Jab's Rifts Builds (Russia Done! Skraypers!)

Where in all of your character write ups will go.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Hidden Witch

Post by Jabroniville »

Image

THE HIDDEN WITCH O.C.C.
Role:
Secretive Sorceress
PL 7 (106 + Magic)
STRENGTH
1 STAMINA 7 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 5 (+7)
Expertise (Magic) 7 (+8)
Expertise (Survival) 6 (+8)
Insight 3 (+5)
Intimidation 3 (+5)
Perception 3 (+5)
Persuasion 3 (+5)
Stealth 2 (+4)

Advantages:
Close Attack 1, Equipment 3 (Vibro-Knife, M.D.C. Armor, etc.), Ranged Attack 3, Ritualist, Sidekick 7 (Animal Familiar)

Powers:
Morph 2 (Black Cat, Magpie or Raven) (Feats: Metamorph) (Flaws: Unreliable- 1/day -2) [4]

"Magic" (1D4+2 Spoiling Magic Spells, Sense Evil, Fear, Domination, Agony, Life Drain, Minor Curse, Sickness, Spoil, Blind)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Vibro-Knife +7 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +7 (+8 Armor), Fortitude +7, Will +4

Complications:
Secret (Magic)- Hidden Witches are trying to stay, well, hidden.
Motivation (Personal Gain)- Hidden Witches typically learn magic for personal power or wealth.
Responsibility (Inner Demon- Hidden Witches cannot control the horrible powers they have- sometimes, while sleeping, a manifestation of their desires, hate, revenge, envy, etc., will manifest in the form of a small flying animal. If they are good, it may be a protector of someone they care about. If evil, they are murderous creatures. They have only 30% of the Hidden Witch's power.

Total: Abilities: 62 / Skills: 32--16 / Advantages: 15 / Powers: 4 + Magic / Defenses: 9 (106 + Magic)

-"Also Known as the Gypsy Witch", lol. Most of these are female, but rather than making pacts with demons like most Witches did, they taught themselves power, and primarily to serve themselves. They are more thieves and brigands than murderers, making them "the least vile" but also "least powerful" of Witches.

-Hidden Witches have the same M.D.C. bodies & Regeneration as Night Witches. There is some decent skill selection, and for whatever reason even though they suck worse than Night Witches, they gain an extra attack! They have very small amounts of magic, at the start and even later, only slowly gathering some spells. Level 3: Negate Poison/Toxin, Cure Minor Disorder, Cure illness, Heal Wounds, Cure Illness, Purification (of food and water), Remove Curse. Level 5: Cleanse, Mend the Broken, Life Source, Fortify Against Disease, Heal Self, Greater Healing. Level 7: Second Sight, Charismatic Aura, Mask of Deceit, Multiple Image, Fool's Gold. Level 9: Metamorphosis: Animal, Negate Magic. Level 11: Oracle, Exorcism, Commune with Spirits. Level 13: Constrain Being, Curse Phobia. Level 15: Death Curse, Deathword, Restore Life.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Vodianoi (Water Spirit)

Post by Jabroniville »

Image

VODIANOI- WATER SPIRIT
Role:
Faerie Folk, Drowners
PL 10 (118 + Magic & Psionics)
STRENGTH
9 STAMINA 8/10 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+12)
Deception 4 (+4)
Expertise (Survival) 8 (+8)
Perception 8 (+8)
Stealth 8 (+11)

Advantages:
Close Attack 1, Ranged Attack 7, Tracking

Powers:
Enhanced Stamina 2 (Flaws: Source- Night) [2]
Senses 5 (Infravision, Vision Counters Concealment) [5]
Regeneration 6 [6]
Comprehend 2 (Speak to & Understand Languages) [4]
Immunity 10 (Cold Effects) (Flaws: Limited to Magic) [5]
Immunity 3 (Aging, Pressure, Drowning) [3]

Morph 1 (Average-Looking Person) (Flaws: Source- Night, Unreliable -2- 2/day) (Noticeable- Always Moist) (1) -- [2]
  • AE: Morph 1 (Pudgy Mer-Person) (Flaws: Source- Night, Unreliable -2- 2/day) (Noticeable- Always Moist) (1)
Swimming 6 (6) -- [7]
  • AE: Speed 2 (8 mph) (Flaws: Source- Night) (1)
"Magic" (All Water Elemental Spells Level 1-2, Create Water, Command Fish, Summon Sharks & Whales, Summon Storm, Drought)
"Psionics" (Mind Block, Exorcism, Telepathy, Hydrokinesis)

Offense:
Unarmed +11 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +8 (+10 Night), Fortitude +8 (+10 Night), Will +4

Complications:
Motivation (Drowning People)
Disabled (Illiterate)

Total: Abilities: 48 / Skills: 30--15 / Advantages: 9 / Powers: 36 + Magic & Psionics / Defenses: 10 (118 + Magic & Psionics)

-Vodianoi are named for frog-like old men that drown people in Russian folklore, and keep to that motif here, but are more likely to defend nature. One in 500 is said to be good-natured. Naturally, the males are ugly and the females sexy.

-Vodianoi are pretty weak, but still hit PL 10. They are PL 10 defensively at night as well.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Man-Wolf! Night Witch! Hidden Witch!)

Post by Jabroniville »

... so yes, I left out a Spirit by accident and had to post him after, lol. No wonder it felt like I got ahead of my building so quickly!
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Necromancer (Russian)

Post by Jabroniville »

Image

THE NECROMANCER O.C.C.
Role:
Probably-Evil Corpse-Raiser, Body-Enhancer
PL 8 (112 + Magic, Summons & Limbs)
STRENGTH
2 STAMINA 3 AGILITY 1
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+5)
Expertise (Survival) 5 (+7)
Expertise (Magic) 6 (+8)
Expertise (Demon & Monster Lore) 6 (+8)
Insight 3 (+6)
Intimidation 6 (+8)
Perception 3 (+6)
Stealth 2 (+3)
Treatment 3 (+5)

Advantages:
Equipment 2 (Gear), Ranged Attack 3, Ritualist

Powers:
"Impervious to Vampires" Immunity 2 (Vampire Powers) [2]

"Additional Appendage Grafting"
Extra Limbs 6 (Flaws: Source- Arms & Legs, Limited Duration) [2]
Enhanced Fighting 3 (Flaws: Source- Arms & Legs, Limited Duration) [2]

"Graft Horn"
Strength-Damage +2-6 (Flaws: Source- Animal Horns of Increasingly Difficult Obtainment, Limited Duration) [2]
Protection 5 (Flaws: Source- Animal Horns of Increasingly Difficult Obtainment, Limited Duration) [2]

"Graft Wings"
Flight 4 (Flaws: Source- Wings, Limited Duration, Winged) [2]
Protection 5 (Flaws: Source- Wings of M.D.C. Creature -2, Limited Duration) [2]

"Supernatural Being's Skull"
Variable (Powers of Dead Creature) 8 (Flaws: Source- Supernatural Skull -2, Unreliable, Limited to Half-Power) (24) -- [25]
  • AE: "Dragon Skull" Protection 5, Comprehend (Languages) 2, Immunity 5 (Fire Damage), "Breath Weapon" Blast 10-13 (Feats: Variable Depending on Dragon Type) (Flaws: Source- Dragon's Skull -2, Unreliable) (8)
"Animate & Control the Dead" Summon 4 (4 Bodies/Level, Variable- Corpse Types, Controlled, Source- Corpses)

"Union With The Dead" Ties Limbs To Their Body & Gains Animal Limb (Tentacle: +1 to hit & Damage & +4 Climbing; Rodent: +1 Strike & Parry, Cat: +2 Strike & Parry, +2 Stealth, +6 Climbing, +2 Damage; Canine: +1 to Strike & Damage; Bear/Mustelid: +1 Strike & Parry, +2 Damage; Bird Talons: +1 Strike & Parry, +2 Damage; Dragon Claws: +1 Strike & Parry, do +11 Damage & gain Impervious to Fire & +7 Toughness overall; Non-Magical M.D.C. Creature: Do +7 Damage; Hooves: Leaping & Speed 2; Kilin: Damage 7, Leaping & Speed 3; Unicorn: like Kirin +2 Damage; Primate: Use Feet as Hands & +6 Climbing)

"Magic" (6 Necromancy Spells, 6 Common Spells related to Necromancy- more may be added at any time)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Extra Limbs +6-8 (+2 Damage, DC 17)
Animal Limbs/Horns +5-8 (+4-8, DC 19-23)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+4-9 w/ Grafted Items), Fortitude +5, Will +5

Complications:
Power Loss (Magic)- All Magic requires the expenditure of P.P.E. Greater spells require more.
Responsibility (Insanity)- Necromancers have to roll on the Insanity table once in a while.

Total: Abilities: 40 / Skills: 38--19 / Advantages: 6 / Powers: 39 + Animate + Union + Magic / Defenses: 8 (112 + Magic, Summons & Grafts)

-Finally, we have a Necromancer in Rifts. Almost universally evil, these Mages are primarily from Europe & Africa, owing to the vile influence of Pharaoh Rama-Set, Gods of Darkness, and other supernatural forces in the region. They deal in death, blood sacrifice, and the attachment of limbs to their own bodies for additional power. Naturally, this is an "Optional Character"... except the Witch is a straight-up NPC class, because reasons.

-So yeah, Rifts Mystic Russia for some reason pops in one of these guys, too. But with "additional notes". Translation: We needed to fill some space and Kevin obviously forgot some shit he wanted to include last time (it's page after page of reprints, plus a ton of new spells). Necromancers are quite common in Russia, unlike the rest of the western world- it's thought that Kaluga Hags taught it, and they use the chaos of Russia to get away with doing their dark deeds without reprisal. Russian Necromancers are frequently members of evil gangs, but all but the most evil are disgusted by them- the most evil and duplicitous of the Warlords even permit their activities, and use them when necessary.

-Necromancers have a LOT of power variation, largely drawing from the attachment of dead body parts to their own bodies- these can involve great fighting enhancements (up to three pairs of limbs boosts attacks & accuracy by +3 in-game), extra damage from horns, extra speed from animal legs, and even power boosts if you use a Dragon's head or something from another supernatural creature. These are steep costs, and run out of magic soon like most spells, AND involve a baseline casting (takes about a round), so it's a limited way to get more powerful. But they'd make good villains at high enough levels- lots of options for powers, and access to tons of minions.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Necro-Magic

Post by Jabroniville »

Image

NECRO-MAGIC:
* The spells of the Necromancers actually aren't that bad, but mostly rely on controlling alread-available undead, Summoning things, doing minor stuff like detection & reading dead bodies, etc. Anything that's really good is quite costly. Rifts Mystic Russia adds "Bone Magic" spells to the list as well.

Level 1:
"Animate Body Parts" Animate pieces of dead bodies.
"Assemble Bones" Pieces together loose bones quickly.
"Bone & Joint Bonding" Binds skeletons together for purposes of later animation.
"Rattling Bones" Causes fear.
"Talking Bones" Makes skeletons talk- unnerving to others.

Level 2:
"Crawling Bones" Makes severed bits move on the ground.
"Fragile Bone to Wood" Turns bones into wood suitable for building.
"Stench of the Dead" Affliction- reduces accuracy.
"Hide Among the Dead" Blending with dead bodies.

Level 3:
"Accelerated Decay" Dead bodies and fresh foods rot very quickly.
"Object Read the Dead" Psychometry over dead bodies. Learns cause of death, nature of the corpse, etc.
"Recognize the Master" Gets their own bone gates/doors/etc. to recognize them as the maker. Opens without keys.
"Recognize the Undead" Automatically recognize all types of undead, even through illusions.

Level 4:
"Command Ghouls" Controls 2d4 Ghouls.
"Eyes of the Dead" Immunity to hypnosis. Recognizes undead on sight.
"Funeral Dirge" Plays music that makes many at -3 to all rolls.
"Kill Plants" Kills plant life.
"Maggots (insects)" Infests things with maggots by touch.
"Necro-Armor" Summons stinky armor. 13 M.D.C. per level of caster, and enemies are -1 to all rolls in proximity.
"Summon the Dead" Undead beings naturally flock to the caster.

Level 5:
"Consume Power & Knowledge" Gaints temporary boosts to stats by eating the body parts of an enemy. Courage (heart), Comprehend (tongue), Recognize things the victim had seen (eyes), etc.
"Death Mask" Mask that disguises face- Morph & Intimidation boost, plus Immunity 2 (Poison, Disease)
"Divining: Tombs & Graves" Detects Graves using a wishbone.
"Fragile Bone to Stone" Skeletons become stone-like in durability.
"Grip of Death" Ranged Radius Snare (hands rise from the ground).
"Locking Hand" A hand grabs tight at ST 7 or so.
"Poison Touch" Progressive Weaken (requires skin contact).
"Wear the Face of Another" Quickly takes the face off a corpse and places it on themselves for disguise.

Level 7:
"Curse- Death Wish" Curses someone to fear nothing- they become almost suicidal.

Level 8:
"Death Bolt" 1D6 Mega-Damage Blast/level (this turns it into Blast 12-14 at high enough levels). S.D.C. to non Mega-targets.
"Death Strike" Every melee attack does double-damage- upgraded to Mega-Damage if the target is M.D.C.! 1 minute per level, which is quite a lot.
"Fragile Bone to M.D.C. Bone" Turns bones into M.D.C. structures.
"Mock Funeral (Curse)" Victim sees themselves in a coffin and is unnerved- pentalties to rolls, some take double damage from things if the coffin features that, etc.

Level 9:
"Curse of Hunger" Constant hunger- eats to the poing of vomiting.
"Death's Embrace" Character is frozen and unable to act.
"Funeral Pyre" Immediately sets all corpses in area ablaze (meant to clean up after a battle).
"Greater Animated Dead" Range & duration of Animate & Control Dead is doubled. Also are stronger and all are +7 to attack & defense.
"Shadows of Death" Creates a shadow that gives extra Intimidation and -2 to all combat bonuses of targets. Alternatively, can be a curse taht causes sleeplessness and a -1 to combat bonuses of a target.
"Shadow of Doom (curse)" Causes depression- -2 to Initiative, -1 to combat bonuses, -20% to skills.

Level 10:
"Command Vampires" Acts as Master Vampire, controlling other Vamps. Extremely pricey.
"Curse of Wasting" Victim wastes away, dropping -1 to all rolls every day.
"Strength of the Dead" Protection- gives half the bonus of a nearby dead creature- even an M.D.C. one!
"Summon Insect Swarm" Creates a 100-foot insect swarm that clouds vision, sensors, and abilities (halves attacks, etc.).

Level 11:
"Bone Scepter" Creates permanent magic item. May cast Repel Animals Fear, Negate Poison Spoil or Turn Dead Sickness.
"Bone of Invisibility" Creates permanent magic item. Makes invisible.
"Summon Vampires" 1d4 Vampires come to the necromancer, and will obey them. Ones who like the Necromancer will stay longer.
"Transfer Life Force" Possesses a dead body, resembling them but being controlled.

Level 12:
"Bone Staff" Creates permanent magic item. Does Damage 10 to Mega-Damage creatures. Also Turn Dead, holds vampires at bay, double-damage to animated dead.
"Necklace of Bat Skulls" Creates permanent magic item. Perfect hearing & nightvision. Way too expensive for the cost (290 points!).
"Necklace of Bird Skulls" Creates permanent magic item. Long distance vision.
"Necklace of Dragon Teeth" Creates permanent magic item. See the Invisible.
"Necklace of Snake Skulls" Creates permanent magic item. Immunity (Disease & Poison).
"Summon Worms of Taut" Summons one Worm per level from the Palladium RPG.

Level 13:
"Skull With Flaming Eyes" Creates permanent magic item. Environment (Light), Blast 12 (6/day), double to Faeires, Angels, Elementals.
"Skull of Knowledge" Creates permanent magic item. See the Invisible, See Aura, Second Sight, Eyes of Thoth (1/day each). Knows various things.
"Necklace of Goblin Skulls" Creates permanent magic item. Nightvision, knows Gobblely & Faerie Speak.
"Skull With Flaming Eyes" Creates permanent magic item. Environment (Light), Blast 12 (6/day), double to Faeires, Angels, Elementals.
"Curse- To Hell & Back" Mind-shattering spell- -6 to Initiative, -4 to parry & dodge. Hard to get them to do anything.
"Summon Magot (monster)" Spelled "Maggot" repeatedly, and is apparently a unique kind of demon. They have 1D4x1000 M.D.C. (+17-19 Toughness!), do Damage 14 & Paralyzing Affliction 10. Insane cost (320 P.P.E.) means that usually blood sacrifices are required- a lot of them.

Level 14:
"Return From the Grave" Year-long ritual that turns Necromancer into a Master Vampire. +10 to hit & parry, +2 for every 4 levels of experience in life. Half magical might & skills.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Born Mystic

Post by Jabroniville »

Image

BORN MYSTIC O.C.C.
Role:
Primitive Mage
PL 7 (71 + Magic & Psionics)
STRENGTH
2 STAMINA 3 AGILITY 1
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 3 (+5)
Expertise (Survival) 4 (+7)
Expertise (Magic) 6 (+8)
Insight 3 (+6)
Perception 3 (+6)
Stealth 2 (+3)
Treatment 3 (+5)

Advantages:
Equipment 2 (Gear), Ranged Attack 3, Ritualist

Powers:
"Dowsing" Senses 3 (Detect Water- Ranged, Acute) [3]

"Magic" (4 Nature Magic Levels 1-3, 1D4+1 Living Fire Magic Spells or Bone Magic Spells, +2 Spells/level)
"Psionics" (Mind Block, Exorcism, Commune with Spirits, Sixth Sense, Meditation, 3 Sensitive, 2 Physical/Healing & 1 Super-Psionic)

Offense:
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +7

Complications:
Power Loss (Magic)- All Magic requires the expenditure of P.P.E. Greater spells require more.

Total: Abilities: 40 / Skills: 24--12 / Advantages: 6 / Powers: 3 + Magic & Psionics / Defenses: 10 (71 + Magic & Psionics)

-The Born Mystic is a kind of "innate sorcerer" with simple powers. They are simple folk who avoid education (finding it "creates walls" to the truth). They seem to get a grab-bag of powers from every other O.C.C. in this book, meaning they're kind of the "Jack of all trades/master of none" thing. Their skills are TRASH, however- only a pittance of things, and six other ones.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Russian Fire Sorcerer

Post by Jabroniville »

RUSSIAN FIRE SORCERER O.C.C.
Role:
Fire Mage
PL 8 (82 + Magic)
STRENGTH
2 STAMINA 3 AGILITY 1
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Survival) 5 (+8)
Expertise (Magic) 6 (+8)
Insight 3 (+6)
Intimidation 4 (+6)
Perception 3 (+6)
Stealth 2 (+3)
Treatment 3 (+5)
Vehicles 2 (+4)

Advantages:
Equipment 2 (Gear), Ranged Attack 3, Ritualist

Powers:
Immunity 5 (Smoke, Heat, Visual Dazzles) [5]
Immunity 10 (Fire Effects) (Flaws: Limited to Fires Below +6 in Effects) [5]

"Magic" (3 Fire Magic Spells from Levels 1-4, +1/level or whenever learned)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Knife +5 (+7 Damage, DC 22)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +7

Complications:
Power Loss (Magic)- All Magic requires the expenditure of P.P.E. Greater spells require more.

Total: Abilities: 40 / Skills: 32--16 / Advantages: 6 / Powers: 10 + Magic / Defenses: 10 (82 + Magic)

-Similar to, but distinct from (apparently), the Fire Warlock is the Russian Fire Sorcerer. This one has no link to Elementals, but is a standard spellcaster with a focus on fire and smoke spells. There's... nothing else really to them, but they have better skills than Born Mystics, at least. The key advantage here seems to be access to a lot of spells for relatively cheap- 20 points for some of the good Blasting ones.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Living Fire Magic

Post by Jabroniville »

Living Fire Magic:
* These guys actually end up being some of the better Blasters among the mages, getting pretty cheap Line & Ranged Damage attacks at early levels. This almost comes off like a Mulligan of the Mulligan of Federation of Magic.

Level One:
"Cloud of Smoke" Visual Concealment.
"Finger Sparks" Goofy cheap spell used for entertainment or lighting fires.
"New Fire" Easily creates fire by rubbing sticks together.
"Pluck & Handle Flame" Can take bits of fire out and manipulated it by hand.
"Smoke Smell" Illusory smell.

Level Two:
"Bright Sun" Dazzle Visuals Burst.
"Column of Somke" Can be used to climb.
"Extinguish Fire" Negates fires.
"Locate & Identify Fire" Senses.
"Toxic Smoke Cloud" Cloud Area Affliction/Concealment.

Level Three:
"Circle of Flame" Damage 6 circle of flame.
"Insect Chaser" Keeps insects away for 30 min/level.
"Ignite Fire" Ignites any flammable object.
"Impervious To Fire" Total Immunity to napalm, plasma, fire, etc.
"M.D. Torchfire" Turns a torn into a +9 Damage club.

Level Four:
"Blessing From Svarozhich" Lets anyone work fire without misfortune, M.D. fire does half-damage.
"Climb Smoke" Can climb smoke as if it's solid.
"Fireblast" Line Damage 10.
"Fire Bolt" Blast 11 (Accurate 2).
"Fire Shield" Parry +2, Damage 6.
"Fire Meld" Insubstantial/Invisible (Source- Fire).

Level Five:
"Armor of Svarozhich" 12 M.D.C. per level.
"Bonfire of Purification" Instantly removes diseases, Vampire's Bite, etc. for corpses when burned here. Food cooked is pure of poison.
"Fire Ball" 1D4 Mega-Damage per level (so conceivably quite a lot).
"Fumigate Insects" Cloud Area Weaken Stamina (Insects).

Level Six:
"Fire Blossom" Carry-able fire that can ignite whenever requested.
"Healing Touch" Fire w/ Healing 6-8, Restorative.
"Perun's Celestial Fire Bolt" Blast 10 (Blast 14 to Supernatural).

Level Seven:
"Ballistic Fire" Blast 6 (Multiattack/Burst). Covers a wide range with a variable number of missiles.
"Bonfire of Expulsion" All Lesser Demons, Faerie Folk & Evil Woodland Spirits run 2D6 miles away.
"Fire Gout" Blast 13.
"Perun's Fire Scourge" Blast 6, Blast 13 (Secondary Effect) to Supernatural creatures. Fire/Lightning ones take only half-damage.

Level Eight:
"The Torch & Wheel" Ritual makes an area immune to poison & disease for days.

Level Nine:
"Dessicate the Supernatural" Penetrating Fortitude Blast 13 to supernatural monsters. Environmental armor blocks it.
"Dragonfire" Fire Breath 12.

Level Twelve:
"Metamorphosis- Smoke" Turns into Smoke (Insubstantial 3, Flight, Reaction Concealment/Affliction for choking). Too expensive to be worthwhile.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Mystic Kuznya

Post by Jabroniville »

Image

MYSTIC KUZNYA O.C.C.
Role:
Magical Armorsmith
PL 11 (145 + Magic)
STRENGTH
2/10 STAMINA 3/8 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Expertise (Survival) 5 (+8)
Expertise (Smithing) 10 (+12)
Expertise (Gems) 6 (+8)
Insight 3 (+6)
Intimidation 3 (+6)
Perception 2 (+4)
Persuasion 1 (+4)
Vehicles 2 (+4)

Advantages:
Artificer, Benefit (Fame), Equipment 4 (Gear), Ranged Attack 6

Powers:
Immunity 2 (Cold, Heat) [2]
Immunity 10 (Fire Effects) (Flaws: Limited to Non-Magical) [5]
Immunity 2 (Making Items Under Torture- items are always non-magical if they are forced to make them) [2]

"The Mettle of Kuznya Sorcery"
Enhanced Strength 8 [16]
Enhanced Stamina 5 [10]

"Indestructible Giant Sledgehammer" (Feats: Restricted to Super-Strong Beings) (Flaws: Easily Removable) [10]
Strength-Damage +3 (Feats: Accurate) (Extras: Penetrating 8) (11)
Strength-Damage +1 (Extras: Penetrating 1) (Flaws: Limited to Supernatural) (1)
Enhanced Parry 2 (2)
Enhanced Advantages: Improved Disarm (1)
-- (15 points)

"Mystic Chain Mail" (Flaws: Removable) [8]
Protection 5 (Extras: Impervious) (10 points)

"Magic" (Ignite Fire, Fuel Flame, Extinguish Fire, Superhuman Strength, Manipulate Objects, Deflect, Ricochet Strike, Implosion Neutralizer, Create Steel, Power Weapon, Speed Weapon, Enchant Weapon)

Offense:
Unarmed +6 (+10 Damage, DC 25)
Giant Sledgehammer +7 (+13 Damage, DC 28)
Sledgehammer the Supernatural +7 (+14 Damage, DC 29)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (+8 w/ Hammer, DC 16-18), Toughness +8 (+13 Mystic Armor), Fortitude +8, Will +7

Complications:
Power Loss (Magic)- All Magic requires the expenditure of P.P.E. Greater spells require more.
Responsibility (Fame)- Mystic Kuznya are mobbed everywhere they go, treated like major celebrities.
Responsibility (Serve No Nation)- Mystic Kuznya swear an oath to Svarog the Divine to serve no nation, people or army.
Power Loss (Magic Smithing)- Mystic Kuznya require magical golden hammers for their magical work.

Total: Abilities: 46 / Skills: 32--16 / Advantages: 12 / Powers: 53 + Magic / Defenses: 8 (145 + Magic)

-Mystic Kuznya are smiths who can create magical weapons and armor- this makes them hot commodities celebrated wherever they go- this turns some into snobs or fame-seekers, losing sight of the common man. They're also low-level Mega-Damage warriors. They are chintzy in doling out magic for fear of unbalancing the political climate in regions- people given too many gifts may be attacked, or attack their neighbors. Svarog, their Patron God, forbids them from serving any one master, and so they are wandering helpers, giving a bit of aid here and there, lest one side take too much power (because who knows what the future holds? Today's ally may be the enemy of future generations). They are most likely to give magical weapons to great heroes like the Bogatyri, Demon-Slayers, etc. They look decent enough, but Wayne Breaux just makes them look like regular ol' knights, for the most part.

-Mystic Kuznya have a small amount of M.D.C. (P.E.x3), but a MASSIVE amount of Strength, doing +9-10 Damage on average! They also get bonuses to AWA & PRE, +1 to attack & parry, and a handful of magic spells (though they cannot learn more). They have pretty basic Skills, but notably some insanely powerful gear- a melee weapon doing +13 Damage, and a 400 M.D.C. suit of armor. In short, these guys SCREAM "You Want To Play This". Overwhelmingly strong, better than all the other knights, and tough as hell. Only 'Borgs and Juicers could take these guys for the most part- they make PL 10.5 to hit & parry.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Kuznya Gear

Post by Jabroniville »

MYSTIC KUZNYA GEAR:
-Many of these are quite powerful, but take a long time to make- 2-5 weeks will be needed to recover after making a "Greater Magic Item"- they will be at half-health, strength, etc. until then. It can take 2-6 months to make an item with multiple magic features.

"Impervious to Fire" Weapon cannot be burned by any fire.
"Combat Bonuses". +1 to hit, +2 to parry & disarm.
"Quick Strike" +1 to hit & Initiative.
"Make Any Metal M.D.C." Especially useful for silver, which is normally fragile. It adds +1D6 S.D.C./M.D.C. to the supernatural.
"Inflict Mega-Damage" Standard damage-dealing. Many cost 200+ P.P.E. (up to +13). Hammers get +1D6 Mega-Damage for free.
"Double-Damage Against Supernatural"
"Variable Damage" Damages S.D.C. beings for lesser amounts.
"Flaming Weapon" Adds 3D6 Mega-Damage to any weapon (... that's a lot).
"Silent Armor" Stealth bonus.
"Featherweight Armor" Lighter armor.
"Fast Forge" An extra 100 P.P.E. to forge a weapon in only a day.

Magic Bonuses From Different Types of Metal:
* Okay, this is a unique kind of bonus.

"Gold" +1 Initiative, +2 Strike/Parry.
"Silver" S.D.C. to Mega-Damage. +1D6 damage to Supernatural creatures if pure.
"Bronze" Dazzle Visuals (6/day). Blast 10 w/ 45 P.P.E. spent.
"Copper" Impervious to fire. User can also resist it (half-damage).
"Iron" Half or no damage from electricity.
"Steel" +1 ot strike, 30 P.P.E. adds +1D6.

Lesser Magical Items:
Unbreakable Plow, Magical M.D. Scissors (yes, really- can cut Mega-Damage materials), Magical M.D. Bolt-Cutters. Magic Arrows give different properties (Gold: +2 to hit, Silver: the usual benefits, Bronze: twice the distance, Copper: +1 Fire Damage, Iron: Affects Insubstantial, Steel: Blast 9).

Greater Magical Metal Items:
* These are the ones that tire the Kuznya out.

"Angel Horseshoes" Horses run 30% faster & jump 50% farther. Fatigues at half-normal rate.
"Dragon Armor" Immunity (Dragon's Breath, Fire). +11-12 Toughness.
"Angel's Armor" Flight. Globe of Daylight & Turn Dead (3/day each). Chest has a holy symbol. +12-13 Toughness.
"Dragonblade" +7 Damage, +11 to Dragons & Supernatural Beings.
"Spiritblalde" +10 Damage, +12 to Energy Beings, Ghosts, Elementals.
"Serpent Rod" +9 Damage, +11 to Supernatural Beings. Double-Damage to Serpents (including Dragons). Immune to Snake Venom & +3 to checks against Poison.
"Metal Claw Wand" +11 Damage- can gain the bonuses from being made of the above metals.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

The Slayer

Post by Jabroniville »

Image

THE SLAYER O.C.C.
Role:
Monster Slayer
PL 8 (95 + Magic)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 0

Skills:
Athletics 4 (+6)
Expertise (Survival) 5 (+8)
Expertise (Magic) 3 (+5)
Expertise (Demon & Monster Lore) 8 (+10)
Insight 3 (+6)
Intimidation 7 (+7)
Investigation 3 (+6)
Perception 5 (+8)
Stealth 2 (+4)
Treatment 3 (+5)
Vehicles 3 (+7)

Advantages:
Equipment 5 (Gear), Ranged Attack 1, Ritualist

Powers:
Senses 5 (Supernatural Detection- Ranged, Acute & Analytical, Low-Light Vision, Vision Counters Concealment) [10]
Immunity 2 (Vampire Bite & Mind Control) [2]
Regeneration 2 (Flaws: Source- Ley Lines) [1]

"Magic" (Globe of Daylight, Turn Dead, Armor of Ithan, Fire Bolt, Fire Ball, Call Lightning, Magic Net, Magic Pigeon, Tongues, Magic Shield, Fists of Fury, Deflect, Targeted Deflection, Ricochet Strike, Frostblade, Lightblade, +1-2 per 2 levels, but can learn normally as Line Walkers can)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Knife +5 (+7 Damage, DC 22)
Lasers +5 (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+11 Armor), Fortitude +5, Will +7

Complications:
Power Loss (Magic)- All Magic requires the expenditure of P.P.E. Greater spells require more.
Obsession (Slaying the Supernatural)- Slayers are infamously single-minded.

Total: Abilities: 42 / Skills: 46--23 / Advantages: 7 / Powers: 13 + Magic / Defenses: 10 (95 + Magic)

-Hey look, a gun-toting bad-ass. These guys are specialists in exterminating evil Supernatural Beings (Dragons, Woodland Spirits, Demons, etc.), especially Demons & Serpents (like the Wolf-Serpent in this book). They are merciless hunters who use magic only to kill, but even the most bloodthirsty will not sacrifice even a single human life in their mission. Most others, including the Warlords, consider them aloof, too serious, and too obsessive- even arrogant. I dunno why they throw in all this "they all behave like X" stuff when most classes are allowed some diversity- it's like a stereotype baked right into the O.C.C.

-Slayers have a pretty good alottment of Spells, a good set of starter Skills, but weak secondary choices. Aside from Sensory Powers, they have little that specifically helps them fight the Supernatural- they are expected to be using great gear, like Vibro-Weapons. They're even assumed to be using Light & Heavy M.D. Armor. They're effectively "just another martial class", albeit focused on monster-slaying.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Old Believer

Post by Jabroniville »

THE OLD BELIEVER O.C.C.
Role:
Fire Mage
PL 8 (106 + Magic)
STRENGTH
2 STAMINA 3 AGILITY 1
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Athletics 3 (+5)
Expertise (Survival) 5 (+8)
Expertise (Magic) 6 (+8)
Expertise (Gemology) 5 (+7)
Expertise (Construction) 4 (+6)
Expertise (Russian Lore) 8 (+10)
Insight 3 (+6)
Perception 3 (+6)
Persuasion 4 (+8)
Stealth 2 (+3)
Treatment 3 (+5)

Advantages:
Equipment 2 (Gear), Ranged Attack 3, Ritualist, Sidekick 5 (Animal Familiar), Well-Informed

Powers:
"Empathy With Animals"
Enhanced Advantages: Animal Empathy [1]
Features 1: Woodland Creatures Accept Them as One of Their Own [1]
Immunity 1 (Cold) [1]

"The Staff of Moist Mother Earth" (Features: Restricted 2- Only the Old Believer) (Flaws: Easily Removable) [13]
Strength-Damage +5 (5)
Strength-Damage +4 (Flaws: Limited to Supernatural Beings) (2)
Features 2: Faerie Folk & Woodland Spirits Accept Wielder as A Friend (2)
Features 1: Counts as Holy Symbol (1)
Comprehend 4 (Languages 3, Elementals) (8)
-- (18 points)

"Magic" (1D6+6 Nature Spells, plus Globe of Daylight, Sense Evil, Sense Magic, Climb, Turn Dead, Purification- food and water, Cleanse, Create Wood, Mystic Fulcrum, Life Blast, +1D4 Wizard/Nature spells per level- Nature spells at 3 levels higher than their actual level)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Staff +5 (+7 Damage, DC 22)
Staff vs. Supernatural +5 (+11 Damage, DC 26)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +7

Complications:
Power Loss (Magic)- All Magic requires the expenditure of P.P.E. Greater spells require more.
Motivation (Warding Demons & Helping People).

Total: Abilities: 44 / Skills: 48--24 / Advantages: 12 / Powers: 16 + Magic / Defenses: 10 (106 + Magic)

-Yes, ANOTHER freaking mage! This one is a " combination shaman, sage and sorcerer who knows and understands all the old superstitions, folk tales, and lost Russian Magic, and lives by the old ways". They are wise and know all the folk tales, and are respected by both people and Woodland Spirits. Witches and demons fear them, despite them being wimps. Like most Mages in this part of the world, they are travelling helpers who do things for a fee (usually small, as they are kindly for the most part).

-Old Believers have a solid Mega-Damage weapon, doing high damage to Supernatural Creatures, but are otherwise basic PL 8 guys, albeit with a good stretch of skills.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Nature Magic

Post by Jabroniville »

NATURE MAGIC:
* OH GOD MORE SPELLS. These are all utilitarian and most are incredibly goofy and lame, focused around bee's wax and uses for it. Some are good at repelling demons, at least.

Level One:
"Crunching Egg Shell" Magically-loud noise in a circle of eggshells should anyone but the caster step on them.
"Melt Bee's Wax" Instantly melt wax (lol, really?).
"Sacred Oath" Allows them to ask forgiveness if they break an oath (something that costs them half their power, or all of it).

Level Two:
"Glue With Bee's Wax" Uses it like glue.
"The Bee's Friend" Bees treat them like a friend.
"Make Honey & Syrup Candy" Transform honey/syrup into instant candy.

Level Three:
"Bake Magic Kulich" Two slices fill stomach as an entire meal would.
"Bless Food" Undoes spoiling.
"Seal a Wound with Bee's Wax" Bleeding & pain stop immediately.

Level Four:
"Bee's Wax Disguise" Sculpts wax as believable disguise.
"Colored Egg" One egg acts as 24 hours of nourishment.
"Hold Tight with Bee's Wax" Preserves food and holds things shut to all but very strong beings.
"Make Honey Medicine" Curative medicine.
"Negate Spoiling Magic" Nullify.

Level Five:
"Glimpse of the Future" Divines happiness, tragedy, etc.
"Rope of Steel" Makes rope into Mega-Damage structure.

Level Six:
"Magic Knots" Can hold insubstantial beings, hang M.D.C. beings, nullify magic, etc.
"Strength of the Earth" Turns S.D.C. into M.D.C. & makes strength Supernatural.

Level Seven:
"Living Bones of Stone" Makes Toughness +7-8 or so. Immune to Falling Damage.

Level Eight:
"Living Bones of Air" Makes near-Insubstantial. Can't be touched but can only go through small openings.
"Demon's Mock Funeral" Makes supernatural beings think someone is dead.
"Swords to Snakes" Turns weapons into non-venomous snakes.

Level Nine:
"Enchant The Mighty Rooster" Summons a rooster that detects Undead & Demonic forces and scares them.
"Magic Egg" Either 1) Makes bees that heal the egg's opener- they swarm evil beings (-1 to all combat rolls). 2) 10 P.P.E. 3) Armor of Ithan/Living Bones of Stone. 4) Calm Storm.

Level Ten:
"Healing Water" Makes any water restorative. Can restore dead with 220 P.P.E.
"Snakes to Swords" Turns snakes into Swords +6-10.

Level Eleven:
"Circle Dance" Creates great dance that sends evil beings sulking away and gives everyone +2 against magic.
"Protective Magic Ring" Prevents illness, Lesser Demons & Woodland Spirits from entering area, or exiles them from the circle.
"Summon Fog" from main rulebook.

Level Twelve:
"Bee's Wax Effigy" Effigy of person that makes them either Immune to Fire Effects, Poison, Disease, Cold Effects, Mind Control/Possession, or gives them +3 Strength & Great Endurance.
"Calm Storms" from main rulebook.
"Summon Rain" from main rulebook.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Fuck This Book SUUUUUUCCCCCKKKKKSSSSS

Post by Jabroniville »

Image

RUSSIAN GYPSIES:
* WHAT TH--?!? OH FOR SHIT'S SAKE *flips over table*

Gypsies. AGAIN. For whatever reason, they devote page after page near the end of this book to the Gypsies that were part of Rifts: Triax & The NGR, even repeating the same O.C.C.s! Why? PAGE-FILLER! I dunno, and more notes for them, plus some O.C.C.s Kevin thought of. I guarantee you they're only here because he realized later he wanted to add them and needed a vaguely European book to attach them to. There's another note about how "Oh no, these aren't the ACTUAL historical Gypsies- these are just people CALLING themselves that", which just doesn't work, especially when you toss in all the real-life stereotypes about Gypsies/Roma as fast-talking liars, scoundrels and pickpockets and use the older, now-improper name for them. Like, you can't create a "Negro O.C.C." and have the characters be shiftless slackers or angry criminals and then go "OH, haha- not REAL black people! They're just a random cultural group adopting some of these characteristics!".

So Gypsies in Russia are accepting of others and will deal with the supernatural, which makes others treat them like dangerous outcasts. Since they ARE outcasts, and also have a histiory of lying and embellishment ("Gypsies lie a great deal"- it actually says that), this is understandable. The Warlords and their camps hate and mistrust them, stealing and raping at will.

GYPSY O.C.C.s (Wait, What the Fuck?)
Role:
Gypsy Thieves (OH SHIT ACTUAL CLASS NAME)
PL 4 (69)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+5)
Deception 4 (+7)
Expertise (Nomadic Traveler) 5 (+6)
Expertise (Performance- Singing/Dancing) 4 (+7)
Persuasion 4 (+7)
Sleight of Hand 4 (+9)
Vehicles 1 (+6)

Advantages:
Equipment 4 (Assorted Gear), Luck

Offense:
Unarmed +5 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +4, Will +4

Complications:
Motivation (Greed)
Hatred (Honest Work)

Total: Abilities: 44 / Skills: 26--13 / Advantages: 5 / Powers: 0 / Defenses: 7 (69)

-Hahahaha WHAT? Unquestionably the part of this book that has aged the least well, the group that includes an honest-to-god class named "Gypsy Thief O.C.C." basically adopts the worst aspects of Gypsy stereotypes (the "Roma" people descended from India's "Untouchable" caste, who have since become a stereotyped underclass in European society), combines them with Marvel's Gambit (complete with "Cheri" instead of "Chere" because somebody probably misread something) and just says "oh but these aren't THOSE Gypsies"- these are, in fact, just people who BEHAVE like some Creole Gypsy Thief or whatever. Some aren't even human! Like, D-Bees and stuff.
-Seriously, it's paragraph after paragraph about how they lie, cheat, and steal, avoid all honest work, and laugh off anyone attempting to get them to conform. Their "caravans" are said to bring great trouble, and more. Now, I don't know ANY Europeans with a positive experience with Roma, but haha, WOW.

Gypsy O.C.C.s:
GYPSY THIEF O.C.C.- PL 4 (73): Sleight of Hand 2 (+11), Expertise (Criminal) 6 (+7) [4]
-Basically, you are Gambit minus the mutant powers. It even doesn't get much of a class description.

Image

GYPSY WIZARD THIEF O.C.C.- PL 4 (108 + Magic): Expertise (Magical Creatures) 6 (+7), Expertise (Music) 2 (+5), Expertise (Criminal) 4 (+5), "Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense), Senses 4 (Rift & Magical Awareness- Ranged), "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), "Ley Line Transmission" Communication (Mental) 3 (Flaws: Limited to Along Ley Lines, Limited to Sending), "Read Ley Lines" Remote Sensing (Touch) 12 (Flaws: Limited to Natural Disasters, Limited to Along Ley Lines), "Magic" (Bunch of Spells) [39 + Ley Magic]
-A less-good thief combined with a Line Walker.

GYPSY SEER O.C.C.- PL 4 (75 + Magic): Expertise (Magical Creatures) 6 (+7), Senses 2 (Detect Evil- Ranged), "Read Palms" Senses 3 (Analytical Detect Alignment- Requires Ritual), Magic (Oracle, Exorcism, See Invisible, Death Trance) [8 + Magic]
-Seers are born with the ability to detect magical beings of various types.

LAYER OF LAWS O.C.C.- PL 4 (70): ST -1, STA -2, AGI -2, Expertise (Magical Creatures) 6 (+7), Expertise (History) 8 (+9), Expertise (Law) 6 (+7), Well-Informed [1]
-Elders of the bands with plenty of historical knowledge.

GYPSY FORTUNE TELLER O.C.C.- PL 4 (80 + Magic & Psionics): Senses 6 (Detect Evil- Ranged, Detect Supernatural Creatures- Ranged & Acute, Detect Spoiling Magic- Ranged), "Read Palms" Senses 3 (Analytical Detect Alignment- Requires Ritual), Comprehend 2 (Spirits, Limited to Woodland Ones), "Magic" (Second Sight, Glimpse of the Future, See the Invisible, Object Read the Dead, Turn Dead), "Psionics" (Clairvoyance, Dowsing, Object Read, Remote Viewing, See Aura, See the Invisible, Commune with Spirits, Mind Block) [11 + Magic & Psionics]
-Actually better than the Seer, adding magic AND psionics.

GYPSY- THE GIFTED O.C.C.- PL 4 (65 + Psionics): No Sleight of Hand, Minor to Master Psionics [-4 + Psionics]
-Psionics who roll randomly to determine how much they get- a little or quite a lot.

GYPSY BEGUILER O.C.C.- PL 7 (119 + Psionics): STA +6, PRE +1, Attractive, Morph 3 (people & animals), Shapeshift 3, Regeneration 2, "Psionics" (Detect Psionics, Suppress Fear, Empathy, Telepathy, Resist Fatigue, Resist Hunger, Resist Thirst, Mind Block Auto-Defense, Hypnotic Suggestion) [50 + Psionics]
-Shockingly powerful Shapeshifters who are natural M.D.C. creatures. Their Skill selection is garbage, though.

GYPSY ENFORCER O.C.C.- PL 7 (77 + Magical Gear): ST +2, STA +1, Athletics +2 (+9), Vehicles +2 (+8), Kuznya Body Armor & Magic Weapon [8 + Magical Gear]
-The only "Warrior O.C.C." among the Gypsies. Usually males who act as clan protectors and guards. They have magical and Kuznya items ("acquired", it says). All have beards and mustaches (... "usually" male?). Good physical bonuses but again, weak Skills.
Jabroniville
Posts: 17384
Joined: Fri Nov 04, 2016 8:05 pm

Sovietski Gear

Post by Jabroniville »

MORE SOVIETSKI SHIT:
-Ahahahaha, oh jesus christ, book- eat a dick! TWELVE PAGES of unrelated Sovietski shit in the back of the book! Just lots of Breaux pics of vehicles! Hoorayyyyyyyyyyy...

They at least admit this was all squeezed out of Warlords of Russia by space limitations. So it lists a bunch of sensors and junk, computers and all sorts of weird high-tech junk for the players who are interested in that sort of thing (M&M blows off all this so much that it's funny to see a setting where the opposite is true). The Thunderbolt Assault Truck is +10 Toughness with a +14 cannon. The Bulldog all-weather vehicle is +12 Toughness with +11 guns and a +13 Rail Gun. The Thundersword Combat Platform is massive and has +15 Toughness and a +14 Rail Cannon. The Groundthunder Heavy Tank is +13 Toughness with +13 guns and a remarkably +14 Slam attack. The Hailstorm Hover Tank has +13 Toughness and a +14 Rail Cannon. The Maelstrom Hover Tank is +15 Toughness and a +14 Rail Cannon. Every single thing has Mini-Missiles and usually a few other turrets on it.
Post Reply