet them. If you can't just talk to your GM as most will either let you take the class anyway or allow you to adjust the attribute in question the minimum needed. If the GM will not allow you to take that class then you just need to find a class you can take.
Each class also lists the Alignments that can be taken when you get to Step 6.
Once you have chosen a class continue to step 5B
Step 5B - Special OCC bonuses and Abilities
Once you have chosen a class to be then the first thing you do is look to see if the class has any special abilites or bonuses.
Examples of this are:
Magic users - generally get to pick spells and determine their PPE (magic energy) as well as other special skills/bonuses for each individual magic using class
Psychics - generally get to pick powers and determine their ISP (psychic energy) as well as other special skills/bonuses for each individual psychic class
Adventures/Soldiers - might get special skills or abilities as well other special bonuses for each individual class
Super Soldiers - will generally get physical bonuses and abilities (and in some cases bionics and cybernetics) for each individual class
Once you have gone through this and added the bonuses and abilities to your worksheet continue to step 5C
Step 5C - OCC skills
This section is a list of all the skills that class automatically gets along wih any bonuses you receive for that skill. Mark these down. Then go to the skill section to look up each skills starting percentages or bonuses, remebering to add in any bonuses the class receives for that skill.
Once you have completed this go to step 5D
Step 5D - OCC Related skills
Ok this is where it gets a bit more time intensive. Each class lists what areas of knowledge you can choose from to expand your skill list.
Using the skill section, go through and pick number of related skills indicated making sure to follow what restrictions there may be by area of knowledge. Make sure to note the starting skill percentages or bonuses of the skills you choose and to add in any bonuses the class receives for those skills.
Once you have done this go to step 5E
Step 5E - Secondary skills
Using the secondary skill list choose a number of secondary skills indicated by the class you have chosen, making sure to note the skill percentages and bonuses given by those skills.
SPECIAL NOTE ABOUT SKILLS - Some skills, like physical skills, do not have a percentage but just a flat bonuses. These are always cumulative. Types of bonuses like this are strike, parry, dodge or bonuses to hit points or SDC etc. This is the primary reason a worksheet is the best way to go when first making your character.
Once you have completed all your skills selectiosn and have totaled up all your percentages and bonuses continue to step 6
Step Six - Alignment
This where you choose your aligment or your characters basic personality. It explains what each one is and how the character woiuld typically act.
Once you make sure your choice of aligment can be taken for the class you are continue on to step 7
Step Seven - Experience Level system
This explains the basics of how experience levels work and how it pertains to your character in a general sense. It issn't really part of the character generation process per se so you cna skip this and go to step 8 if you wish.
Step Eight - Round out your character
This is basically a way to speed up creation of your characters background and history. If you already have a concept and background in mind then this step is not really necessary.
After you have gone through all the above you cna transfer all your information to a character sheet if you wish or just use the worksheet (I generally just use my worksheet when I play).
BAM you are ready to play. Grab your dice and go slay those evil doers