One thing that always pained me about converting RIFTS to SDC was that if you went dice for dice, those nifty laser handguns had no advantage and that just shouldn't be so. Back when I did SDC... I merely added 10 to the damage for Megadamage. Imagine how easy it is when you drop it a notch for Feng Shui and make it # of Dice +9.
Here's the simple damage conversion factors:
1d4MD = 9 | 3d6MD = 13 | 1d4x10 = 17 | 3d4x10 = 28 |
1d6MD = 10 | 4d6MD = 14 | 1d6x10 = 20 | 3d6x10 = 30 |
2d4MD = 11 | 5d6MD = 15 | 2d4x10 = 23 | |
2d6MD = 12 | 6d6MD = 16 | 2d6x10 = 25 |
So, now that we have those damage bases... let's convert some heavy weaponry. Let's go through a small selection of the Coalition's combat kit, shall we?
C-18 Laser Pistol 11+
/ 3 / 10
The old standard sidearm of the Coalition, this 4 pound laser pistol
has a range of 800 feet, holds 10 shots, and fits the hand better than
a Desert Eagle, the perfect weapon for a Michelle Yeoh sized lady to pick
up and start punching big holes in alien demons. In wide supply,
and quite popular for its balance of size and power, the Coalition went
with a more powerfull, but bulkier weapon in the C-20 ( 12 / 4 / 21 ) or
the pulse firing C-30 ( 11(14*)
/ 4 / 21(7*) ). Still...
the C-18 has developed a following much like the old Colt 1911.
High Explosive MM 15 to a 5 foot radius | Armor Piercing MM 17 to a 3 foot radius. |
Fragmentation MM 15 to a 20 foot radius. | Plasma/Napalm MM 20 to a 15 foot radius. |
Vibro Knife: 10+ | Vibro Sword: 12+ |
Vibro Sabre: 11+ | Vibro Claws: 12+ |
Giant Sized Vibro Sword: 13+ |
In RIFTS, almost everyone wears armor, and the armor that is worn, generally tends to be a lot lighter than the old ones. This cuts down on the Agl penalties. Here's the quick, dirty and simple rules for armor.
Protection for your Mega-Armor is equal to the total RIFTS
MDC divided by 30.
Agility or Movement Penalties are equal to one less than the Armor
Protection Value of the armour
for Example: | |
Dog Pack Armor: | +1 Armor (mooks go down on a 6 or more) |
Old Dead Boy Light Armor: | +2 Armor (mooks go down on a 7 or more) -1 Move & Agil |
Old Dead Boy Heavy Armor: | +3 Armor (mooks go down on a 8 or more) -2 Move & Agil |
New Dead Boy Heavy Armor: | +4 Armour (mooks go down on a 9 or more) -3 Move & Agil |
Cyborg Heavy Armor: | +6 Armor (mooks go down on a 11 or more ) -5 Move & Agil unless Body is over 9, then -3 |
That's it! Wasn't that easy?
Mooks
You have the weapons, but what's a good game of Rifts without your avaerage assault by bandits or the Coalition, or some monsterous DB's. Ya say ya wanna know how to turn all those Palladium type bad guys into mooks, especially when by all rights it takes the better part of an afternoon to take down three to one odds?
For Mooks, you only need three stats (four if you're dealing with Supernatural type DB's or monsters who can throw Blast spells about)
Take the stats PS for Body, IQ for Mind, PP for Reflexes and PE for Chi (we're workin' quick and dirty here guys).
Luckily, for most species, you're given the number of d6 to roll for your mooks. Here's where the fun begins. Take the number of d6 and just add it to 2. And there's your stat! WOW! Easy! If you wanna give them fighting skills... then give the level of Experience and add it to the Ref (or Chi) stat, and you've got your mooks!
So, to begin, we have a platoon of 1st level Coalition Soldiers...
1st level Coalition Soldiers | |
Bod:5 Chi:0 Mnd:5 Ref:5 | |
Skills: | Guns: 6, Martial Arts: 6 |
Weapons: | Light or Heavy Dead Boy Armor, C-18 Laser Pistol, and choice of either C-14 "Fire Breather", C-27 Plasma Ejector, or CP-40 Pulse Rifle. |
But then, you have what in your group? A Ghost, a Sorcerer, an
Abomination AND a Magic Cop? Gosh... all that Chi's gonna bring the
Coalition's anti-magic forces running like madness...
Dog Boys (tough, they're second level) | ||
Bod: 6 Chi: 0 (Psi:5) Mnd: 5 Ref: 5 |
|
|
Skills: Guns: 7, Martial Arts: 7 | ||
Weapons:Dog Pack Armor C-18 Laser Pistol,
Vibro Knife or Vibro Sabre.
The Dog Boys are tough, hearty little critters who are relentless in
their desire to protect their fellow humans from sorcerers, psychics, and
fu using martial artists (y'see, their Chi smells an awfull lot like Magic
of Psionics). Thankfully, they show up in relatively small groups (generally
one for every party member, plus 2). And, oh yeah, they're generally
lead by a Psi Stalker.
|
||
(Note: About 1 in 10 of all Dog Boys tend to defect, but they rarely turn against the Coalition unless attacked. But we'll save that for actual PC Dog Boys.) |
Psi-Stalker (mook) | |
Bod: 6 Chi: 0 (Psi:5) Mnd: 5 Ref: 5 | |
Skills: | Guns: 8 Martial Arts: 8 |
Weapons: | Light or Heavy Dead Boy Armor. Vibro Sword, C-27 Plasma Ejector, and C-18 Laser Pistol. |
Suggested Attack Patterns:
The Coalition Soldier Boys are ideal for the Players to first encounter.
They are a sign that things are tougher in Rifts Earth, usually have some
pretty nifty weaponry, and they come in sufficient numbers which allow
you to patchwork armor together for the players if they want it.
Dog Boys and their Psi Stalker leaders travel in general 5 and 1, and should
show up only as a "major" menace. With Laser rifles and pistols,
and vibro blades, however, they're still not as tough as Named Villains.
In RIFTS, we have superhumanly strong beasties who're known to punch through Armor like it was tissue. But then, Master Kwan's been doing that, and your kid sister (Scrappy Kid) beats him at arm wrestling.
For named characters, who you already have the stats to, or Supernatural creatures which you have the damage values to, do this conversion:
Up to 15 = 1d4 MD = 9 Body | 26 - 30 = 3d6 MD = 12 Body |
16 - 20 = 1d6 MD = 10 Body | 31 - 35 = 4d6 MD = 13 Body |
21 - 25 = 2d6 MD = 11 Body | 41 - 50 = 6d6 MD = 15 Body |
36 - 40 = 5d6 MD = 14 Body | 51 - 60 = 1d6x10 MD = 18 Body
(Conversion ain't an exact science. :) ) |
Supernatural Creatures or Non-Vehicle Power Armor/Robots with
1 - 150 MDC:
Get normal amount of wound points before snuffing it checks or shutting
down (35), but a -1 to Tgh for Body.
Supernatural Creatures or Non-Vehicle Power Armor/Robots with
151 - 700 MDC:
Get normal amount of wound points before snuffing it checks or shutting
down (35) and standard level of Toughness for Body Value.
Supernatural Creatures and Non-Vehicle Power Armor/Robots 701
and Up MDC:
Get the Bruiser's Wound Point and Impairment check points before snuffing
it or shutting down, and +1 Toughness for Body Attribute. PLUS for
every 1000 over the first, get an additional +1 to Toughness.
Cyborg Conversions
.
Lets say that a character named Alex is a Partial Conversion Borg.
A Partial Conversion Borg gets their normal body and Toughness,
but their Bionic Strength is measured off the Supernatural Strength listings
above. He's got a RIFTS Cyborg Strength of 21. Thus,
his RIFTShui Cyborg Strength is 11, his Move is also 11,
but his Body is a mere 7, and no Ref bonuses for Cybernetics. Partial Conversion
costs two Cyborg Schticks.
Full Conversion Borgs are big, strong and nasty... but oh so
much fun to play. Full Conversion Borgs are treated as Supernatural creatures
with the mid-range MDC (151-700). Full Conversion costs 3 Cyborg/Arcanowave
schticks, and in addition to Ref and Body bonuses, characters also get
a +3 to Perception (Cybersenses) and nifty stuff like automatic sense of
direction, internal clock, and a cyberjack.
A Light Strike Cyborg (Full conversion) has a Bionic Strength
of 22, and a Bionic Prowess of 24. This translates into a Body of
11 (Tough 11), and a Reflexes of 8 (24/5 rounded up, plus 3).
A Heavy Infantry Cyborg (Full conversion) has a Bionic Strength of 26 and a Bionic Prowess of 22. This becomes a Body of 12 (Tough 12), and a Reflexes of 7 (22/5 round down as normal, plus 3).
Cyber Weapons cost one Cyborg Schtick, and can be based off any normal weapon as above.
Some examples of alternate Cybernetic Weaponry:
Concealed Laser Rod: 12 / 0 or 2 / 10
(Concealment rating is Zero when hidden INSIDE a Bionic limb.
You can also find one of these and conceal it like a normal gun.)
Particle Beam Blaster (forearm mount): 16 / - / 8.
Forearm mounted blasters subtract 1 from your Martial Arts AV when
swinging that arm, and are extremely obvious/not concealable. They
can be detatched however with minimum fuss.
Retractable Vibro Saber: Bod + 3.
Forearm retractable vibro blades do not seem obvious and do not subtract
from Martial Arts AV's.
Retractable Finger Blades: Bod + 1.
The easiest weapons to conceal. Many have their finger blades
made of silver in order to better counteract the Mexican variety of Vampire
and Werewolves.
Cyborg Armor. +6 to Toughness.
Specially Designed Armor plating increases Toughness dramatically,
but also drops 3 from Movement, and the Reflex Attributes of Speed and
Agility. (Manual Dexterity is not effected.) This heavy duty armor
plating turns your character into a slow moving, nasty tank. It precludes
getting a built-in weapon right away, but if you're going for this much...
you might as well be packing a nice C-40R or a Plasma Ejector or even a
Mini-Missile launcher.