Palladium/Rifts into M&M

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Batgirl III
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Who let the dogs out!?

Post by Batgirl III » Sun May 20, 2018 10:33 pm

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DOG BOYS
Rifts Characters
Power Level 6 ( 80 PP )


ABILITIES
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 3
Intellect -1
Awareness 3
Presence 0

SKILLS
Athletics 3 (+5), Close Attack [Unarmed] 4 (+7), Expertise [Soldier] 5 (+4), Intimidation 4 (+4), Perception 5 (+8), Ranged Attack [C.S. Weaponry] 2 (+4), Survival 6 (+5), Treatment 3 (+2)

ADVANTAGES
Diehard, Equipment (8), Teamwork (1)

POWERS
Bite Damage 2 (Strength-based; F: Grab-Based) [ 1 PP ]
Keen Sense of Hearing Senses 2 (Auditory: Accurate, Ultra-Hearing) [ 2 PP ]
Mind Block Enhanced Defense 2 (+2 Will; E: Impervious [4]; F: Limited to Telepathic Descriptor) [ 5 PP ]
Sense Magic and Psychic Energy Senses 10 (Mental: Accurate, Acute, Awareness [Magic], Awareness [Psychic], Danger Sense, Ranged Detect [Magic], Ranged Detect [Psychic], Tracking) [ 10 PP ]
Superior Sense of Smell Senses 5 (Olfactory: Accurate, Acute, Analytical, Extended [1], Tracking) [ 5 PP ]

EQUIPMENT ( 40 EP )
"Dog Pack" DPM Riot-Armor Protection 5 (E: Impervious [5]) [ 10 EP ]
C-18 Laser Pistol Damage 8 (E: Ranged; F: Diminished Range [1]) [ 15 EP ]
Vibro-Claws Damage 7 (Strength-Based; E: Penetrating [2], Split [1]) [ 10 EP ]
Binoculars [ 1 EP ]
Gas Mask [ 1 EP ]
Handcuffs [ 1 EP ]
First-Aid Kit [ 1 EP ]
Walkie-Talkie [ 1 EP ]

DEFENSE
Dodge (4) Base 2
Parry: (4) Base 1
Fortitude: (3) Base 0
Toughness: (3/8) ——
Will: (3/5) Base 0

WORKSHEET
Attack: 7 Effect: 2 Total: 9 (Unarmed)
Attack: 7 Effect: 4 Total: 11 (Bite)
Attack: 4 Effect: 8 Total: 12 (Laser Pistol)
Attack: 3 Effect: 9 Total: 12 (Vibro-Claws)
Dodge: 4 Tough: 3/8 Total: 7/12
Parry: 4 Tough: 3/8 Total: 7/12
Fort: 3 Will: 3/5 Total: 6/8


ABILITIES [ 28 pp ] +
SKILLS [ 16 pp ] +
ADVANTAGES [ 10 pp ] +
POWERS [ 23 pp ] +
DEFENSES [ 3 pp ] =
80 PP TOTAL

COMPLICATIONS
Responsibility (The Coalition States) Dog Boys are literally born to serve the Coalition States and indoctrinated from birth to uphold the virtues of the C.S; Dog Boys who "go feral," by betraying the CS in any way, are subject to summary execution.
Prejudice (Obvious Mutant, C.S. Loyalists) Dog Boys are very clearly mutant animals and well-known as the "attack dogs" of the Coalition States. Within in the C.S., they're seen as little better than trained animals; Outside the C.S. they're widely mistrusted by the C.S.'s many enemies.
Hatred (D-Bees, Psychics, Magic)

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Background:
Dog Boy is the nickname given by Coalition States armed forces to the humanoid psychic-sensitive, mutant animals they use to sniff out psychics and supernatural beings within C.S. territory. The name is often applied regardless of the individual's gender. The Dog Boy is genetically uplifted from domestic canine or wolf stock in the laboratories of the Coalition State of Lone Star and exported to the other Coalition States. Dog Boys in service to the Coalition are most often encountered in small groups led by a Psi-Stalker, with whom they are usually very close. Such beings in the employ of NTSET are often termed "Psi-Hounds."

The Coalition States value the Dog Boy's life very little, viewing them as working animals with few or no rights of their own. Occasionally a Dog Boy is released from Coalition service, or deserts, and such Dog Boys may take up the life of a wandering adventurer, doing their best to protect the remnants of human society from the supernatural threats that surround it.

The Dog Boy is a bipedal humanoid modified from a domestic dog such as a terrier or golden retriever, or a wolf. He or she has two hands with four fingers and fully disposable thumbs. The Dog Boy's head resembles that of the breed he was uplifted from, and is proportioned to his body. He stands between four feet and six feet, eight inches tall, and adopts a slouched posture. When speed is necessary, a Dog Boy will get down and run on all fours, increasing his pace but preventing him from carrying anything in his hands. His brain has been augmented, and is very much the same size as the average human's. A Dog Boy has limited color vision, sharp ears, and an even sharper nose.

Specific breeds of canine used as the basic for any given Dog Boy may influence their game mechanics, such as adding Swimming (for aquatic breeds) or Speed (for greyhounds), perhaps adding Shrinking or Growth to represent smaller or larger breeds.

Notes:
I <3 Dog Boys. I'm generally not fond of anthropomorphic animals in role-playing games -- I am about as far from being a "furry" as you can get -- but in the case of RIFTS' Dog Boys, the books deliver a remarkably detailed look at the psychology, personality, and life-style of the Dog Boys. They're wonderfully fleshed out, not just by RIFTS standards but by the standards of any role-playing games' PC Race. The artwork for these guys is very hit or miss, most of the time, its great... Every now and again, you get something that looks like a dog's head crudely photoshopped onto a human body, with no sense of scale or proportion.
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Batgirl III
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Re: Palladium/Rifts into M&M

Post by Batgirl III » Sun May 20, 2018 10:39 pm

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Found this whilst looking for Dog Boy artwork. Seemed worth sharing.
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catsi563
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Re: Palladium/Rifts into M&M

Post by catsi563 » Sun May 20, 2018 11:05 pm

Dog boys are another favorite of mine since played well they make great fighting characters

only thing id argue in your build is strength on the whole the average dogboy adds a D8 to PS and is likely tp push physical skills over technical. and more then half the breeds add in another 2d4 to 1d6 to strength in some fashion.

A 3 or even a 4 baseline seems appropriate especially when you start getting into Pits, Rotts, Mastiffs, and wolves where a 4-5 would seem appropriate.
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slade the sniper
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Re: Palladium/Rifts into M&M

Post by slade the sniper » Mon May 21, 2018 1:03 am

Batgirl III wrote:
Sat May 19, 2018 11:17 pm
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THE MINION OF SPLUGORTH
Rifts Character
Power Level 12 ( 245 PP )
Batgirl III wrote:
Sun May 20, 2018 3:12 am
Image
BLIND WARRIOR WOMEN
Original Character
Power Level 8 ( 120 PP )


Notes:
Premium, Grade AAA, Undiluted, High-Octane Fetish Fuel.
So, does the Barge at PL 12 and 245 PP come pre-equipped with 4 BWW in your write-up? If not, do the 4 BWW add 120 PP each? I am pretty sure that this is not an addition problem, so what is the PL and PP for a barge and 4 blind warrior women?

-STS

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Batgirl III
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Re: Palladium/Rifts into M&M

Post by Batgirl III » Mon May 21, 2018 1:19 am

The Minion of Splugorth has thirty-two Ranks of the Minions Advantage, allowing him to always be accompanied by four Blind Warrior Women. (32 x 15 = 480; 480 ÷ 4 = 120).
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MacynSnow
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Re: Palladium/Rifts into M&M

Post by MacynSnow » Mon May 21, 2018 2:07 am

Batgirl III wrote:
Mon May 21, 2018 1:19 am
The Minion of Splugorth has thirty-two Ranks of the Minions Advantage, allowing him to always be accompanied by four Blind Warrior Women. (32 x 15 = 480; 480 ÷ 4 = 120).
Seems a little high to me.Sure the Barge was hard to shoot down,but not THAT hard.....

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Re: Palladium/Rifts into M&M

Post by MacynSnow » Mon May 21, 2018 2:09 am

Batgirl III wrote:
Sun May 20, 2018 10:39 pm
Image
I hated that Cyclops,he somehow beat me at bowling..... :D

Jabroniville
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Re: Palladium/Rifts into M&M

Post by Jabroniville » Mon May 21, 2018 2:14 am

slade the sniper wrote:
Mon May 21, 2018 1:03 am
So, does the Barge at PL 12 and 245 PP come pre-equipped with 4 BWW in your write-up? If not, do the 4 BWW add 120 PP each? I am pretty sure that this is not an addition problem, so what is the PL and PP for a barge and 4 blind warrior women?

-STS
Oh, damn, that's awesome. So like, Maria Moore, Samantha 38G, Sara Rue before she lost the weight, and...

Oh. BWW. Never mind.

slade the sniper
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Re: Palladium/Rifts into M&M

Post by slade the sniper » Mon May 21, 2018 4:40 am

Jabroniville wrote:
Mon May 21, 2018 2:14 am
slade the sniper wrote:
Mon May 21, 2018 1:03 am
So, does the Barge at PL 12 and 245 PP come pre-equipped with 4 BWW in your write-up? If not, do the 4 BWW add 120 PP each? I am pretty sure that this is not an addition problem, so what is the PL and PP for a barge and 4 blind warrior women?

-STS
Oh, damn, that's awesome. So like, Maria Moore, Samantha 38G, Sara Rue before she lost the weight, and...

Oh. BWW. Never mind.
That is only 3 BWW...not 4 ;)

-STS

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Re: Palladium/Rifts into M&M

Post by catsi563 » Mon May 21, 2018 6:11 am

Batgirl III wrote:
Mon May 21, 2018 1:19 am
The Minion of Splugorth has thirty-two Ranks of the Minions Advantage, allowing him to always be accompanied by four Blind Warrior Women. (32 x 15 = 480; 480 ÷ 4 = 120).
You know it hit me and I wonder if a hard to remove device might be a way to go on the minion. The Minions of splugorth are bound to the barges as part of them as I recall from the writeup.
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Magic Spells (Main Rulebook)

Post by Jabroniville » Mon May 21, 2018 6:59 am

MAGIC SPELLS:

* UGH, finally done this atrocity. Yes, it's as much of a slog as it looks. But I felt the need to get all the spells down, just to get a greater sense of what a Wizard could do. What's surprising is how non-combat-oriented it largely is. There's a bunch of Afflictions in the middle level, but the damage-dealing spells aren't overly fantastic, and you couldn't scare much of anybody just using offensive spells if the opponent had Mega-Damage armor. What Magic seems to be really about is VERSATILITY- using Remote Sensing, Move Object, Dazzles and extra-sensory powers unobtainable to Armored-Up Goons.

The two basic "Damage" spells I can find are Fire Bolt (4D6 MD, about Blast 11) and Call Lightning (1D6 MD per level). The first never increases, but is about on par with most Laser Weapons (albeit Mages can only fire two per round, whereas many Men Of Arms can have many more, especially at higher levels). Call Lightning is weak at first (Blast 7-ish), but a high-end fighter will be hitting with more damage than a SAMAS! Again, limited rates of fire and the fact that they use up exhaustible energy hampers the Mage.

Magic in Rifts uses PPE (Personal Psychic Energy, which shows up numerous times in the book but I can only find the full name on Page 162) as a source. Most races get jack-all (2D6) as a base. Actual Spellcasting O.C.C.s get much more. A Line Walker will have anywhere from 40-100 PPE, and a Mystic only slightly less. You can also drain them from other stuff if need be, however.

Level One:
* Typically 1-4 PPE in cost.

"Blinding Flash" Dazzle Visuals (15ft. Burst) (2.5 pp/rank)
"Cloud of Smoke" Concealment (Visuals) (Attack, Ranged) (4 pp/rank)
"Death Trance" Morph 1 (Dead Body) (Immobile) (3 points)
"Globe of Daylight" Environment (Light) (2 pp/rank)
"See Aura" Senses 11 (Detect Fighting Capability- Analytical & Ranged, Detect Magic- Ranged, Detect Psionics- Ranged & Acute, Detect Possession- Ranged) (11 points)
"See the Invisible" Senses 4 (Vision Counters Concealment) (4 points)
"Sense Evil" Senses 2 (Evil Awareness- Ranged) (2 points)
"Sense Magic" Senses 3 (Magical Awareness- Ranged, Acute) (3 points)
"Thunderclap" Affliction (Fort; Dazed/Stunned) (Burst, Limited Degree) (1 pp/rank)

Level Two:
* Typically 5-6 PPE in cost.

"Befuddle" Affliction (Will; Dazed & Vulnerable/Stunned & Defenseless) (Ranged, Extra Condition, Limited Degree) (2 pp/rank)
"Chameleon" Concealment 2 (Visuals) (Affects Others, Blending) (4 points)
"Climb" Wall-Crawling 1 (2 points)
"Concealment" Concealment 2 (Visuals) (Affects Others, Ranged, Objects Only) (3 pp/rank)
"Detect Concealment" Senses 4 (Vision Counters Concealment) (4 points)
"Extinguish Fire" Nullify Fire (2 pp/rank)
"Fear" Affliction (Will; Dazed/Compelled/Controlled) (Ranged, Fear Only) (2 pp/rank)
"Heavy Breathing" Illusion (Hearing) & Affliction (Will; Dazed/Defenseless) (Ranged, Limited Degree) (1 & 1 pp/ranks)
"Levitation" Flight 1 & Move Object 2 (6 points)
"Mystic Alarm" Senses 1 (Awareness of Someone Touching or Entering Something (1 point per item/place)
"Turn Dead" Mind Control (Burst, Ranged Only, Limited to Animated Undead) (2 pp/rank)

Level Three:
* Typically 5-10 PPE in cost.

"Armor of Ithan" Protection (Impervious) & Immunity 20 (Magic, Fire, Lightning) (Half-Effect) (1-2 pp/rank +10)
"Breathe Without Air" Immunity 2 (Suffocation) (Affects Others) (4 points)
"Energy Bolt" Blast (typically only to +6) (2 pp/rank)
"Fingers of the Wind" Features 1 (Creates Wind) (1 point)
"Float in Air" Safe Fall & Move Object 2 (4 points)
"Fuel Flame" Features 2: Doubles Existing Fire (2 points)
"Ignite Flame" Features 2: Ignites Anything (2 points)
"Impervious to Fire" Immunity 5 (Fire) (5 points)
"Impervious to Poison" Immunity 1 (Poison) (Affects Others, Ranged) (3 points)
"Invisibility: Simple" Concealment 2 (Vision) (4 points)
"Negate Poison" Transform (Poison to Inert) (2 pp/rank)
"Paralysis: Lesser" Affliction (Fort; Impaired/Disabled/Paralyzed) (Ranged, One Extremity Only) (1 pp/rank)
"Resist Fire" Immunity 6 (Heat, Fire Damage) (Affects Others, Ranged) (18 points)
"Telekinesis" Move Object 1, FIGHTING +2, Dodge +2 (8 points)

Level Four:
* Typically 7-30 PPE in cost.

"Astral Projection" Remote Sensing (All Sense) (Flaws: Visible to Invisible & Astral Beings) (4 pp/rank)
"Blind" Dazzle Visuals (Touch Range, Reach 2) (1 pp/rank +2)
"Carpet of Adhesion" Move Object (10ft. Wide x 30ft. Long Line +2, Limited to Sticking To The Ground) (2 pp/rank)
"Charismatic Aura" Attractive 2, PRESENCE Boost (Affects Others) (3 pp/rank +4)
"Cure Minor Disorders" Healing (Limited to Minor Ailments) (1 pp/rank)
"Energy Field" Force Field 6 (Affects Others) (12 points)
"Fool's Gold" Morph 1 (Gold) (Affects Others, Sustained) (8 points)
"Fire Bolt" Blast (2 pp/rank)
"Ley Line Transmission" Communication (Mental) (Limited to Along Ley Lines) (4 pp/rank)
"Magic Net" Snare (3 pp/rank)
"Multiple Image" Illusion (Visual) (Limited to 2 Images of Caster), Parry & Dodge +2, +1 Fighting & Ranged Attack (1 pp/rank +7)
"Repel Animals" Affliction (Will; Entranced/Compelled/Controlled) (Burst, Cumulative, Limited to Animals, Limited to Leaving Area) (1 pp/rank)
"Seal" Transform (Entrance to Unopenable Entrance, Continuous) (5 pp/rank)
"Shadow Meld" Concealment 4 (Vision) (Requires Shadows) (4 points)
"Swim as a Fish" Adaptation (Aquatic), Swimming (1 pp/rank +2)
"Trance" Affliction (Will; Entranced/Compelled/Transformed to Mindless Trancelike State) (Reach 2) (1 pp/rank +2)

Level Five:
* Typically 8-12 PPE in cost.

"Calling" Communication (Mental) (4 pp/rank)
"Circle of Flame" Damage (Burst) (2 pp/rank) (never over 6 ranks)
"Domination" Mind Control (Limited to Half-Skilled) (3 pp/rank)
"Energy Disruption" Affliction (Tech Skill of Creator; Dazed & Impaired/Stunned & Disabled/Incapacitated) (Ranged, Extra Condition, Cumulative) (Limited to Tech) (3 pp/rank)
"Escape" Sleight of Hand Boost (1 pp/2 ranks)
"Eyes of Thoth" Comprehend 1 (Speak Languages) (Affects Others) (4 points)
"Fly" Flight (Requires Object) (1 pp/rank)
"Heal Wounds" Healing (2 pp/rank)
"Horrific Illusion" Illusion (Visuals) (2 pp/rank)
"Sleep" Sleep (Requires Liquid, Liquid Must Be Drunk) (1 pp/2 ranks)
"Superhuman Strength" Strength Boost (2 pp/rank)
"Superhuman Speed" Speed Boost (1 pp/rank)
"Swim as a Fish (Superior)" Adaptation (Aquatic), Swimming (1 pp/rank +2)

Level Six:
* Typically 10-20 PPE in cost.

"Apparition" Illusion (Visuals) & Affliction (Will; Dazed/Stunned/Incapacitated) (2 pp/rank & 2pp/rank)
"Call Lightning" Damage (Ranged 2, Line) (2 pp/rank +2)
"Compulsion" Mind Control (Limited to One Order, Subtle 2) (3 pp/rank +2)
"Cure Illness" Healing (Limited to Diseases) (1 pp/rank)
"Fire Ball" Blast (2 pp/rank)
"Impervious To Energy" Immunity 20 (Energy Damage) (20)
"Magic Pigeon" Summon Messenger Pigeon 1 (2)
"Mask of Deceit" Morph 2 (Limited to Face) (8 points)
"Memory Bank" Eidetic Memory (Source- Other Person, Must Be Touched Again, Subtle) (1 point)
"Reduce Self" Shrinking (3 pp/rank)
"Teleport (Lesser)" Teleport (Easy) (3 pp/rank)
"Time Slip" Speed & Quickness (1 pp/rank & 1pp/rank)
"Tongues" Comprehend 3 (All Languages) (Affects Others) (9 points)
"Words of Truth" Mind Control (Touch Range, Limited to Telling Truth) (1 pp/rank)

Level Seven:
* Typically 20-25 PPE in cost.

"Constrain Being" Mind Control (Flaws: Ranged, Limited to Simple Commands, Limited to When Not Being Struck) (1 pp/rank)
"Agony" Affliction (Fort; Dazed & Impaired/Stunned & Disabled/Incapacitated) (Feats: Reach +xx) (Extra Condition) (2 pp/rank + Reach Ranks)
"Animate & Control Dead" Summon (Horde, 2 Minions +1 Per Level, Active) (6 pp/rank +Extra Minions)
"Dispel Magical Barriers" Nullify Magic Barriers (1 pp/rank)
"Fly as the Eagle" Flight 6 (Affects Others) (3 pp/rank)
"Globe of Silence" Concealment (Sound) (Burst, Attack, Ranged) (5 pp/rank)
"Invisibility (Superior)" Concealment (All Senses) 5 (10 points)
"Invulnerability" Immunity 6 (Poison, Fire Damage) (Affects Others), Protection (to +7) (Affects Others) (12 points + 2 pp/rank)
"Life Drain" Weaken Toughness (Reach 5) & Affliction (Fort; Impaired/Disabled) (Limited Degree, Reach 5) (1 pp/rank + 1 pp/2 ranks + 10)
"Metamorphosis (Animal)" Morph 2 (Animals) (Affects Others) & Variable (Animal Powers) (Affects Others) (12 points + 8 pp/rank)
"Purification" Transform Impure Foods to Pure Foods (2 pp/rank)
"Second Sight" Remote Sensing (Vision & Hearing) (Must Know Person, Limited to 30 Second Castings) (1 pp/rank)
"Wind Rush" Move Object (Touch Range, Limited to Away, Cone Area) (1pp/2 ranks)

Level Eight:
* Typically 25-50 PPE in cost.

"Commune With Spirits" Comprehend 2 (Spirits) (4 points)
"Exorcism" Nullify Possession (Reach) (1 pp/rank +Reach Ranks)
"Eyes of the Wolf" Senses 11 (Low-Light Vision, Counters Concealment, Acute Plant Detection, Acute Track Detection, Tracking, Poison Awareness) (Affects Others) (22 points)
"Hallucination" Illusion (Mental) (2 pp/rank)
"Locate" Senses 12 (Mental Senses- Accurate, Acute & Exended 5, Direction Sense, Distance Sense, Tracking 2) (12 points)
"Luck Curse" Affliction (Will; Impaired/Disabled) (Limited Degree) & Weaken Toughness (1pp/2 ranks & 1 pp/rank)
"Metamorphosis (Human)" Morph 2 (Humans) (10 points)
"Minor Curse" Affliction (Fort; Dazed/Stunned/Incapacitated) (1 pp/rank)
"Negate Magic" Nullify Magic (Ranged, Broad, Simultaneous) (4 pp/rank)
"Oracle" Senses 4 (Precognition) (4 points)
"Sickness" Affliction (Fort; Dazed/Stunned/Incapacitated) (Insidious, Subtle 2) (2 pp/rank +2)
"Spoil" Transform Pure Foods to Impure Foods (2 pp/rank)
"Stone to Flesh" Affliction (Fort; Vulnerable & Impaired/Defenseless & Disabled/Transformed & Unaware) (Extra Condition) & Nullify Petrification (2 pp/rank & 1 pp/rank)
"Wisps of Confusion" Affliction (Fort; Impaired/Disabled) (Limited Degree, Cumulative) (1 pp/rank)

Level Nine:
* Typically 40-60 PPE in cost.

"Curse (Phobia)" Mind Control (Limited to Fear, Limited to of One Thing, Touch Range, Progressive +2) (2 pp/rank)
"Familiar Link" Senses (Communication Link), Communication (Mental- One Being Only -2) (2 pp/rank +1)
"Metamorphosis (Insect)" Morph 2 (Insects) (Affects Others) & Variable (Insect Powers) (Affects Others) (8 pp/rank +12)
"Mute" Affliction (Fort; Impaired/Disabled/Incapacitated) (Limited to Voice) (1 pp/rank)
"Protection Circle (Simple)" Affliction (Entranced/Compelled/Controlled) (Burst, Continuous, Limited to Staying Away) (2 pp/rank)
"Summon & Control Canines" Summon (Active, Controlled, Horde, 1-4 Minions- Uncontrolled, Variable 1- Canines) (8 pp/rank)
"Speed of the Snail" Affliction (Fort; Dazed & Impaired/Disabled & Defenseless) (Cumulative, Extra Condition, Limited Degree) (2 pp/rank)
"Transferal" Features 1: Transfers Mystic Essence to Another For Safekeeping (1 point)
"Water Into Wine" Transform (2 pp/rank)

Level Ten:
* Typically 65-140 PPE in cost.

"Banishment" Mind Control (Ranged, Limited to Leaving Area, Limited to Supernatural, Progressive +2) (3 pp/rank)
"Control/Enslave Entity" Mind Control (Limited to Summoned Entities, Continuous +3) (Quirk: Ends After 2 days/"Level") (6 pp/rank -1)
"Metamorphosis (Superior)" Morph 5 (Any Form) (20 points)
"Mystic Portal" Movement (Permeate) & Teleport (Easy, Accurate, Portal +2, Extended +2) (8 pp/rank +2)
"Summon & Control Rodents" Summon Swarm (Active, Continuous +3) (6 pp/rank)
"Summon Shadow Beast" Summon (Heroic, Controlled) (5 pp/rank)
"Wards" Various Powers (Damage, Fear, Alarm, Paralysis, Sleep, Pain, Banishment) (Triggered- Being Touched, Affects Others Only) (1-2 pp/rank +1)

Level Eleven:
* Typically 100-160 PPE in cost.

"Anti-Magic Cloud" Nullify Magic (Ranged, Cloud Area, Sustained, Broad, Simultaneous) (6 pp/rank + Area Ranks)
"Create Mummy" Summon (Controlled, Heroic, Continuous, Requires Ritual) (7pp/rank)
"Magic Scroll" Creates Scroll That Can Cast A Spell: Variable (Requires Paper, Requires Ritual, Subtle to Recordings) (5 points +1)
"Remove Curse" Nullify Curse (1 pp/rank)
"Summon & Control Animals" Summon (Controlled, Heroic, Continuous, Variable 2) (8 pp/rank)
"Summon Fog" Environment (Visibility 2, Impede Movement 2) (4 pp/rank)

Level Twelve:
* Typically 210-500 PPE in cost.

"Amulet" Creates Amulets For Various Purposes (Seeing Invisible, Protection Against Sickness/Insanity) (Artificer) (1 point)
"Calm Storms" Nullify Environmental Effects (2 pp/rank)
"Create Zombie" Summon Zombie (Immortal Zombie w/ Immunity to All Damage Save Fire, Electricity & Magic) (Continuous, Controlled) (4 pp/rank)
"Metamorphosis (Mist)" Insubstantial 3 & Flight 1 (Affects Others) (21 points)
"Summon & Control Entity" Summon (Heroic, Controlled, Continuous) (note: Stays in World After Duration; May Not Be Friendly) (6 pp/rank)
"Summon & Control Rain" Environment (Visiblity) (1 pp/rank)
"Time Hole" Dimensional Travel 1 (Dimension Where Time Doesn't Pass Outside) (2 points)

Level Thirteen:
* Typically 300-500 PPE in cost.

"Create Golem (Stone or Iron)" Summon Golem (Controlled, Heroic, Continuous, Requires Golem & Ritual) (6 pp/rank)
"Protection Circle (Superior)" Affliction (Entranced/Compelled/Controlled) (Burst, Continuous, Limited to Staying Away) & +4 Protection & Will Saves vs. Magic & Psionics (Affects Others, Burst, Selective) (3 pp/rank + 28)
"Summon & Control Storm" Environment (Impede Movement 2, Visibility) (Sustained) (5 pp/rank)
"Summon Lesser Being" Summon (Controlled, Heroic, Continuous, Requires Ritual) (7pp/rank)
"Sanctum" Concealment 2 (Magical Detection) (Burst, Continuous) (4 pp/rank)
"Talisman" Artificer Advantage (1 point)

Level Fourteen:
* Typically 200-750 PPE in cost.

"Close Rift" Affliction (Rift's Power; Impaired/Disabled/Powerless) (Ranged, Continuous) (Side-Effect- Loses Some PPE Permanently -2) (5 pp/rank -2)
"Id Barrier" Affliction (Impaired/Disabled/Controlled) (Final Condition Limited to Staying Away, Burst, Ranged, Sustained) (4 pp/rank + 0.5 pp/rank)
"Impenetrable Wall of Force" Create (Sustained, Impervious) (3 pp/rank)
"Restoration" Healing (Restorative, Regrows Limbs) (3 pp/rank +1)

Level Fifteen:
* Typically 600-2,000 PPE in cost (!!!).

"Dimensional Portal" Dimensional Travel 2 (Portal) (8 points)
"Teleport: Superior" Teleport (Increased Mass 5, Accurate, Easy, Extended, Only Places They've Seen) (5 pp/rank +5)
"Transformation (Ritual)" Affliction (Transformed to Monster) (Continuous, Limited to Maximum, Fades After A Few Days -2) (3 pp/rank -2)

Jabroniville
Posts: 7508
Joined: Fri Nov 04, 2016 8:05 pm

Re: Palladium/Rifts into M&M

Post by Jabroniville » Mon May 21, 2018 7:36 am

Jesus- just read some of the stuff on Power Armor Combat- you STACK your hand-to-hand capabilities with those of a suit of Power Armor, effectively doubling your attacks! That makes Power Armor (SAMAS, Enforcers, etc.) MUCH more devastating!

Totally ignoring that for M&M conversions :). Never mind that you can only attack once per round regardless of your speed & experience in M&M, but even similar bonuses (ie. higher accuracy) seem game-breaking.

Jabroniville
Posts: 7508
Joined: Fri Nov 04, 2016 8:05 pm

Headhunter

Post by Jabroniville » Mon May 21, 2018 7:38 am

Image

I like how the top image for every Rifts thing on DA is a Chuck Walton pic.

HEADHUNTER O.C.C.
Role:
Bounty Hunter, Mercenary, The Baseline Guy
PL 9 (135)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Mercenary) 8 (+10)
Insight 3 (+6)
Intimidation 4 (+6)
Investigation 4 (+7)
Perception 5 (+8)
Technology 4 (+6)
Vehicles 2 (+7)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Ranged Attack 3, Tracking

Powers:
"Makeshift Cybernetics"
Senses 1 (Infravision) [1]
"Radio Jack" Communication 2 (Radio) [8]

"Bioinic Arm"
Strength-Damage +3 [3]
"Fingerjack & E-Clip" Features 2: Plugs Into Machines, Extra E-Clip for Guns [2]
"Finger Blaster" Blast 6 (Feats: Subtle) (13) -- [14]
  • AE: "Vibro-Blades" Strength-Damage +4 (Extras: Penetrating 6) (10)

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"NG-L5 Northern Gun Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Bionic Arm +8 (+5 Damage, DC 20)
Vibro-Blade +8 (+9 Damage, DC 24)
Laser Pistol/Finger Blaster +8 (+6 Ranged Damage, DC 21)
NG Rifle +8 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Motivation (Greed)

Total: Abilities: 58 / Skills: 34--17 / Advantages: 22 / Powers: 28 / Defenses: 10 (135)

-The "Headhunter" O.C.C. really seems to me like the most generic, "Catch-All" Class they could come up with in the Main Rulebook, but I think it fits. In a world of constant chaos, evil empires, demons, dragons & D-Bees, the "Generic Mercenary" is probably gonna be as close to a Baseline Guy as you're gonna get- most anyone who isn't a really specific thing (Wizard, Psionic, Juicer, etc.) is probably going to fit this. Pretty much any man of war is like this guy (later books add TONS of variations, of course). He's just... a guy. With gear. And some skills. But nothing REALLY specific. When you think about it, every other class has specific KINDS of gear attached to them- the Headhunter can pretty much take his pick, making them more versatile and less cookie-cutter than others.

-The Headhunter reminds me of a legendary "Munchkin" player in my friend Paul's campaign world- he'd somehow, through a combination of hands-off GMing and accumulation of stuff, turned himself into an MDC Being with MD Claws and all sorts of nonsense. A remind of how out of control Rifts can be, especially in the hands of an inexperienced GM (the players were reportedly sick of his Power-Gaming and actually had him killed off via a hooker with an exploding head, which made the player angry).

-The generic Headhunter actually comes to a balanced PL 9 (135) build, largely thanks to his Cybernetics- a very big part of Rifts is replacing parts of your body with other stuff- Coalition, Juicers & Dragons typically forgo this, but a lot of the "grittier" classes are expected to have "1D4" Cybernetics, and even replaced limbs! This gives them some redundancies, with built-in weaponry as well as regular guns. Some of the game's Cybernetics options include HUGELY powerful guns that can match the power of a Rail Gun (!!), albeit with an accuracy penalty and some drawbacks while fighting with that arm.

Chris Brady
Posts: 84
Joined: Sun Dec 03, 2017 12:59 am

Re: Palladium/Rifts into M&M

Post by Chris Brady » Mon May 21, 2018 4:32 pm

Headhunters are actually one step below the Combat 'Borg, and definitely not the baseline soldier/adventurer type. The Headhunter wants cybernetics, to give them they edge in a combat. It's a common misconception from the core book.

MacynSnow
Posts: 1912
Joined: Tue Dec 20, 2016 2:56 pm

Re: Palladium/Rifts into M&M

Post by MacynSnow » Mon May 21, 2018 5:38 pm

The Headhunter was my go-to-meeting O.O.C. for any new RIFTS campaign we started.It not only gave you the most versatility of the combat options,it also gave you the best options for hardware and transport.As for cybernetics,i only ever picked 2: one for my hand/arm area and one cyber Eye....

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