Batgirl III's Character Thread (Alfred Bester)

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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III » Tue May 22, 2018 6:43 am

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CRAZY
Rifts Character
Power Level 8 ( 150 PP )

Rifts: Ultimate Edition wrote:I'm not crazy, I just have holes in my head.
ABILITIES
Strength 4
Stamina 5
Agility 5
Dexterity 5
Fighting 7
Intellect 0
Awareness 2
Presence 2

SKILLS
Acrobatics 5 (+10), Athletics 4 (+8), Close Combat [Unarmed] 3 (+12), Deception 6 (+8), Insight 3 (+5), Intimidate 3 (+5), Perception 6 (+8), Ranged Combat [Energy Weapons] 3 (+8), Sleight of Hand 4 (+8), Stealth 5 (+10), Vehicles 2 (+7)

ADVANTAGES
Accurate Attack, All-Out Attack, Close Attack (2), Defensive Roll (2), Diehard, Evasion (2), Equipment (6), Improved Aim, Improved Initiative (5), Power Attack, Trance, Uncanny Dodge

POWERS
Enhanced Healing Regeneration 5 (-1 Every Other Round) [ 5 PP ]
Enhanced Senses Senses 10 (Auditory: Danger Sense, Extended [2]; Visual: Extended [2]; Olfactory: Accurate, Acute, Analytical, Tracking; Tactile: Acute) [ 10 PP ]
Heightened Reflexes and Agility Movement 3 (Safe Fall, Sure-Footed [2]) [ 6 PP ]
Increased Speed Leaping 2 (30'); Speed 4 (30 MPH); Quickness 4 (Two Minutes in Six Seconds) [ 10 PP ]

Minor Psionics Array [ 8 PP Total ][/b]
Telepathy Communication 1 (Mental, Close Range; E: Area, Selective, Subtle [1]) [ 7 PP ]
AE: Mind Reading 6 (E: Subtle [1]; F: Feedback) [ 1 PP ]

EQUIPMENT ( 30 EP )
Juicer Assassin's Plate Armor Protection 2 (E: Impervious [5]) [ 7 EP ]
Wilk's 320 Laser Pistol Damage 8 (E: Ranged; F: Diminished Range [1]) [ 15 EP ]
Vibro-Sword Damage 3 (Strength-Based; E: Penetrating [5]) [ 8 EP ]

DEFENSE
Dodge (7) Base 2
Parry: (7) Base 0
Fortitude: (8) Base 3
Toughness: (5/7/9) ——
Will: (2) Base 0

WORKSHEET
Attack: 12 Effect: 4 Total: 16 (Unarmed)
Attack: 8 Effect: 8 Total: 16 (Laser Pistol)
Attack: 9 Effect: 7 Total: 16 (Vibro-Sword)
Dodge: 7 Tough: 5/7/9 Total: 12/14/16
Parry: 7 Tough: 5/7/9 Total: 12/14/16
Fort: 8 Will: 2 Total: 10


ABILITIES [ 60 pp ] +
SKILLS [ 22 pp ] +
ADVANTAGES [ 24 pp ] +
POWERS [ 39 pp ] +
DEFENSES [ 5 pp ] =
150 PP TOTAL

COMPLICATIONS
Disability/Obsession/Phobia/Quirk: The Crazy will have numerous, sometimes even contradictory, mental disorders.
Prejudice (Crazy): The Crazy's obvious M.O.M. implants and the reputation for being, well, crazy do not make them welcome in civilized communities.

Background:
The warriors known as "Crazies" are a cross between ninja masters and raving lunatics. They are trained warriors schooled in the arts of combat and athletics. Then they are augmented through the implantation of tiny electromagnetic devices placed in the brain.

The original project was developed in South America where scientists were experimenting with new methods of curing mental disorders caused by physical damage, such as brain tumors and scar tissue. They discovered a way to artificially stimulate the brain to countermand certain mental disorders and brain damage. Again, nano-technology made it possible to implant tiny devices directly into the brain to control its electrical impulses. Soon they found that they could also influence the performance of the physical body by controlling the motor section of the brain, etc. Pain can be virtually ignored, the healing process can be accelerated, and the body made to perform at an incredible level of efficiency. The brain implants and neurological stimulation also provided the surprising bonus of instilling or bringing out minor psionic abilities in all subjects.

Suddenly, the priority of finding medical cures was thrown out the door in favor of the more lucrative and spectacular developments in human augmentation. The project was renamed M.O.M. Works (Mind Over Matter). The goal, as with the Juicer, was to create the super human, except instead of chemical enhancement, the brain is effectively rewired to respond in a particular way.

Surprisingly, this augmentation works better on humans than on animals or even mutant animals. Unfortunately, the M.O.M conversion has a tendency to wear out the human body. But the worst side effect is that the subject becomes increasingly psychologically and/or emotionally unbalanced, hence the name "Crazies" (these characters are sometimes referred to as "Mamma Boys," a slang term derived from the M.O.M. acronym).

Notes:
Here we have one of my least favorite trends in gaming from the Eighties and Nineties: The Wacky Mad-Man. On paper, the idea doesn't seem to be too bad, the problem is entirely in the execution... The dreaded "Fish Malk" being all to common.
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Re: Batgirl III's Character Thread

Post by Batgirl III » Tue May 22, 2018 9:06 am

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COSMO-KNIGHT
Rifts Character
Power Level 15 ( 300 PP )


ABILITIES
Strength 6
Stamina 14
Agility 2
Dexterity 2
Fighting 8
Intellect 2
Awareness 5
Presence 6

SKILLS
Close Combat [Unarmed] 2 (+10), Expertise [Astrogation] 12 (+14), Expertise [Per Civilian Identity] 3 (+5), Expertise [Demon & Monster Lore] 8 (+10), Expertise [Tactics] 10 (+12), Perception 7 (+12), Persuasion 9 (+15), Ranged Combat [Cosmic Weapon] 6 (+8), Technology 3 (+5)

ADVANTAGES
Assessment, Extraordinary Effort, Favored Environment [Zero-G], Improved Initiative (3), Inspire (3), Interpose, Languages (2), Leadership, Lionhearted, Move-By Action, Power Attack, Seize Initiative, Well-Informed

POWERS
Bio-Regeneration Regeneration 10 (-1 Penalty Every Round) [ 10 PP ]
Cosmic Armor Immunity 9 (Disease, Environmental Cold, Fatigue, Poisons/Toxins, Pressure, Radiation, Suffocation, Vacuum); Protection 4 (E: Impervious [17]) [ 30 PP ]
Cosmic Blast Damage 10 (E: Perception Ranged) [ 30 PP ]
Galactic Awareness Enhanced Skill 6 (Expertise: Astrogation +12); Senses 2 (Mental: Direction Sense, Distance Sense) [ 8 PP ]
Horror Factor Affliction 5 (Resist/Recover: Will; Conditions: Dazed and Vulnerable, Stunned and Defenseless); E: Area [Perception], Extra Condition; F: Limited to Two Degress) [ 10 PP ]
Resisance to Energy Immunity 20 (Any Energy Descriptor) [ 20 PP ]
Superluminal Flight Movement 3 (Space Travel [3]); Flight 8 (500 MPH) [ 22 PP ]

Cosmic Weapon (32 Base; F: Easily Removable) [ 20 PP Total ]
Melee Attack Damage 16 (Strength-Based; E: Improved Critical [2], Penetrating [13], Reach [1]) [ 32 PP ]
AE: Thrown Attack Damage 16 (Strength-Based; E: Ranged) [ 1 PP ]
AE: Force Field Deflect 10 (E: Redirect, Reflect) [ 1 PP ]

DEFENSE
Dodge (12) Base 10
Parry: (12) Base 4
Fortitude: (14) Base 0
Toughness: (18) ——
Will: (8) Base 3

WORKSHEET
Attack: 10 Effect: 6 Total: 16 (Unarmed)
Attack: —— Effect: 10 Total: 10 (Cosmic Blast)
Attack: 8 Effect: 22 Total: 30 (Cosmic Weapon, Melee)
Attack: 8 Effect: 22 Total: 30 (Cosmic Weapon, Thrown)
Dodge: 12 Tough: 18 Total: 30
Parry: 12 Tough: 18 Total: 30
Deflect: 10 Tough: 18 Total: 28
Fort: 14 Will: 8 Total: 22


ABILITIES [ 90 pp ] +
SKILLS [ 25 pp ] +
ADVANTAGES [ 18 pp ] +
POWERS [ 150 pp ] +
DEFENSES [ 17 pp ] =
300 PP TOTAL

COMPLICATIONS
Code of Honor: Cosmo-Knights are sworn to uphold a strict code of conduct, violation of their code can lead to a Cosmo-Knight losing all their powers.
Vulnerability (The Kink in the Knight's Armor): Cosmo-Knights are vulnerable to magic. Their Toughness is not Impervious against magical attacks.

Notes:
Just about any discussion of RIFTS will, inevitably, lead to discussions of power-gamers and the over the top characters it is possible to build in the game. Near the top of any list of the munchkin character classes will be the Cosmo-Knight. Now, on the one hand, the Cosmo-Knight is kind of a ridiculous character: 500+ M.D.C. body armor that they can summon with a thought, total immunity to heat/plasma/fire based weapons and only taking 1/100th of damage from any other energy weapon, energy blasts that can slag even M.D.C. Mechas in one hit... But, really, if the Cosmo-Knight is treated as he was intended to be used, a Superman or Green Lantern class superhero that is expected to fight starships and giant space monsters, then he really isn't that powerful. Context is key.
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Re: Batgirl III's Character Thread

Post by Jabroniville » Tue May 22, 2018 12:23 pm

ahh, the legendary "This is the ultimate Powergamer" Class in the ultimate "Powergamer Game" that is Rifts. Nicely done. I myself never checked out their statline that thoroughly, but these guys really show off their power here! Great build!

I can see your point, of course- in a "High-Tier" setting's "Space-Based" portion, the power levels are gonna have to be higher, just as a general rule. The issue, of course, is the inevitable "I wanna play ______" factor, and inexperienced GMs allowing it.

It's funny how the styles of armor vary so much depending on the artist designing it. There's "artist fingerprints" and then there's THIS. The Cosmo-Knight is CLASSIC Vince Martin- everything is rounded and organic-looking. He redesigned the Coalition troops into their shinier, more svelte frames as well. Almost all of his stuff has big, swooping lines on everything, with stark black & white contrast and shiny faceless heads. And few engage in "Rifts Excess" like he does- his Glitter Boy Killer, Splugorth Juicer and Dragon Juicer are hilarious showcasings of just how many friggin' spikes you can put on something.

Wayne Breaux gets put on something and you can bet it's gonna look like a giant tin can or a big boxy suit. Very long, cylindrical limbs with very long shadows. Nothing very complicated.

Kevin Long is like a medium between the two- more rounded than Breaux, and less detailed and over-the-top than Martin. Things tend to have big, scary faces or "gas mask" heads.

And then there's the current superstar artist Chuck Walton, aka "Detail Porn". Absolutely INSANE amounts of super-complicated boxy portions on every single thing. Or weirdly detailed, super-sinuous monsters.

It's just funny looking in the different books and seeing those fingerprints, even on the suits of completely different nations (like, why does a Cosmo-Knight look so much like a Coalition Juicer?) Artists just can't help but draw every suit the same kind of way.

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Re: Batgirl III's Character Thread

Post by Batgirl III » Tue May 22, 2018 12:53 pm

Cosmo-Knights aren’t really all the powerful amongst the other “big guns” of the full RIFTS product line. The Blhaze (from Skraypers), nearly any superhero with two or more Major Powers and any Mega-Hero (from Heroes Unlimited), and some of the wackier options from Psycape, Nightbane, or Wormwood... All quite capable of going toe-to-toe with the Cosmo-Knight.

Although the be-all/end-all for true munchkin players has got to be the Robotech Defense Force Pilot O.C.C. especially if your GM allows the use of some of the very popular fanmade netbooks that added the mecha from later Macross anime. Hard to top something that can spam over the horizon missiles (or possibly carry nukes).

(For bonus munchkinry, get at least one of your fellow players to opt for a Valkyrie Pilot. Then you’ve got a wingman.)
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Re: Batgirl III's Character Thread

Post by Jabroniville » Tue May 22, 2018 1:09 pm

Batgirl III wrote:
Tue May 22, 2018 12:53 pm
Cosmo-Knights aren’t really all the powerful amongst the other “big guns” of the full RIFTS product line. The Blhaze (from Skraypers), nearly any superhero with two or more Major Powers and any Mega-Hero (from Heroes Unlimited), and some of the wackier options from Psycape, Nightbane, or Wormwood... All quite capable of going toe-to-toe with the Cosmo-Knight.

Although the be-all/end-all for true munchkin players has got to be the Robotech Defense Force Pilot O.C.C. especially if your GM allows the use of some of the very popular fanmade netbooks that added the mecha from later Macross anime. Hard to top something that can spam over the horizon missiles (or possibly carry nukes).

(For bonus munchkinry, get at least one of your fellow players to opt for a Valkyrie Pilot. Then you’ve got a wingman.)
Oh, can HU heroes do Mega-Damage? From what I read, they were always doing SDC damage- a few NPCs in the Rifts books featured former superheroes and villains, and they were typically really low-level compared to anyone on Rifts Earth.

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Re: Batgirl III's Character Thread

Post by Batgirl III » Tue May 22, 2018 1:30 pm

HU is an S.D.C. gameline, with no Mega-Damage to be found in it, buuuut if you convert them into the RIFTS setting via Conversion Book One or Skraypers then some superheroes will become M.D.C. creatures and some of their powers will start doing Mega-Damage.

HU’s earliest edition(s) predate RIFTS and thus lack Mega-Damage — despite the concept making perfect sense in a superhero genre — and since Palladium hates and fears change, all the later editions of HU have stayed S.D.C. based.
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Re: Batgirl III's Character Thread

Post by Jabroniville » Tue May 22, 2018 1:39 pm

Batgirl III wrote:
Tue May 22, 2018 1:30 pm
HU is an S.D.C. gameline, with no Mega-Damage to be found in it, buuuut if you convert them into the RIFTS setting via Conversion Book One or Skraypers then some superheroes will become M.D.C. creatures and some of their powers will start doing Mega-Damage.

HU’s earliest edition(s) predate RIFTS and thus lack Mega-Damage — despite the concept making perfect sense in a superhero genre — and since Palladium hates and fears change, all the later editions of HU have stayed S.D.C. based.
Yeah, I recall the thing with MDC only being a thing in Rifts & Robotech, but I didn't realize the conversions could bring Heroes Unlimited guys over to MDC. What kind of hitting power do the "Major Powers" guys have?

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Re: Batgirl III's Character Thread

Post by Batgirl III » Tue May 22, 2018 2:03 pm

Depends almost entirely on the powers you roll up for them, but my other really long running RIFTS character (different campaign than the one with the Samurai Chicken, but same Game Master) was an HU hero converted over to RIFTS. He had one major power (Invulnerability) and theee minors (extraordinary speed, superhuman strength, and wingless flight). Pretty basic Flying Brick package.

But Invulnerability meant that he had 350 M.D.C., whilst simultaneously outright ignoring a lengthy list of damage sources. He also regenerated 1d6x10 MDC per Minute thanks to his Extraordinary Speed.

His Physical Strength was 38, letting him punch for Mega-Damage... I didn’t write down the exact amount in my notes and don’t have the book handy. If I recall, it was a “mere” 1d6 M.D. per punch, but he had seven attacks per melee.

Honestly, what made him truly staggering in power was not her superhuman abilities. He came from the HU setting via a dimensional portal and had been built as a standard HU character... Which meant he used the HU Education chart. I rolled a Doctorate/Ph.D. background (+35% to all primary skills), got an I.Q. 19 (+5% to all skills), and got to choose four “Education Programs.” I took Electrical, Mechanical, Medical, and Science. This meant that I was literate, skilled in basic and advanced mathematics, really good with computers, and a fully liscenced surgeon (starting with a Medical Doctor Skill at the max 98%!)

This made me a very, very, very “in demand” figure to the downtrodden and helpless. It was a lot of fun to play, I became this sort of Kwai Chang Cain character, wandering the Earth and trying to keep the peace... But then having to punch holes in tanks when somebody started trouble.
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Re: Batgirl III's Character Thread

Post by Yojimbo » Tue May 22, 2018 3:34 pm

I wrote some cosmo-knight stories for The Rifter and the primary antagonist was an Imperial Guardsman with Invulnerability, Super-Strength, and Sonic Flight. I kind of wrote myself into a corner, because there isn't much in a cosmo-knight's arsenal that can help them around a superhuman with Invulnerability per Palladium rules.

But yeah, as tough as cosmo-knights would be in any other setting, they're not all that within the Rifts milieu. Which may be the problem with the Rifts milieu, I suppose.

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Re: Batgirl III's Character Thread

Post by Batgirl III » Tue May 22, 2018 6:04 pm

RIFTS, if it’s going to be played straight, really requires a GM who isn’t afraid to say “No!” and for everyone to have the same expectations of what the campaign will be before they roll up player characters.

If the plan is to have a series of rollicking jungle crawls in the Dinosaur Swamp (which is my favorite sub-setting in RIFTS), then you don’t want to show up at the table with a Demi-God or a Psislayer. Nor do you want to be a City Rat.

On the other hand, if the plan is a interdimensonal “grand tour,” where you’ll be squaring off with the Four Horsemen of the Apocalypse one month, then bouncing over to Phase World to tackle a Khregor Armada, then detouring through Asgard to stop an invasion from Hell? Well, then by all means play that Holy Terror or Cosmo-Knight.

It’s not too dissimilar from M&M in this sense, as you need to be clear with your players if their going to be the Justice League of America or the New Mutants. Of course, M&M makes it a great deal easier by having a point based construction system... You can’t build a Holy Terror on a Dog Boy budget.
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I bless the rains down in Africa...

Post by Batgirl III » Fri May 25, 2018 4:21 am

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DEATH
Rifts Character
Power Level 18 ( 500 PP )

Revelation 6:7-8 wrote:When the Lamb broke the fourth seal, I heard the voice of the fourth living creature saying, “Come.” I looked, and behold, an ashen horse; and he who sat on it had the name Death; and all Hell was following with him. Authority was given to them over a fourth of the earth, to kill with sword and with famine and with pestilence and by the wild beasts of the earth.
ABILITIES
Strength 6
Stamina 20
Agility 1
Dexterity 1
Fighting 10
Intellect 4
Awareness 8
Presence 0

SKILLS
Athletics 2 (+8), Close Combat [Unarmed] 5 (+15), Expertise [Forestry] 16 (+20), Expertise [Holistic Medicine] 16 (+20), Investigate 16 (+20), Perception 7 (+15), Sleight of Hand 14 (+15), Stealth 14 (+15)

ADVANTAGES
All-Out Attack, Diehard, Fast Grab, Fearless, Great Endurance, Improved Initiative (2), Power Attack, Sidekick [Bones; (49)] Takedown (2)

POWERS
16,663 M.D.C. Impervious Toughness 20 [ 20 PP ]
Animate and Control the Dead Summon 6 (Sixteen 90 PP Minions; E: Controlled, Horde, Multiple Minions [4], Variable [General Type: Skeltons & Zombies]) [ 40 PP ]
Attach New Limbs Extra Limbs 7 (E: Sustained) [ 7 PP ]
Create Nightmare Zombies! Summon 8 (Four 120 PP Minions; E: Controlled, Horde, Multiple Minions [2], Variable [Broad Type: Undead]) [ 50 PP ]
Decay Living Flesh by Touch Weaken Abilities 5 (E: Broad, Reaction, Continuous; F: Permanent) [ 40 PP ]
Demonic Resistance Immunity 20 (Fire Descriptor; Life Support) [ 20 PP ]
Demonic Sight Senses 4 (Visual: Counters Invisibility, Darkvision) [ 4 PP ]
Four Arms Extra Limbs 2 (E: Innate) [ 3 PP ]
Horror Factor Affliction 10 (Resist/Recover: Will; Conditions: Dazed and Vulnerable, Stunned and Defenseless); E: Area [Perception], Extra Condition; F: Limited to Two Degress) [ 20 PP ]
Knows Lots of Magic and Has Lots of Psychic Powers Variable 10 (E: Move Action) [ 80 PP ]
Rapid Regeneration Regeneration 10 (-1 Penalty Every Round; E: Persistent) [ 20 PP ]
Sense Other Horsemen Feature 1 (Mentally sense if the other Horsemen are alive and on the same world/plane of existence.) [ 1 PP ]
Twelve-Foot Tall Growth 4 (+4 Strength, +4 Stamina; +3 Mass; +2 Intimidate; -2 Defenses; E: Innate, Reduce Mass Gain [1]) [ 10 PP ]

The Staff of Death (20 Base; E: Indestructible; F: Removable) [ 17 PP Total ]
Damage 14 (Strength-Based; E: Penetrating [5], Reach [1]) [ 20 PP ]

DEFENSE
Dodge (13) Base 14
Parry: (16) Base 8
Fortitude: (20) Base 0
Toughness: (20) ——
Will: (16) Base 8

WORKSHEET
Attack: 10 Effect: 6 Total: 16 (Unarmed)
Attack: —— Effect: 5 Total: 5 (Decay Living Flesh by Touch)
Attack: 10 Effect: 20 Total: 30 (Staff)
Dodge: 13 Tough: 20 Total: 33
Parry: 16 Tough: 20 Total: 36
Fort: 20 Will: 16 Total: 36


ABILITIES [ 84 pp ] +
SKILLS [ 45 pp ] +
ADVANTAGES [ 59 pp ] +
POWERS [ 282 pp ] +
DEFENSES [ 30 pp ] =
500 PP TOTAL

COMPLICATIONS
Vulnerability: Magical fire, magic weapons, and weapons made from silver cause extra damage, halve Death's Impervious Toughness against them; Weapons made from the Millennium Tree inflict massive damage, Death's Toughness is not Impervious against them.
Power Loss (Destruction of the Other Horsemen): Every time one of the other three Horsemen are slain, Death loses one-quarter of his power! Reduce Death's Dodge, Parry, Fortitude, Will, and Toughness by two ranks, reduce his Power Level by two, and reduce all of his other Advantages, Skills, and Powers to match.
Power Loss (Banishment): A slain Apocalypse demon must recuperate, remaining in their hellish dimension for 1,000 to 6,000 year. Even after that period of time, they cannot return to the place of their defeat (in this case, Earth) for at least 50,000 years.

Background:
The Four Horsemen of the Apocalypse, also known as the Apocalypse Demons, have appeared at separate points around Africa. All are making their way, with devastating certainty, towards the Great Pyramids. If the four gather together, they will merge to form one, unstoppable force of destruction... At their current rate of travel, the heroes have five months to stop them. Good luck. (But, remember, according to Rifts canon, a sixty year old librarian and her pals were able to thwart these guys.)

Death is the least outwardly combative and murderous of the Four Horsemen. He is cold, quiet, confident and calculating. He moves slowly and gracefully, which makes him seem all the more frightening. He is also terrifying in his relentless resolve; ever in motion, always moving toward some new terror or act of destruction. All around him is carnage, with War, Famine, and Pestilence at his side or following in his footsteps.
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Re: Batgirl III's Character Thread

Post by Jabroniville » Fri May 25, 2018 5:41 am

haha, holy god damn. I own Rifts Africa but I'm unfamiliar with most of it (I got it from a friend a couple of years ago, and really didn't go through it too much). I was wondering what a "Super-God" Rifts character would stat up like. I was gonna wait before trying any of those myself, so this is neat to see.

The disgustingly high MDC count of these things would make fighting them an ENORMOUS chore- both Rifts and D&D tend to do that for Gods and their ilk. You'd basically have to fight someone for 70 rounds before you'd even come close to whittling down their enormous HP-count.

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Re: Batgirl III's Character Thread

Post by Batgirl III » Fri May 25, 2018 5:53 am

Rifts Africa actually has a whole section explicitly telling the GM to make sure the players don’t engage Death first. Every time you kill one of the other Horsemen, Death loses a big chunk of M.D.C., P.P.E., and the like. He’s still an absolute beast, considering he starts with nearly 17,000 M.D.C... But, believe it or not, the Four Horsemen are beatable.

The general approach is to have the PC heroes gather a group of allies, find some Millennium Tree weapons or other relic-level McGuffins, and then lead the charge... Taking out the Horsemen one by one.

Remember my Samurai Chicken? This was the campaign he was a part of... I don’t remember all the details, but it was a roller coaster ride. “Master Chicken” standing back-to-back with (NPC) Sir Winslow Thorpe atop a growing pile of zombie corpses, while the (NPC) goddess Isis and our two (PC) Valkyrie pilots provided close air support, whilst Erin Tarn, Victor Lazlo, and our (PC) Ley-Line Walker and Techno-Wizard cast the big ritual spell... Epic.
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Re: Batgirl III's Character Thread

Post by Davies » Fri May 25, 2018 5:59 am

... Forestry and Holistic Medicine?

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Re: Batgirl III's Character Thread

Post by Batgirl III » Fri May 25, 2018 6:10 am

Davies wrote:
Fri May 25, 2018 5:59 am
... Forestry and Holistic Medicine?
Yeah, he’s got the weirdest selection of Skills. He has “Identify Fruits and Plants 98%,” “Tracking” and “Skin/Preserve Animal Hide” at like an 80%, but is specifically said not to know anything about science... except he also has “Forensics,” “Pathology,” and “Holistic Medicine” at 98% or 80%.

M&M3e doesn’t have a “Survival” skill anymore, so I improvised with Forestry.
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