Post:
I want to know if I'm breaking any actual rules, and if this accurate, and finally there are some questions that I have.
- Picked a Godling
- Was allowed to sell my Lesser Rune Weapon (4-8 mill BM value) for 7mill Credits. So now, budget is not a big deal for a single person's gear.
- Godlings can get (Any) weapon profieciencies; and start off with 3. I picked up WP Archaic Sword, WP Energy Rifles and WP Heavy MDC Weapons.
- Godlings can also pick (Any) Hand to Hand style. I picked Hand to Hand: Ninjutsu (Rifts Japan); it gives the Paired Weapons skill/weapon proficency for free.
- For my related and secondary skills, I get Weapon Profiency (any) as an option. I've selected WP Sharpshooting (Energy Rifles).
- I selected the first ability, to use 2-handed guns in one hand
- For an other skill proficiency slot, I spent I got Sharpshooter again in order to buy the ability to be able to fire while on the back of a horse or when riding a vehicle
I can now use two rifles, one in each hand now?
When riding on the back of say a.... Kyythgorian Pegasus
Am I'm also able to shoot without penalties?
Because right now, this is looking like a very shooty combo.
Note:
Other options include knowing every spell every time I level (Godling spell access works this way. I've got spellcasting the way Shifter and Ley Line Walker do.
Suppsedly I also am supposed to have their class abilities (which I'm not sure about if I should be getting) but not skills (which not having is logical).
Also, Godlings have really high stats. As well as a very high base PPE pool (it's larger than the Line Walkers; making someone who was a Godling who chose a spell-casting flavor like Warlock, or an other class with pre-made lists of spells suddenly have massive PPE pools for their already cheap spells).
The character also has two Gurgolye NPCs that drive a hover Rhino (storm-bolters, grenade launchers, las-rifles and even a Machine Spirit, of sorts).
Speed: up to 90kph
Hovers: from 30-200cm
MDC by location:
-Main hull 300
-Armoured crew compartment 200
-Hover Pads (6) 20
-Thruster 30
-Assault Hatch 100
-Cupola 20
-Turret 30
-Sponsons (2) 20
-Searchlights (2) 5
It has an advanced Comms system with a 1km radius, as well as 10 loaded smoke launchers. Additionally, it is powered by a nuclear device with 20 years of life. It has 4 E-clip ports to plug in (as well as points for computers and stuff), to charge them up at the rate of 20% per hour. Also it has an advanced nano-repair machine that can regenerate 10 MDC per minute, and enough material to repair a total of 200 MDC.
The assault hatch at the front has frag-launchers, unleashing 4 fragmentation grenades (with 20 loaded in) that basically clear a 10m area in front of the hatch and dealing 3d6 MD to everything in the area.
The cupola has a viewing port that can be sealed, and also a small video camera (1 MDC), and has a storm bolter mounted on it with 200 rounds in a drum.
Storm Bolter: 100m range, fires 4-round bursts that deal 6d6 MD and have a 10% chance per 6 rolled of knocking the target prone if they are Medium sized. +20% per size smaller, -20% per size larger.
The main turret can have the sniper weapon attached, I guess.
The side-sponsons have Hell-Pattern Laser Rifles: 250m range, single-shot only, connected to the power supply for infinite ammo, deals 4d6 MD. Has a 10% chance of half of this bypassing armour and forcefields, or a 50% chance if a natural 15+ is rolled to hit. Automatic on a nat 20.
Also has comfortable seats with harnesses for 10 crew + pilot and co-pilot, a music player, air-conditioning, internal lighting, a small drink machine and an advanced navigator system. Also has limited storage capacity, coming with 2 basic medikits, a fire extinguisher, trenching tools, camo netting and 5 flares.
Skills & Benefits:
=====================
Physical skills :
Acrobatics: Aerial feats of agility and strength, such as walking a
tightrope, high wire, trapeze, and stunts performed above ground.
Other physical abilities include rolls, somersaults, leaps, and falls.
Provides all of the following:
Automatic kick attack at first level; ID6 damage.
60% +5% per level — Sense of balance
60% + 3% per level — Walk tightrope or high wire
80% + 2% per level — Climb rope
60% +5% per level — Back flip
40% base climb ability or adds a + 15% to climb skill.
30% base prowl ability or adds a +5% to prowl skill.
Sense of Balance 78%, Walk Rope 78%, Climb Rope 98%, Back Flip 78%; Climb 58%; Prowl 48%
+ 2 bonus to roll with punch or fall
+1 to P.S.
+ 1 to P.P.
+1 to P.E.
+ 1D6 to S.D.C.
<s>Athletics (general): Training in, and enjoyment of, vigorous exertion
for competitive sports, exercises, and contests of strength, endurance, and agility. Provides the following bonuses:
+ 1 to parry and dodge
+ 1 to roll with punch or fall
+1 to P.S.
+1D6 to Spd.
+ 1D8 to S.D.C.</s>
Body Building & Weight Lifting: The building of muscle tone and
body strength through weight lifting and exercise. Provides the fol-
lowing:
+ 2 to P.S.
+10 to S.D.C.
Boxing: Classic art of fighting with fists. Training helps build the body
and reflexes. Skilled boxers will automatically knockout an opponent
on a roll of a natural twenty. The victim of a knockout will remain
unconscious for 1D6 melees. Unlike normal knockout/stun, the
player does not have to announce that he is trying to knockout his
opponent before making a roll to strike.
The following bonuses are provided:
+ One additional attack per melee.
+ 2 to parry and dodge
+ 1 to roll with punch or fall
+ 2 P.S.
+ 3D6 on S.D.
Physical skills benefits:
+ One additional attack per melee.
+ 2 to parry and dodge
+ 3 bonus to roll with punch or fall
+ 3 to P.S.
+ 1 to P.P.
+1 to P.E.
+1D6 to Spd.
+4d6 +1d8+10 SDC => MDC
Mental skills
-Philosophy
+1 IQ
+1 ME
Reading/Literacy Studies (reading for fun)
+2 IQ
Socialization
+2 MA
+5% to Impersonation
Strategy Games
+1 IQ
+1 ME
Mental skills benefits
+3 IQ
+1 ME
+2 MA
=============
OOC and RCC Bonuses:
Line Walker:
+1d4 to ME, MA or IQ; (IQ... or MA) (4 IQ)
+4 vs Horror Factor,
+2 vs Possession and Mind Control,
+3 vs Curses
+1 to save versus magic at levels three, seven, ten, and thirteen.
+ 1 to spell strength (the number others must save against when you cast a spell)
at levels four, seven, ten, and thirteen.
+ 1 to Perception Rolls (the number others must save against when you cast a spell)
at levels four, seven, ten, and thirteen); and DOUBLE, when on a ley line
Shifter:
+ 7 to save versus horror factor.
+1 to save versus magic at levels three, seven, ten, and thirteen.
+ 1 to spell strength (the number others must save against when you cast a spell)
at levels four, seven, ten, and \thirteen.
+2d6 SDC, (2, 4 = +6)
+1d6x10+40 PPE, (6x10 + 40 = +100 PPE)
+1 to saves vs magic
+3 to saves vs possession
eight spells from levels 3-13; or spells from other less common branches such as Bone Magic, Temporal Magic, Nature Magic, Ocean Magic, etc.
If worthy, +1 spell strength at level 4 and 8
Godling
1 melee attack/action per round,
1D4 on initiative,
+1 to strike, parry and dodge,
+2 to save vs magic,
+6 to save vs horror factor. This is in addition to attribute and combat bonuses.
+ 20% to save vs coma/death
ISP: 4d6x10
Roll(4d6)+0:
4,5,6,5,+0
Total:20
=200 ISP
HtH: Assassin
WP Paired Weapons
+2 to Strike
WP Paired Weapons
Can
1. Strike & Parry at the same time (x2 actions)
2. Twin simultaneous strikes (one attack roll, both weapons; only one can be parried unless target also has WP Paired Weapons, or a shield and weapon and parries
3. Strike two Simultaneous targets (o strike one and parry another incoming attack), simultaneously, both within reach;
4. With guns -2 Main, -6 Off
===========================
+7 IQ
+1 ME
+4 MA
Saving throws: +17 vs Horror, +6 vs Possession, +6 vs magic, +8 vs Psioncs, +13 vs Insanity, +3 vs Curses
Strike: +12 (Swords), +11 (Hand to Hand)
Ranged:
+9 (AT-130 Particle Beam Pistol; Aimed),
+1 with Pistols
+8 when aiming with a pistol (Laser Targeter, 'Slinger Bonus, Aimed shot bonus)
+5 when Aiming heavy MD weapons
+ 3 to parry and dodge (phys skills)
+ 4 bonus to roll with punch or fall
+17 +4 vs Horror Factor, +7, +6
+6 vs Possession
+3 vs Magic
+1 to Perception rolls, +2 on Leylines
+8 vs Psionics
+13 vs Insanity
Strike:
+2 to Strike (assassin)
+8 to strike P.P.
+1 Godling
+1 WP Sword
=+12
Shooting: ... +0
W.P. +1
Gun Slinger Aimed Shots +3
Laser Targeter (2k each) +3 on Aimed shots
Particle Beam Gun accuracy +1 on aimed shots
Aimed Shots +1 to hit
therefore: Aimed shots = +9 to hit
Save vs Possession
+1 Save vs Possession (High ME)
+2 vs Possession and Mind Control, +3 Shift S-link
Save vs Curses
+3 vs Curses (shifter supernatural link)
Save vs Magic:
+1 to save versus magic at levels three, seven, ten, and thirteen. (LLW)
+1 to save versus magic at levels three, seven, ten, and thirteen. (Shft)
+1 to saves vs magic Shift S-link
+2 to save vs magic, Godling
+3 to save vs magic, High PE
+ 1 to spell strength (the number others must save against when you cast a spell) (LLW)
at levels four, seven, ten, and thirteen.
+ 1 to spell strength (the number others must save against when you cast a spell)
at levels four, seven, ten, and thirteen. (shft)
+ 1 to Perception Rolls (at levels four, seven, ten, and thirteen); and DOUBLE, when on a ley line (LLW)
Shifter:
+1d6x10+40 PPE, (6x10 + 40 = +100 PPE) Shifter:
eight spells from levels 3-13; or spells from other less common branches such as Bone Magic, Temporal Magic, Nature Magic, Ocean Magic, etc.
If worthy, +1 spell strength at level 4 and 8
+ One additional attack per melee. boxing
+1 melee attack/action per round, godling
+ 3 to parry and dodge (phys skills
+ 4 bonus to roll with punch or fall
+ 3 to P.S.
+ 2 to P.P.
+2 to P.E.
+4 +1D6 to Spd.
+6d6 +1d8 SDC => MDC
1D4 on initiative, (2)