CHARACTERS
This section is all about creating characters for the Palladium Books
Rifts RPG. It covers generating attributes and all the mechanics that
enable you to create a character for the game. A majority of the items
here are in the form of links to the various sections of character
building.
Note: if the player is going to play a Racial Character Class
(R.C.C.) rather than an O.C.C., the R.C.C. description should list
available O.C.C.s, if any and other aspects as listed here.
Character Experience and Leveling-up.
Character Generation has 7 steps:-
- Generating Attributes
- Determine S.D.C., Hit Points, P.P.E. AND I.S.P.
- Determine Psionics (optional)
- Choose an O.C.C. and Skills
- Alignment
- Equipment
- Rounding Out the Character
1. GENERATING ATTRIBUTES
The attributes I.Q., M.E., M.A.,
P.S., P.P., P.E., P.B., and Spd are generated with the roll of 3D6, starting
with the first (I.Q.) and then the rest (M.E. then M.A. etc.).
For any individual attribute, if the roll is a natural 16, 17, or 18,
an extra 1D6 is rolled and added to this number. If this extra roll is
a 6 result, then a second extra 1D6 is rolled and added to this number
again. If this second extra roll is also a 6 it remains so and the
rolling is complete, no further D6's are rolled.
[Note: the two possible extra dice rolls only apply to natural roll results at initial generation and are not applied to
attributes that may become 16, 17, or 18 through the additional bonuses
from skills, O.C.C. augmentation, magic, or special abilities.]
Each final result is noted beside the appropriate attribute (use a light pencil or spare note paper, as modifiers may yet come).
2. DETERMINE S.D.C., HIT POINTS, P.P.E. AND I.S.P.
S.D.C is Structural Damage Capacity, and when applied to characters
refers to their toughness and physical durability. It is also applied
to objects for their material and constructive strengths. Objects (and
some beings/creatures) may also have Armour Rating which represents
their natural protection against damage. S.D.C. points are always lost
before Hit Points, unless the attack is special or unique in some
wayand can bypass the normal physical damage resistance.
Hit Points can be thought of as life points and when damaged show a life-threatening situation.
P.P.E. is Potential Psychic Energy and has a base equal to P.E.
I.S.P. is Inner Strength Points and has a base equal to M.E.
S.D.C.
Hit Points
P.P.E.
I.S.P.
3. DETERMINE PSIONICS (OPTIONAL)
Psychic powers, or psionics, are powers of the mind. On Rifts Earth,
with the strong precence of magic and the supernatural, a good
percentage of people develop some range of psychic abilities.
This step may be skipped if the player has no interest in their character having Psionics.
Psionics
4. CHOOSE AN O.C.C. AND SKILLS
A Character's Occupational Charcater Class (O.C.C.) determines what
they are at this time. All characters seek adventure or knowledge and
dare to go out into the world.
O.C.C.s can be chosen from all of those available, or the player may
have an idea in mind for a character and they and the DM can determine
which O.C.C. best fits that idea, or the DM may request a specific
O.C.C. for their adventure.
O.C.C.
5. ALIGNMENT
All characters must have an alignment, defining the character's attitudes and providing a moral center.
Alignment
6. EQUIPMENT
Starting equipment is usually presented under the O.C.C. description.
However, often additional equipment may be acquired with funds, if
allowed by the DM.
Gear
7. ROUNDING OUT THE CHARACTER
After all the necessary details have been noted, it is often useful for
the character to be flesh-out with lesser details, either through
random tables, or if discussed with the DM and allowed by choice of the
player.
These details may include:-