Palladium/Rifts into M&M

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Batgirl III
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Re: Palladium/Rifts into M&M

Post by Batgirl III »

Most of them don’t differ enough from the original SAMAS to be distinct in M&M mechanics, the biggest differences tend to be in top speed, cruising speed, armor, and their weaponry. But M&M isn’t quite so granular in most of these respects, so swapping out the guns should be good enough.
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Re: Palladium/Rifts into M&M

Post by Jabroniville »

Batgirl III wrote: Wed May 23, 2018 6:19 am Most of them don’t differ enough from the original SAMAS to be distinct in M&M mechanics, the biggest differences tend to be in top speed, cruising speed, armor, and their weaponry. But M&M isn’t quite so granular in most of these respects, so swapping out the guns should be good enough.
Heh- yeah, I kept looking at the stats going "... but this is barely different". It's more like... Sketchpad Characters :).

One thing I did appreciate about Rifts is that the Coalition wasn't the be-all, end-all of technology on Earth. Not only was some alien stuff more hardcore, but the CS weren't even the best HUMANS- Triax/NGR were said to have superior gear (*checks Triax 2 book*... yup, 900 MDC Glitter Boy). A lot of settings wouldn't have spread around the great stuff so much.
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Re: Palladium/Rifts into M&M

Post by Batgirl III »

I always appreciated that the technology was also (believe it or not) fairly grounded. C.S. Troopers equipment load outs always include the necessities like canteens, mess kits, and other sundries. The weapons and gear also show logical evolution (often retcon’d in, but still) from earlier models to later ones... and it’s not always just MOAR MEGA-DAMAGE!!!
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CS Elite Armors

Post by Jabroniville »

Image

COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Elite Soldiers
PL 10 (146)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

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

Powers:
"Mauler Power Armor" (Flaws: Removable) [75]
Enhanced Strength 6 (12)
Protection 9 (Extras: Impervious 11) (20)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Speed 4 (30 mph) (4)
Movement 1 (Environmental Adaptation- Aquatic) (2)
"Back-Mounted Mini-Missile Launcher" Blast 10 (Feats: Ranged 3) (Extras: Area- 30ft. Burst) (33) -- (36)
  • AE: "Shoulder Plasma Ejectors" Blast 11 (Feats: Ranged 3) (Extras: Penetrating 6) (31)
  • AE: "Forearm Lasers" Blast 9 (18)
  • AE: "Forearm Vibro-Sabers" Penetrating on Strength-Damage 8 (8)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 1: Increased Mass (1)
Stealth -6 (-3)
-- (93 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Punch +5 (+8 Damage, DC 23)
Blasters +7 (+9-11 Ranged Damage, DC 24-26)
Missile Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+11 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: 36 / Skills: 30--15 / Advantages: 7 / Powers: 75 / Defenses: 13 (146)

-Drawn in the distinctive "rounded armor" style of Vince Martin, I would bet money this is a mere "Sketchpad Character". It's basically like a stronger SAMAS in flightless power armor. It's primary purposes are urban assault and deep-sea combat, but the description actually points out that it's too slow and ponderous for the former (it functions well as support, but is more like a tank than something that's more mobile). The CS Navy, on the other hand, just love its capabilities.

Image

COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Elite Soldiers
PL 10 (146)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

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

Powers:
"Terror Trooper Power Armor" (Flaws: Removable) [76]
Enhanced Strength 6 (12)
Protection 10 (Extras: Impervious 11) (21)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Speed 5 (60 mph) (5)
"Mini-Missile Launchers" Blast 10 (Feats: Reach 3) (Extras: Area- 30ft. Burst) (33) -- (34)
  • AE: "Forearm Laser Blasters" Blast 10 (Feats: Accurate, Ranged 3) (24)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 1: Increased Mass (1)
"11 feet tall" Reach 1 (1)
Intimidation +4 (2)
Stealth -6 (-3)
-- (94 points)

"Missile Rifle/Particle Beam Cannon" (Easily Removable) [30]
Blast 13 (Feats: Ranged 3) (Extras: Penetrating 10, Multiattack) (49 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Punch +5 (+8 Damage, DC 23)
Particle Beam Cannon +7 (+13 Ranged Damage, DC 28)
Forearm Blasters +9 (+10 Ranged Damage, DC 25)
Missile Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+12 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: 36 / Skills: 30--15 / Advantages: 7 / Powers: 106 / Defenses: 13 (177)

-The Terror Trooper joins Special Forces troops in urban assault, and it's more or less a non-flying, more durable SAMAS.

ImageImage

COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Elite Soldiers
PL 11 (169)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- CS Soldier), Equipment 2 (CS Gear), Ranged Attack 5

Powers:
"Glitter Boy Killer Power Armor" (Flaws: Removable) [92]
Enhanced Strength 6 (12)
Protection 10 (Extras: Impervious 11) (21)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Speed 6 (120 mph) (6)
"Forearm Plasma Gun & Extra Weapon Arms" Blast 13 (Feats: Ranged 3) (Extras: Penetrating 10, Multiattack) (49) -- (51)
  • AE: "Mini-Missile Launchers" Blast 10 (Feats: Reach 3) (Extras: Area- 30ft. Burst) (33)
  • AE: "Forearm Vibro-Blades" Strength-Damage +4 (Feats: Improved Critical) (Extras: Multiattack 12) (17)
  • AE: "Forearm Laser Blasters" Blast 10 (Feats: Accurate, Ranged 3) (24)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 3: Increased Mass (3)
"14 feet tall" Reach 2 (2)
Intimidation +4 (2)
Stealth -6 (-3)
-- (115 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Punch +7 (+8 Damage, DC 23)
Vibro-Blades +7 (+12 Damage, DC 27)
Plasma Gun +9 (+13 Ranged Damage, DC 28)
Forearm Blasters +11 (+10 Ranged Damage, DC 25)
Missile Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+12 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)
Power Loss (Flight- High Altitudes)- The SAMAS flies with less skill and capability at above 1000m.

Total: Abilities: 40 / Skills: 30--15 / Advantages: 9 / Powers: 92 / Defenses: 13 (169)

-Obviously, this distinctive, Vince Martin-drawn monstrosity was designed to kill Glitter Boys, mainly by targetting the Boom Gun from afar, then closing in and cutting it apart at close range. It's mainly noticeable for being the most insanely over-the-top "Bladez & Gunz Everywhere!" design in the entire Coalition War Campaign book. The thing is positively LUDICROUS in a beautiful and disgusting way. The thing has giant forearm blades, blades coming off of THOSE blades, spiked kneepads, missile launchers on the shoulders, shoulder pads MADE of missile launchers, and various other implements of doom sticking off of every part of the thing.

-The book makes a careful note that the things don't have real experience in the feild, with only a few battles to their names. Typically, they are to be deployed against Glitter Boys in pairs.
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Re: Palladium/Rifts into M&M

Post by Yojimbo »

Tattooedman wrote: Tue May 22, 2018 7:21 pm Me too, just need to come up with a good character idea to go with it.....
One good cosmo-knight hook to hang a character idea on is that the Cosmic Forge always provides a potential knight with visions of their future before they accept the call - visions where they might fall, do bad things, be violently murdered, or fail to save a world or a person at a critical time.

Say you see something like that - but still accept the call. What do you do with that information?
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Re: Palladium/Rifts into M&M

Post by Batgirl III »

Yojimbo wrote: Wed May 23, 2018 3:46 pm Say you see something like that - but still accept the call. What do you do with that information?
There was an interesting story on 1d4chan (yes, really) about how a paladin might look forward to his Fall.
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Re: Palladium/Rifts into M&M

Post by Ares »

As far as Cosmo-Knights being an odd fit for Phase World, I disagree there as well.

Phase World was the "space opera" setting of Palladium, and effectively functioned as "Rifts in Space". You have a "Federation" type space government, you had a "Klingon" type empire of evil warlords, you had an empire composed of magic using races that was basically Spelljammer on steroids, etc. The "Klingons" had their own expies of the Shi'Ar Imperial Guard, superpowered elite soldiers that were their elite shock troops. You had "Phase Mystics" who could bend time and space, you had Cyborg Wolfen space rangers, magic using space marine sword masters, Promethian phase adepts, etc.

In that setting with a bit of everything, you then had Cosmo-Knights acting as the Green Lanterns / Jedi Knights / Space Paladins of the setting. They honestly fit in just fine with the other rampant craziness.
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Re: Palladium/Rifts into M&M

Post by Chris Brady »

I always saw Cosmo-Knights as Rom Space Knight with less angst.
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Re: Palladium/Rifts into M&M

Post by Batgirl III »

Cosmo-Knights fit the Phase World setting quite well, they just don’t fit in well with a group composed of (most) other Phase World O.C.C.s.

A group of C.A.F. Scientists, C.A.F. Troopers, and Spacers are basically a bunch of Noncopyright-Infringing-Starfleet-Officers. Adding a Cosmo-Knight to the team really skews things... It’s a lot like the Tekkaman/Technoman anime, really. One cosmic spaceborne superhero and a bunch of supporting staff.

Hal Jordan is cool, but nobody wants to be Pie. If you have a Green Lantern in the party, everyone else needs to be Silver Surfers and Novas. Not Spock.
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Rogue Scientist

Post by Jabroniville »

Image

Yes, this could actually fit the class.

ROGUE SCIENTIST O.C.C.
Role:
Rebellious Smart Guy
PL 6 (93)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 6 AWARENESS 3 PRESENCE 2

Skills:
Athletics 6 (+7)
Deception 6 (+8)
Expertise (Science) 8 (+14)
Expertise (Survival) 3 (+6)
Expertise (Current Events) 4 (+7)
Expertise (History) 2 (+8)
Insight 2 (+5)
Investigation 4 (+7)
Perception 3 (+6)
Persuasion 2 (+4)
Technology 8 (+14)
Vehicles 4 (+7)

Advantages:
Beginner's Luck, Equipment 8 (Gear), Jack Of All Trades, Ranged Attack 2

Equipment:
"Plastic Man Armor" Protection 5 (5)
"Assorted Gear" (10)
"Wilk's Laser Pistol" Blast 7 (14)
"Automatic Rifle" Blast 5 (Extras: Multiattack) (15)
"Vibro-Knife" Strength-Damage +5 (5)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Vibro-Knife +5 (+6 Damage, DC 21)
Wilk's Laser Pistol +5 (+7 Ranged Damage, DC 22)
Rifle +5 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Armor), Fortitude +4, Will +5

Complications:
Motivation (SCIENCE!)- Rogue Scientists love knowledge and the sciences so much they literally risk their lives in pursuit of it.
Prejudice (Learned)- Knowledge is dangerous in the Post-Apocalyptic world. The Coalition States punishes anyone caught being too smart quite severly. Many others are also afraid of such men and their strange ways of speaking.

Total: Abilities: 48 / Skills: 52--26 / Advantages: 12 / Powers: 0 / Defenses: 7 (93)

-I never met anyone interested in this class, but there's some neat stuff to it. They're not stuttering eggheads- they're tough explorers, desperately needed in various lands where illiteracy is the norm and people can't figure out how their Pre-Apocalypse gear works. The art is pretty boring (just a bald dude with a magnifying glass), and I don't know any NPCs in the books of this class, but I can see them as being very important to the overall working of the world. It's just that the Rogue Scholar gets all the neat "Learning History" stuff.

-A Rogue Scientist and a Rogue Scholar are quite similar, though a Scientist is more gifted with technology and the sciences (duh), and is apparently more well-armed.
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Re: Palladium/Rifts into M&M

Post by Batgirl III »

I think the Rogue Scientist is overshadowed by the Operator, who does almost everything the Rogue Scientist does almost as well as he does... And then adds a pile of MacGyver-like jury-rigging and engineering skills. Plus the much greater likelihood of psionic powers.
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Operator

Post by Jabroniville »

Image

OPERATOR O.C.C.
Role:
Mercenary Repairman
PL 6 (98)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+7)
Deception 3 (+6)
Expertise (Science) 6 (+11)
Expertise (Survival) 4 (+7)
Expertise (Current Events) 2 (+7)
Expertise (History) 3 (+8)
Insight 2 (+5)
Investigation 4 (+7)
Perception 3 (+6)
Persuasion 2 (+5)
Technology 7 (+12)
Vehicles 4 (+7)

Advantages:
Beginner's Luck, Equipment 8 (Gear), Jack Of All Trades, Ranged Attack 2

Powers:
"A Bit Psychic"
"Mind Block" Immunity 10 (Mental Effects) (Flaws: Fades) (5) -- [7]
  • AE: "Object Read" Senses 4 (Postcognition) (Flaws: Limited to Object Reading) (2)
  • AE: "Sixth Sense" Advantages 2: Uncanny Dodge, Improved Initiative & Senses 1 (Danger Sense) (3)
"Intuitive Sense" Features 1: Recognizes All Alien Technology as His Own [1]

Equipment:
"Plastic Man Armor" Protection 5 (5)
"Assorted Gear" (10)
"Wilk's Laser Pistol" Blast 7 (14)
"Automatic Rifle" Blast 5 (Extras: Multiattack) (15)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Staff" Strength-Damage +2 (Feats: Reach) (3)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Knife +5 (+2 Damage, DC 17)
Staff +5 (+3 Damage, DC 18)
Wilk's Laser Pistol +5 (+7 Ranged Damage, DC 22)
Rifle +5 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Armor), Fortitude +4, Will +5

Complications:
Motivation (Learning)- Operators tend to be mercenary-types who travel about, learning new things in an inquisitive manner.

Total: Abilities: 48 / Skills: 46--23 / Advantages: 12 / Powers: 8 / Defenses: 7 (98)

-Another peculiar one, the Operator is basically a "Mercenary Repairman" (called as such in the book). He's like a less-smart Scientist, but more of a "slap things together" kind of guy (reminds me of a Knights of the Dinner Table Rifts-themed strip, where a guy announces he has "Fiddle With Small Mechanics" as an O.C.C. Skill). The idea is, they go from town to town, fixing up stuff for a price, and are generally beloved wherever they go. They are even said to have a clandestine "organization" of sorts- no formal meetings, but a lot of "secrets passed down the generations". They actually seem a lot more characterful and romantic in the fluff than the Scholar & Scientist do- like jovial, secretive "Wandering Fixers". The book even points out that 40% are Psychic.
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Re: Palladium/Rifts into M&M

Post by Batgirl III »

Nice take on the Operator! I’ve always had a soft-spot for this class, specifically for its rather romantic take on being an adventurer in a post-apocalyptic world. I kind of like the idea of wandering the wasteland fixing irrigation pumps and coaxing farm machinery back to life... Easily as important to the survival of the common man as using your BFG-9000 to frag monsters.

Although now I guess I can scrap my notes on how to convert the class.
Jab’s is better anyway.
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Re: Palladium/Rifts into M&M

Post by Jabroniville »

Batgirl III wrote: Thu May 24, 2018 5:09 am Nice take on the Operator! I’ve always had a soft-spot for this class, specifically for its rather romantic take on being an adventurer in a post-apocalyptic world. I kind of like the idea of wandering the wasteland fixing irrigation pumps and coaxing farm machinery back to life... Easily as important to the survival of the common man as using your BFG-9000 to frag monsters.

Although now I guess I can scrap my notes on how to convert the class.
Jab’s is better anyway.
Bloody Canadians.
LOL- sorry! I was literally gonna wait a while to post him, but then you brought him up, so I just did so right now! I even had a Borg & Xiticix ready to post :)!

Feel free to post yours- I did a SAMAS, and copied your notes on the Borg as well :).
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Re: Palladium/Rifts into M&M

Post by Batgirl III »

I’m actually thinking of doing a few things from RIFTS: South America 2, mostly because it contains my favorite* Power Armor in the game, the Arequipa Solar Combat Armor. Gaze upon its majesty! Gaze and despair!

Image

That should not be humdrum military combat armor, man, that’s a freakin’ superhero!

* (Okay, second favorite, I will always love the original SAMAS.)
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