
Hello, I am looking for 8 or nine adult players for a session 0 on 9/14/19. Sunday 5pm to 9pm. Final time will be decided then between 3 and 11pm eastern, Sundays. 4 Hour sessions min. I have references as a GM and put a lot of time into making sure my games are a great experience. Below are PC sketches and storyboards from other games. Stuff like this is done around six months of play. I screen all players, please know how to compromise and be ready to play and work together with the other PCs and with me to run a fair, fun game. If you tried a previous game and it did not work out your welcome to try again. Discord for voice, roll20.com for play. Links below. Thanks in advance. As The GM I have decided not to allow the following because of the game breaking management of the classes and social interactions. Other limitations are from the list of books used for the world. So sorry, it's just too much and is a long standing rule of mine. No exotic magic types (stone, Tattoo, Cloud ect.) No RCC's but Psi Ghost (ability 2 and 3 only), Feral and AWOL Dog Boys and battle cats. Random roll for dog type for both. No Techno wizards, Shifters or Rifters. No Vampires or Psi stalkers No Dragon Juicers Magic OCC's. Please understand that the group will not be on a ley line most of the time, so keep that in mind. Spells at shops come at a chance on a table I made. % increase with level. Loot drops for spells also rolled for. OCC will be selected and made at session zero, Please no Pre-Mades. You will need a physical description, motivation for this lifestyle and background outline that can be fleshed out as time goes. Custom attribute rolls, skills, and items will be given at session 0 also. Start at level one with most of the gear listed in OCC Description. Younger age please. All Vehicles and Gear will be selected from a list at session 0. Mostly wilk's, NG and low grade HE grenades, Loot and experience come steady. Books the world is based on and restrictions on OCC's: Ultimate Edition Core Rule Book Triax 1 and 2 Northern Gun 1 and 2 Juicer Uprising Free Quebec Mercenaries Coalition Navy Coalition War Machine Lonestar (Dog Boys and Battle cats only) Underseas (New Navy OCC's) Psyscape (Psi Ghost RCC and new powers only) Japan (Modern occ's only) Source Book 1 and 2 (baddies and maybe augments) Mindwerks (Baddies and Gear only) Atlantis (Baddies and gear only) Rifter 19 (GM use only) New West (setting use maybe) Wave 2 (GM Use only) Mercenary Ops (GM Use only) D-Bees of NA (GM Use only) I prefer to use only books I own witch is a primary reason for this list. Skills can only be selected from Rifts Ultimate Edition Magic Spells can only be selected from page 89 and 90 in the book of magic, Other spells may come up as the game goes on PSI Powers can only be selected from Game Master Guide Game will be Role Play Oriented with Rail Sections to drive the story. Story and Game will be human centric. If you have any questions please send me a message at roll20. Game Theme Location, Location, Location. The Town has many possibilities for the average person trying to make their time here on Rifts Earth 105 PA better. Trading Distance from the Coalition State of Chi Town, Magic hub Tolkeen and the Logistical Benefits of Secure trade routes of the great lakes. The Town has been growing. Steadily increasing its human population living inside "the wall". CS laws are followed for easy living and trading. Those not welcome to join the town are welcome to its support by ways of the policed burb just outside the exterior wall of the transit section. The transit section offers shopping for a variety of things. The Towns Growth has been thanks to the BSBM company and its 2 production factory's inside The Town. Green Thumb? The Town has its own Farming and Live Stock to insure our independence. Trigger Finger? Braddock's Bad Boys is always looking for a few good men or women. Employment has much more relaxed standards than The Towns Citizenship program. If growing roots is not your style then consider stopping by to start your own adventure or take a break from one. The town is a safe, and sustainable place to establish a company, family or yourself. All Player Characters will be coming to The Town to begin their own life after deciding what calling suited them best. PCs will be younger and average life experience of a vanilla past. Your starting gear will be basic, and only enough credits to sustain themselves a week or two longer. References and Pics From Cheshire On the topic of spencer's gm skills; Something I want to strive for. He does what a gm is suppose to do, tell a story with the players as the main characters. Everyone feels like they are important to the plot, he even sets a day separate from the game day to talk and discuss the game w9th the players to clear up something not understood, to run ideas and brain storms, what ever the players want to talk to the gm about. Not to mention that not. Only has is designated time for the players out of game, but improving upon his skills and going the extra mile. Not many gms i have met were willing to take creative writing or improv class to add those tools to their tool box of skills. All this together allows him to craft a campaign to tell his story with the players deeply involve while giving the players the wiggle room to do what players do, roleplay and add their own flavors to the narrative. From Thudd Spencer tries his best to allow the player(s) to try and do anything with in reason. If it sounds possible and fun He'll go out of his way to try his best to make it happen