Jab's Rifts Builds (Rifts- A Final Summation!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Administrator

Post by Jabroniville »

Image

ADMINISTRATOR O.C.C.
Role:
City Admins
PL 7 (79)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 4 (+5)
Expertise (Administration) 8 (+10)
Expertise (Streetwise) 2 (+3)
Expertise (Specific Job) 6 (+8)
Insight 4 (+6)
Intimidation 3 (+4)
Perception 3 (+4)
Persuasion 4 (+5)
Technology 4 (+6)
Vehicles 2 (+6)

Advantages:
Benefit 3 (Rank- Level 5 Citizens), Equipment 6 (Good Armor, High-End Vehicles), Beginner's Luck, Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Rifle +5 (+9 Ranged Damage, DC 24)
Initiative +2

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

Complications:
Motivation (Greed/Adventure/Status/Exile)

Total: Abilities: 38 / Skills: 44--22 / Advantages: 11 / Powers: 0 / Defenses: 8 (79)

-These "NPCs" are the people who work for the government in the Tech-Cities- they are "Level 5" Citizens (the highest-tier) who are in charge of leading and supervising business and government decisions. They may know many secrets, and higher-tier ones are followed around by bodyguards who either defend them, or kill them if they are seen betraying the City! PC Administrators are expected to be "mavericks" who do their own thing, and are disliked by other Level 4-5 citizens for it.

-Most of the Administrator O.C.C.'s description is spent on literal mechanics for how long their requests take to be carried out- specialized gear, favors, or men. They have an absolute TON of Skill choices, though- getting barebones to their base but TEN extra ones, then six Secondary ones- some of the most of any O.C.C. in the game.
Last edited by Jabroniville on Wed Aug 11, 2021 3:07 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Cyber-Specter

Post by Jabroniville »

Image

CYBER-SPECTER O.C.C.
Role:
Computer Hackers, Rebels
PL 6 (69)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+4)
Deception 5 (+6)
Expertise (Streetwise) 2 (+3)
Expertise (Day Job) 4 (+6)
Insight 4 (+6)
Perception 3 (+4)
Persuasion 4 (+5)
Technology 4 (+6)
Technology 6 (+12) -- Flaws: Limited to Computers
Vehicles 2 (+6)

Advantages:
Equipment 4 (Vest, Good Vehicles), Beginner's Luck, Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Anti-Assassin Vest), Fortitude +4, Will +4

Complications:
Motivation (Greed/Adventure/Status/Exile)

Total: Abilities: 38 / Skills: 36--17 / Advantages: 6 / Powers: 0 / Defenses: 8 (69)

-Huh- so THESE are the rebellious punkers (I hate punkers) of the Tech-Cities. While open rebellion is nigh-impossible with drones and surveillance everywhere, a small band of intelligent cyber-hackers exist, using careful code ask a mask for their enterprises. They rebel for its own sake, and mostly seek out encrypted information for the fun of it. They can mess with schedules, make sure Outbackers get extra shipments, etc., though military and vital city operations are monitored to closely to be hacked.

-A fat chunk of the O.C.C.'s description is about the uses for the "Computer Hacking" skill, indicating not only how long things take, but how long before they're discovered, and the negatives that arise over complications in the process. Major skills are otherwise basic, but they share the Administrator's huge breadth of "extra" Skills, meaning they're generalists with a lot more variability than most O.C.C.s get. Notably, however, they have terrible hand-to-hand ability to start, and have to drop skills to get anywhere above "Basic". And they don't get any weapons either!
Last edited by Jabroniville on Wed Aug 11, 2021 3:06 am, edited 1 time in total.
User avatar
catsi563
Posts: 4126
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

Re: Jab's Rifts Builds (Songjuicer! Tech-City Admin & Cyber-Specter!)

Post by catsi563 »

A fat chunk of the O.C.C.'s description is about the uses for the "Computer Hacking" skill, indicating not only how long things take, but how long before they're discovered, and the negatives that arise over complications in the process. Major skills are otherwise basic, but they share the Administrator's huge breadth of "extra" Skills, meaning they're generalists with a lot more variability than most O.C.C.s get. Notably, however, they have terrible hand-to-hand ability to start, and have to drop skills to get anywhere above "Basic". And they don't get any weapons either!
This is somewhat like Cyberpunk and Watchdogs vid games. using the hacking skills and equipment to rebell and stay ahead of authorities.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

City Police

Post by Jabroniville »

CITY POLICE O.C.C.
Role:
Peacekeeper, The Government's Hand
PL 8 (72)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 5 (+7)
Expertise (Police Officer) 6 (+7)
Expertise (Survival) 2 (+4)
Expertise (Streetwise) 4 (+5)
Insight 1 (+3)
Intimidation 3 (+5)
Perception 4 (+6)
Persuasion 2 (+4)
Stealth 2 (+5)
Technology 5 (+7)
Vehicles 4 (+8)

Advantages:
Benefit 1 (Authority), Equipment 8 (Flak Vest, Patrol Cruiser, Shotgun, Laser Pistol, Tazer), Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3 (+9 Vest), Fortitude +5, Will +4

Complications:
Responsibility (City Peacekeepers)- Most Police are extremely devoted to their home city.

Total: Abilities: 44 / Skills: 38--19 / Advantages: 10 / Powers: 0 / Defenses: 6 (79)

-WELP- another Rifts book, another Cop O.C.C. The trouble with having multiple distinct settings and a rulebook with no "Generic Cop" O.C.C. is that you end up seeing this guy in every disparate country's setting- Russia, Japan, etc. all have a "City Cop" guy. Naturally, these guys are a wing of the powerful City governments and guard the status quo, though the book indicates many got in for honest reasons, wanting to punish the guilty and protect their society. However, "somer percentage have ground hard and cold", and have punished victims "with frightening brutality and the business end of a gun"- the book even indicates that the ones in admin positions are the nastiest bullies, as they have the best arrest records and the toughness the Admins are looking for. Most are said to be clinically polite and stone-faced.

-The author points out the potential fun of a "City Police" campaign, and it's legit- they're among the few citizens that can freely leave the cities and chase people into the Outback, though some paperwork is required.

-City Police have a lot of base skills and even some bonuses athletically and to Presence, so they're not bad at all. Limited "other" skills, though. Some solid gear, but weak Armor- most of this setting is rather fragile, to be honest- Kevin's hand at work?
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Police: TRG

Post by Jabroniville »

Image

POLICE- TACTICAL RESPONSE GROUP O.C.C.
Role:
The SWAT Team
PL 9 (81)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 5 (+7)
Expertise (Police Officer) 6 (+7)
Expertise (Survival) 2 (+4)
Expertise (Streetwise) 4 (+5)
Insight 1 (+3)
Intimidation 4 (+6)
Perception 4 (+6)
Persuasion 2 (+4)
Ranged Combat (Heavy Weapons) 2 (+7)
Stealth 3 (+6)
Technology 5 (+7)
Vehicles 4 (+8)

Advantages:
Benefit 1 (Authority), Equipment 8 (Flak Vest, Patrol Cruiser, Shotgun, Laser Pistol, Tazer), Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Rifle +7 (+10 Ranged Damage, DC 25)
Initiative +3

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

Complications:
Responsibility (City Peacekeepers)- Most Police are extremely devoted to their home city.
Reputation (Thugs)- TRG cops are not well-liked. Outside communities hate their gestapo tactics and even other cops are resentful of them just taking over situations.

Total: Abilities: 44 / Skills: 42--21 / Advantages: 10 / Powers: 0 / Defenses: 6 (81)

-The TRG are another classic Rifts "The Same, But Better" class- the SWAT team equivalent of the City Police O.C.C. They are prone to "muscling in" on other situations and taking over from the basic Police, and for generally sitting around until they're called- so it's a more dangerous, but less work-intensive form of policing. Naturally, their focus is on surgical strikes, but also espionage and guerilla warfare, as they're the ones who would have to deal with "terrorists" or outsiders. The Cyber-Spectre O.C.C. indicates that it's the TRG that bursts their doors down soon after their hacking is discovered, too. And then the book showcases more and more that these are the "bad" cops, as part of their regular routine to keep their skills honed is to engage in "Exterior Pacification", a colloquial term for attacking and shaking down outside Outbacker communities, intending to "stop crime and insurrection before it happens". So they beat, harrass, torture and bother others for info, which does the Cities no favors in terms of popularity with outsiders.

-TRG Police have some minor physical bonuses like regular Police do, the same authority, and some bonuses to their armaments- they can choose either Power Armor or Heavy Weapons- the latter gives them a bonus to hit with bigger stuff. Overall, they're PL 8.5 ranged fighters, but with the same pretty weak armor everyone gets.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Sportsman

Post by Jabroniville »

Image

SPORTSMAN O.C.C.
Role:
Rich-Boy Jocks
PL 4 (57)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 2 (+6)
Athletics 8 (+10)
Expertise (Any) 6 (+6)
Intimidation 2 (+3)
Perception 2 (+3)

Advantages:
Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +4

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

Complications:
Responsibility (Fame)- Various aspects of being a pro athlete can be a big deal in this society- town pride, expectations of sponsorships, etc.

Total: Abilities: 40 / Skills: 20--10 / Advantages: 1 / Powers: 0 / Defenses: 6 (57)

-Said immediately to be privileged, snobby jocks, Sportsmen are heavily promoted by the Tech-Cities, where they are idolized. Others come up from nothing and manage to become successful- many of them have day jobs. Some are Outbackers who succeed in their own fields, but may even be recruited (by force, if necessary) to perform for the Cities. Some are travelling entertainers, more or less carnies. There's even the option of "Goodwill Games" between the Cities & Outbackers, which seems kind of contradictory to the whole "They NEVER mix" thing.

-Sportsmen have some of the worst starting Skill selections I've ever seen, having almost nothing beyond general athletics and the ability to cook. But they have a bunch of Secondary skills, meaning they're rather versatile for different kinds of guys. They have no combat gear to start, but solid enough cash to buy whatever if need be.

Origin-Based Bonuses:
Coastline/Rim: ST +1, STA +1, Athletics +2 [5]
Desert/Back of Beyond: ST +1, STA +1, Athletics +4 [xx]
City: ST +1, AGI +1 [xx]

Focus-Based Bonuses:
Archery: Ranged Combat (Archery) +2, Ranged Attack 1 [2]
Ball Sports: Athletics +2, Close Attack 1 [2]
Bicyclist: Dodge +1 [1]
Boxing: Close Attack 1, Uncanny Dodge [2]
Gladiator: STA +1, Parry +1, Uncanny Dodge [4]
Martial Artist: Improved Initiative, may take martial arts from the foreign books [1]
Wrestler: Improved Grab, Improved Hold, Prone Fighting [3]
Football: STA +1, Close Attack 1 [3]
Motor Sports: AWA +1, Vehicles +6 [5]
Mountain Climber: ST +1, STA +1, Athletics 3 (Limited to Climbing) [5]
Pro-Gymnastics: ST +1, Dodge +1 [3]
Pro-Acrobat: AGI +1, Close Attack 1 [3]
Sailing: Sailor +4, Vehicles +4 [4]
Swimming: PRE +1, Athletics +4 [4]
Shooter- Big Game Hunter: Survival +4, Tracking [3]
Shooter- Target Shooter: Ranged Atack 1, Improved Aim [2]
Track & Field: Athletics +2 [1]
White Water Sports: Athletics +2, Vehicles +4 [3]
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Technologist

Post by Jabroniville »

Image

TECHNOLOGIST O.C.C.- Standard
Role:
Science Guys
PL 6 (65)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Deception 3 (+4)
Expertise (Streetwise) 2 (+3)
Expertise (Soldier) 4 (+6)
Perception 4 (+5)
Technology 8 (+10)
Vehicles 2 (+6)

Advantages:
Equipment 4 (Assorted Gear), Beginner's Luck, Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Anti-Assassin Vest), Fortitude +4, Will +4

Complications:
Motivation (Greed/Exploration/Invention)- Technologists adore technology, and are constantly looking to create new things, or fix the old.

Total: Abilities: 38 / Skills: 26--13 / Advantages: 6 / Powers: 0 / Defenses: 8 (65)

---

TECHNOLOGIST O.C.C.- Outbacker
Role:
Science Guys, Scavengers
PL 6 (67)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Deception 3 (+4)
Expertise (Streetwise) 2 (+3)
Expertise (Survival) 4 (+6)
Expertise (History) 6 (+8)
Perception 4 (+5)
Technology 8 (+10)

Advantages:
Equipment 4 (Assorted Gear), Beginner's Luck, Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Anti-Assassin Vest), Fortitude +4, Will +4

Complications:
Motivation (Greed/Exploration/Invention)- Technologists adore technology, and are constantly looking to create new things, or fix the old.

Total: Abilities: 38 / Skills: 30--15 / Advantages: 6 / Powers: 0 / Defenses: 8 (67)

-Technologists are kind of like the "Operators" of the Australia setting, in that they are the tech-people who build and fix stuff. They have various origins- explorers, scavengers, City Rats with an eye for tech, etc. Some view technology as the only way to fix the world they live in, others are Indiana Jones-type wanderers looking for ancient treasures, while City-borne guys are standard-issue inventors and innovators. The basic and Outbacker versions each get different Skill allotments, the latter being more about being Indie, like I said. The basic ones have a Military bent, being part of the Tech-Cities and probably being made to develop stuff for the army. Neither has much gear beyond quality detection, exploring & computer equipment.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Infantry Grunt

Post by Jabroniville »

Image

INFANTRY GRUNT O.C.C.
Role:
The Guy You See In Every Setting Book, Generic Grunt
PL 8 (64)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

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

Advantages:
Equipment 7 (Military Gear), Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Energy Weapons +5 (+7-9 Ranged Damage, DC 22-24)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +4

Complications:
Responsibility (The Tech-Cities)- Tech-City military agents are extreme defenders of their towns, hating "primitives" (Outbackers) and non-humans.

Total: Abilities: 36 / Skills: 26--13 / Advantages: 8 / Powers: 0 / Defenses: 7 (64)

-Another Rifts setting book, another set of the same-old Military O.C.C.s. Naturally, there's a "Generic Grunt", who shows up in every single book. Almost nothing is explained about them aside from being ardent defenders of their society.

-Another totally generic Grunt O.C.C., they have standard Soldier-type Skills to start, plus a decent amount of Related ones (half must be Military).
User avatar
catsi563
Posts: 4126
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

Re: Jab's Rifts Builds (Cyber-Specter! City Police! Sportsman!)

Post by catsi563 »

Actually they needed to add that class because the original Book never had a generic soldier or merc class. So the UPB added the man at arms class and almost every city will have a soldier o something of the like that PCs can fight argue or recruit as needed
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Special Operations Soldier

Post by Jabroniville »

Image

SPECIAL OPERATIONS SOLDIER O.C.C.
Role:
Elite Soldier
PL 8 (75)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

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

Advantages:
Equipment 7 (Military Gear), Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Energy Weapons +5 (+7-9 Ranged Damage, DC 22-24)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +4

Complications:
Responsibility (The Tech-Cities)- Tech-City military agents are extreme defenders of their towns, hating "primitives" (Outbackers) and non-humans.

Total: Abilities: 42 / Skills: 40--20 / Advantages: 8 / Powers: 0 / Defenses: 5 (75)

-Another thing you see in every book like this, the S.O.S. is the elite soldier doing high-security missions and black ops stuff. ie. this is the one you'd actually want to play. Again the bio is positively TINY, as if even they knew this was all generic stuff. Shockingly, a full 33% are abberant evil, though.

-S.O. Soldiers get three Espionage, three Military and three other Skills as "Related" Skills, plus four more, so they're much better than Grunts, also focusing on spy-type stuff. So they have more well-rounded sets of abilities. Naturally they can have access to whatever gear they want, too. Overally it's the same PL as the Grunt but with ten more points of brains & skills.
Last edited by Jabroniville on Mon Aug 16, 2021 8:56 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Cyber-Specter! City Police! Sportsman!)

Post by Jabroniville »

catsi563 wrote: Sun Aug 15, 2021 6:47 pm Actually they needed to add that class because the original Book never had a generic soldier or merc class. So the UPB added the man at arms class and almost every city will have a soldier o something of the like that PCs can fight argue or recruit as needed
Yeah, that's a good point- that and the "Survivalist" were both kinda missing, which created a lot of these guys.

To be fair, each "Generic Grunt" is a LITTLE different, with some being more trained in certain areas- but hardly differently enough to require multiple pages in every book like this.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Aerojock

Post by Jabroniville »

Image

AEROJOCK O.C.C.
Role:
Hot-Shot Pilots
PL 6 (57)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Expertise (Soldier) 6 (+8)
Intimidation 2 (+3)
Perception 2 (+3)
Technology 4 (+6)
Vehicles 2 (+6)
Vehicles 6 (+12) -- Flaws: Limited to Air Vehicles

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

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +4

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

Complications:
Responsibility (The Tech-Cities)- Tech-City military agents are extreme defenders of their towns, hating "primitives" (Outbackers) and non-humans.

Total: Abilities: 44 / Skills: 26--12 / Advantages: 6 / Powers: 0 / Defenses: 6 (68)

-The Air Forces of the Tech-Cities are quite powerful and give them an overwhelming edge against any Outback community. Which is good, because these guys have a bio that could be written on the back of a napkin- they're well-trained and gung-ho, dedicated and determined. Melbourne's Air Force is better, which would give them an edge over Perth if the cities ever became enemies.

-Aerojocks have very poor baseline Skills (only two Pilot-related ones, too- Helicopter & Fighter Jet- one city's skill level is better than the other in both cases), but plenty of Related & Secondary ones to choose from- expect extra Piloting & Tech-skills. Their gear is basic, but any can gain access to an air-based vehicle, which naturally boosts their hitting power.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Navy Sailor

Post by Jabroniville »

NAVY SAILOR O.C.C.
Role:
Yet Another Sailor O.C.C.
PL 8 (71)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Expertise (Sailor) 5 (+6)
Expertise (Focus Skill) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 4 (+5)
Treatment 2 (+3)
Vehicles 4 (+8)

Advantages:
Equipment 7 (Military Gear), Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Energy Weapons +5 (+7-9 Ranged Damage, DC 22-24)
Initiative +3

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

Complications:
Responsibility (The Tech-Cities)- Tech-City military agents are extreme defenders of their towns, hating "primitives" (Outbackers) and non-humans.

Total: Abilities: 40 / Skills: 32--16 / Advantages: 8 / Powers: 0 / Defenses: 7 (71)

-Yup, so we need a Sailor O.C.C., too- these guys are your standard tough, dependable, hard-working Sailors, though they rarely go more than 20 miles out to sea because Rifts Earth is pretty nutty and dangerous out there.

-Sailors are just like Grunts, but with higher Mental Ability requirements (getting 10s in Mental Endurance & I.Q. isn't easy at all). They can also take a "Skill Package" with a tight focus on certain things- Communications (computer/cryptography), Sensors, Mechanics, Medic, Gunner (fixing and using special weaopns), Aviator & Officer (navigation/intelligence/tactics). Some are their own Skill, others boost the Vehicles or Treatment one.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Muties

Post by Jabroniville »

Image

OUTBACK MUTIE R.C.C.: Survival +4 [2]
-For unknown reasons, human/animal mutations have been occurring across Australia. Rumors about that plagues, nuclear meltdowns, or magic are responsible. Aborigines think Mutants are rad, of coure, as they might be closer to nature. The City-Goers use the derogatory word "Phreaker" for all Mutants, but the Outbackers only use the term to refer to evil Mutants. A more common expression for all Mutants is "Mutie", just like in Marvel, but it's more of a general term and not a slur. In the Cities, they are second-class citizens, usually at the bottom rung of society, and stereotyped as stupid, drunken brawlers- many give in to despair and actually behave like this, making it worse.

-The one place for "Phreakers" is the military, which uses them for missions in the Outback. This status and the freedom to do whatever they want sometimes has them letting out their frustrations on Outbacker "Barbarians" leading to massacres.

-These Muties have moderate abilities, but rolling badly on mutations can leave you looking REALLY dumb (Palladium has this weird thing where you're often just a "slight" mutant, so you just look hella-dumb instead of like a TMNT character). These give you minor (1-6 points in bonuses) effects, but you can also be a minor Psionic or Mega-Damage creature.

Some Mutations:
Animal Types:
Third Arm: FIGHTING +2, Ranged Attack 2 [6]
Serpentine: Stealth +6 [3]
Koala: Athletics +2 [1]
Platypus: Swimming 1, Immunity (Depth, Drowning, Half-Only) [2]
Cat: ST +1, AGI +1, Claws +1, Attractive [6]
Dog: ST +1, Speed 1, Tracking, Acute & Extended Scent [6]
Bat: Extended & Ultra-Hearing, Parry +1, Dodge +2, Improved Initiative [6]
Kangaroo: Speed 1, Leaping 1 [2]
Lizard: STA +1 [2]
Bandicoot/Bilby: Low-Light Vision [1]
Tasmanian Devil: ST +1, Speed 1 [3]
Echidna: Damage Aura 1 [4]

Psionics:
Basic Psionic Types: Mind Bleeder, Mind Melter, Psi-Healer,
Prognosticator: Clairvoyance, Commune with Spirits, See the Invisible, See Aura, Read Dimensional Portal, Remote Viewing, Object Read, Psychic Diagnosis, Detect Psionics, Mind Block, 2 Sensitive powers.
Psychic Fighter: Intuitive Combat, Sixth Sense, Electrokinises or Pyrokinesis, 2 offensive Super-Psionic powers.
Ectoplasmic Master: Levitate, 1D4 from Physical & Sensitive, +2 Physical per level.
Psychic Sensitive: 2 Sensitive powers per level, plus 2 of the following- Empathic Transmission, Mentally Possess Others, Mind Bolt, Mind Block Auto-Defense, Radiate Horror Factor, Telemechanic Operation, Psychic Omni-Sight.
TK Master: All TK abilities from Physical, Psychic Body Field, TK (Super) & TK Force Field. 2 Physical powers.
Natural Spellcaster: Gains Magic like Faerie Folk. Hit Points become M.D.C. Ley Line Rejuventation, 1 spell from common wizard spells Levle 1-6, plus one more per level.
Magic Back Rounder: Hit Points become M.D.C. Immunity (Ley Line Storms, Magical Charms, Augmentation, Control, Sickness, Curse, Illuions & Influence). Magical Attacks do 1/10th damage.
Tanker: 4D4x10 +P.E. (+9 Toughness, approximately).

Pick One or Randomly Roll: INT +1, FIGHTING +2 & Ranged Attack 2, ST +1, STA +1, STA +2, Immunity (Disease, Poisons & Potions do half), Concealment (Vision, Blending Only), Swimming 2 & Immunity (Pressure, Drowning, Half Effect), Speed 2, Athletics +6, Immunity (Fire Damage), Blast 7, Flight 3 (Winged).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Kwarla

Post by Jabroniville »

Image

KWARLA R.C.C.: ST +5, STA +5, AGI +3, INT -1, AWA +3, Dodge +1, Athletics +4, Dreamtime Culture +4, Perception +2, Survival +6, Claws +1 (Split), Low-Light Vision, Regeneration 2, Immunity 2 (Vampire Powers), Immunity 5 (Mind Control, Limited to vs. Demons/Supernatural), "Increase M.D.C." Enhanced Stamina 1, "Claws of Vengeance!" Damage +5 (Damages Vampires, Limited to Supernatural, +2 to Alien Intelligences), "Psionics" (Females: 1D4+1 Sensitive or Healing; Males: 1D4 Physical) [55 + Psionics]

-HELL YES A RACE OF HUMANOID KOALAS!!! With Wayne Reynolds art! Now THAT is how you Rifts-ize Australia! Okay, so they're basically just Ewoks. Monster-killing, friendly Ewoks. The Aborigines claim they were founded by the "Great Koala" (all animals are represented by a single powerful spirit) who imbued a human tribe with his own strength. They are all around four feet tall, clawed and primitive- they live in the trees but have a lot of magic to them. They use Millennium Tree weapons and things made from the bodies of powerful animals. They abhor lying, to the point that they are "brutally frank and honest". They can be reliable, dependable companions to those who show Kwarla-like tendencies, but will turn into an enemy if one goes towards evil.

-Kwarla are set up as Demon Hunters- their mission is to save Australia from dark forces, especially dangerous monsters. They are almost literal "Drop Bears" like the myths state, dropping down from trees in ambuses. They average out to +7 Toughness, which is pretty decent, but can upgrade this by spending P.P.E., but only to +8 or so. They do equivalent damage, being Supernatural creatures all around. Their key advantages is the "Claws of Vengeance!" power, boosting them to +13 damage when facing the Supernatural! This makes them good Demon Hunters, and they can even affect the Hit Points of Vampires & Were-Creatures.
Post Reply