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Wallflower Glitter Boy by Paul

This document provides a character sheet for the RIFTS roleplaying game. It includes 6 pages for players to organize character statistics, abilities, combat skills, inventory, and other key information. Players can fill in details for their character name, attributes, powers, equipment, and more. The character sheet is intended to provide a clean and neat reference for RIFTS campaigns.

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vhamcg
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
225 views7 pages

Wallflower Glitter Boy by Paul

This document provides a character sheet for the RIFTS roleplaying game. It includes 6 pages for players to organize character statistics, abilities, combat skills, inventory, and other key information. Players can fill in details for their character name, attributes, powers, equipment, and more. The character sheet is intended to provide a clean and neat reference for RIFTS campaigns.

Uploaded by

vhamcg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RIFTS CHARACTER SHEET

The following is intended to help players organize characters as much as possible. It is intended that you type in the information to
each blank spot (starting with the character name), and then print it out for a clean, neat referance. Just hit your TAB key to move
from one field to the next.

SOME NOTES ABOUT FILLING IN THE FORM

There are a number of “extra” blank spots. These are for you to add information that you might consider necesary, that I may
have omitted.

I have been asked about a space for adding in combat bonuses that apply with armor and robots. Well, when I add stats in
the “Combat Skills” section (on page 2) I’ll put both stats (e.g.: Initiative: 4 / 5. 4 is outside of the armor, 5 is inside the ar-
mor)

On page 4, you’ll see a column called “Inventory/Miscellaneous/Notes”. This is intended to jot down most of the items your
character has, as well as anything pertinent to him/her/it.

On page 6 (Psionics) you’ll see the heading “Master Psionic” “Major Psionic” and “Lesser Psionic”. This is to remind you
which your character has, since it’s possible that your character rolled for psionic ability at creation.. and it’s easy to forget
which he might be.

With Adobe Acrobat, you can print out which ever page(s) you’ve filled in, although unless you have the full version of the
program, you’ll be unable to save it. If you are able to save it, I recommend using “Save As” and giving your new character
sheet a different file name.

A very big THANK YOU to Kevin Siembieda for his wonderful system. Thanks to the folks at the
Palladium “Forums of the Megaverse” for advise and opinions!
(http://www.palladium-megaverse.com/forum/index.php)

Okay, now for the legal stuff!


"Rifts®, Palladium Books®, Mechanoids® The Mechanoid Invasion®, Rifts®, Megaverse®, RECON®, Palladium Fantasy RPG®, and After the Bomb® are
registered trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc."

“Cyber-Knight TM, Coalition States TM, Triax TM NightbaneTM, NightlandsTM, Heroes UnlimitedTM, Villains UnlimitedTM, Beyond the SupernaturalTM,
Boxed NightmaresTM, Ninjas & SuperspiesTM, Mystic ChinaTM, TriaxTM, MindwerksTM, Vampire KingdomsTM, The Juicer UprisingTM, Phase WorldTM,
WormwoodTM, PsyscapeTM, Mega-DamageTM, S.D.C.TM, I.S.P.TM, P.P.E.TM, SAMASTM, SplugorthTM, Cyber-KnightTM, Glitter BoyTM, JuicerTM, Mind
MelterTM, Psi-StalkerTM, Coalition StatesTM, Northern GunTM, Erin TarnTM, NaruniTM, ... and other names and titles are trademarks owned and licensed
by Kevin Siembieda and Palladium Books, Inc."

© 1983, 1987, 1988, 1990 Kevin Siembieda; © 2004 Palladium Books, All rights reserved world wide.

Visit Palladium Books’ website at: http://www.palladiumbooks.com


RIFTS CHARACTER SHEET
NAME: Saving Throws
ALIGNMENT: Scrupulous Calm (Zenjoriki) (16): + Magic: Ritual (16): +
HIT POINTS AND SDC: 20 / 58
Coma/Death: % Magic: Spell (12): +
MDC: HF: Disease: (14): + Magic: Wards (14): +
LEVEL: 1 XP: Electrocution (18): + Pain (16): +
SAVINGS: NEXT LEVEL: Extreme Temp. (14): + Psionics (15, 12 or 10): +2
O.C.C./R.C.C.: Glitter Boy Harmful Drugs (15): + Soul Drinking (14): +
Horror Factor (varies): +3 Toxins: Lethal (14): +
Statistics:.
IQ: 20 Skill Bonus (1x per skill): + 6 Insanity (12): + Toxins: Non-Lethal (16): +

ME: 18 Save vs. Psionics / Insanity: + 2 Knockout (15): + : +

MA: 11 Trust / Intimidate: -% Magic: Circles (16): + : +

PS: 9 Damage Bonus: + - Magic: Faeries (16): + : +

PP: 24 Strike / Parry / Dodge Bonus: + 5 Magic: Fumes (14): + : +

PE: 14 Save vs. Coma / Death: + -%


PB: 11 Save vs. Poison / Magic + -
Combat Skill
SPD: 10 Charm / Impress: -% Style: HtH: Martial Arts
Running (mph/kmph): ( / ) # of Attacks: 4 Initiative: +
q Supernatural Flying (mph/kmph): ( / ) Damage: + Strike: +
Lift: 180 Carry: 90 Throw: 45 Parry: + Dodge: +
PPE: 2 ISP: 40 CHI: q✔ AUTO PARRY q AUTO DODGE
Roll: +3 Pull Punch: + 3
Race: Human
Diety: q BACKFLIP: + q
✔ ENTANGLE: +
Sex: Male Height: 5'8 Weight: Age: 25 q BREAKFALL: + q KNOCK OUT: +
Physical q CARTWHEEL: + q MAINTAIN
Descrip- q
✔ DISARM: + BALANCE : . +
tion:
Place of Origin: q BODY BLOCK / TACKLE: 1D4 + PS BONUS

Disposition: q BODY FLIP / THROW (AUTOMATIC): 1D6 + PS BONUS


Allies: q BODY FLIP / THROW (CRITICAL ): 2D6 + PS BONUS
q CRITICAL (18-20): 2X DMG + PS BONUS
Enemies: q DEATHBLOW (18-20): 2X DMG + PS BON (DIRECT TO HP OR MDC)
q HOLDS (ARM HOLD, BODY HOLD, LEG HOLD, NECK HOLD)
Natural/Special Abilities, Powers & Vulnerabilities:. q LEAP: + Ft. á Ft. à
- Boxing: +1 A.P.M., +2 Parry/Dodge, +1 Roll, +2 P.S., +3D6 S.D.C. - Body Flip/Throw 1D6, victim loses init and 1 attack
q

- Legacy Glitter Boy: +1 init; +1 strike; +2 pull punch; +3 save vs HF; +20
q -
S.D.C.; +1 melee action/attack when piloting GB
q -
- Robot Combat Basic: +1 attack/action; +1 strike and parry HtH, dodge, and
roll q -
Robot Combat Elite GB/SAMAS: +1(+2GB)attack/action (at levels q -
1,3,6,9,12); +2 init; +2 strike with energy and long-range weapons (icluding q -
missiles); +2 strike HtH; +3 parry; +2 dodge on ground; +5 dodge when flying
Hand Strikes
or leaping; +2 disarm; +3 pull punch; +4 roll with impact (Add PS Bonus to dmg)
Supernatural Damage
- Weapon Systems Skill: +1 strike (vehicle/power armor/robot weapons) q Backhand 1D6 q Restrained (<15ps) 1D6sdc
- q Body Flip 1D6 q Normal 4D6sdc
- q
✔ Elbow/Forearm 1D6 q Power (=2 a.p.m.) 1D4mdc
- Bonuses:. q Karate Strike 2D4 q Restrained (16-20ps) 3D6sdc
-COMBAT
- OUTSIDE OF ARMOR: # of Attacks/Actions: 5; Initiative: +0; q Knife Hand 2D4 q Normal 1D6mdc
Strike: +5; Parry: +7; Dodge: +7; Roll: +4; Pull Punch: +3 q Palm Strike 2D4 q Power (=2 a.p.m.) 2D6mdc
- q
✔ Punch 1D4 q Restrained (21-25ps) 4D6sdc
-COMBAT IN 'OTHER' ROBOTS: # of Attacks/Actions: 6; Initiative: +0; q
✔ Power (=2 a.p.m.) x2 q Normal 2D6mdc
Strike (HtH): +6; Parry: +8; Dodge: +8; Roll: +5; Pull Punch: +3 q q Power (=2 a.p.m.) 4D6mdc
Foot Strikes q Restrained (26-30ps) 5D6sdc
q Backward Sweep KD q Normal 3D6mdc
Notes:. q Jump Kick 3D6 q Power (=2 a.p.m.) 6D6mdc
-COMBAT IN SAMAS # of Attacks/Actions: 6; Initiative: +2; Strike (HtH): +7; q Flying Jump Kick 4D6 q Restrained (31-35ps) 5D6sdc
Strike (Ranged): +3; Parry: +8; Dodge: +8; Roll: +5; Pull Punch: +4 q Flying Reverse q Normal 4D6mdc
-COMBAT IN GB: # of Attacks/Actions: 8; Initiative: +3; Strike (HtH): +8; Turning Kick 5D6 q Power (=2 a.p.m.) 1D4x10md
Strike (Ranged): +4(+6 Boom Gun); Parry: +8; Dodge: +8; Roll: +5; Pull q
✔ Kick 2D4 q Restrained (36-40ps) 6D6sdc
Punch: +6; Half damage from lasers q Karate Kick 2D6 q Normal 5D6mdc
q Roundhouse 3D6 q Power (=2 a.p.m.) 1D6x10md
-COMBAT MOVEMENT q Snap Kick 1D6 q Restrained (41-50ps) 1D6x10sdc
GB: 660ft per Melee Round if using any Actions/Attacks; 1320ft if using all q Trip/Leg Hook KD q Normal 6D6mdc
Actions/Attacks for movement q Wheel Kick 2D6 q Power (=2 a.p.m.) 2D4x10md
Outside GB: 75ft per Melee Round if using Actions/Attacks; 150ft if using q
✔ Power (=2 a.p.m.) x2 q
all Actions/Attacks for movement q q
- q q
-
-
-
-
-
-
RIFTS CHARACTER SHEET
Ancient Weapons / W.P.’s Strike Parry Damage Throw
Survival Knife +5 +7 1D6 S.D.C.

W.P. Archery & Targeting Strike Damage Range Rate of Fire

Modern Weapons / W.P.s Strike Damage Range Payload


Wilk's 457 Laser Rifle +0 (+1 on aimed shot) 3D6+2MD single shot 2000ft. 30 (burst uses 3)
1D6x10MD 3-round burst 2000ft.
Wilk's 320 Laser Pistol +0 (+2 on aimed shot) 1D6MD 1000ft. 20

Boom Gun +6 3D6x10 11,000 feet 1000 990

Note: Don’t forget to add in your one time skill bonus (+ 6 ) from page 1 (If any)!
O.C.C. Skills: Base /Lvl Level O.C.C. RELATED SKILLS (Cont’d): Base /Lvl Level
1: Language Native Tounge American (+6IQ): 98% 95 1 1 15:
2: Language Dragonese (+20GB, +6IQ): 76% 50 3 1 16:
3: Language Spanish (+20GB, +6IQ): 76% 50 3 1 17:
4: Basic Electronics (+10GB,+6IQ): 46% 30 5 1 18:
5: Basic Mechanics (+15GB, +6IQ): 51% 30 5 1 19:
6: General Repair & Maintenance (+10GB, +6IQ): 51% 35 5 1 20:
7: Land Navigation (+6GB, +6IQ): 48% 36 4 1 21:
8: Pilot Robot Combat Elite Glitter Boy (+6IQ): 62% 56 3 1 22:
9: Pilot Combat Basic (+6IQ): 62% 56 3 1 23:
10: Pilot Hover Craft, Ground (+6IQ): 56% 50 5 1 24:
11: Radio Basic (+10GB, +6IQ): 61% 45 5 1 25:
12: Read Sensory Equipment (+10GB, +6IQ): 46% 30 5 1 26:
13: Weapons Systems (+10GB, +6IQ): 56% 40 5 1 27:
14: WP Energy Pistol 1 28:
15: (+1 strike at 1,3,5,7,9,11,13,15): +1 - - -
16: WP Energy Rifle - - 1
SECONDARY SKILLS: Base /Lvl Level
17: (+1 strike at 2,4,6,8,10,12,14): +0 - - -
1: Literacy: Native Language American (+6IQ): 46% 40 5 1
18: WP Heavy Energy Weapons - - 1
2: WP: Swords (+1 strike at 1,3,6,9,12,15): +1 - - 1
19: (+1 strike at 2,4,7,10,13): +0 - - -
3: (+1 parry at 2,4,7,10,13): +0 - - -
20: (applies to vehicles, power armor and
4: (+1 strike when thrown 4,8,12): +1 - - -
21: robots)
5:
22:
6:
23:
7:
24:
8:
25:
9:
26:
10:
27:
11:
28:
12:
13:
O.C.C. Related Skills: Base /Lvl Level 14:
1: Robot Combat Elite SAMAS (+6IQ): 62% 56 3 1 15:
2: Boxing 1 16:
3: WP Handguns 17:
4: Salvage (+5GB, +6IQ): 46% 35 5 1 18:
5: Jury-Rig (+5GB, +6IQ): 36% 25 5 1 19:
6: 20:
7: 21:
8: 22:
9: 23:
10: 24:
11: 25:
12: 26:
13: 27:
14: 28:
RIFTS CHARACTER SHEET
Robot/Power Armor. Robot/Power Armor. Miscellaneous/Notes.

Type: Glitter Boy USA-G10 Type: Triax T-11 Enhanced EBA (Environmental Body Armor):
MDC by Location MDC by Location M.D.C.: Helmet: 60
Main Body: 100
Main: 770 663 Main: 0
Left Arm: 65
Head: 290 290 Head: 0
Right Arm: 65
Shoulders (2): 0 Shoulders (2): 0
Left Leg: 80
Weapon: 175 175 Weapon: 0
Right Leg: 80
Arms (2): 270 270 Arms (2): 0
Mobility: -5% to prowl, gymnastics, acrobatics, and other such physical
Legs (2): 450 270 Legs (2): 0
skills.
Shield: 0 Shield: 0
Exoskeleton: +6 P.S., +10 Spd, +10 feet to leaping, +10% to climb skill,
Speed Speed reduce rate of fatigue by 50%; +75/150ft to movement per Melee Round
Running: 60mph (Spd 88) 660ft / 660. 220ft Running: 0 [Enhanced strength - Lift: 300lbs.; Carry: 150lbs.; Throw: 75lbs.]
Flying: Leap: 12' high or across; +10ft with Flying: 0
Space: a running start. Space: 0 - 4 extra E-Clips for rifle
Range: 0 Range: 0 - 4 extra E-Clips for pistol
Statistics Statistics - 2 Hand Grenades (1 Fragmentation: 2D6MD, 10ft. radius; 1 Plamsa:
6D6MD, 6ft radius)
Height: 10'5" Height: 0
- 2 Smoke Grenades (40ft. radius; unprotected by gas mask or EBA are at
Width: 4'4" Width: 0
-5 strike, parry, and dodge; -1 init; into/through cloud will be "Shooting
P.S.: 30 (Robot) P.S.: 0
Wild"
Power: Nuclear (fusion, 25 years) Power:
- 6 Signal Flares (3 hand, 3 parachute)
Weapons Weapons - Survival Knife 1D6 SDC dam.
#1: Boom Gun #1: - Utility Belt
Dmg: 3D6x10 Dmg: - Air Filter and Gas Mask
RoF: 1/Melee Action/Attack RoF: - Walkie-Talkie (handheld radio)
Range: 11,000 feet Range: - 2 Changes of Combat Fatigues
#2: #2: - Lightweight Velcro Strapped Leather Boots
Dmg: Dmg: - Canteen
RoF: RoF: - 1 Robot Medical Kit (equal to Paramedic suturing skill of 90%; 20 uses);
Range: Range: Game Master's Guide pg. 185
#3: #3: - IRMSS Internal Robot Medical Surgeon System (equal to Medical
Dmg: Dmg: Doctor's Surgical Skill of 75%; 4 uses); GMG pg. 185
RoF: RoF:
Range: Range:
#4: #4:
Dmg: Dmg:
RoF: RoF:
Range: Range:
#5: #5:
Dmg: Dmg:
RoF: RoF:
Range: Range:
#6: #6:
Dmg: Dmg:
RoF: RoF:
Range: Range:
#7: #7:
Dmg: Dmg:
RoF: RoF:
Range: Range:
Sensors Sensors
Full Optics, laser targeting, tlescopic, passive
nightvision, thermal imaging, infrared,
ultraviolet, and polarization

Bonuses Bonuses
+2 strike with Boom Gun (included on first
page under GB Combat)
Movement 660ft

Damage Damage
Punch: 1D6MD Punch:
Pwr Punch: 2D6MD (2 attks) Pwr Punch:
Kick: 2D4MD Kick:
Body flip/Throw: Body flip/Throw:
Body block/Tackle: 2D4MD Body block/Tackle:
Notes Notes
Full Speed Running Ram: 3D6 (3 attks)
Running Leap Kick: 4D6 (3 attks)
Pylon Impalement: 1D6MD (often used with
Running Leap Kick)
RIFTS CHARACTER SHEET
Ship / Vehicle. Ship / Vehicle. Ship / Vehicle. Ship / Vehicle.
Type: Type: Type: Type:
Name: Name: Name: Name:
Maker: Maker: Maker: Maker:
MDC by Location MDC by Location MDC by Location MDC by Location
Main: 0 Main: 0 Main: 0 Main: 0
Pilot: 0 Pilot: 0 Pilot: 0 Pilot: 0
Other: 0 Other: 0 Other: 0 Other: 0
Shields: 0 Shields: 0 Shields: 0 Shields: 0
Speed Speed Speed Speed
Cruising: 0 Cruising: 0 Cruising: 0 Cruising: 0
Maximum: 0 Maximum: 0 Maximum: 0 Maximum: 0
Range: 0 Range: 0 Range: 0 Range: 0
Other: 0 Other: 0 Other: 0 Other: 0
Statistics Statistics Statistics Statistics
Crew: Crew: Crew: Crew:

Weight: Weight: Weight: Weight:


Weapons Weapons Weapons Weapons
#1: #1: #1: #1:
Dmg: Dmg: Dmg: Dmg:
Rng: Rng: Rng: Rng:
RoF: RoF: RoF: RoF:
Notes: Notes: Notes: Notes:
#2: #2: #2: #2:
Dmg: Dmg: Dmg: Dmg:
Rng: Rng: Rng: Rng:
RoF: RoF: RoF: RoF:
Notes: Notes: Notes: Notes:
#3: #3: #3: #3:
Dmg: Dmg: Dmg: Dmg:
Rng: Rng: Rng: Rng:
RoF: RoF: RoF: RoF:
Notes: Notes: Notes: Notes:
#4: #4: #4: #4:
Dmg: Dmg: Dmg: Dmg:
Rng: Rng: Rng: Rng:
RoF: RoF: RoF: RoF:
Notes: Notes: Notes: Notes:
#5: #5: #5: #5:
Dmg: Dmg: Dmg: Dmg:
Rng: Rng: Rng: Rng:
Notes: Notes: Notes: Notes:
#6: #6: #6: #6:
Dmg: Dmg: Dmg: Dmg:
Rng: Rng: Rng: Rng:
Notes: Notes: Notes: Notes:
#7: #7: #7: #7:
Dmg: Dmg: Dmg: Dmg:
Rng: Rng: Rng: Rng:
Notes: Notes: Notes: Notes:
Ship Notes Ship Notes Ship Notes Ship Notes
RIFTS CHARACTER SHEET
PSIONICS / CHI .
q Master Psionic q
✘ Major Psionic q Lesser Psionic
POWER RANGE DURATION ISP SAVE DESCRIPTION
Sixth Sense 90ft. Until danger passes 2 None Can't be surprised. For 1st Melee Round +6 init; +2 parry; +3 dodge;
can't suffer a "sneak attack" from behind
Intuitive Combat Self 2 rnds/lvl 10 N/A Must spend 1 Melee Round entering trance. +3 init; +1 strike; +1 parry;
+4 dodge; +4 pull punch; +2 roll; +2 disarm; +10% to abilities
provided by Acrobatics and/or Gymnastics skills; +10% to Climb
and Swim Skills
Mask I.S.P. & Psionics Self 10 min/lvl 7 N/A Mask all psionic energy and powers. Cannot use psionic powers or
receive Empathic or Telepathic impressions during duration
Mind Block Self 10 min/lvl 4 N/A Close off or block all psychic/mental emanations. Can't use psychic
abilities. Immune to Telepathy, Empathy, Hypnotic Suggestion,
Day Dream and Empathic Transmission. +1 save vs all psychic
and mental attacks.
Meditation Self As needed 0 N/A Enter meditative state that is as restful as sleep. Regain I.S.P. at a rate of
6 points per hour of meditation
See Aura 60ft. 2 rnds 6 None Sense the following:
- Level of XP. Low (1-3), Medium (4-7), High (8 and up)
- Presence of magic (no indication of type of strength)
- Psychic abilities (not type or strength)
- High of low base P.P.E.
- The presence of a Possessing Entity
- Presence of an unusual human aberration and/or indicates a
a serious illness, insanity, or that the individual is not human.
Telepathy Special 2 min/lvl 4 Special Range: Read surface thoughts up to 60ft away; Send message 140ft
+ 40ft/lvl
Saving Throw: If a being suspects he is being tlepathically probed he can
resist, getting the standard save vs psionics
Machine Ghost Self/Touch 3 min/lvl 12 N/A Send consciousness into a computer or electronic storage device and
"look around" to obtain information
RIFTS CHARACTER SHEET
SPELLS .
q Spell Strength Bonus: +_____ (This is added to a spell’s normal save, based on level.)
SPELL LVL RANGE DURATION PPE SAVE DESCRIPTION

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