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:-

  1. Generating Attributes
  2. Determine S.D.C., Hit Points, P.P.E. AND I.S.P.
  3. Determine Psionics (optional)
  4. Choose an O.C.C. and Skills
  5. Alignment
  6. Equipment
  7. 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:-