FKR: Of course you can have stats (or: FKR Rifts)

…thing is, you don’t really need them. BUT if you grew up with them, then by all means include them in your FKR game. Like this, for instance:

Let’s say we want to play a crazy game of Rifts. Okay, that’s a tautology, but still. The challenge is: None of us has ever played or read any Rifts material. It doesn’t matter.

One of the rulings I come up with is this: Each player creates attributes/stats for his character. Any stat. If you try to fuck with me and write down a stat that’s obviously designed to “win”, that stat is gone, and you don’t get a replacement. So… “Win Everything” is funny, kinda, but also lost.

Because most of us are used to six stats, let’s say we’re using that number.

For inspiration, you flip through some Rifts books and online galleries, and you discover this:

This is supposed to be a Techno-Wizard. Supposed to be. You don’t care because a) It’s Rifts, and b) It’s RIFTS, man. That guy is an Arcanowave Underworld Soldier of Fortune. Now we’re cooking with gas.
So, now you’re making up stats for him:

Dumb Luck
Coolness under Fire
Real-world Strength
Agility
Street Smarts
Self-Esteem

Then, you’re rolling a d6 for each stat AND ONLY WRITE IT DOWN IF IT’S 1 or 6:

Dumb Luck: 5
Coolness under Fire: 6
Real-world Strength: 1
Agility: 1
Street Smarts: 3
Self-Esteem: 3

Hoo boy. So your Arcanowave Underworld Soldier of Fortune has three noteworthy stats:

Coolness under Fire: 6
Real-world Strength: 1
Agility: 1

Let’s say we decide to use opposed rolls as our go-to mechanism in the game: Weak skills or stats are d4, really powerful skills or stats are d20. Let’s say a player character can’t start with a d4 or a d20. We then arrive at:

Cool under Fire d12
Really weak: d6
Really clumsy: d6

Next: Skills.

My Landshut rules tell you to pick 5 or 10 skills from a rulebook when you are playing a published setting. Of course, this doesn’t have to be a rulebook. Make up your own! And that’s exactly what you do. Each skill starts as d10.

Skysurfing
Shoot pistols
Power Punches
Jury-rig tech
Violent Meditation
Falling from heights

These are the six skills you come up with for now. You can add the rest later.

Whenever you use a skill AND you have a stat that might apply (like, for instance, “Falling from heights” and “Really clumsy”), the refree will tell you to adjust the die size before you roll. Let’s stay with the example above: “Falling from heights” is a skill you have, but you’re also “Really clumsy”. As a referee, I’d say that you roll a d8 for “Falling from Heights”. If you somehow, sometime, manage to become less clumsy, you’ll be able to use the d10.

Also, in our example, skysurfing is compromised, and shoot pistols. Power Punches are weaker, too.

Next: Equipment

The Landshut rules tell you to pick 2d6 items from a book (any book, really), write them down, and then lose 1d6 of them. I’m firing up Pinterest: https://www.pinterest.de/search/pins/?q=rifts%20palladium%20rpg&rs=typed&term_meta[]=rifts%7Ctyped&term_meta[]=palladium%7Ctyped&term_meta[]=rpg%7Ctyped

…and now, you pick (roll 2d6) 11 items you see on the page:

lasersword
shoulder-mounted plasma gun
light power armor
flying carpet
9mm pistol
skull sensors
first-aid kit
breathing apparatus for space
war ax
cowboy hat
mirrorshades

…now, you lose 1d6 of them: 3

I roll a d12 three times (rerolling 12, obviously):

lasersword
shoulder-mounted plasma gun
light power armor
flying carpet
9mm pistol
skull sensors
first-aid kit
breathing apparatus for space
war ax
cowboy hat
mirrorshades

And finally, you pick or create two Powers: special equipment, spells, skills, special abilities, connections, special backgrounds, whatever makes your class special.

You’re playing an Arcanowave Underworld Soldier of Fortune, so spells and PSI doesn’t fit… you come up with these two:

Arcanowave Disruptor gun (foul magic-biotech weapon plugged into your spine, disintegrates the target’s soul, opening them up for demonic possession)
Smell Fear

Yep! That’s your character:

Shiv Coleman, Arcanowave Underworld Soldier of Fortune
Cool under Fire d12, Really weak d6, Really clumsy d6

Powers: Arcanowave Disruptor gun (foul magic-biotech weapon plugged into your spine, disintegrates the target’s soul, opening them up for demonic possession), Smell Fear

Skills: Skysurfing (d8), Shoot pistols (d8), Power Punches (d8), Jury-rig tech, Violent Meditation (d20), Falling from heights (d8)

Gear: lasersword, shoulder-mounted plasma gun, 9mm pistol, skull sensors, first-aid kit, war ax, cowboy hat, mirrorshades


And, for players who prefer rolling just one type of die, let’s say a d20: “Disadvantage” means roll 2d20 and take the lower result, “Advantage” means roll 2d20 and take the higher result. Opposed rolls.


Shiv Coleman, Arcanowave Underworld Soldier of Fortune
Cool under Fire (avdantage), Really weak (disadvantage), Really clumsy (disadvantage)

Powers: Arcanowave Disruptor gun (foul magic-biotech weapon plugged into your spine, disintegrates the target’s soul, opening them up for demonic possession), Smell Fear

Skills: Skysurfing (disadvantage), Shoot pistols (disadvantage), Power Punches (disadvantage), Jury-rig tech, Violent Meditation (advantage), Falling from heights (disadvantage)

Gear: lasersword, shoulder-mounted plasma gun, 9mm pistol, skull sensors, first-aid kit, war ax, cowboy hat, mirrorshades


And, last but not least, for groups who like using opposed 2d6 rolls (that’s our preference): simply add +3 to your rolls for advantageous abilities, and subtract 3 from your rolls for disadvantageous abilities.


Shiv Coleman, Arcanowave Underworld Soldier of Fortune
Cool under Fire, Really weak, Really clumsy

Powers: Arcanowave Disruptor gun (foul magic-biotech weapon plugged into your spine, disintegrates the target’s soul, opening them up for demonic possession), Smell Fear

Skills: Skysurfing, Shoot pistols, Power Punches, Jury-rig tech, Violent Meditation, Falling from heights

Gear: lasersword, shoulder-mounted plasma gun, 9mm pistol, skull sensors, first-aid kit, war ax, cowboy hat, mirrorshades

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