Jab's Rifts Builds (Tech-Ninja! Ninja Crazy! Ninja Juicer!)

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Coalition States

Post by Jabroniville » Fri May 25, 2018 6:18 am

THE COALITION STATES:
-The "Big Bad" of a lot of Rifts is meant to be the Coalition- a group (well, coalition) or city-states that banded together around Illinois and leading down to Texas in a kind of diagonal line. Here, law was able to reign, and mankind's weaponry allowed them a measure of resistance against invaders. What formed by the Coalition (with its capital in Chi-Town- the city that sprang from the ashes of Chicago) was a military dictatorship run by Emperor Karl Prosek, an ardent admirer of generals and leaders such as Napoleon, Genghis Khan, and Hitler. Picking and choosing what he liked from each (he found Hitler a genius, but hopelessly mad and arrogant), he built a cult of personality, took power, and formed a great nation.

The Coalition are bad because they're "Human Supremacists", executing aliens, otherdimensional beings, wizards, psychics and anything else non-human they find. They also outlaw Glitter Boys, Juicers and more. As expected, this puts them against many Player Classes, especially Dragons, Wizards, Juicers and Glitter Boys. They're basically the perfect adversaries for your players.

Funnily enough, Rifts fans are actually pretty big fans of them. Despite being, well, NAZIS, more or less, they are more sympathetic when you consider they live in a world which has "People-Eating Monsters" AS A REGULAR FEATURE. Their enemies are often just as evil as they are, and they're one of the best shots against threats like the Splugorth or Vampire Armies or Xiticix Invasions as well. I mean, who are YOU, a HUMAN, gonna side with? Lord Splynncryth the Eldritch Abomination, or a bunch of humans who want what's best for humanity? Never mind that they look INCREDIBLY COOL, combining Nazi Fashion Sense with Skull Helmets, stark black & white gear, and awesome robots with airplane wings. The only reason they're even the "bad guys" is, well, all of the evil. Intense propaganda, vicious execution squads, gunning down innocents, leaving the "dregs" in shitty little 'Burbs communities, etc. But aside from the evil, they're pretty awesome.

Coalition Troops as a whole are no joke, though. Albeit they're more or less "First-Level" foes with low Skills (many are illiterate) and baseline armor, their gear is the best in North America, meaning that REGULAR MOOKS get "80 MDC" armor (about +11 Toughness in my translations)! This means that they can easily hold their own in a firefight- four CS Grunts can hold off an entire party for a good amount of time, and even a Dragon needs a few rounds to whittle even one soldier down. Most of the extreme Combat Classes (Dragons, Juicers, Glitter Boys, Borgs) have the advantage in either armor and/or number of attacks, but it's as real bit of trouble.

The Coalition have the best gear of any human army in North America. The New German Republic is there superior, and Northern Gun is a decade or two behind them. Certain enclaves have more- the Naruni aliens, Splugorth, and ARCHIE (a sentient AI) all have better gear as well. But in terms of numbers and organization, the Coalition is where it's at.

Coalition Armies:
-The baseline troops are "Grunts" colloquially called "Dead Boys" for the skull-head armor they used in the first six years of Rifts (they switched to mostly plain black faceplates, because Vince Martin LOVES drawing blank faceplates). There's a few variations of that type, plus scads of new Coalition O.C.C.s in Coalition War Campaign, most of which are perfunctory and I'll probably leave out until I feel like it.

Troops are often backed up by flying SAMAS Robot Pilots. Later editions added more gear as well. I'll lay out some of the basics at first, before going on to the different classes.
Last edited by Jabroniville on Fri May 25, 2018 6:22 am, edited 1 time in total.

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Dead Boys

Post by Jabroniville » Fri May 25, 2018 6:20 am

ImageImage

COALITION GRUNT O.C.C.
Role:
Mooks, Foot Soldiers
PL 7 (56)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 4 (+4)
Intimidation 2 (+3)
Perception 4 (+4)
Technology 4 (+4)
Treatment 2 (+2)
Vehicles 1 (+5)

Advantages:
Benefit (Rank- CS Soldier), Equipment 12 (CS Gear)

Equipment:
"CS Gear"
"Dead Boy Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2 (+9 Dead Boy Armor), Fortitude +3, Will +2

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 28 / Skills: 20--10 / Advantages: 13 / Powers: 0 / Defenses: 5 (56)

-The "Grunts" are the baseline troops of the Coalition States. And this right here lets you know what kind of a system this is- the BASELINE TROOPS are PL 7s!! The MDC of a Grunt's armor are at "80" (and a "100" in the later edition, which upgrades them), which means that it'd take at least 3 high rolls from laser weapons to take even one of these guys down, and the CS offers THOUSANDS of them!

COALITION TECHNICAL OFFICER O.C.C.
Role:
Mooks, Foot Soldiers
PL 7 (61)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 5 (+6)
Intimidation 2 (+3)
Perception 4 (+4)
Technology 7 (+8)
Treatment 2 (+2)
Vehicles 1 (+5)

Advantages:
Benefit 2 (Rank- Corporal), Equipment 12 (CS Gear)

Equipment:
"CS Gear"
"Dead Boy Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2 (+9 Dead Boy Armor), Fortitude +3, Will +2

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 30 / Skills: 24--12 / Advantages: 15 / Powers: 0 / Defenses: 5 (61)

-Technical Officers are slightly smarter than Grunts, and are meant to be specialized agents, choosing between Communications, Engineering, Technician or Weapons. In M&M, most of that is just "Technology", because superheroes are less granular about skills than are soldiers.

COALITION MILTARY SPECIALIST O.C.C.
Role:
Elite Soldiers, Infiltrators
PL 8 (98)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+8)
Expertise (Intelligence Operations) 6 (+8)
Insight 4 (+7)
Intimidation 2 (+5)
Perception 4 (+7)
Technology 4 (+6)
Treatment 2 (+4)
Vehicles 1 (+5)

Advantages:
Benefit 3 (Rank- Officer), Equipment 12 (CS Gear), Ranged Attack 2

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

Equipment:
"CS Gear"
"Dead Boy Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Assault Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +2 (+9 Dead Boy Armor), Fortitude +4, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 48 / Skills: 32--16 / Advantages: 17 / Powers: 9 / Defenses: 8 (98)

-A CS Military Specialist is essentially an elite soldier trained in reconnaissance and espionage. They even have some minor cybernetics (occasionally a replaced limb)! The gear is the same, but they're upgraded to PL 8s.

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Davies
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Re: Coalition States

Post by Davies » Fri May 25, 2018 6:21 am

Jabroniville wrote:
Fri May 25, 2018 6:18 am

Funnily enough, the fans are actually pretty big fans of them.
See "Empire of Man", "Galactic Empire", "Zeon", etc.

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Re: Jab's Rifts Builds

Post by Batgirl III » Fri May 25, 2018 6:26 am

The Coalition’s also a century old by the time RIFTS starts, the “hashtag current year” for most books is circa 109 P.A., from the “Post Apocalypse” calendar. It should also be noted that the P.A. starts with the founding of Chi-Town not with the actual apocalypse. The “Coming of the Rifts” was about two centuries before the founding of Chi-Town and, thus, some three hundred years before “the present.”

The Coalition was less overtly Nazi before Prosek rose to power. It was always a bit “humanity first!”, but that kind of makes sense since, y’know this was humanity’s planet getting invaded by weird gribbly things from beyond space and time. The C.S. actually allowed psychics and magicians to live openly among them in the early days, even having units of wizards in the military... But then they got attacked by a nation-state of seriously nasty wizards, who were some genuinely Chaotic Evil bastards. This soured the C.S. on magic and psychics, and this the seeds were sewn for Prosek to rise to power on his Nazi-inspired human supremacist platform

It would be a very cool story, I think, to run a long-term campaign focused on getting rid of the Prosek family and returning the Coalition to its roots.
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Re: Jab's Rifts Builds

Post by Jabroniville » Fri May 25, 2018 7:04 am

Yeah, it would. I do love some of the little bits they add, like how the Emperor is more practical and less idealistic than he seems, while his SON is the genuinely darker individual. Karl Prosek is pro-human more out of necessity, and because it helps him keep power- he doesn't BELIEVE the way his regular rank & file do. But the heir to the throne is potentially a LOT scarier...

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Re: Jab's Rifts Builds

Post by Batgirl III » Fri May 25, 2018 1:58 pm

And, in the grand tradition of authoritarian despots throughout history, the Prosek Family and the C.S.’s ruling elite are massive hypocrites.

They’ve outlawed literacy for the masses, but the elite are not only literate but very well-read and educated; Magic and magic-users are summarily executed by the military, but there is a top secret unit of Pro-Coalition Combat Wizards in that same military... and so on and so forth.

Rifts has a lot of good ideas in it, it’s just buried beneath so many layers of bad formatting and archaic rules.
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Re: Jab's Rifts Builds

Post by catsi563 » Fri May 25, 2018 6:44 pm

Yeah they have a literal Black Ops team that is authourized to use ANYTHING up to and including Magic Psionics DeeBee powers and beings and so on and so forth in the defense of the coalition. A basic we do the dirty work so you can sleep at night crew
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Re: Jab's Rifts Builds

Post by MacynSnow » Fri May 25, 2018 7:34 pm

Let's not forget what all they do LEGALLY down in Lone Star folks.I played in a 4 year RIFTS game set in&around Texas and the New West.The Day i graduated High School,we finished the Campaign by destroying the Lone Star facility.We all died in the process with my former CS Military Specialist turned Headhunter being the last to die(i had wired a Dead Man's Switch for my final confrontation with the boss,Desmond Bradford,whom i was a clone of thank's to Dr.Ammanda Santiago stealing his genetic material....),but i took the Facility out in the process.

That's why i love the Palladium system so much.
Last edited by MacynSnow on Fri May 25, 2018 9:39 pm, edited 2 times in total.

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Re: Jab's Rifts Builds

Post by Batgirl III » Fri May 25, 2018 7:43 pm

And in another bit of RIFTS’ strong points, as bad as Lone Star is — and Lone Star is bad, make no mistake — there are far worse things out there, like Mindwerks... Dr. Bradford is a nasty piece of work, even some of his contemporaries within Lone Star think he’s insane, but he doesn’t hold a candle to the Angel of Death that runs Mindwerks.

How bad is she? Well, she calls herself the Angel of Death for starters...
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Re: Jab's Rifts Builds

Post by catsi563 » Fri May 25, 2018 7:50 pm

Batgirl III wrote:
Fri May 25, 2018 7:43 pm
And in another bit of RIFTS’ strong points, as bad as Lone Star is — and Lone Star is bad, make no mistake — there are far worse things out there, like Mindwerks... Dr. Bradford is a nasty piece of work, even some of his contemporaries within Lone Star think he’s insane, but he doesn’t hold a candle to the Angel of Death that runs Mindwerks.

How bad is she? Well, she calls herself the Angel of Death for starters...
Or Doc Reid who even though he is an ABSOLUTE Fanatic enemy of Vampires is so twisted that he performs experiments on them that would make Mengele puke. Also who surrounds himself with a mercenary company whose ranks include a sociopathic dragon and a Cyber Knight whose side bar story includes allowing an entire village to be slaughtered by vampires because they dared to question his strategy, and wouldn't let the mercs use the village girls like they wanted, but who insisted that the tragedy was the village being wiped out by the vampires not his refusal to aid them.
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Re: The Arts

Post by Ares » Sat May 26, 2018 2:01 am

Jabroniville wrote:
Thu May 24, 2018 8:22 am
THE ARTISTS:
Chuck Walton- Draws the most intricately-detailed robots and sinuous creatures in the line. FANTASTICALLY-rendered stuff, absolutely making the robots look better than anyone else's. The ludicrous detail almost makes them un-drawable to anyone else. The creators used him so much in more-recent books Northern Gun 1 and Rifts Lemuria that is basically comes off as Chuck Walton's Art: The Book, with endless ultra-similar builds getting attached to whatever he happened to come up with. Basically, page after page of "Sketchpad Characters".
Jab isn't kidding, the guy's deviantArt page is amazing.

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Re: Jab's Rifts Builds

Post by Batgirl III » Sat May 26, 2018 2:23 am

I’m not a fan of his C.S. Trooper redesigns (the art is great, I just prefer the original aesthetic), but my favorite RIFTS artist is probably Vince Martin:

Image
This answers every “So... What’s RIFTS all about?” thread on one image.

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This is supposed to be a high-tech SCUBA suit, but I see a Badass Superhero.

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Just an average joe, some kind of wilderness scout, but man does it make me want to go explore over that next hill...

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I don’t care who you are, if you look at this picture long enough you will spontaneously heat a Heävy Mëtal guitar riff.
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Re: Jab's Rifts Builds

Post by Ares » Sat May 26, 2018 2:51 am

The Coalition is actually very controversial pretty much everywhere I've seen it. On the one hand, there are people who are fans of the Coalition that point out "Dude, it's there planet and it's being overrun by hostile aliens and demons. They're generally speaking taking pretty reasonable responses to the threats at their door". On the other hand, you have, "No, these people are literal Nazi's, stop trying to make Nazi's sympathetic". While I love the Fatal and Friends review site, they lean heavily towards the latter.

To me, I generally go for what the book seems to be putting forward: The Coalition is run by a corrupt/evil ruling class and military, the average citizens and soldiers as a rule harbor anti-magic/DeeBee prejudices, and a good chunk of the Coalition soldiers are just as evil as the top brass military. That doesn't mean that the average Coalition citizen is evil, nor does it mean that every Coalition soldier is evil or beyond redemption. In many cases, the Coalition citizen is just someone trying to survive in a very dangerous world, and about half of the Coalition grunts are just people trying to protect their home and families from monsters. The higher up you go in the command structure, the more blatantly evil it becomes, because it's a structure meant to allow the evil and the cruel to rise to the top. And thus, half the Coalition troops are evil people who want to get ahead in life doing evil things in a system that rewards bad behavior.

In other words, the Coalition has actual NUANCE. Which isn't something you often find in a lot of settings, let alone frickin Rifts.

It's basically designed in a way that Coalition troops can be treated like Storm Troopers and killed off when they try to come for the heroes, but that it isn't impossible to help them see the error of their ways. There was a really great short story in the Cyber-Knight book where you had a Sgt. Deon Canton, Coalition soldier as the POV character. Throughout the Seige of Tolkien, the guy's sense of morality and faith in humanity has just been worn down by the war going on, so much that he barely sends recordings back to his wife and kids. Then Deon's squad gets separate from the main CS army, and get ambushed by a group of Tolkien demon summoners, warlocks and monsters, and the CS sergeant is pretty sure his entire squad is dead meat.

Then a group of Cyber-Knights show up and demand the Tolkien forces let the CS patrol go, for various Lawful Good reasons. The Tolkien forces refuse, and one of them launches a lightning bolt right at Deon. One of the Cyber-Knights actually manages to leap in front of Deon and takes the blast full in the chest, saving the soldier's life at the cost of his own. The other Cyber-Knights then kick the ever-loving shit out of the Tolkien forces while Deon just looks down at this dying Cyber-Knight, who was, in fact, a DeeBee. The Knight just smiles up at Deon, says the word "Peace", and passes away with that smile on his face. Deon, after months of facing some of the worst combat in his life, of having all of his prejudices about non-humans and magic users justified by a terrible war, of having his humanity slowly stripped away . . . just starts crying. Starts crying, holds the Knight like he was one of his own children and just screams for anyone to save this Knight, even starts yelling for someone to use magic if it'll save him. When another Knight comes, Deon can barely even ask "Why?" Why did he do it? I'm the Goddamned enemy!" And the other Knight just replies that her friend didn't see Deon as an enemy, just another person whose life was about to be cruelly ended, and her friend could not let that happen. And that perhaps one day Deon could do the same for someone else.

Deon makes a new video for his wife and family, and basically has found his soul again, through the sacrifice of a non-human. He realized how much he loved his life, loved his family, and how hard he was going to fight to get back to them. And he now has a new perspective he didn't have before.

Sappy and corny? Maybe, but I love it all the same. So there are plenty of Coalition soldiers that can function as expendable extras for the PCs to wade through, but there's just as many that might be worth saving.

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Re: Jab's Rifts Builds

Post by Ares » Sat May 26, 2018 2:53 am

Batgirl III wrote:
Sat May 26, 2018 2:23 am
I’m not a fan of his C.S. Trooper redesigns (the art is great, I just prefer the original aesthetic), but my favorite RIFTS artist is probably Vince Martin:
Yeah, I'm much more of a fan of the classic "Deadboy" armor rather than the white and black armor with the transparent domes and such.

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I do love MArtin's art though, very sort of "quasi-anime" and fun. And he drew my favorite Cosmo-Knight image, so there's that.

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Coalition Elites

Post by Jabroniville » Sat May 26, 2018 2:55 am

Image

COALITION COMMANDO O.C.C.
Role:
Elite Soldiers, Strike Team
PL 8 (88)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+8)
Insight 4 (+7)
Intimidation 3 (+6)
Perception 5 (+8)
Stealth 6 (+8)
Technology 4 (+6)
Treatment 2 (+4)
Vehicles 1 (+5)

Advantages:
Benefit 1 (Rank- CS), Equipment 12 (CS Gear), Ranged Attack 2

Equipment:
"CS Gear"
"Dead Boy Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Assault Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +2 (+9 Dead Boy Armor), Fortitude +4, Will +4

Complications: 
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 48 / Skills: 34--17 / Advantages: 15 / Powers: 0 / Defenses: 8 (88)

-Commandos are CS troops who engage in smaller-scale operations. Elite troops, they sabotage, rescue, and do reconnaissance work. They rarely engage in front-like operations, instead being used in surgical strikes. They have distinctive, if overly-detailed, armor, and their own Fighting Style (Palladium is BIG on offering different Fighting Styles, some of which grant good benefits), and some of the highest "Attribute Requirements" I've seen of any class. You gotta roll WELL to be one of these guys!

COALITION SPECIAL FORCES O.C.C.
Role:
Elite Soldiers, Strike Team
PL 9 (118)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+8)
Insight 4 (+7)
Intimidation 3 (+6)
Perception 5 (+8)
Stealth 6 (+8)
Technology 4 (+6)
Treatment 2 (+4)
Vehicles 1 (+5)

Advantages:
Benefit 2 (Rank- CS Elite), Equipment 15 (CS Gear), Ranged Attack 2, Set-Up, Teamwork, Tracking

Powers:
"Cybernetics"
Features 2: Clock Calendar, Compass [2]
Senses 4 ("Radar"- Ranged Radius Radio Sense, Infravision) [4]

Equipment:
"CS Gear"
"Special Forces Dead Boy Body Armor"
Protection 6 (Impervious 7) (13)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
"Retractable Vibro-Blades" Strength-Damage +4 (Penetrating 4) (8)
"Garrote Wire in Wrist" (1)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Jet Pack" Flight 5 (60 mph) (Feats: Subtle) (11)

"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +7 (+3Damage, DC 18)
Assault Rifle +8 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+10 Dead Boy Armor), Fortitude +6, Will +5

Complications: 
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 64 / Skills: 34--17 / Advantages: 22 / Powers: 6 / Defenses: 9 (118)

-The fluff indicates these guys are not simply "Glorified Commandos", but they pretty much are. They stick to the old-style Dead Boy armor, and do the even more elite stuff, focusing on mechanical engineering, secret agent stuff, and other rogue skills. They ALSO do "Ranger Stuff", like making friends with possible hostiles to maintain contacts. They are better soldiers overall, have specialized gear (JET PACKS! SUBTLE Jet Packs, even), and overally make for PL 9 Elite Troops.

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