Perception Rules & Bonuses by OCC

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Perception Rules & Bonuses by OCC

Postby Augur » Sat Jul 21, 2007 1:06 pm

PERCEPTION RULES

Perception skill (an EU House Rule)

  • All characters, regardless of origin or type, have Perception as a natural ability.
  • Perception is an ability that is treated mechanically as one would a skill.
  • Perception has a base skill rating of 15%, adding 3% per level each additional level of experience beyond first level.
  • A +1 to perception translates to a +5% bonus, including those bonuses gained at later levels.
  • Perception does not replace the Detect Concealment or Detect Ambush skills, nor does it replace Read Sensory Equipment or Optics Systems for use with technological sensors to perceive.
  • Like Detect Ambush, Detect Concealment, and other skills, Perception is an opposed skill check.
  • As with all % skill checks, a natural roll of 96-00 is a critical fail and a natural roll of 01-05 is a critical success.

Example: A 5th level Techno-Wizard with a +1 bonus to Perception would have 15 +12 (the 4 additional levels after 1) +5 (bonus to perception) = 32%; the additional +3 perception against targets that are mechanical, magical, or a combination of the two will be an additional 15%, or a total of 47%.

General Opposed Skill Table - Used by the GM so they do not have to stat up every NPC. Assign a skill level and roll against it. Because Prowl is so much lower of a starting skill, subtract 5% if used in place of prowl
20%+: Amateur: A barely skilled individual; generic rent-a-cops, bored merc sentries, a farmer trying to be sneaky, a young city rat trying to hustle the CS patrol.
40%+: Skilled: A young skilled sneak, a low leveled merc on watch, or a wilderness scout hiding a vehicle.
65%+: Professional: The grizzled sergeant who's slumming it on guard duty, the newest pride and joy of the Thieves' Guild, or one of the famed snipers of the C.S. patrols in Old Chicago setting up his blind.
85%+: A master of his craft, this character is simply the best. He is usually going to succeed, and that is not likely to change today!

(Please post reply to this thread any discrepancies and/or missing Character Classes)

Heroes Unlimited Conversion Characters' Perception Bonuses.
Palladium Fantasy Class Perception Bonuses.

Perception Rule FAQ

  1. Q. Wait! Percepton's difficulty isn't static?
    A. Nope! Honestly, it never has been really. But interfacing with skills was always a pain in the rear. Now it's not.
  2. Q. Do I.Q. bonuses count?
    A. It is a skill, so yes.
  3. Q. How DOES it interface with skills?
    A. Well that depends largely on whether you are the player or the GM.
      1. As a player? Don't worry about it. Roll your perception, detect ambush, camouflage, or prowl and give the GM what you're using that roll for. You're done.
      2. As a GM? It's not THAT complicated. But it does require a little unpacking.
      Even without implementing a measure of success rule, use the following guide.
      Active (Perception) vs Passive (Prowl) = Result
      • Perception (PASS) vs Prowl (Failure/Critical Failure) = the one looking sees the one who failed to sneak. Note that Perception (Critical Success) vs Prowl (PASS) is treated the same.
      • Perception (Critical Success) vs Prowl (Failure/Critical Failure) = The one looking sees the one who failed to sneak, and notes some important detail (or whatever the GM says, maybe he gives them a bonus against a called shot, ala Bard and Smaug in the Hobbit)!
      • Perception (Failure/Critical Failure) vs Prowl (Failure/Critical Failure) = Comedy of Errors
          If one fails perception and one fails stealth, you have a comedy of errors that should be a joy to write.
          "The thief goes to sneak past the guard. She slips and falls, sliding to a halt at his feet. Except that he is staring at the screen in front of him in horror - his computer is rebooting in the middle of a five page incident report! He has spent the last hour on it, and to his horror hadn't saved it, and had in fact disabled the autosave. He is repeating no-no-no-no-no-no as the thief rises unsure of whether to or where to move."
          Both reroll.
          She's undiscovered, but next to the guard; the guard is staring at the ghost of his TPS report.
      • Perception (Failure/Critical Failure) vs Prowl (PASS/Critical Success) = The one sneaking about is unnoticed. A Perception (PASS) vs Prowl (Critical Success) is treated the same.
      • Perception (PASS/Critical Success) vs Prowl (PASS/Critical Success) = Assuming both got the same kind of result (PASS or Critical Success), then compare the two rolls to their base percentages. The one who got lower on their roll compared to their percentage is the victor in this opposed roll. Prowl 10 out of 25 vs Perception 70 out of 80%
        Prowl is 15% lower, Perception is 10% lower. The Prowler is unnoticed.
  4. Q. How do you determine critical success or failure?
    A. As with all skills checks, a 01-05 is a critical success and a 96-00 is a critical failure.
  5. Q. So I'm the GM, how do I use the General Perception Table?
    A. This exists so you don't have to stat up every NPC in the game. Assign a difficulty and that's the opposed skill. Boom.
  6. Q. But this thing they are hunting for is honestly not hard to find? Do I have to make opposed rolls for this?
    A. No. How about you let them find it if they succeed at their roll? You are the GM, run your game. You don't need Palladium, Augur, or me to tell you how to do that (unless you're asking for input, in which case, buyer beware). :P
Last edited by Augur on Fri Nov 16, 2007 6:28 pm, edited 5 times in total.
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Postby Augur » Sat Jul 21, 2007 4:46 pm

Men at Arms

Arkhon Spectral Hunter O.C.C. (South America 2 73)
Australian Aerojock O.C.C. (Australia 121)
Australian Infantry Grunt O.C.C. (Australia 122)
Australian Navy Sailor O.C.C. (Australia 125)
Australian Special Operations Soldier O.C.C. (Australia 124)
Bandit (Highwayman) O.C.C. (New West 85)
Bandit (Peasant Thug) O.C.C. (New West 83)
Berserker (Pantheons of the Megaverse 168)
Bishamon Fighting Monk O.C.C. (Japan 55)
Blood Rider (South America 2 133)
Borg O.C.C. (Rifts 47)
Bounty Hunter O.C.C. (Mercenaries 19)
CAP Fleet Officer O.C.C. (Phase World 58)
CAP Trooper O.C.C. (Phase World 56)
City Police O.C.C. (Australia l 10)
Coalition Commando O.C.C. (Coalition War Campaign 71)
Coalition Cyborg Strike Trooper O.C.C. (Coalition War Campaign 69)
Coalition Elite RPA O.C.C. (Riftsp 53)
Coalition EOD Specialist O.C.C. (Coalition War Campaign 73)
Coalition Grunt O.C.C. (Rifts 51)
Coalition ISS Intel Specter O.C.C. (Coalition War Campaign 184)
Coalition ISS Peacekeeper O.C.C. (Coalition War Campaign 180)
Coalition ISS Specter O.C.C. (Coalition War Campaign 182)
Coalition Juicer O.C.C. (Coalition War Campaign 76): +10%
Coalition Military Specialist O.C.C. (Rifts 54)
Coalition Nautical Commando Specialist O.C.C. (Coalition Navy 37)
Coalition Nautical Specialist O.C.C. (Coalition War Campaign 79)
Coalition Naval Infantryman O.C.C. (Coalition Navy 34)
Coalition Navy Sailor O.C.C. (Coalition Navy 32)
Coalition NTSET Protector O.C.C. (Coalition War Campaign 188)
Coalition NTSET Psi-Hound O.C.C. (Coalition War Campaign 187): +25% plus any breed-specific bonuses and mutation abnormalities
Coalition Ranger O.C.C. (Coalition War Campaign 80): +15%
Coalition RPA "Fly Boy" Ace O.C.C. (Coalition War Campaign 84)
Coalition Special Forces O.C.C. (Coalition War Campaign 86)
Coalition Technical Officer O.C.C (Rifts 55)
Control Agent — Manhunter O.C.C. (Skraypers 106)
Cosmo-Knight O.C.C. (Phase World 99)
Cossack O.C.C. (Warlords of Russia 73)
Crazy O.C.C. (Rifts 56): +15%
Cyberai O.C.C. (Phase World Sourcebook 16)
Cyber-Knight O.C.C. (Coalition Wars 4: Cyber-Knights 18): +15%
Cyber-Samurai O.C.C (Japan 80)
Cyborg Shocktrooper O.C.C. (Warlords of Russia l 14)
Delphi Juicer O.C.C. (Juicer Uprising 39): +20%
Destroyer 'Borg O.C.C. (South America 2 107)
Dinosaur Hunter O.C.C. (Dinosaur Swamp 57): 
Dragon Juicer O.C.C. (Juicer Uprising 47): +10%
Elite Freedom Fighter O.C.C. (Skraypers 109)
Euro-Juicer O.C.C. (Triax & the NGR 175): +10%
Fallam Battlemaster O.C.C. (South America 2 77)
Fallen Cosmo-Knight O.C.C. (Phase World 102)
Freedom Fighter O.C.C. (Phase World 83)
Freedom Fighter O.C.C. (Skraypers 108)
Freelance Spy O.C.C. (Mercenaries 22): +15%
Free Quebec Cyborg Soldier O.C.C. (Free Quebec 14)
Free Quebec "Descended" Glitter Boy Pilot O.C.C. (Free Quebec 36)
Free Quebec Glitter Girl pilot O.C.C. (Free Quebec 38)
Free Quebec Intel Agent O.C.C. (Free Quebec 32)
Free Quebec Reload Team O.C.C. (Free Quebec 40)
Free Quebec Side Kick RPA O.C.C. (Free Quebec 39)
Galactic Tracer O.C.C. (Phase World 39)
Gladiator O.C.C. (Mercenary Adventures 21)
Glitter Boy O.C.C. (Rifts 64)
Gun Brother O.C.C. (Phase World Sourcebook 25)
Gunfighter O.C.C. (New West 90)
Gunslinger O.C.C. (New West 92)
Gypsy Enforcer O.C.C. (Mystic Russia 155)
Headhunter O.C.C. (Rifts 66): +10%
Headhunter Anti-Robot Specialist O.C.C. (Canada 116): +10%
Headhunter Assassin O.C.C. (Canada 113): +10%
Headhunter Techno-Hound O.C.C. (Canada 120): +10%
Headhunter Techno-Warrior O.C.C. (Canada 110): +10%
Heavy Machine O.C.C. (Warlords of Russia 111 & 215)
Hyperion Juicer O.C.C. (Juicer Uprising 30): +10%
Imperial Legionnaire O.C.C. (Phase World 82)
Imperial Security Agent O.C.C. (Phase World 82)
Inca Warrior O.C.C. (South America 2 23)
Invincible Guardsman O.C.C. (Phase World Sourcebook 32)
Juicer O.C.C. (Rifts 68): +10%
Juicer Assassin O.C.C. (Juicer Uprising 56): +10%
Juicer Gladiator O.C.C. (Juicer Uprising 55): +10%
Juicer Scout O.C.C. (Juicer Uprising 57): +15%
Juicer Techno-Zombie O.C.C. (Juicer Uprising 150): None
Justice Ranger O.C.C. (New West 96): +10%
Knight O.C.C. (England 100)
Knight of the Hospital O.C.C. (Wormwood 73)
Knight of the Temple O.C.C. (Wormwood 70)
Larhold Human Renegade O.C.C. (South America 2 186)
Light Machine O.C.C. (Warlords of Russia 107 & 214)
Magebane O.C.C. (Mercenary Adventures 25)
Man-Hunter O.C.C. (Mercenary Adventures 28)
Master Assassin O.C.C. (Mercenaries 23): +10%
Mega-Juicer O.C.C. (Juicer Uprising 36): +10%
Megaversal Trooper (Human) O.C.C. (South America 2 104)
Megaversal Trooper (Ojahee) O.C.C. (South America 2 106)
Merc Soldier O.C.C. (RUE 81)
Mindwerks Full Conversion Borg O.C.C. (Mindwerks 35)
Momano Headhunter O.C.C. (Canada 122): +10%
Mutant Barbarian R.C.C. (Dinosaur Swamp 66): 
Mystic Ninja O.C.C. (Japan 51): +10%
Mystic Warrior O.C.C. (Spirit West 39)
Naut'Yll Devastator O.C.C. (Underseas 150)
Naut'Yll Soldier O.C.C. (Underseas 149)
New Navy Marine O.C.C. (Underseas l 12)
New Navy Seaman O.C.C. (Underseas l 11)
Nexus Knight O.C.C. (England 98)
NGR Communications Officer O.C.C. (Triax & the NGR 158)
NGR Cyborg Soldier O.C.C. (Triax & the NGR 161)
NGR Field Mechanic O.C.C. (Triax & the NGR 162)
NGR Infantry Soldier O.C.C. (Triax & the NGR 156)
NGR Intelligence Commando O.C.C. (Triax & the NGR 172)
NGR Intelligence Officer O.C.C. (Triax & the NGR 171)
"NGR Medic/Medical Officer O.C.C. (Triax & the NGR 159)
NGR Police Officer O.C.C. (Triax & the NGR 173)
NGR Power Armor Commando O.C.C. (Triax & the NGR 164)
NGR Robot Combat Pilot O.C.C. (Triax & the NGR 165)
NGR Robot Soldier O.C.C. (Triax & the NGR 166)
Ninja Borg O.C.C. (Japan 88)
Ninja Crazy O.C.C. (Japan 86): +10%
Ninja Juicer O.C.C. (Japan 84): +10%
Noro Mystic Warrior O.C.C. (Phase World 64)
Null Psyborg O.C.C. (Mindwerks 37)
Ojahee Cyborg O.C.C. (South America 2 109)
Paratrooper O.C.C. (Mercenary Adventures 30)
Phaeton Juicer O.C.C. (Juicer Uprising 35): +10%
Pirate O.C.C (Coalition Navy l 13)
Pirate Slaver O.C.C. (Coalition Navy l 15)
Plains 'Borg O.C.C. (South America 2 129)
Privateer O.C.C. (Coalition Navy l 17)
Promethean Phase Adept O.C.C. (Phase World 27)
Reaver Assassin O.C.C. (Warlords of Russia 82): +25%%
Reaver Bandit/Raider O.C.C. (Warlords of Russia 85)
Reaver Grunt/Warrior O.C.C. (Warlords of Russia 78)
Reaver Mechanized Cavalry O.C.C. (Warlords of Russia 79)
Reaver Military Scout O.C.C. (Warlords of Russia 84)
Republic of Japan Cyborg Soldier O.C.C. (Japan 97)
Republic of Japan Glitter Force Trooper O.C.C. (Japan 93)
Republic of Japan Infantryman O.C.C. (Japan 92)
Republic of Japan Police Officer O.C.C. (Japan 94)
Republic of Japan Robot Pilot O.C.C. (Japan 92)
Republic of Japan SAMAS Samurai Pilot O.C.C. (Japan 91)
River Pirate O.C.C. (Coalition Navy 116)
Robot Pilot O.C.C. (RUE 83)
Ronin O.C.C. (Japan 49)
Royal Knight O.C.C. (England 103)
Rune Warrior O.C.C. (South America 2 28)
Saddle Tramp O.C.C. (New West 101)
Sheriff/Lawman O.C.C. (New West 102)
Sheriffs Deputy O.C.C. (New West 105)
Smoke Soldier O.C.C. (Warlords of Russia 89)
Sohei Warrior Monk O.C.C. (Japan 58)
Soldati O.C.C. (Warlords of Russia 87)
Soviet Police Officer O.C.C. (Warlords of Russia 211)
Soviet Soldier O.C.C. (Warlords of Russia 212)
Space Pirate O.C.C. (Phase World 40)
Special Forces O.C.C. (Mercenaries 26)
Spirit Warrior O.C.C. (Spirit West 44)
Splugorth Bio-Wizard Juicer O.C.C. (Juicer Uprising 54): +10%
Sunaj Assassin O.C.C. (Atlantis 64)
Super-Spy O.C.C. (Mercenaries 27): +10%
Symbiotic Warrior O.C.C. (Wormwood 64)
Tech-Ninja O.C.C. (Japan 82)
Tin-Soldier O.C.C. (Mercenary Adventures 32)
Titan Juicer O.C.C. (Juicer Uprising 32): +25%%
Totem Warrior O.C.C. (Spirit West 42)
Traditional Samurai Warrior O.C.C. (Japan 43): +10%
TRG Officer O.C.C. (Australia 112)
Tribal Warrior O.C.C. (Spirit West 37)
Tritonian Sea Wolf O.C.C. (Underseas 96): +15%
Tundra Ranger O.C.C. (Canada 84):
Tundra Ranger Scout O.C.C. (Canada 85): +10%
Tundra Ranger Cavalry O.C.C. (Canada 86)
Ultra-Crazy O.C.C. (South America 2 131): +10%
War-Knight O.C.C. (Warlords 91)
Warlock Marine O.C.C. (Phase World Sourcebook 37)
Wild Knives Warrior O.C.C. (Dinosaur Swamp 62): 
Wingrider RPA Pilot O.C.C. (Warlords of Russia 95)
Wired Gunslinger O.C.C. (New West 107): +10%
Wolfen Quatoria O.C.C. (Phase World 66)
Last edited by Augur on Sat Jul 21, 2007 7:34 pm, edited 5 times in total.
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Postby Augur » Sat Jul 21, 2007 4:53 pm

Scholars & Adventurers

Administrator O.C.C. (Australia 105)
Atlantean Nomad O.C.C. (Atlantis 17)
Body Fixer O.C.C. (Rifts 71): +10%, +20% to any roll concerning health
Bogatyr O.C.C. (Warlords of Russia 58)
Bushman O.C.C. (Australia 56): +10% to any roll in wilderness environment
Bushranger O.C.C. (Australia 59): +10% to any roll in wilderness environment
CAP Scientist O.C.C. (Phase World 60): +20%
Catholic Priest O.C.C. (Warlord of Russia 208)
City Rat O.C.C. (Rifts 73): +15%
City Trader O.C.C. (Australia 67)
Colonist O.C.C. (Phase World 42)
Cowboy O.C.C. (New West 110)
Coalition RCSG Scientist O.C.C. (Coalition War Campaign 82): +20%
Cyber-Doc O.C.C. (Rifts 74)
Cyber-Specter O.C.C. (Australia 107)
Cyberoid O.C.C. (Japan 78)
Demon Queller O.C.C. (Japan 65)
Ectohunter O.C.C. (Warlords of Russia 61)
Ecto-Traveler O.C.C. (Mindwerks 39)
Explorer O.C.C. (Warlords of Russia 64): +10%
Forger O.C.C. (Mercenaries 21)
Freelancer O.C.C. (Wormwood 68)
Gambler O.C.C. (Juicer Uprising 58): +10% to any roll in gambling/tavern environment
Gaucho O.C.C. (South America 2 128)
Guide O.C.C. (Australia 61): +15%
Gypsy Layer of Laws O.C.C. (Mystic Russia 152)
Gypsy Thief O.C.C. (Triax & the NGR 180; Mystic Russia 143)
Huntsman-Trapper O.C.C. (Warlords of Russia 66): +15% to any roll in wilderness environment
Jackaroo O.C.C. (Australia 63): +10% to any roll in wilderness environment
Legacy Scout O.C.C. (Dinosaur Swamp 55): +25%.
Merchant Marine O.C.C. (Coalition Navy 30): +10% to any roll in marine/riverine environment
Merchant Trader O.C.C. (Australia 65)
Mining 'Borg/Prospector O.C.C. (New West 113)
Naturalist O.C.C. (Dinosaur Swamp 50): +15%
Operator O.C.C. (Rifts 76): +10%
Outbacker Runabout O.C.C. (Australia 70)
Pathfinder O.C.C. (Dinosaur Swamp 52): +15%
Pecos Raider O.C.C. (Lone Star 153)
Preacher O.C.C. (New West 115)
Professional Gambler O.C.C. (New West l 17): +15% to any roll in gambling/tavern environment
Professional Thief O.C.C. (Mercenaries 28): +15%
Pecos Raider O.C.C. (Lone Star 153)
Raider O.C.C. (Australia 72)
Roadganger O.C.C. (Australia 74)
Road Sentinel O.C.C. (Australia 77)
Rogue Scholar O.C.C. (Rifts 79): +25%
Rogue Scientist O.C.C. (Rifts 78): +20%
Runner O.C.C. (Phase World 41): +10% to any roll in space environment
Safecracker O.C.C. (Mercenaries 24)
Sailor O.C.C. (South America 46): +15% to any roll in marine/riverine environment
Saloon Bum O.C.C. (New West 120): +25% to any roll in gambling/tavern environment
Saloon Girl/Barmaid O.C.C. (New West 123): +20% to any roll in social environment
Salvage Expert O.C.C. (Underseas 133): +10% to any roll in marine/riverine environment
Smuggler O.C.C. (Mercenaries 25)
Spacer O.C.C. (Phase World 38): +20% to any roll in space environment
Sportsman O.C.C. (Australia 115)
Swamp Stomper O.C.C. (Dinosaur Swamp 48): +15%
Technologist O.C.C. (Australia l 19)
Trapper-Woodsman O.C.C. (Canada 88): +15% to any roll in wilderness environment
Traveling Story Teller O.C.C. (Warlords of Russia 69)
Tritonian Scientist O.C.C. (Underseas 97): +20%
Turbo-Jockey O.C.C. (Phase World Sourcebook 41)
TV1A Inspector O.C.C. (Phase World 59): +25% to any roll in space environment
Vagabond O.C.C. (Rifts 82): +20%
Villager O.C.C. (Warlords of Russia 71)
Wannabe Juicer O.C.C. (Juicer Uprising 59): +25%
Warlord Cyber-Doc O.C.C. (Warlords of Russia 94)
Wilderness Scout O.C.C. (Rifts 80): +15%
Worldy Sasquatch O.C.C. (Canada 166): +10% to any roll in wilderness environment
Last edited by Augur on Sat Jul 21, 2007 8:03 pm, edited 3 times in total.
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Postby Augur » Sat Jul 21, 2007 5:19 pm

Practitioners of Magic

African Medicine Man O.C.C. (Africa 79)
African Priest O.C.C. (Africa 85)
African Rain Maker O.C.C. (Africa 83)
African Witch O.C.C. (Africa 72)
Angakoq (Inuit Shaman) O.C.C. (Canada 181)
Animal Shaman O.C.C. (Spirit West 55)
Anti-Monster O.C.C. (South America 34)
Apok O.C.C. (Wormwood 55)
Atlantean Monster Hunter O.C.C. (South America 99)
Battle Magus O.C.C. (Federation of Magic 71)
Biomancer O.C.C. (South America 61)
Blood Druid O.C.C. (England 145)
Born Mystic O.C.C. (Mystic Russia 107)
Combat Mage O.C.C. (Mercenary Adventures 5)
Conjurer O.C.C. (Federation of Magic 82)
Controller O.C.C. (Federation of Magic 74)
Corrupt O.C.C. (Federation of Magic 86)
Diabolist O.C.C. (Rifts Conversion Book One 49)
Dryad O.C.C. (England 40): +15% in Wilderness, -10% in villages, -20% in large towns, -6 in cities
Eco-Wizard O.C.C. (Dinosaur Swamp 64):
Elemental Fusionist O.C.C. (RUE 100): +15% in Wilderness, -10% in villages, -20% in large towns, -6 in cities
Elemental Shaman O.C.C. (Spirit West 65): +15% in Wilderness, -10% in villages, -20% in large towns, -6 in cities
Fetish Shaman O.C.C. (Spirit West 67)
Filidh O.C.C. (England 39)
Fire Sorcerer O.C.C. (Mystic Russia 109)
Gateway Knight O.C.C. (MadHaven 32)
Gifted One (Gypsy) O.C.C. (Mystic Russia 151)
Grey Seer O.C.C. (Federation of Magic 89): +20%
Gypsy Beguiler O.C.C. (Mystic Russia 153): +10%
Gypsy Fortune Teller O.C.C. (Mystic Russia 148): +10%
Gypsy Seer O.C.C. (Mystic Russia 146): +15%
Gypsy Wizard Thief O.C.C. (Mystic Russia 145): +25%
Harvester O.C.C. (Psyscape 17)
Healing Shaman O.C.C. (Spirit West 60)
Herbalist O.C.C. (England 22)
Hidden Witch O.C.C. (Mystic Russia 79)
High Magus O.C.C. (Federation of Magic 79)
High Priest of Light O.C.C. (Wormwood 54)
Inca Sun Priest O.C.C. (South America 224)
Larhold Shaman O.C.C. (South America 2 188)
Ley Line Walker O.C.C. (Rifts 83)
Lord Magus O.C.C. (Federation of Magic 77)
Mask Shaman O.C.C. (Spirit West 56)
Maxi-Man O.C.C. (Atlantis95)
Millennium Druid O.C.C. (England 44): +15% in Wilderness, -10% in villages, -20% in large towns, -6 in cities
Monk O.C.C. (Wormwood 59)
Mystic O.C.C. (Rifts 85)
Mystic Knight O.C.C. (Federation of Magic 91)
Mystic Kuznya O.C.C. (Mystic Russial 18)
Necromancer O.C.C. (Africa99; Mystic Russia 84)
Night Witch O.C.C. (Mystic Russia73)
Ninja Techno-Wizard O.C.C. (Japan 89)
Ocean Wizard O.C.C. (Underseas 60)
Old Believer O.C.C. (Mystic Russia 127)
Paradox Shaman O.C.C. (Spirit West 62)
Phase Mystic O.C.C. (Phase World 29)
Plant Shaman O.C.C. (Spirit West 50): +15% in Wilderness, -10% in villages, -20% in large towns, -6 in cities
Priest of Light O.C.C. (Wormwood 52)
Promethean Time Master O.C.C. (Phase World 28)
Rifts Priest O.C.C. (Pantheons of the Megaverse 12)
Russian Ley Line Walker O.C.C. (Mystic Russia 126)
Scathach O.C.C. (England 41)
Sea Druid O.C.C. (Underseas 61): +15% in Wilderness, -10% in villages, -20% in large towns, -6 in cities
Sea Inquisitor O.C.C. (Underseas 49)
Sham-Man/False Sorcerer O.C.C. (Australia 79)
Shifter O.C.C. (Rifts 87)
Slayer O.C.C. (Mystic Russia 136)
Star Child O.C.C. (England 53)
Songjuicer O.C.C. (Australia 81)
Splugorth Witch O.C.C. (Atlantis 68)
Stone Master O.C.C. (Atlantis 99)
Summoner O.C.C. (Rifts Conversion Book One 50)
Tattooed Archer O.C.C. (Splynn Dimensional Market 108)
Tattooed Man O.C.C. (Atlantis 93)
Techno-Wizard O.C.C. (Rifts 89): +15% on rolls involving magic, machines, or their combination
Temporal Warrior O.C.C. (England 69)
Temporal Wizard O.C.C. (England 66)
T-Monster Man O.C.C. (Atlantis 95)
Tolkeen Artifact Hunter O.C.C. (DB 7)
Totem Warrior O.C.C. (South America 146)
Tribal Shaman O.C.C. (South America 145)
Undead Slayer O.C.C. (Atlantis 97)
Vanguard Mage O.C.C. (Coalition Wars 3; Sorcerer's Revenge 60)
Voodoo Priest O.C.C. (South America 51)
Warlock O.C.C. (Rifts Conversion Book One 59): +10%
Warlock Marine Magic Specialist O.C.C. (Phase World Sourcebook 39)
Whale Singer O.C.C. (Underseas 56)
Witch O.C.C. (Rifts Conversion Book One 55)
Wormspeaker O.C.C. (Wormwood 63)
Yamabushi Mountain Priest O.C.C. (Japan 60)
Last edited by Augur on Mon Oct 13, 2008 2:30 pm, edited 5 times in total.
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Augur
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Postby Augur » Sat Jul 21, 2007 5:55 pm

Racial Character Classes

Aarden Tek R.C.C. (Canada, p. 130; D-Bees of North America, p. 9) +10% (+20% when involving scents)
Aberrant Mechanoid R.C.C. (The Mechanoids, p.33) +5%
Achilles Neo-Human R.C.C. (South America 2, p. 149)
Adarok Adventurer R.C.C. (Atlantis, p.69) +5%
Agogwe R.C.C. (Africa, p. l17)
Air Fish R.C.C. (Wormwood, p. l19) +10%
Algor (Frost Giant) R.C.C. (Rifts Conversion Book One, p.93) +10%
Altara Warrior Woman R.C.C. (Atlantis, p.50; D-Bees of North America, p. 15) +15%
Amaki Stone-Man R.C.C. (South America 2, p. 154) +10%
Amazon R.C.C. (South America, p.97) +5%
Amorph R.C.C. (Psyscape, p.l 17; D-Bees of North America, p. 21) +5%
Amphib R.C.C. (Underseas, p.98) +5% (+15% when underwater)
Ancient (Incan Undead) R.C.C. (South America 2, p.48) +5%
Arkhon R.C.C. (South America 2, p.71)
Armored Slayer R.C.C. (Canada, p. 140) +5%
Asama-Tatsu Dragon R.C.C. (Japan, p.214) +5%
Asgardian Berserker R.C.C. (Pantheons of the Megaverse, p. 168)
Asgardian Dwarf R.C.C. (Pantheons of the Megaverse, p. 166)
Asgardian High Elf R.C.C. (Pantheons of the Megaverse, p. 167)
Aunyain R.C.C. (South America, p. 152) +5%
Auto-G R.C.C. (Coalition Wars 3; Sorcerer's Revenge, p.8; D-Bees of North America, p. 27) As race being copied
Azverkan R.C.C. (Mindwerks, p. 44) +10%
Bearman of the North R.C.C. (Rifts Conversion Book One, p.84) +10%
Beast Guard R.C.C. (Wormwood, p. 120) +10%
"Beast" Intruder R.C.C. (Phase World Sourcebook, p. 47) +5%
Bhlaze R.C.C. (Skraypers, p. 55) +5%
Bio-Freak R.C.C. (Skraypers, p. 80) Based on Mutation
Blood Lizard R.C.C. (South America 2, p. 137) +10%
Bogie R.C.C. (Rifts Conversion Book One, p. 102) +10%
Brodkil R.C.C. (Coalition Wars 1: Sedition, p. 141)
Brownie R.C.C. (Rifts Conversion Book, p. 103) +15%
Bruutasaur R.C.C. (Vampire Kingdoms, p. 147; D-Bees of North America, p. 37) +10%
Bug Bear R.C.C. (Rifts Conversion Book, p.111) +5%
Cactus Person R.C.C. (New West, p. 127; D-Bees of North America, p. 41) +5%
Catyr R.C.C. (Phase World, p. 68) +5%
Centaur R.C.C. (Canada, p.102; D-Bees of North America, p. 44) +5%
Cernun Mystic R.C.C. (England, p.58)
Changeling R.C.C. (Rifts Conversion Book One, p.89)
Chiang-Ku R.C.C. (England, p.46) +5%
Children of Amon R.C.C. (Africa, p.65) Based on race of minion
Cihuacoatl/Vernulian R.C.C. (Vampire Kingdoms, p. 171; D-Bees of North America, p. 210) +5%
Coalition Mini-Monkey Spy R.C.C. (Lone Star, p.82)
Coalition Monkey Boy Soldier R.C.C. (Lone Star, p.83) +5%
Coalition Monkey Boy Tech R.C.C. (Lone Star, p.85) +5%
Coalition Mutant Rat R.C.C. (Lone Star, p.87) +5%
Coalition Mutant Bat R.C.C. (Lone Star, p.88) +10%
Cold-Blooded R.C.C. (Rifts: Mercenary Adventures, p. 18): +10%, +5%@ levels 4, 7, 10, 13
Condoroid R.C.C. (South America 2, p. 146)
Coyle R.C.C. (Rifts Conversion Book One, p.86) +15%
Crocodillian R.C.C. (Africa, p. 67) +10%
C'ro Demon Mage R.C.C. (Mindwerks, p. 56) +5%
Cyber-Horseman of Ixion R.C.C. (Canada, p. 103; D-Bees of North America, p. 51)
Cyclops R.C.C. (Rifts Conversion Book One, p.94) +5%
Cyden R.C.C. (Skraypers, p. 37) +5%
Dabuggh R.C.C. (England, p.55) +10%
Daitya R.C.C. (Pantheons of the Megaverse, p. 142) +5%
Dakini R.C.C. (Pantheons of the Megaverse, p. 142) +5%
Darkhound R.C.C. (Psyscape, p.94; D-Bees of North America, p. 54) +15%
Demigod R.C.C. (Pantheons of the Megaverse, p. 17)
Demon-Dragonmage R.C.C. (Psyscape, p. 120; D-Bees of North America, p. 58)
Demon Goblin R.C.C. (Wormwood, p. 122) +5%
Demon Hound Rider R.C.C. (Wormwood, p. 125) +15%
Devil Shark R.C.C. (Underseas, p.45) +5%
D'norr Devilman R.C.C. (Coalition Wars 3; Sorcerer's Revenge, p.12; D-Bees of North America, p. 71) +20%, Progression by O.C.C.
Dolphin R.C.C. (Underseas, p.77) +10%
Dolphin Pneuma-Biform R.C.C. (Underseas, p.51) +10%
Dominator R.C.C. (Phase World, p. 96)
Domovoi R.C.C. (Mystic Russia, p.57) +5%
Draconid R.C.C. (Phase World, p. 35) +5%
Dragon-Ape R.C.C. (Psyscape, p.98) +5%
Dragon Hatchling R.C.C. (Rifts, p. 97) Based on Breed
Dragon Ray R.C.C. (Underseas, p. 21)
Dragon Wolf R.C.C. (Rifts Conversion Book One, p.l 18) +5%
Dreadlor R.C.C. (Skraypers, p. 23) +5%
Dreadmaster R.C.C. (Skraypers, p. 26)
Duelist R.C.C. (South America 2, p. 155)
Dwarf R.C.C. (Rifts Conversion Book One, p.89)
Dysasha Demon R.C.C. (Mercenaries, p. 78) +10%
Eandroth R.C.C. (Rifts Conversion Book One, p. 129)
Earth Child R.C.C. (England, p. 51)
Elf R.C.C. (Rifts Conversion Book One, p.90)
Emirin R.C.C. (Rifts Conversion Book One, p. 132) +5%
Entrancer R.C.C. (Wormwood, p. 126) +5%
Equinoid (a.k.a. Psi-Taur) R.C.C. (South America 2, p. 144)
Erta R.C.C. (Atlantis, p.71) +15%
Ewaipanomas R.C.C. (South America, p. 102)
Faerie Bot R.C.C. (Canada, p. 149; D-Bees of North America, p. 76) +5%
Faerie: Common R.C.C. (Rifts Conversion Book One, p. 103) +10%
Faerie: Green Wood R.C.C. (Rifts Conversion Book One, p. 104) +10%
Faerie: Night-Elf R.C.C. (Rifts Conversion Book One, p. 104) +10%
Faerie: Silver Bell R.C.C. (Rifts Conversion Book One, p. 104) +10%
Falconoid R.C.C. (South America 2, p. 148)
Fallam R.C.C. (South America 2, p.76)
Felinoid R.C.C. (South America, p. 107) +10%
Fennodi R.C.C. (New West, p. 129; D-Bees of North America, p. 83) +5%
First Stage Promethean R.C.C. (Phase World, p. 24) +5%
Flame Panther R.C.C. (South America, p.l 11)
Flooper R.C.C. (Vampire Kingdoms, p. 132; D-Bees of North America, p. 87)
Flying Tiger R.C.C. (South America, p. 109) +5%
Fomorian R.C.C. (England, p. 125) +5%
Gargoyle R.C.C. (Triax & the NGR, p. 198) +5%
Gargoyle Lord R.C.C. (Triax & the NGR, p. 199) +5%
Gargoyle Mage R.C.C. (Triax& the NGR, p.200) +5%
Gargoylite R.C.C. (Rifts Conversion Book One, p. 183) +5%
Gurgoyle R.C.C. (Rifts Conversion Book One, p. 180) +5%
Gatherer R.C.C. (South America, p. 134) +5%
Gigante R.C.C. (Rifts Conversion Book One, p. 96) +5%
Gizmoteer R.C.C. (South America 2, p. 157)
Glinerach R.C.C. (Skraypers, p. 30)
Goblin R.C.C. (Rifts Conversion Book One, p. 91) +5%
Godling R.C.C. (Pantheons of the Megaverse, p. 16)
Grackle Tooth R.C.C. (Canada, p. 133; D-Bees of North America, p. 97) +10%
Greot Hunter R.C.C. (Canada, p. 135; D-Bees of North America, p. 98) +5%
Grimbor Ape-Man R.C.C. (South America, p. 138) +5%
Gromek R.C.C. (Rifts Conversion Book One, p. 135) +5%
Hawrk-duhk R.C.C. (Atlantis, p.74) +15%
Hawrk-la R.C.C. (Atlantis, p.75) +15%
Hawrk-ohl R.C.C. (Atlantis, p.76) +20%
Holy Terror R.C.C. (Wormwood, p.66)
Horned Whale R.C.C. (Coalition Navy, p. 106) +10%
Horune Pirate R.C.C. (Underseas, p. 164; D-Bees of North America, p. 100)
Human of Seeron R.C.C. (Skraypers, p. 74) Depends on Super Abilities and O.C.C.
Humpback Whale R.C.C. (Underseas, p.90) +10%
Hunter Cat R.C.C. (South America, p. 113)
Hytril R.C.C. (Rifts Conversion Book One, p. 139) +10%
In'Valian "Robo-Jockey" R.C.C. (Phase World Sourcebook, p. 12)
Jotan R.C.C. (Rifts Conversion Book One, p. 95) +5%
Jungle Elf R.C.C. (South America, p.57)
Jungle Person R.C.C. (Africa, p. 114)
Kankoran R.C.C. (Rifts Conversion Book One, p. 88) +15%
Keeper of the Desert R.C.C. (New West, p. 130) +5%
Ki-Lin R.C.C. (Rifts Conversion Book One, p. 140) +5%
Killer Whale R.C.C. (Underseas, p.85) +10%
Killer Whale Pneuma-Biform R.C.C. (Underseas, p.53) +10%
Kinnie Ger R.C.C. (Rifts Conversion Book One, p. 141) +10%
Kittani Espionage Agent R.C.C. (Atlantis, p.53)
Kittani Field Mechanic/Scientist R.C.C. (Atlantis, p.53)
Kittani Warrior R.C.C. (Atlantis, p.52)
Klied R.C.C. (Skraypers, p. 50) +10%
Kreeghor R.C.C. (Phase World, p. 73)
Kreel-Lok Nomad R.C.C. (Underseas, p. 152) +10%
Kremin Cyborg R.C.C. (Coalition War Campaign, p.210; D-Bees of North America, p. 111)
Krpt R.C.C. (Vampire Kingdoms, p.150) +10%
Kryygorth Hunter R.C.C. (Splynn Dimensional Market, p.73) +10%
Kryygorth Pegasus R.C.C. (Splynn Dimensional Market, p.77) +5%
Kryygorth's Lesson R.C.C. (Splynn Dimensional Market, p.75) +5%
Kumo-Mi Dragon R.C.C. (Japan, p.212) +5%
Kwarla R.C.C. (Australia, p. 132) +5%
Kwarla Mystic R.C.C. (Australia, p. 135) +5%
Lanotaur Hunter R.C.C. (Psyscape, p. 123; D-Bees of North America, p. 115)
Larhold Barbarian R.C.C. (South America 2, p. 185)
Larmac R.C.C. (Coalition Wars 3; Sorcerer's Revenge, p. 13; D-Bees of North America, p. 118)
Lashreg R.C.C. (Skraypers, p. 43) +5%
Leprechaun R.C.C. (Rifts Conversion Book One, p. 105) +5%
Leshii R.C.C. (Mystic Russia, p.59) +5%
Lizard Mage R.C.C. (Rifts Conversion Book One, p. 143) +10%
Lizard Man R.C.C. (South America, p. 79)
Lost One R.C.C. (Mercenaries, p. 49)
Loup Garou R.C.C. (Canada, p. 156) +5%
Lycanmorph R.C.C. (Mindwerks, p.45) +5%
Lyn-Srial R.C.C. (New West, p.133; D-Bees of North America, p. 127) +5%
Lyn-Srial Cloudweaver R.C.C. (New West, p. 135) +5%
Lyn-Srial Sky-Knight R.C.C. (New West, p. 134; D-Bees of North America, p. 129) +20%
Lyvorrkian R.C.C. (Vampire Kingdoms, p.145; D-Bees of North America, p. 130) +10%
Machine Person. R.C.C. (Phase World, p. 77)
Mantaz Sectle R.C.C. (England, p.57) +10%
Man-Wolf R.C.C. (Mystic Russia, p.69) +5%
Mastadonoid R.C.C. (Canada, p. 137; D-Bees of North America, p. 134)
Master Blood Rider R.C.C. (South America 2, p. 135)
Men-Rail "Tech Master" R.C.C. (South America 2, p.l 11)
Mii-Tar R.C.C. (Vampire Kingdoms, p.l 12)
"Mind Creature" Intruder R.C.C. (Phase World Sourcebook, p. 49) +5%
Minotaur R.C.C. (Rifts Conversion Book One, p. 150) +10%
Molokoi R.C.C. (Australia, p. 137) +5% (+10% in water)
Monro R.C.C. (Phase World Sourcebook, p. 34) +5%
Monster Brodkil R.C.C. (Mindwerks, p. 71)
Morphworm R.C.C. (Wormwood, p. 129) +5%
Mountain Giant R.C.C. (New West, p. 136) +5%
Murvoma Meztla R.C.C. (Atlantis, p.58) +20%
Mutant Capybara R.C.C. (South America 2, p. 142)
Mutant Cat R.C.C. (Vampire Kingdoms, p.61) +15%
Naga R.C.C. (Pantheons of the Megaverse, p. 141) +10%
Naruni Repo-Bot R.C.C. (Phase World, p. 46)
Naut'Yll R.C.C. (Underseas, p. 148) +10%
Nazeer R.C.C. (Skraypers, p. 33)
Newcomer Android R.C.C. (Juicer Uprising, p. 152)
Nikari R.C.C. (Skraypers, p. 52) +10%
Nimro R.C.C. (Rifts Conversion Book One, p. 98) +10%
N'mbyr Gorilla Man R.C.C. (Coalition War Campaign, p.202; D-Bees of North America, p. 143) +5%
Noli Bushman R.C.C. (Canada, p. 137; D-Bees of North America, p. 144) +5%
Noro R.C.C. (Phase World, p. 61)
Norse Giant R.C.C. (Pantheons of the Megaverse, p. 163)
Nurilian Plant-Person R.C.C. (Splynn Dimensional Market, p.82)
Nymph R.C.C. (Rifts Conversion Book One, p. 105) +10%
Octoman R.C.C. (Splynn Dimensional Market, p.80)
Ogeeyln R.C.C. (England, p. 142) +20%
Ogeeyin Guardian R.C.C. (England, p. 143) +5%
Ogre R.C.C. (Rifts Conversion Book, p. 92) +5%
Oni R.C.C. (Phase World Sourcebook, p. 15) +10%
Oni Master R.C.C. (Japan, p.203)
Oni Mystic R.C.C. (Japan, p.204) +5%
Oni Ninja R.C.C. (Phase World Sourcebook, p. 19) +10%
Oni of the One Hundred R.C.C. (Japan, p.202) +5%
Oracle Cat R.C.C. (South America, p. 115)
Ore R.C.C. (Rifts Conversion Book One, p. 91) +5%
Outback Mutie R.C.C. (Australia, p. 131) Depends on Mutations
Phantom R.C.C. (Phase World, p. 36) +5%
Phoenixi R.C.C. (Africa, p.60) +5%
Phoenix J.uicer R.C.C. (Juicer Uprising, p. 151) As before becoming undead
Phreaker Military Grunt R.C.C. (Australia, p.131) Depends on Mutations
Pincer Warrior R.C.C. (South America, p. 136)
Pixie: Common R.C.C. (Rifts Conversion Book One, p. 106) +5%
Pixie: Frost R.C.C. (Rifts Conversion Book One, p. 106) +5%
Pleasurer R.C.C. (Phase World, p. 88)
Polevoi R.C.C. (Mystic Russia, p.61) +5%
Plumed Serpent (Spirit West, p.l 18) +15%
Pogtal R.C.C. (South America, p.135; D-Bees of North America, p. 156) +10%
Power Leech R.C.C. (Psyscape, p. 126; D-Bees of North America, p. 161)
Psi-Goblin R.C.C. (Psyscape, p. 128; D-Bees of North America, p. 164) +5%
Psi-Pony R.C.C. (New West, p. 156) +5%
Psiren R.C.C. (Underseas, p.46)
Pucara Red Giant R.C.C. (South America 2, p.54) +5%
Puck R.C.C. (Rifts Conversion Book One, p. 106) +5%
Pygmy Hunter R.C.C. (Africa, p. 114)
Pygmy Shaman R.C.C. (Africa, p. 115)
Pythonian R.C.C. (Splynn Dimensional Market, p.85) +15%
Quick-Flex Alien R.C.C. (Coalition War Campaign, p.205; D-Bees of North America, p. 168) +15%
Rahu-Man R.C.C. (Rifts Conversion Book One, p. 152)
Ramen (Knight of Ra) R.C.C. (Africa, p.61)
Ram-Rat R.C.C. (Wormwood, p. 131) +5%
Rathos/Rumbler R.C.C. (Wormwood, p. 132) +5%
Ratling R.C.C. (Rifts Conversion Book One, p. 154) +10%
Rithe R.C.C. (Skraypers, p. 59) +10%
Robot R.C.C. (Rifts Sourcebook, p. 94) Based on Sensors/Abilties
Royal Kreeghor R.C.C. (Phase World, p. 74)
Rulian Translator R.C.C. (Splynn Dimensional Market, p.87)
Rurlel Eel Person R.C.C. (Underseas, p.37)
Rusalka R.C.C. (Mystic Russia, p.63) +5%
Scorpion Person R.C.C. (Pantheons of the Megaverse, p. 57)
Sea Titan R.C.C. (Underseas, p. 113)
Secondary Vampire R.C.C. (Vampire Kingdoms, p. 14) +5% (+10% in bat form)
Seeker R.C.C. (Mindwerks, p. 49) +10%
Seerman R.C.C. (Skraypers, p. 76) Depends on Abilities
Sekhmet R.C.C. (South America, p. l16) +5%
Seleniak R.C.C. (Skraypers, p. 41) +5%
Seljuk R.C.C. (Phase World, p. 69) +10%
Serpentoid R.C.C. (South America 2, p.141)
Servant of the Deep R.C.C. (Underseas, p.47)
Shade R.C.C. (Wormwood, p. 133) +5%
Shadow Person R.C.C. (Australia, p. 148)
Shaper R.C.C. (Vampire Kingdoms, p. 133; D-Bees of North America, p. 182) +5%
Shaydor Intel R.C.C. (Atlantis, p.79) +20%
Shaydor Spherian R.C.C. (Atlantis, p.77) +5%
Shertar R.C.C. (Skraypers, p. 20)
Shikome Kido-Mi Dragon R.C.C. (Japan, p.211) +10%
Silhouette R.C.C. (Phase World, p. 80)
Shrill R.C.C. (Skraypers, p. 46) +5%
Simvan Monster Rider R.C.C. (Mindwerks, p.54; Lone Star, p. 162; D-Bees of North America, p. 188) +5%
Sky Rider R.C.C. (Wormwood, p. 135) +5%
Soul Worm R.C.C. (South America, p. 128) +5%
Space Wolfen R.C.C. (Phase World, p. 65) +15%
Sperm Whale R.C.C. (Underseas, p.88) +15%
Sphinx R.C.C. (Rifts Conversion Book One, p. 158) +10%
Spirit Sasquatch R.C.C. (Canada, p. 160) +15%
Spirit Wolf R.C.C. (Mystic Russia, p.68) +5%
Splugorth R.C.C. (Atlantis, p.41) +5%
Splugorth Conservator R.C.C. (Atlantis, p.45) +5%
Splugorth High Lord R.C.C. (Atlantis, p.43) +5%
Splugorth Overlord (Kidian) R.C.C. (Atlantis, p.47)
Splugorth Powerlord (Augmented Kidian) R.C.C. (Atlantis, p.48)
Splugorth Slaver R.C.C. (Atlantis, p.48) +5%
Spriggan R.C.C. (Rifts Conversion Book One, p. 107) +5%
Sprite: Tree R.C.C. (Rifts Conversion Book One, p. 107) +10%
Sprite: Water R.C.C. (Rifts Conversion Book One, p. 108) +10%
Sprite: Wind Puff R.C.C. (Rifts Conversion Book One, p. 108) +10%
Srrynn Cannibal R.C.C. (Mindwerks, p. 52) +10%
Staphra Mystic R.C.C. (Splynn Dimensional Market, p.95) +5%
Staphra Warlord R.C.C. (Splynn Dimensional Market, p.93) +5%
Staphra Warrior R.C.C. (Splynn Dimensional Market, p.92) +5%
Storm Rider R.C.C. (Underseas, p.31) +5%
Sura-Kappa (Japan, p.206)
Swamp-Sludger R.C.C. (Coalition Navy, p. 109; D-Bees of North America, p. 200)
Syvan R.C.C. (Rifts Conversion Book One, p. 159) +5%
Talus R.C.C. (Skraypers, p. 78) Based on Abilities
Tandori R.C.C. (Skraypers, p. 62)
Tarbull R.C.C. (Skraypers, p. 17)
Tarlok Warrior R.C.C. (Skraypers, p. 12)
Tauton (Minion of Set) R.C.C. (Africa, p.63) +5%
Teklok Cyborg R.C.C. (Skraypers, p. 21)
Temporal Raider R.C.C. (England, p.71) +10%
Tengu R.C.C. (Japan, p.66) +5%
Termite Engineers R.C.C. (Phase World, p. 93) +5%
Tirrvol Sword Fist R.C.C. (Coalition War Campaign, p.203; D-Bees of North America, p. 201) +5%
Titan R.C.C. (Rifts Conversion Book One, p. 98) +10%
Ti-Xibalban R.C.C. (Vampire Kingdoms, p.162) (as copied being)
Toad Stool R.C.C. (Rifts Conversion Book One, p. 108) +5%
Tokanii R.C.C. (Lone Star, p. 154; D-Bees of North America, p. 203) +5%
Tree People R.C.C. (Africa, p. 118) +5%
Trimadore Mechanic R.C.C. (Coalition War Campaign, p.208; D-Bees of North America, p. 206) +5%
Troll R.C.C. (Rifts Conversion Book One, p. 92) +5%
True Atlantean R.C.C. (Atlantis, p. 15)
True Bio-Borg R.C.C. (Splynn Dimensional Market, p. 157)
True Inca R.C.C. (South America 2, p.20) +5%
True Naruni R.C.C. (Phase World, p. 48)
True Sasquatch R.C.C. (Canada, p. 162) +15%
T'Zee R.C.C. (Phase World Sourcebook, p. 24)
Ugakwa Explorer R.C.C. (Mindwerks, p. 50) +5%
Uteni Alien R.C.C. (Mercenaries, p. 74)
Vacuum Wasps R.C.C. (Phase World, p. 92) +5%
Valkyrie R.C.C. (Pantheons of the Megaverse, p. 167) +5%
Vallax R.C.C. (Juicer Uprising, p. 153)
Vanguard Brawler R.C.C. (Coalition War Campaign, p.207; D-Bees of North America, p. 208) +10%
Vodianoi R.C.C. (Mystic Russia, p.64) +5%
Warrior of Valhalla R.C.C. (Pantheons of the Megaverse, p. 170)
Wendigo R.C.C. (Spirit West, p. 127) +15%
Were-Dragon R.C.C. (Splynn Dimensional Market, p.97) +5%
Werejaguar (South America, p. 117) +5%
Werepanther (South America, p.l 17) +5%
Wild Vampire R.C.C. (Vampire Kingdoms, p. 15) +5% (+10% in bat form)
Whale Pneuma-Biform R.C.C. (Underseas, p.55) +10%
Wolfen R.C.C. (Rifts Conversion Book One, p. 86) +15%
Xibalban R.C.C. (Vampire Kingdoms, p. 161)
Xiticix Digger R.C.C. (Xiticix Invasion, p.45) +5
Xiticix Elder Queen R.C.C. (Xiticix Invasion, p.64) +5
Xiticix Hunter R.C.C. (Xiticix Invasion, p.52) +5
Xiticix Killer R.C.C. (Lone Star, p.91; Xiticix Invasion, p.88) +10%
Xiticix Leaper R.C.C. (Xiticix Invasion, p.55) +5
Xiticix Nanny R.C.C. (Xiticix Invasion, p.59) +5
Xiticix Super-Warrior R.C.C. (Xiticix Invasion, p.70) +5
Xiticix Warrior R.C.C. (Xiticix Invasion, p.66) +5
Xiticix Worker R.C.C. (Xiticix Invasion, p.74) +5
Xiticix Young Queen R.C.C. (Xiticix Invasion, p.61) +5
Yeno R.C.C. (Canada, p. 139; D-Bees of North America, p. 215) +10%
Yhabbayar R.C.C. (Psyscape, p. 130; D-Bees of North America, p. 217)
Zaayr Crystal Dragon R.C.C. (Psyscape, p. 135) +5%
Zembahk R.C.C. (Atlantis, p.83) +5%
Zenith Moon Warper R.C.C. (Psyscape, p. 138; D-Bees of North America, p. 221)
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Postby Augur » Sat Jul 21, 2007 5:59 pm

Psychic Character Classes

Arkhon ESP Specialist O.C.C. (South America 2, p.75): +10%
Burster R.C.C. (Psyscape, p.48): +5%
Coalition Battle Cat R.C.C. (Lone Star, p.76): +10%
Coalition and "Civilized" Mercenary Psi-Stalker R.C.C. (Xiticix Invasion, p. 110): +20%
Coalition Dog Pack (Dog Boy) R.C.C. (Lone Star, p.32): +25% plus any breed-specific bonuses and mutation abnormalities
    Breed-Specific Bonuses
    Irish Water Spaniel: +5%
    Wolfhound: +5%
    Irish or English Setters: +5%
    Coonhound: +15%
    Golden Retriever: +10%
    Cocker Spaniel: +5%
    Airedale Terrier: +10%
    Beagle or Foxhound: +15%
    German Shepherd: +10%
    Bloodhound: +10%
    Boxer: +5%
    American Water Spaniel or Setter: +10%
    Elkhound or Malamute: +5%
    Lakeland Terrier: +10%
    Greyhound: +10%
    Rottweiler or Doberman: +5%
    Wolf: +15%
    Mutation Abnormalities
    "Nearly a full human appearance": -15% to perception! (reduced sense of smell)
    Heightened Sense of Smell: +15% (+5 when involving diseases and chemical changes in person's body chemistry)
    Keen 20/20, color vision, alert and observant: +5%
    Exceptional sense of direction and balance: +5%
    Rat Catcher: +10% vs. rodents/rodent-like D-bees
Coalition K-9 "Sniffer" R.C.C. (Lone Star, p.41): +5 plus any breed-specific bonuses and mutation abnormalities
Coalition Kill Cat R.C.C. (Lone Star, p.79)
Coalition Kill Hound R.C.C. (Lone Star, p.44)
Coalition PRP/Psi-Net Agent O.C.C. (Coalition War Campaign, p.193): +10%
Coalition Psycho-Stalker O.C.C. (Juicer Uprising, p.45)
Coalition Sea Dog R.C.C. (Lone Star, p.40; Coalition Navy, p.39): +25% plus any breed-specific bonuses and mutation abnormalities
Coalition Ursa-Warrior R.C.C. (Lone Star, p.72)
"Feral" Dog Boy R.C.C. (Lone Star, p.38): +5 plus any breed-specific bonuses and mutation abnormalities
Gifted (Gypsy) O.C.C. (Triax & the NGR, p. 184)
Mind Bleeder R.C.C. ( Africa, p. 93; Psyscape, p.52): +10%
Mind Melter R.C.C. (Rifts, p 112; Psyscape, p.55): +15%
Nega-Psychic R.C.C. (Psyscape, p.57)
Noro Psychic O.C.C. (Phase World, p.63): +15%
Psi-Bloodhound R.C.C. (Mindwerks, p.42): +25% plus any breed-specific bonuses and mutation abnormalities
Psi-Druid R.C.C. (Psyscape, p.59): +15% in Wilderness, -10% in villages, -20% in large towns, -6 in cities
Psi-Ghost R.C.C. (Psyscape, p.63)
Psi-Nullifer R.C.C. (Psyscape, p.66)
Psi-Slayer R.C.C. (Psyscape, p.69)
Psi-Slinger R.C.C. (New West, p.98)
Psi-Stalker R.C.C. (Xiticix Invasion, p. 108): +20%
Psi-Tech R.C.C. (Psyscape, p.74): +15% on rolls involving electronics, machines, or their combination
Psi-X Alien R.C.C. (Lone Star, p.98): +10%
Psi-Warrior R.C.C. (Psyscape, p.76)
Psynetic Crazy O.C.C. (Mindwerks, p.40): +15%
Pucara Mind Mage O.C.C. (South America 2, p.55)
Wild Psi-Stalker R.C.C. (Rifts Ultimate Edition, p.155): +25%
Zapper R.C.C. (Psyscape, p.81): +5%, +25% on rolls involving electrical anomalies, devices, etc.
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Re: Perception Rules & Bonuses by OCC

Postby Augur » Sun Dec 21, 2014 11:51 am

HU2: Heroes Unlimited 2nd Edition
PU1: Powers Unlimited One
PU2: Powers Unlimited Two
PU3: Powers Unlimited Three


Minor Superpowers
Abnormal Energy Sense (PU1): +5%
Danger Sense (PU1): +10%
Life Sense (PU1): +5%
Mechanical Awareness (PU1): +15% regarding technology
Sensory Orb (PU1): +5%
Adrenaline Surge (PU1): +5%
Physical Perfection (PU1): +5%
Space Native (PU3): +15% when in space
Antennae (PU1): +10%
Heightened Sense of Awareness (PU1): +25%
Heightened Sense of Hearing (HU2): +15%
Heightened Sense of Smell (HU2): +15%
Heightened Sense of Taste (HU2): +10%
Heightened Sense of Time (PU1): +5 to perceiving any temporal changes
Heightened Sense of Touch (HU2): +5 to perceiving any tactile characteristics
Supervision: Acute Sight (PU1): +5%
Supervision: Advanced Sight (HU2): +5%
Supervision: Angular Vision (PU3): +5%
Supervision: Circular Vision (PU1): +5%
Supervision: Nightvision (HU2): +10% when in darkness
Supervision: Paranormal Sight (PU1): +5%
Supervision: Thermal Vision (PU1): +5%
Extraordinary Intelligence (PU3): +5%
Defensive Will (PU3): +5% in combat situations
Criminal Intuition (PU1): +15% when applicable (GM discretion)
Multi-Tasking (PU1): +5%
Motion Detection (PU1): +5%
Parabolic Hearing (PU3): +5%
Radar (HU2): +5% in wide open spaces (negated by bad conditions)
Sonar (PU1): +15% underwater
Ultra-Hearing (PU1): +10%
Nightstalking (HU2): +15% when in darkness at night
Underwater Abilities (HU2): +15% when underwater

Major Superpowers
Holographic Memory Projection (HU2): +5%
Darkness Control (HU2): +15% when in darkness
Negate Super Abilities (HU2): +15% to perceiving super abilities in use
Adapt to Environment (HU2): +10% to perceiving abnormal environmental conditions
Alter Metabolism (HU2): +5%
Amphibious (PU1): +5% when in water
Animal Abilities (HU2): same as specific super ability equivalents
Natural Combat Ability (HU2): +5% when in combat
Lycanthrope (HU2): same as specific super ability equivalents
Defensive Immunity (PU3): +15% to perceiving specific types of attack
Gravity Manipulation (HU2): +5 to perceiving any changes in gravity
Karmic Power (HU2): +15% (-3 when Bad Karma is in effect)
Pause Temporal Flow (PU3): +5 to perceiving any temporal changes
Shadow Manipulation (PU3): +5 when in darkness
Slow Motion Control (HU2): +10% to perceiving any temporal changes
Stretch Time (PU3): +15% to perceiving any temporal changes
Inhabitation (PU3): +15% when inside a building
Vibration: +10%
Sonic Flight: +5%
Sonic Speed: +5%

Character Class Specific Bonuses
Alien: none
Magic: +15% to recognizing the arcane, +25% to recognizing the arcane if Mystic Study;
Bionics
    ※Amplified Hearing: same as Heightened Sense of Hearing (HU2)
    ※Night Sight: +15% at night only
    ※Multi-Optic (3 or more optic features): +15%
    ※Motion Detector: +5%
    ※Radar: +5%
Experiment: none
Super Soldier none
    Special
    ※Mind and Body Attunement: +5%
    ※Brain-Boost: +5%
    ※Bionic Sensor System: +10%
    Brain Implant
    ※Heightened Reflexes, Agility and Senses: +5%
    ※Enhanced Vision: same as Supervision: Advanced Sight (HU2)
    ※Enhanced Sense of Smell: same as Heightened Sense of Smell (HU2)
    ※Enhanced Sense of Touch: same as Heightened Sense of Touch (HU2)
    ※Minor Psionics: +5%
    Chemical Enhancement
    ※Superior Reflexes and Reaction Time: +5%
    Endoskeletal Replacement
    ※Replacement Cybernetic Senses: +10%
Robotics none
    ※Advanced Audio System: same as Heightened Sense of Hearing (HU2)
    ※Advanced Robot Optic System: same as Supervision: Advanced Sight (HU2)
    ※Combat Computer: +5%
    ※Motion Detector: +5%
    ※Micro or Maxi Radar: +5%
    ※Telemental Helmet: +5%
Super Invention: none
Imbued: none
Eugenics none
    Modified Internal Organs
    ※Brain Enhancement: +5%
    ※Mental Acuity: +5%
    ※Physical Perceptions Acuity: +10%
    ※Psionics—Third Eye: +5%
    ※Gland—Adrenal: +5%
    Physical Augmentation Features
    ※Increased Metabolic Rate: +5%
    ※Nocturnal Hunter: same as Nightstalking (HU2)
    Enhanced Senses
    ※Compound Eyes: +5%
    ※Extra Eyes or Eye Stalks: +10%
    ※Enhanced Vision: same as super ability equivalents
    ※Enhanced Hearing: same as super ability equivalents
    ※Antennae: +10%
    ※Echo-Location: +5%
    ※Forked Tongue: +5%
    ※Heat Pits: +5%
    ※Heightened Senses: same as super ability equivalents
    ※Scent Pits: same as super ability equivalents
    ※Sensitive Whiskers: +5%
    ※Sonar: same as super ability equivalent
Empowered: none
Mutants: none
Psionics
    ※Natural/Master Psionic: +10%
    ※Latent Psionic: +1D4 x 5% to perception (roll randomly each time)
Immortal: none
Ancient Master: +10%
Hunter/Vigilante: +15%, +5 when tracking a subject
Secret Operative: +5%, +15% to recognize agents
Stage Magician: +25%
Super Sleuth: +40%
Physical Training: +5%
Weapons Training: +15% when dealing with weapons
Hardware—Mechanical: +15% when dealing with mechanical equipment
Hardware—Electrical: +15% when dealing with electronic equipment
Hardware—Weapons: +15% when dealing with weapons
Hardware—Analytic: +15%
Natural Genius: +15%
Mental Disciplines
    ※Analytical Mind: +15%
    ※Find Weakness: +15% to find a weakness or flaw
    ※Mind Over Matter/Combat Trance: +15% in combative situations
    ※Odds Assessment: +10%
    ※Sexual Charisma: +5 to “Reading” the Opposite Sex
    ※Unnatural Perception: +25%
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Re: Perception Rules & Bonuses by OCC

Postby Augur » Fri Dec 29, 2017 5:02 pm

Black Market O.C.C.s
Black Market Banker (Black Market, p.83): +10% to Perception Rolls involving things impactful to commerce, operations and money matters.
Case Man (Black Market, p.85): +10% to Perception Rolls involving security or surveillance
Con Artist (Black Market, p.87): +10% to Perception Rolls involving performative deception
Enforcer (Black Market, p.89): +15% to Perception Rolls involving incriminating evidence
Expediter (Black Market, p.91): +10% to Perception Rolls involving recognizing either trouble or opportunity
Information Broker (Black Market, p.94): +5% to all Perception Rolls
Merchant (Black Market, p.97): +5% to Perception Rolls to recognize the value of a proposal
Raider (Black Market, p.99)
Refurbisher (Black Market, p.102): +15% to Perception Rolls involving weapons quality, value, and confidentiality
Rift Runner (Black Market, p.103): +15% to Perception Rolls involving Rifts, magical illusions, or magical concealment

Black Market Abilities
Home Turf Advantage: +2 (translated to +10%) on all Perception Rolls within his Home Turf, particularly when it comes to avoiding trouble, recognizing spies, rivals and enemies, finding the best deals and contraband, and so on.
No Conscience: + 1 (translated to +5%) on Perception Rolls pertaining to his best interests and self-preservation
Read People: + 1 (translated to +5%) on all Perception Rolls
Slippery: + 1 (translated to +5%) on Perception Rolls
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Re: Perception Rules & Bonuses by OCC

Postby CS High Command » Sat Jan 20, 2018 7:56 am

Perception Rule FAQ

  1. Q. Wait! Percepton's difficulty isn't static?
    A. Nope! Honestly, it never has been really. But interfacing with skills was always a pain in the rear. Now it's not.
  2. Q. Do I.Q. bonuses count?
    A. It is a skill, so yes.
  3. Q. How DOES it interface with skills?
    A. Well that depends largely on whether you are the player or the GM.
      1. As a player? Don't worry about it. Roll your perception, detect ambush, camouflage, or prowl and give the GM what you're using that roll for. You're done.
      2. As a GM? It's not THAT complicated. But it does require a little unpacking.
      Even without implementing a measure of success rule, use the following guide.
      Active (Perception) vs Passive (Prowl) = Result
      • Perception (PASS) vs Prowl (Failure/Critical Failure) = the one looking sees the one who failed to sneak. Note that Perception (Critical Success) vs Prowl (PASS) is treated the same.
      • Perception (Critical Success) vs Prowl (Failure/Critical Failure) = The one looking sees the one who failed to sneak, and notes some important detail (or whatever the GM says, maybe he gives them a bonus against a called shot, ala Bard and Smaug in the Hobbit)!
      • Perception (Failure/Critical Failure) vs Prowl (Failure/Critical Failure) = Comedy of Errors
          If one fails perception and one fails stealth, you have a comedy of errors that should be a joy to write.
          "The thief goes to sneak past the guard. She slips and falls, sliding to a halt at his feet. Except that he is staring at the screen in front of him in horror - his computer is rebooting in the middle of a five page incident report! He has spent the last hour on it, and to his horror hadn't saved it, and had in fact disabled the autosave. He is repeating no-no-no-no-no-no as the thief rises unsure of whether to or where to move."
          Both reroll.
          She's undiscovered, but next to the guard; the guard is staring at the ghost of his TPS report.
      • Perception (Failure/Critical Failure) vs Prowl (PASS/Critical Success) = The one sneaking about is unnoticed. A Perception (PASS) vs Prowl (Critical Success) is treated the same.
      • Perception (PASS/Critical Success) vs Prowl (PASS/Critical Success) = Assuming both got the same kind of result (PASS or Critical Success), then compare the two rolls to their base percentages. The one who got lower on their roll compared to their percentage is the victor in this opposed roll. Prowl 10 out of 25 vs Perception 70 out of 80%
        Prowl is 15% lower, Perception is 10% lower. The Prowler is unnoticed.
  4. Q. How do you determine critical success or failure?
    A. As with all skills checks, a 01-05 is a critical success and a 96-00 is a critical failure.
  5. Q. So I'm the GM, how do I use the General Perception Table?
    A. This exists so you don't have to stat up every NPC in the game. Assign a difficulty and that's the opposed skill. Boom.
  6. Q. But this thing they are hunting for is honestly not hard to find? Do I have to make opposed rolls for this?
    A. No. How about you let them find it if they succeed at their roll? You are the GM, run your game. You don't need Palladium, Augur, or me to tell you how to do that (unless you're asking for input, in which case, buyer beware). :P
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Re: Perception Rules & Bonuses by OCC

Postby Augur » Sat Jan 20, 2018 9:51 am

Zilant wrote:Not sure if this is worth a separate bonus or not, but Magic Weapon characters from HU have an automatic ability to see the invisible. Just thought I would mention it.

Invisibility is a binary state. Either you are or are not invisible. One might still be perceived while invisible by a normal person, for instance if one is walking around invisible but leaving tracks in the snow, dust, blood, etc.; that's a matter of perception, and under the purview of the GM regarding difficulty. Seeing the invisible isn't an aide in perceiving things that are not invisible though--at all. Hence, no flat bonus applies to perception due to this.
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Re: Perception Rules & Bonuses by OCC

Postby Wakiza » Sun Jan 21, 2018 2:00 pm

Topic: Conversion to new perception rule for existing characters.

Using Wakiza as an example 8th level Cyber Knight His perception prior to conversion. +10 (Due to level and cybernetic sensory enhancements)

Wakiza's Perception after conversion: 15% (starting) + 21% (3%/lvl) + 15% (Being a CK) + 50% (Converting +10x5%) = 101% (Could add more for amplified hearing and MOE, but that is getting crazy as the +10 included that too)

A same situation 8th level CK who started his character after the Conversion process: 15% (starting) + 21% (3%/lvl) + 15% (Being a CK) +15% (Amplified hearing) + 15% (MOE) = 81%

My question is which way is right? Or are both ways right? (Or neither?)

Any other character could be included, as most higher level characters pre-conversion will have a +3 or 4 perception roll which would put them 15% to 20% higher than a similiar character created after the conversion of existing characters.
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 54/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 103/103; Force Field: 75
• Helmet: 57; Arms: 46 each; • Legs: 57 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 80 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

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Nick Nolan - Life of Sin
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Re: Perception Rules & Bonuses by OCC

Postby Augur » Sun Jan 21, 2018 3:14 pm

Reality
15% (base)
+21% (+3%/lvl)
+15% (Cyber-Knight O.C.C. bonus)
Total: 51%

When Amplified Hearing (old: +3) is actively being used (this is not a constant condition, and GMs determine if this is even useful given the circumstances) 51%+15%=66%
When Multi-Optic Eye (old: +3) is actively being used (this is not a constant condition, and GMs determine which setting, if any, is actually useful given the circumstances) 51%+15%=66%

In the highly unusual case that Wakiza is so focused on scanning his environment that he is actively using both of these cybernetic systems (which entails some serious potential risks under certain circumstances): 51%+15%+15%=81%


Example: Jezebel
Base: 15%
8th Level: 21% (3% per level times seven additional levels)
EP Perception Bonus: +25%
Physical Perfection: +5%
Multi-Tasking: +5%
Total: 71%
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Re: Perception Rules & Bonuses by OCC

Postby Wakiza » Sun Jan 21, 2018 5:37 pm

Makes perfect sense, so the old pluses don’t do anything for you. You need to use the new rules to convert your characters?
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 54/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 103/103; Force Field: 75
• Helmet: 57; Arms: 46 each; • Legs: 57 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 80 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
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Re: Perception Rules & Bonuses by OCC

Postby Augur » Sun Jan 21, 2018 8:28 pm

Wakiza wrote:Makes perfect sense, so the old pluses don’t do anything for you. You need to use the new rules to convert your characters?

The old bonuses no longer exist, so no, you don't use them, you use that which replaced and superseded them: the new rules.
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Re: Perception Rules & Bonuses by OCC

Postby Tiree » Wed Jan 24, 2018 3:09 pm

This came up in the A/GM chat thread, and some discussion should be had over it.

This is specifically for Ley Line Walkers who have the following abilities:
13. O.C.C. Bonuses: +1D4 on any one Mental Attribute (I.Q., M.E., or M.A.), +4 to save vs. Horror Factor. +2 to save vs. possession and mind control, +3 to save vs curses, +1 to save vs magic at levels 3, 6, 9, 11, and 14, +1 to spell strength at levels 3, 7, 10, and 13, +1 on Perception Rolls at level 2, 5, 7, 10, and 13, double when on a ley line.

With the new rules, the character receives +3% per level, regardless. This is important to state that it is roughly in line with the additional increase in perception based on the class (+5 to Perception = +25% vs. 3% per level to level 13 = 36%). So the percentage portion of increase is favorable to players in the new system. But the old system (shown in bold and green) doubles the pluses on ley lines, how does that translate?

Quick Options to throw on the wall to see what sticks:
  • Double the Skill. If for whatever reason the Ley Line Walker has a 75% in the skill, on a ley line it would be 150%
  • Just double the percentage of the 'per level' advancement
  • Flat percentage no matter what level (probably a flat +25% on ley lines)
  • Remove this feature
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Re: Perception Rules & Bonuses by OCC

Postby Townsend » Wed Jan 24, 2018 8:25 pm

I admit to some vested interest on this one, but I'll try to be as objective as possible here.

As per the RUE rules, being on a ley line will result in an extra +5 at the absolute most... and that's at a level that most characters on EU won't ever reach.

Using Rufus as an example:

    15% base skill
    +12% from levels (4 levels after 1st)
    +2% IQ bonus
    +15% from Kankoran racial bonus
    44% total Perception skill

1.) Doubling the perception skill outright would result in an 88% Perception skill while on a ley line.
    Wouldn't affect lower level characters much, but could get rather OP the more you level up. While I'm sure an argument can be made that this could make sense as a LLW would logically be more attuned to the line, Tiree's example of someone with a 150% Perception just strikes me as being a bit too much.

2.) Doubling the perception gained from levels would currently result in a +12% bonus while on a ley line.
    The more I think about this question, the more I like this option. It's enough to give an advantage to the LLW while in his/her element, scales nicely with the character as she/he progresses (rewards the player for sticking with the character and makes sense logically gets more experienced in being attuned to the ley line), but still not enough to seem over the top. Even at 10th level his bonus would be 27%. Casting my vote for this one.


3.) A flat 25% bonus would currently result in a 69% Perception skill while on a ley line.
    Good for lower-level characters, but less of an impact as they progress. Math is much simpler though. I think an argument could be made for 20% instead, but I could live with either percentage.

4.) Removing this feature would result in no change.
    It would also suck. Removing this feature would be the same as removing the Gambler's bonus in gambling/tavern environments or the Worldly Sasquatch's bonus in the wilderness. The LLW is in his/her element when on a ley line, hence the name "LEY LINE Walker."
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Re: Perception Rules & Bonuses by OCC

Postby Augur » Thu Jan 25, 2018 8:44 am

If I implement a bonus for this, and I'm likely to, it will apply to all practitioners of magic.
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Re: Perception Rules & Bonuses by OCC

Postby CS High Command » Thu Jan 25, 2018 1:07 pm

For the few characters that this would apply to, simply double their per level percentage (option 2). It's simple and easy.

(random numbers for effect and Illustration on how to record it))
Third Level Character:
Perception 40% +3%/lvl (+6% on a ley line or nexus +3%/lvl)
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