Tag Archives: Palladium Rifts

At the Table: Rifts: Let’s Get This Party Started! (Session 1)

This is my first gaming log to actually be completed and posted! We’ve, unfortunately, never been able to commit to a campaign for very long due to a variety of reasons (i.e., schedule conflict, falling out, loss of interest, etc.) But now we’re actually scheduling time to play on a biweekly (hopefully bumped up to a weekly) rate! This is the first time I’ve had a chance to play in more than a year, and we’re introducing a new player to Rifts!

You may also notice that I’ve changed my gaming handle from “CheekyFnPirate” to “TheDungeonRat”. I created my old moniker back in my teenage years, and since then my play style and personality have changed dramatically (as is wont to happen after becoming a parent). This change is to reflect that; new blog color, new layout and setup, fresher content, really, it’s a whole new blog, just as I am a completely different blogger. All old links within the blog should be working, but please feel free to let me know if I need to make any adjustments.

Game: Palladium Book’s Rifts RPG
Dungeon Master: Scott
Players: Myself, Garrett, and Paul (hoping to add a couple more players next session). More info on Players/Dungeon Masters here.
Session Date: 03/28/2016 (Monday)
Session Duration: 3 hours; 2 hours of character and setting prep, 1 hour of play.
Setting: Possibly Rifts Earth, England -unclear as of yet.
Battle Magus Controller: The Seeker (Me)
■ German Shepherd Dog-Boy Vagabond: Dean (Garrett)
■ Human Wilderness Scout: Ander (Paul)

Gaming Log: (Bold parenthesis indicates dice rolls, out of game moments, important character notes, etc.)
We were a bit sidetracked by character creation, so we jumped right in with the tried but true (oft read: lazy and/or desperate), “So, you all meet in the tavern…”

Dean the Dog-Boy’s reason for traveling was just that – traveling – and therefore loved meeting interesting people and visiting new places, like this rather small town in the middle of a forest. The Seeker and her large Earth Thunder Automaton (nicknamed Jo) had stopped in their search for lost automatons (her reason for leaving the Magic Zone) to resupply. Dean was captivated by such a strange, obviously magical golem (to most, it is mistaken for an Earth Elemental), and so pestered the Seeker with questions and observations. She good naturedly allowed Dean to sit with her at the bar.
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Toon Tuesday: Redcloak the Freeborn Dog-Boy Wilderness Scout (Rifts)

After the past three months, we’ve finally settled into some semblance of a routine with our children – that is to say, I’ve been getting more sleep at least. So I’ve pieced this together in what little spare time I have before allowing myself to pass out at an hour that a younger (childless) me would scoff at.

I was inspired to write up another Dog-Boy by Brian Fields, AZ_Rune on Twitter, who hit 200 followers and randomly selected two of their followers for a free art piece to celebrate. I was one of those lucky winners, and I decided to go back to where it all began; my first ever RPG experience with a Freeborn (Malamute) Dog-Boy in Rifts. She was called Cinder, and that campaign and character are still spoken of around the table by my groups. Featured below is the phenomenal piece Brian worked up for me, and you can find more of his artwork on his deviantArt. Check out that badass “head count” on her shoulder and the Triax wrench! Please note that this character post is not the character in the artwork, merely inspired by it.


This particular character also has a disability: Deafness. As a result, her language skills have been altered to suit, with spoken language taking a -20% penalty, and Sign Language “replacing” the skill percentage of their native language. I’ve also raised base skill percentages regarding her other senses, like smell (+30%) and psychic tracking (+10%), to allow for their increased usage/proficiencies. I’ve also deigned to lower Prowl by -10%, as she can’t as easily judge how noisy she is, and a -3 to Perception Rolls (but +3 regarding smell.)

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition and Rifts World Book 13: Lone Star.
Recommended Setting: Well suited to any starting to lower-mid level adventuring group that is not of CS persuasion. Very useful in traveling, wilderness type skillsets.


'Well, bears have a very distinct smell. Even if they didn't, I know what signs to watch for, should we approach their territory. Besides, it's not the bears you should worry about in these parts.' - Redcloak

General Information
Nickname: Redcloak
Exp. Level: One
Experience Table: Dog-Boy
R.C.C.: Freeborn Dog-Boy (Rottweiler)
O.C.C.: Wilderness Scout
Alignment: Anarchist
Invoke Trust/Intimidate: None
Charm/Impress: None
Health Points: 33 (+1D6/lvl)
S.D.C.: 113
M.D.C.: Not applicable.
P.P.E.: 9 (permanent)
I.S.P.: 54 (+10/lvl)
Chi: Not applicable.
Horror/Awe Factor: Not applicable.

IQ: 10
ME: 14
MA: 12
PS: 30 (Lift/Carry: 60,000/30,000 lbs, see Mutations.)
PP: 15
PE: 33
PB: 10
SPD: 39 (Run: 28 mph, Digging: 2 mph.)
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High Level Toon Tuesday: Bram the (Experimental) Ape Boy Tech (Rifts)

Apologies for the lateness of this post, I am fast approaching the end of my pregnancy and also experiencing a lot of familial stress in the meantime. Due to the impending birth of our second child (which may indeed have already occured by the time this is posted), I will also be taking an indeterminate break from regular posts as we adjust to life as parents of a teenager, a toddler, AND a newborn. Hopefully we can instill a love of dice and gaming in this little one just like we have in the older two.

Now, the gorilla species of Ape Boys aren’t considered to be as intelligent as a chimpanzee type, and as such couldn’t become a techy O.C.C. normally. But I am also offered a bit of creative discretion and experimentation (which makes this character playable only with DM approval) with the following text on page 94 of Lone Star;

“The fact that mutant animals escape from the Lone Star Genetics Complex is neither carelessness or sloth on the part of the soldiers assigned to that post. Less than two percent truly escape of their own volition. The vast majority are secretly released (often the product of secret experiments to begin with) or allowed to escape. Administrator Desmond Bradford, or one of his cronies are usually behind these “escapes.” Bradford and the scientists who regularly engage in unauthorized (even treasonous) genetic experiments, engineer the escapes so that they can monitor the success or drawbacks of their creations “in the field.” Many are lost through such field tests, because conventional identification tagging and scientific monitoring cannot be done without drawing attention to their illegal handiwork. Remember, many of these creations and experiments are not sanctioned by the CS and are conducted in secret. However, approximately 10-15% can be successfully monitored in secret, and an additional 20-25% resurface at a later date as a captured test subject, aberration or D-bee slain or captured in the wild. Dead or alive, the scientists get the chance to study the body and glean information from it. Of course, a living subject can reveal infinitely more, but even a corpse of, or a Reconnaissance or Intelligence report about, the creature provides valuable information.”

This excerpt also presents a fun plot hook that could tie into the character; they “escaped” Lone Star and the genetic scientists years ago, only to have been under covert surveillance the whole time, their very lives and actions being subtly influenced or recorded by the same forces they’d thought to have eluded. That’s up to your DM, though!

As such, I’ve also leveled this character up a bit (level 6) to give credence to the amount of time since their “escape” and their life/backstory since then. Their own business, the “Monkey Wrench” (an auto/repair shop) was the true focal point of this character’s creation anyway, and as such I may be designing a town or short encounter around it in the future. Oh, he’s also allergic to bananas. That tidbit is just for fun and completely optional (though it gave me the chance to type up an allergy template)! I feel like I may have missed something during character creation, but after editing I just can’t find it. If anyone notices a mistake or what may be missing, let me know so I can (hopefully) fix it; darn pregnancy brain has been messing with me something fierce now that we’re in the home stretch!

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 13: Lone Star.
Recommended Setting: PCs who are not CS agents must either be “feral” renegades or the offspring of runaway mutants; both are considered to be dangerous or corrupt and will be destroyed if encountered by the CS. As such, this character maintains a lie that they are a gorilla type D-Bee, not a feral mutant, and tends to avoid towns without a high D-Bee population. Not recommended for pro-CS campaigns or with pro-CS party members. Well suited to a mid level campaign or a low level M.D.C. campaign. The character is designed as a skill character who happens to be physically powerful, but was also written to be a bit of a pacifist with little actual fighting ability. Keep that in mind when playing this gentle giant genius.


'Yeah, 'pay me in bananas', never heard that one before. Hilarious.' - Bram

General Information
Nickname: Bram (also known locally by the surname DePalo)
Exp. Level: 6
Experience Table: Monkey Boy Tech/Simvan Monster Rider (equivalent)
R.C.C.: Monkey Boy Tech (Experimental “Ape Boy Tech”, Gorilla)
O.C.C.: Not applicable.
Alignment: Scrupulous
Invoke Trust/Intimidate: 70%
Charm/Impress: Not applicable.
Health Points: 40 (+2D6/lvl)
S.D.C.: 290
M.D.C.: Not applicable.
P.P.E.: 26 (permanent)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror/Awe Factor: Not applicable.
Armour Rating (On Applicable Worlds): 9

IQ: 25 (+11% one time bonus to all starting/newly aquired skills.)
ME: 20
MA: 22
PS: 31 (Supernatural, Lift/Carry: 3,100/1,550 lbs.)
PP: 17
PE: 20 (Supernatural)
PB: 7 (See Vulnerabilities for penalties.)
SPD: 12 (Run: 8 mph.)
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