Palladium/Rifts into M&M

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MacynSnow
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Re: Palladium/Rifts into M&M

Post by MacynSnow » Sat May 26, 2018 8:23 pm

Just to let Everybody know(since we're all sharing our Book Collection's like the nerds/geeks we are :) ),this is My Palladium Book Collection....
HEROES ULIMITED SET
Heroes Unlimited(Core Rulebook)
Heroes Unlimited G.M.'s Guide
Villians Unlimited
Alien's Unlimited
Ninjas and Superspies
Ninjas and Superspies:Mystic China

RIFTS SET
Rifts(Core Rulebook)
Rifts Gamemaster's Guide
Rifts World Book 13:Lone Star
Rifts World Book 14:New West
Rifts World Book 15:Spirit West
Rifts Adventure Guide
Rifts Merc Town
Rifts Merc Ops
Rifts Black Market
Rifts World Book 33:Northern Gun
Rifts Sourcebook 4:Coakition Navy
Rifts World Book 5:Triax and the NGR
Rifts World Book 4:Africa
Rifts:Book Of Magic

PALLADIUM FANTASY SET
Palladium Fantasy Roleplaying Game(Core Rulebook)
Monsters and Animals
Dragons and Gods
Compendium of Weapons,Armors and Castles
Mystery's Of Magic Book 1:The Heart Of Magic
Wolfen Empire
The Northern Hinterlands
Adventures in the Northern Wilderness
Further Adventures in the Northern Wilderness
Adventures On The High Seas

So,how do you like my sets? I got almost all the Rifts from my old GM,as he was being Deployed(he was in JROTC) and couldn't take them with him.
Last edited by MacynSnow on Sun May 27, 2018 2:21 am, edited 1 time in total.

Jabroniville
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City Rats

Post by Jabroniville » Sun May 27, 2018 1:38 am

Image

CITY RAT O.C.C.
Role:
Riff-Raff/Street Rat, Punkers (I hate punkers)
PL 7 (90)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 5 (+7)
Deception 4 (+6)
Expertise (City Rat) 8 (+8)
Insight 5 (+6)
Intimidation 3 (+5)
Investigation 3 (+4)
Perception 5 (+6)
Persuasion 2 (+4)
Stealth 4 (+7)
Technology 4 (+4)
Vehicles 3 (+7)

Advantages:
Equipment 6 (MDC Body Armor +8), Ranged Attack 3

Powers:
"Black Market Cybernetics"
"Finger Gun" Blast 5 [10]

Equipment:
"Makeshift Body Armor" Protection 6 (Extras: Impervious 5) (11)
"Energy Pistol" Blast 7 (14)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Gun +7 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +4, Will +4

Complications: 
Disabled (Under-Educated)- A huge majority of the human population is now illiterate and under-educated.
Reputation (City Rat)- These kids are typically thought of as criminals, pimps, drug-dealers, thieves or beggars.

Total: Abilities: 42 / Skills: 46--23 / Advantages: 9 / Powers: 10 / Defenses: 6 (90)

-City Rats are an urban form of the "Vagabond", but more streetwise and with a criminal bent. I actually really like this class- they're more meant to reflect what the "common residents" of dark, disturbing cities are like, but it's a great bit of "Flavor" text, even if the imagery is all "late 1980s". The Rulebook even indicates they can be rebels, adventurers, idealists, hackers, thieves, beggars or common street thugs- they're scrappy, tricky and stealthy. Except they also have MEGA-DAMAGE BODY ARMOR, making them very dangerous combatants as well. I dig it.

-My "Idealized Rifts Party" actually contains a City Rat, largely as the "Kitty Pryde" (ie. "Normal Person in a crazy world") character, contrasting what is sure to be a wild band: a Dragon, 2 Juicers as "Bash Brothers", a Cyber-Knight, and probably a Coalition "Captain America" type that's starting to see the light. While it's probably not the best thing to use in an actual party of PCs, characters like that are especially necessary in a supremely F'd up world like this one.

-City Rats have few Class Skills, but a REALLY wide variety of secondary and "related" skills- as many as the Rogue Scientist! This makes them more "variable" than other O.C.C.s. The stats also let them be as good a fighter or as tough as a Coalition Grunt! I actually had to scale them back a bit, as I was aiming more for a "stealthy underground fighter" type than "Super-Heavyweight", tricky as that is with an overpowered game world like that of Rifts.

Jabroniville
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Re: Palladium/Rifts into M&M

Post by Jabroniville » Sun May 27, 2018 6:25 am

So I'm figuring I'll throw most of the Coalition's stuff into my "Official" Rifts Thread in "Character Sheets", but I might throw some stuff in here as practice. This can be more scattered, but I'd like the official thread to be pretty organized, in a way.

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Psionics

Post by Jabroniville » Sun May 27, 2018 7:23 am

PSIONICS:
* Many, many characters in the game can use Psionics. You actually randomly roll it up with human characters to start, though some classes don't have access to them. You can even have Psionics AND Magic! Psionics aren't overly great for most, though are about as versatile as Magic in some regards. There are three minor schools (Healing, Sensitive, Physical), and "Super Psionics", which is beefed-up way beyond the others. Some schools share powers (Mind Block, for example), while Super-Psionics upgrades some regular ones.

Some powers are Limited Senses, Immunities, Afflictions, and more. Healing shows up a lot, to the point of redundancy (in M&M, anyways).

The most dangerous power is obviously "Psi-Sword", which lets you do 4D6 Damage at Level 3, plus 2D6 at certain increments- though it's rare to hit Level 15, a topped-out Mind Melter will do 14D6 Mega-Damage with his blade!

SENSITIVE:
"Astral Projection" Remote Sensing (Vision) (Physical Body is Defenseless) (1 pp/rank)
"Clairvoyance" Precognition (4 points)
"Empathy" Mind Reading (Limited to Emotions) (1 pp/rank)
"Mind Block" Immunity 20 (Mental Powers) (Flaws: Fades) (10 points)
"Object Read" Postcognition (Limited to Objects) (2 points)
"Presence Sense" Senses (Supernatural Creature Awareness- Radius, Ranged) (2 points +Range)
"See Aura" Senses (Life Detection- Acute, Analytical, Magic Detection, Psychic Detection, Possession Awareness) & Senses (Mutant/Non-Human/Illness Detection- Uncontrolled) (8 points)
"See the Invisible" Vision Counters Concealment (2)
"Sense Evil" Evil Detection- Ranged (2 points +Range)
"Sense Magic" Magic Detection (Radius, Ranged) (3 points +Range)
"Sixth Sense" Danger Sense & Uncanny Dodge (2 points)
"Speed Reading" Quickness (Limited to Reading) (1 pp/2 ranks)
"Telepathy" Mind-Reading Linked to Communication (Mental) (Limited to Brief Messages) (2 pp/rank + 3 points)
"Total Recall" Eidetic Memory (1 point)

HEALER:
"Bio-Regeneration" Healing (Energizing) (3 pp/rank)
"Deaden Pain" Immunity 2 (Pain) (2 points)
"Exorcism" Nullify Possession (Reach) (1 pp/rank +Reach)
"Healing Touch/Psychic Surgery" Healing (2 pp/rank)
"Increased Healing" Regeneration (Affects Others Only) (1 pp/2 ranks)
"Induce Sleep" Sleep (2 pp/rank)
"Psychic Purification" Nullify Drugs (1 pp/rank)
"Resist Fatigue" Immunity 2 (Fatigue) (2 points)
"Detect Psionics" Senses (Psionic Awareness- Ranged) (2 points + Range)

PHYSICAL:
"Alter Aura" Concealment (Auras) (2 points)
"Death Trance" Trance (1 point)
"Ectoplasm" Move Object (Subtle 2) (2 pp/rank +2)
"Impervious to Cold" Immunity (Cold) (1 point)
"Impervious to Fire" Immunity (Fire Effects) (10 points)
"Impervious to Poison/Toxin" Immunity (Poison) (1 point)
"Levitation" Move Object (Low Ceiling) (1 pp/rank)
"Mind Block" Immunity 20 (Mental Powers) (Flaws: Fades) (10 points)
"Nightvision" Low-Light Vision (1 point)
"Resist Fatigue" Immunity 2 (Fatigue) (2 points)
"Resist Hunger" Immunity 1 (Starvation) (1 point)
"Resist Thirst" Immunity 1 (Thirst) (1 point)
"Summon Inner Strength" Stamina +1 & Great Endurance (3 points)
"Telekinesis" Move Object (2 pp/rank)

SUPER PSIONICS:
"Bio-Manipulation (The Evil Eye)"
"Pain" Affliction (Fort; Impaired & Daze/Disabled & Stunned/Incapacitated) (Ranged, Cumulative, Extra Condition) (4 pp/rank +6 AEs)
AE: "Blindness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Sight Only)
AE: "Deafness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Hearing Only)
AE: "Mute" Affliction (Fort; Impaired/Disabled/Incapacitated) (Ranged, Cumulative, Speech Only)
AE: "Paralysis" Affliction (Fort; Impaired & Dazed/Disabled & Stunned/Paralyzed) (Ranged, Cumulative, Extra Condition)
AE: "Stun" Affliction (Fort; Dazed/Stunned/Incapacitated) (Ranged, Cumulative)
AE: "Tissue Manipulation" Affliction (Fort; Impaired/Disabled) (Ranged, Cumulative, Limited Degree)

"Bio-Regeneration (Super)" Healing (Energizing) (3 pp/rank)
"Electrokinesis" Immunity (Electrical Damage), Damage, Affliction (Tech Skill of Creator; Entranced/Compelled/Controlled) (Machines Only, Cumulative, Ranged) (2 pp/rank + 1 AE + 5 points)
"Empathic Transmission" Mind Control (Limited to Emotions) (3 pp/rank)
"Group Mind Block" Immunity 20 (Mental Powers) (Affects Others, 120ft. Burst +3) (Flaws: Fades) (40 points)
"Hydrokinesis" Impurity Awarness, Features 1 (Boil Water), Move Object (Limited to Water), Blast (Requires Water) (1 pp/rank + 1 AE + 2 points)
"Hypnotic Suggestion" Mind Control (Limited to Simple Suggestions & Calming) (3 pp/rank)
"Mentally Possess Others" Mind Control (Physical Body is Defenseless) (3 pp/rank)
"Mind Block Auto-Defense" Psionic Probe/Attack Awareness (2 permanent points; Automatic)
"Mind Bolt" Blast (up to 8) (2 pp/rank)
"Mind Bond" Mind-Reading (Victim Reads User's Mind As Well) & Variable (Skills of Victim) (Both Wear Off After a Month -1) (1 pp/rank & 6 pp/rank -2)
"Mind Wipe" Affliction (Will; Dazed/Compelled/Transformed Memories) (Subtle 2) (Progressive +2, Cumulative) (4 pp/rank)
"P.P.E. Shield" Immunity 5 (Mental Drains) (5 points)
"Psi-Shield" Enhanced Parry (1 pp/rank)
"Psi-Sword" Damage 11 (Penetrating) (12 points + Penetrating) (Increases w/ Experience to +13 Damage)
"Pyrokinesis" Immunity (Fire, Limited to Half), Fire Awareness- Ranged, Features 1: Sets Things Alight, Growth (Limited to Flames), Nullify Flames, Fire Blast (2 pp/rank +2 AEs + 7 points)
"Telekinesis (Super)" Move Object (2 pp/rank)
"Telekinetic Force Field" Force Field (Impervious) (1 pp/rank + Impervious)
"Telemechanics" Technology Skill (Requires Item), Comprehend 2 (Machines) (1 pp/3 ranks + 4 points)
Last edited by Jabroniville on Sun May 27, 2018 9:57 am, edited 1 time in total.

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Davies
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Re: Palladium/Rifts into M&M

Post by Davies » Sun May 27, 2018 7:51 am

I'd use Communication and Comprehend Machines for Telemechanics, but that's just me.

Jabroniville
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Re: Palladium/Rifts into M&M

Post by Jabroniville » Sun May 27, 2018 9:55 am

Davies wrote:
Sun May 27, 2018 7:51 am
I'd use Communication and Comprehend Machines for Telemechanics, but that's just me.
OHHHHH, missed that part. It was the very end of a long stretch of statting out the powers and I skipped too much :).

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Xiticix

Post by Jabroniville » Sun May 27, 2018 1:01 pm

Image

XITICIX R.C.C.
Role:
Massed Horde
PL 7 (128)
STRENGTH
7 STAMINA 6 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE -2 AWARENESS -1 PRESENCE -2

Skills:
Close Combat (Unarmed) 1 (+7)
Expertise (Survival) 6 (+5)
Intimidation 7 (+5)
Perception 6 (+5)

Advantages:
Equipment 6 (Weapons), Ranged Attack 2, Startle

Powers:
Senses 6 (Ultra-Vision, Infravision, Acute & Extended Scent, Internal Compass, Tracking) [6]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Exoskeleton" Protection 2 (Extras: Impervious 3) [5]
Regeneration 1 [1]
"Venom" Linked to Strength-Damage; Affliction 5 (Fort; Dazed/Stunned/Incapacitated) (Extras: Progressive +2) Linked to Weaken Stamina 5 (Extras: Progressive +2) [30]

"TK-Rifle" (Flaws: Easily Removable) [16]
Blast 10 (Extras: Penetrating 6) (26 points)

Equipment:
"Melee Weapons" Strength-Damage +1 Linked to Affliction 5 & Weaken Stamina 5 (See Above) (31)

Offense:
Unarmed +7 (+7 Damage, DC 22)
Venom +7 (+5 Affliction & Weaken, DC 15 & 15)
TK Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +8 (+2 Impervious), Fortitude +8, Will +2

Complications:
Motivation (Multiply & Kill)

Total: Abilities: 42 / Skills: 18--9 / Advantages: 9 / Powers: 62 / Defenses: 6 (128)

-A somewhat large part of the setting is the "Xiticix" (Zy-tick-icks... which I've terminally mispronounced as "Zih-ti-kicks" my whole life) race of insectoid aliens. Mega-Damage creatures, they're said to inhabit massive hives all over Canada, and encroaching further. This seems to have a major purpose on Rifts Earth- the reason why the atlas isn't expanding past a certain point. Essentially, they're "filler" or "Here Be Dragons" material to explain why they haven't written anything about certain other areas. It's actually rather convenient and brilliant, because they weren't gonna get to Western Canada for a long time. AND it justifies why these human civilizations in the world haven't expanded their empires any further than they have.

-The Xiticix even feature in their own "World Book", indicating a much more varied, dangerous threat, though I haven't heard much of that book, myself.

-Xiticix are very powerful for a "Horde Race", making PL 7 with their durability and ranged weaponry. They're less durable than the Coalition troopers, but have a lot more attacks per round (giving them more accuracy in my stats). And they almost NEVER attack solo.

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Re: Palladium/Rifts into M&M

Post by Jabroniville » Mon May 28, 2018 3:18 am

Heh- I have no idea how I want to go, as far as "order of builds" goes on this thread. I'm ahead of my "Character Sheets" page, but also behind it, since I'm posting so much CS stuff in a row. I want to outline them, then the other Main Rulebook classes, on that thread. But also do all the Juicers at once.

I suppose I'll use this one for planning and "does this look okay?" stuff. I've got some Wizards to post soon.

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Mystic

Post by Jabroniville » Mon May 28, 2018 6:54 am

Image

MYSTIC MAGIC O.C.C.
Role:
Minor Mage
PL 8 (109)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+7)
Deception 2 (+4)
Expertise (Magic) 4 (+6)
Insight 3 (+5)
Investigation 3 (+5)
Perception 5 (+7)
Persuasion 3 (+5)
Stealth 2 (+5)

Advantages:
Equipment 6 (Gear), Ranged Attack 3, Ritualist

Powers:
"Sense Evil" Senses 3 (Evil Awareness- Ranged, Radius) [3]
Features 1: May Become a Medium For Another Being [1]

"Magic & Psionics"
"Befuddle" Affliction 8 (Will; Dazed & Vulnerable/Stunned & Defenseless) (Ranged, Extra Condition, Limited Degree) (16) -- [29]
  • AE: "Blinding Flash" Dazzle Visuals 6 (15ft. Burst) (16)
  • AE: "Cloud of Smoke" Concealment 2 (Visuals) (Attack, Ranged) (8)
  • AE: "Fear" Affliction 8 (Will; Dazed/Compelled/Controlled) (Ranged, Fear Only) (16)
  • AE: "Detect Concealment" Senses 4 (Vision Counters Concealment) (4 points)
  • AE: "Turn Dead" Mind Control 8 (Burst, Ranged Only, Limited to Animated Undead) (16)
  • AE: "Telepathy" Mind-Reading 4 Linked to Communication 1 (Mental) (Flaws: Limited to Brief Messages) (11)
  • AE: "Mind Block" Immunity 20 (Mental Powers) (Flaws: Fades) (10)
  • AE: "Sixth Sense" Danger Sense & Uncanny Dodge (2)
  • AE: "Clairvoyance" Precognition (4)
  • AE: "Astral Projection" Remote Sensing (Vision) 6 (Flaws: Physical Body is Defenseless) (6)
  • AE: "Exorcism" Nullify Possession 8 (Reach) (9)
  • AE: "Healing Touch" Healing 4 (8)
  • AE: "Psychic Purification" Nullify Drugs 6 (6)
Equipment:
"Light Body Armor" Protection 4 (Extras: Impervious 3) (7)
"Energy Rifle" Blast 7 (Multiattack) (21)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Gun +7 (+7 Ranged Damage, DC 22)
Magical Afflictions +7 (+8 Ranged Affliction, DC 18)
Blinding Flash +6 Area (+6 Affliction, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3 (+7 Armor), Fortitude +4, Will +6

Complications:
Enemy (The Coalition)- The CS actively hate Magic, and will kill any sorcerers they can find.
Power Loss (Magic)- Magic requires the internal energies the Sorcerer to work- too many Spells will wear them out.

Total: Abilities: 44 / Skills: 28--14 / Advantages: 10 / Powers: 33 / Defenses: 8 (109)

-The Mystic is said to be an intuitive, unlearned Sorcerer- one whose spells just COME to them, without any training or learning required. Sort of like D&D's Sorcerer class, but also with a smattering of Psionics. They know only low-level spells at first (the first two levels don't have any damage-dealing properties), but will slowly improve with time, gaining 20+ Spells by the time they reach their maximum. Their base spells are said to reflect the Wizard at that point in their life- greedy sorts will get spells to help thievery, angry men will gain offensive spells, etc. Their Psionics appear to never improve. Mages in Rifts were notoriously underpowered at first, lacking durability, Force Fields or even much in the way of combat spells. Despite their versatility, a City Rat or Rogue Scholar could still take them out.

-Mystics gain six spells at Level 1, and never change. Every level therafter, they gain additional ones, gaining four, then three, then two for every level after the third, corresponding to their own level (so they have to reach their maximum before getting Level 15 Spells). Their great versatily comes at the cost of Skills, which are VERY minimal, and their armor and weaponry are quite low. But how many D&D Wizards can tank a Rail Gun with their armor?

-My Mystic here chose spells based around "Helping Others"- therefore, he has a lot of disabling Afflictions to target the enemy, as well concealing smoke, Detection spells and other things.

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Line Walker

Post by Jabroniville » Mon May 28, 2018 8:27 pm

Image
ImageImage

LINE WALKER O.C.C.
Role:
Elite Mage
PL 8 (155), PL 9 (155) w/ Armor/Force Field
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+7)
Deception 2 (+5)
Expertise (Magic) 8 (+11)
Expertise (Demon Lore) 4 (+7)
Insight 3 (+6)
Investigation 3 (+5)
Perception 5 (+8)
Persuasion 3 (+6)
Stealth 2 (+5)

Advantages:
Equipment 6 (Gear), Ranged Attack 3, Ritualist

Powers:
"Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense) [7]
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]

"Line Drifting" Flight 1 (Flaws: Limited to Within Ley Lines) [1]
"Ley Line Observation Ball" Remote Sensing 1 (Vision) [2]

"Magic Net" Snare 7 (21) -- [35]
  • AE: "Ley Line Phasing" Teleport 10 (Extras: Extended, Accurate) (Flaws: Limited to Along Ley Lines, Source- 15-60 Second Ritual -1/2, Unreliable- 4/hour -1/2) (20)
  • AE: "Ley Line Transmission" Communication (Mental) 3 (Flaws: Limited to Along Ley Lines, Limited to Sending) (6)
  • AE: "Read Ley Lines" Remote Sensing (Touch) 12 (Flaws: Limited to Natural Disasters, Limited to Along Ley Lines) (4)
  • AE: "Ley Line Rejuvenation" Healing 6 (Flaws: Limited to Self, Limited to Within Ley Lines) (3)
  • AE: "Blinding Flash" Dazzle Visuals 8 (15ft. Burst) (20)
  • AE: "See Aura" Senses 11 (Detect Fighting Capability- Analytical & Ranged, Detect Magic- Ranged, Detect Psionics- Ranged & Acute, Detect Possession- Ranged) (11)
  • AE: "See the Invisible" Senses 4 (Vision Counters Concealment) (4)
  • AE: "Befuddle" Affliction 8 (Will; Dazed & Vulnerable/Stunned & Defenseless) (Ranged, Extra Condition, Limited Degree) (16)
  • AE: "Turn Dead" Mind Control 8 (Burst, Ranged Only, Limited to Animated Undead) (16)
  • AE: "Fear" Affliction 8 (Will; Dazed/Compelled/Controlled) (Ranged, Fear Only) (8)
  • AE: "Armor of Ithan" Protection 4 (Impervious 5) & Immunity 20 (Magic, Fire, Lightning) (Half-Effect) (19)
  • AE: "Energy Bolt" Blast 6 (12)
  • AE: "Invisibility: Simple" Concealment 2 (Vision) (4)
  • AE: "Energy Field" Force Field 5 (Affects Others 6) (11)
"Seal" Transform 2 (Entrance to Unopenable Entrance, Continuous) [10]

"Wing Board" (Flaws: Easily Removable) [8]
Flight 6 (120 mph) (12 points)

Equipment:
"Light Body Armor" Protection 4 (Extras: Impervious 3) (7)
"Energy Rifle" Blast 7 (Multiattack) (21)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Gun +7 (+7 Ranged Damage, DC 22)
Magical Afflictions +7 (+8 Ranged Affliction, DC 18)
Blinding Flash +6 Area (+6 Affliction, DC 16)
Energy Bolt +7 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3 (+7 Armor, +12 Armor of Ithan/Force Field), Fortitude +4, Will +8

Complications:
Enemy (The Coalition)- The CS actively hate Magic, and will kill any sorcerers they can find.
Power Loss (Magic)- Magic requires the internal energies the Sorcerer to work- too many Spells will wear them out.

Total: Abilities: 50 / Skills: 36--18 / Advantages: 10 / Powers: 68 / Defenses: 9 (155)

-Our "Generic" Spellcaster class, the Line Walker is named for the Ley Lines that encircle Rifts Earth. The Walkers seek them out, can feel and "touch" them, and spend years perfecting their knowledge of magic. For some reason, they're almost always depicted with these cool, futuristic "Gas Mask" things on their faces, though I can't find an explanation for them in the books. But it really makes them a stand-out class beyond "Guy In Robes", which would look hopelessly plain in this world. Line Walkers are mystically attuned to the Ley Lines which surround Rifts Earth, and has a lot of powers that revolve around just those things (I would guess that GMs are expected to use those a lot, particularly if one of these guys is in the party).

-Like the Mystic, their damage-dealing power isn't the greatest at first. However, they are allowed to gain spells as a CLASS FEATURE, simply going around and learning them from willing teachers. The Line Walker can hit PL 8 with his Afflictions, and even ramp up his durability to PL 9 with either the Armor of Ithan or a Force Field in this model. Otherwise, they're relegated to "support" like a lot of the Non-Combat Classes. Still, the sheer versatility of these guys is not to be underestimated- with TWELVE baseline spells (three each from Levels 1-4), plus some Ley Line abilities, these guys are spending a ton of points on powers, and any of them could greatly boost your squad's tactical capabilities.

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Re: Palladium/Rifts into M&M

Post by Batgirl III » Mon May 28, 2018 8:43 pm

Ley Line Walkers are also invaluable for their mass teleportation abilities, especially if you get swept up in a plot that will see the group crossing the continent — such as the A.R.C.H.I.E. campaign, the Four Horsemen campaign or doing a “world tour” that is going to take you everywhere.

Sure, Glitter Boys can run 60 MPH and Dragon Hatchlings can fly, but they can’t do it forever. There’s APC tanks, flying APC tanks, and even walking robotic RVs... But those have their own problems.

A mid- to high-level Ley Line Walker can magically transport the whole group, more or less instantly. With only a modest chance of something going wrong my (Hint: If the GM spent the whole week at school talking about the new Dimension Book he just bought, them your mishap chances when rifting automatically go up to 100%.)
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Re: Palladium/Rifts into M&M

Post by Jabroniville » Mon May 28, 2018 9:01 pm

Doesn't it have to be along a Ley Line? Or does the GM just always determine that it was :)?

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Re: Palladium/Rifts into M&M

Post by Batgirl III » Mon May 28, 2018 9:05 pm

It has to be along a Ley Line, but those things are almost everywhere. You might have to hike the last couple dozen miles, sure, but it’s easier to travel 36 km than 3,600 km.
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Re: Line Walker

Post by Ares » Tue May 29, 2018 12:54 am

Jabroniville wrote:
Mon May 28, 2018 8:27 pm

LINE WALKER O.C.C.
Role:
Elite Mage

For some reason, they're almost always depicted with these cool, futuristic "Gas Mask" things on their faces, though I can't find an explanation for them in the books. But it really makes them a stand-out class beyond "Guy In Robes", which would look hopelessly plain in this world.
My reasoning was that Ley Line Walkers hang out near ley lines. And ley lines can open portals to alien realms, and those realms might have non-oxygen based environments. So Ley Line Walkers wear those masks in case they encounter a nexus expelling toxic gases. Likewise, since they have several spells that can conjure gas and mists, the mask protects them from the effects of their own spells.

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Batgirl III
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Re: Palladium/Rifts into M&M

Post by Batgirl III » Tue May 29, 2018 1:05 am

They also can’t wear environmentally-sealed armor, which literally everyone else is going to have at a minimum.
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