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

Where in all of your character write ups will go.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

The Mystic Knights of the Order of the White Rose

Post by Jabroniville »

THE MYSTIC KNIGHTS OF THE ORDER OF THE WHITE ROSE:
-So the first group of guys in the book are actually heroic KNIGHTS (I would bet a million dollars that the writers deliberately pitched the book to Kevin S containing these knights to guarantee that he would okay it. Kevin has had a massive Grade-A Superboner for "Noble Knights" since the very beginning, to the point where they show up in a majority of the early books). They are treated as myths within Madhaven- white knights who appear, fight evil, and then leave.

They actually spring from the evil order of the "Mystic Knights" (from Rifts Federation of Magic), who are greedy slaughterers and magically-powered mercenaries who've killed thousands. An insurrection from within broke free and these "White Rose" knights now fight the Mystic Knights, much to the embarrassment of the proud, evil band. I went to re-read my Mystic Knight build and sure enough, the Order of the White Rose is MENTIONED THERE, as an obvious player hint that "there was a mutiny by the Mystic Knights SAY they put them down, but they might have survived", so the writers here are literally using a 10+ year old story thread. I'd bet money they used this in their own campaign and were now able to make it "official" by publishing Rifts Madhaven.

The Orders' origins are that the Knights were prepared to wipe out a village who guarded a mystical white flower, but a few Knights from within had refused, tiring of being sellswords and brigands. The mutiny was successful, killing the siege commander and many others, and the newly-christened "White Rose" Knights fled with the townspeople and have fought a guerilla war ever since. Their hiding place is actually the former CENTRAL PARK. Called "The Garden", the Park is a refuge from the psionic madness of Madhaven, and allows the Knights their sanity. A massive, permanent illusion (lol that would cost billions of P.P.E. going by the other Spells in the books) keeps others away, as the Garden looks like a crater swirling with thousands of Entities.

The Park's contents are largely intact (this is actually kinda funny- Central Park is sort of sacred to New Yorkers so it's kind of fitting that a writer would ensure that its treasures remain), with the Knights using the Metropolitan Museum of Art and Belvedere Castle as important structures. Cleopatra's Needle is a structure of vast importance- the Knights are even unaware of its true power, enabling one to travel across the Megaverse! The Goddess Isis considers it sacred (the time capsule beneath the Needle- a real thing!- contains the right eye of Osiris in Rifts lore), and the God Set is trying to convince the Pharaoh Rama-Set to steal it.

The White Knights now act as good mercenaries, taking money only from those who need help. And they will fight the Mystic Knights (who still hunt them) for free. Their leader is Sir Geoffrey Colt, a ridiculously powerful man with ten attacks and +7 to hit (around +22 to hit in my conversions!) and 310 M.D.C. through means unknown even to him (it's suggested he's possibly the "final form" a Mystic Knight is to take, yet the only one to reach that level). Another powerful agent is an insane Knight who thinks he's literally the Archangel Gabriel.

There are currently 491 Knights (they started their operations in the Garden with only 72 remaining), 662 Squires, 103 Gateways, 138 Keepers of the Garden, 114 loyal Mage allies and 390 civilians in the Garden.

The art for them is mostly solid, though not that spectacular- just comic book-style drawings of generic knights.
User avatar
Ares
Site Admin
Posts: 4963
Joined: Fri Nov 04, 2016 8:40 am

Re: Jab's Rifts Builds (Thumpers! Techno-Wizard Armor! Blood Priest!)

Post by Ares »

From what I remember, the Mystic Knights / White Knights are a lot closer to what I'd want elite Camelot Knights over in Rifts England to be, rather than just guys with vaguely medieval style MDC armor and weapons. If you're going to have Camelot in a world like Rifts, then by God have some fun with it. Go full Hollywood with it the way Rifts Japan did.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

White Knight of the Order of the White Rose

Post by Jabroniville »

WHITE KNIGHT OF THE ORDER OF THE WHITE ROSE O.C.C.
Role:
Noble Knights, Mage Knights, Powergaming Class
PL 10 (159)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+8)
Deception 2 (+4)
Expertise (Survival) 3 (+6)
Expertise (Magic) 7 (+8)
Expertise (Knight) 8 (+9)
Expertise (Demon & Monster Lore) 4 (+5)
Insight 2 (+5)
Investigation 3 (+6)
Perception 5 (+7)
Stealth 3 (+5)

Advantages:
Equipment 5 (Magic Sword, M.D.C. Armor), Interpose, Minion 3 (Horse), Ranged Attack 3

Powers:
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]
Features 2: May Power Small Electronics By Hand, Recharge Batteries With P.P.E. [2]
"Connection To Their Squire" Senses 2 (Communication Link, Tracking) [2]
Immunity 20 (Energy Blasts) [20]
Immunity 10 (Magic Damage) (Flaws: Limited to Half-Effect) [5]

"Energy Bolt" Blast 11 (Feats: Extended Range) (Power Loss- P.P.E.) (22) -- [26]
  • AE: Nullify Magic 10 (Flaws: Limited to Power Drain From Ley Lines) Linked to Features 4: Extra P.P.E. For 5 Minutes/Level (14)
  • 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 Rejuvenation" Healing 6 (Flaws: Limited to Self, Limited to Within Ley Lines) (3)
"Techno-Wizard Blades" (Feats: Restricted to Magic-Users) (Flaws: Easily Removable) [6]
Strength-Damage +10 (10 points)

"Magic" (Magic Shield, Armor of Ithan, Aura of Death, Tongues, Energize Spell, Fists of Fury, Power Weapons, +2 Invocation Spells/Level)
"Psionics" (See the Invisible, Sixth Sense, Resist Fatigue, Mind Block, +3 from Sensitive or Physical)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Energy Bolt +7 (+11 Ranged Damage, DC 26)
Magic Sword +7 (+13 Damage, DC 28)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Enemy (The Mystic Knights)- The evil Mystic Knights have been hunting the White Knight mutineers for years, and will kill people just for mentioning them.
Responsibility (Knightly Code)- White Knights follow a strict code of ethics- they will seek out and destroy evil wherever they find it, never betray each other even under torture, and constantly seek to destroy the Mystic Knights. They never get cybernetics.
Rivalry (The Haven Mutants)- There is a begrudging respect between the communities, but they can sometimes squabble.

Total: Abilities: 50 / Skills: 42--21 / Advantages: 12 / Powers: 66 + Magic/Psionics / Defenses: 10 (159 + Magic/Psionics)

-So these are your basic "Noble Knight" archetype, with a big Knightly Code and such, but are a bit different than other Knights in Rifts, owing to their innate magical powers. To the point where these are MASSIVELY power-gamed, effectively being one of the most dominant physical combat O.C.C.s right out of the gate owing to a combination of great combat, great skills and great gear.

-White Knights are actually rather overpowered, with an innate +11 Blast that costs only 5 P.P.E. per shot, Immunity to Energy (fire, electricity, radiation, plasma, lasers, etc.), an extra attack per round (!!), and even some Line Walker abilities! Like, this is a BIG grab-bag of assorted powers, to the point where it looks like the authors just wanted their Super-Class at the heart of everything, with maximum "No, I Want To Play This" energy. There is literally no weakness to this O.C.C., as they even get a good bunch of skills, great versatility, Magic AND Psionics, and access to any of the gear in the Equipment section, including petals from the White Rose (which have restorative qualities). They're said to love Techno-Magic & Rune Weapons, too, and can swap their horse for one of the animals in this book or the Dragon-Cat from Rifts Psyscape. And yeah, checking out the gear in this book, it's some truly MASSIVE stuff, making these guys the most dominant melee fighter O.C.C.s of the setting (routinely getting TW Blades that do 6D6 Mega-Damage).
Last edited by Jabroniville on Mon Apr 03, 2023 4:59 am, edited 1 time in total.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Squire of the White Rose

Post by Jabroniville »

SQUIRE THE ORDER OF THE WHITE ROSE O.C.C.
Role:
Support Staff For Knights, Skillmonkey
PL 7 (78)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 5 (+8)
Deception 1 (+3)
Expertise (Survival) 3 (+5)
Insight 2 (+5)
Investigation 3 (+5)
Perception 2 (+5)
Stealth 2 (+4)
"M.O.S. Skills" (Various) (12 points)

Advantages:
Equipment 5 (Assorted Weapons, M.D.C. Armor), Minion 3 (Horse), Set-Up, Ranged Attack 1, Teamwork

Powers:
"Connection To Their Knight" Senses 2 (Communication Link, Tracking) [2]

"Magic" (Magic Shield, Armor of Ithan, Aura of Death, Tongues, Energize Spell, Fists of Fury, Power Weapons, +2 Invocation Spells/Level)
"Psionics" (See the Invisible, Sixth Sense, Resist Fatigue, Mind Block, +3 from Sensitive or Physical)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Guns +5 (+8 Ranged Damage, DC 23)
Vibro-Blades +5 (+8 Damage, DC 230
Initiative +2

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

Complications:
Enemy (The Mystic Knights)- The evil Mystic Knights have been hunting the White Knight mutineers for years, and will kill people just for mentioning them.
Responsibility (Knightly Code)- Squires follow a strict code of ethics- same as the Knights. They will seek out and destroy evil wherever they find it, never betray each other even under torture, and constantly seek to destroy the Mystic Knights. They never get cybernetics.
Rivalry (The Haven Mutants)- There is a begrudging respect between the communities, but they can sometimes squabble.

Total: Abilities: 44 / Skills: 30--15 / Advantages: 11 / Powers: 0 / Defenses: 8 (78)

-Oh wow, did these writers ever know their Rifts. What's more Rifts than "Like the last class, but shittier"? Yes, so SQUIRES are a whole different O.C.C. than Knights. But instead of just being "Knights in Training" I guess, they're a class devoted entirely to aiding the Knights. Some Knights do not seek to have Squires, but 65% will have 1-4 at any given time as a "Support Staff" doing things they have no time or talent for. 10% of Squires are even Haven Mutants!

-Squires feature the "M.O.S. Areas of Specialty" like many O.C.C.s do- most are just a single "Expertise" in Palladium stats.

M.O.S. Types:
* Animal Wrangler (Farming, Trapping, Tracking)
* Communications (Persuasion, Electronics, Explosives, Technology)
* Field Medic (Treatment, Alien Biology, Chemistry)
* Lore Master (Writing, History, 5 Lore Skills)
* Mechanic (Technology, Vehicles)
* Pilot (Vehicles)
* Technical (Technology)
* Thief (Sleight of Hand, Thief, Stealth)
* Trail Cook (Appraisal, Cooking, Fishing, Survival)
User avatar
Ares
Site Admin
Posts: 4963
Joined: Fri Nov 04, 2016 8:40 am

Re: Jab's Rifts Builds (Madhaven! Mystic Knights of the White Rose!)

Post by Ares »

You'd think a "Squire" of the Mystic Knights would just be . . . you know . . . Mystic Knight levels 1-to-3 or 1-to-5.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Madhaven! Mystic Knights of the White Rose!)

Post by Jabroniville »

Ares wrote: Mon Mar 27, 2023 2:30 pm You'd think a "Squire" of the Mystic Knights would just be . . . you know . . . Mystic Knight levels 1-to-3 or 1-to-5.
This is a company that made a Sheriff and Sheriff’s Deputy two separate OCCs XD.
User avatar
Tattooedman
Posts: 2767
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Re: Jab's Rifts Builds (Madhaven! Mystic Knights of the White Rose!)

Post by Tattooedman »

Ares wrote: Mon Mar 27, 2023 2:30 pm You'd think a "Squire" of the Mystic Knights would just be . . . you know . . . Mystic Knight levels 1-to-3 or 1-to-5.
That just makes too much sense for Kevin S.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Gateway Knight

Post by Jabroniville »

GATEWAY KNIGHT O.C.C.
Role:
Noble Knights, Mage Knights, Teleporters
PL 10 (146)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+8)
Deception 2 (+4)
Expertise (Survival) 3 (+6)
Expertise (Magic) 7 (+8)
Expertise (Knight) 8 (+9)
Expertise (Demon & Monster Lore) 6 (+7)
Insight 2 (+5)
Investigation 3 (+6)
Perception 5 (+7)
Stealth 3 (+5)

Advantages:
Equipment 5 (Magic Sword, M.D.C. Armor), Interpose, Minion 3 (Horse), Ranged Attack 3

Powers:
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]
"Always Feels The Location of Cleopatra's Needle" Senses 1 (Direction Sense) [1]
Immunity 20 (Energy Blasts) (Flaws: Limited to Half-Effect) [10]

"Teleport Others" Teleport 7 (Feats: Increased Mass 8) (Extras: Attack Only +0, Extended, Rank 7 & Mass 7-8 has Source: Obelisk) (26) -- [30]
  • AE: "Teleportation" Teleport 8 (Extras: Accurate, Extended) (Flaws: Accurate Requires Map, Rank 8 has Source: Obelisk) (25)
  • AE: Nullify Magic 10 (Flaws: Limited to Power Drain From Ley Lines) Linked to Features 4: Extra P.P.E. For 5 Minutes/Level (14)
  • 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 Rejuvenation" Healing 6 (Flaws: Limited to Self, Limited to Within Ley Lines) (3)
"Techno-Wizard Blades" (Feats: Restricted to Magic-Users) (Flaws: Easily Removable) [6]
Strength-Damage +10 (10 points)

"Teleportation Spell Magic" (Distance Voice, Mystic Portal, Teleport- Lesser & Superior, D-Step, Dimensional Teleport, Re-Open Gateway/Rift, Rift Teleportation) (Reduced Cost From Normal)
"Psionics" (Alter Aura, Ectoplasmic Disguise, Meditation, Mind Block, See the Invisible, Sense Time, Sense Magic Dimensional Anomaly, 2 from Sensitive/Physical, +1 per level, Super-Psionics at 5 & 10)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Magic Sword +7 (+13 Damage, DC 28)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Enemy (The Mystic Knights)- The evil Mystic Knights have been hunting the White Knight mutineers for years, and will kill people just for mentioning them.
Responsibility (Knightly Code)- White Knights follow a strict code of ethics- they will seek out and destroy evil wherever they find it, never betray each other even under torture, and constantly seek to destroy the Mystic Knights. They never get cybernetics.
Rivalry (The Haven Mutants)- There is a begrudging respect between the communities, but they can sometimes squabble.
Responsibility (Importance to the Cause)- Gateway Knights are so important to the cause that they will avoid getting into combat, and other Knights & Squires will die to defend them. Some Gateway Knights dislike this preferential treatment, but understand its necessity.
Accident (Teleportation)- Attempting to teleport more people than he normally can is extremely dangerous- it works only 50% of the time and can teleport people dozens of miles in any direction or even kill them.

Total: Abilities: 48 / Skills: 44--22 / Advantages: 12 / Powers: 52 + Magic/Psionics / Defenses: 12 (146 + Magic/Psionics)

-WOO TIME FOR SOME CLASS BLOAT! Even a small order of Knights ends up with different O.C.C.s stuck in it. These guys are based around protecting Cleopatra's Needle- a focal point in the former Central Park that allows the Knights to teleport into the wider world and then come back. Turns out that 1 in 20 White Knights can bond with the obelisk, granting them special teleportation powers. This is basically a big, fat pile of convenience to justify the existence of these Teleporting Do-Gooders, as it runs contrary to a lot of Rifts rules regarding teleportation and how difficult and costly it is.

-Gateway Knights avoid combat at all costs- they are too valuable to risk. They are valuable spies and infiltrators, though, as well as rescue operations, and every White Knight away-team involves one of them hanging back at a rendezvous point, though they will also hang close if their enemies the Mystic Knights are involved.

-Gateway Knights are super-powerful teleporters, having more bonuses than others, and are slightly better at defending themselves that White Knights, but half their Energy Damage immunity, and take full damage from Magic.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Keeper of the Garden

Post by Jabroniville »

KEEPER OF THE GARDEN O.C.C.
Role:
Noble Knights, Mage Knights, Powergaming Class
PL 10 (159)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Athletics 5 (+8)
Expertise (Survival) 6 (+9)
Expertise (Magic) 7 (+8)
Expertise (Knight) 6 (+7)
Expertise (Demon & Monster Lore) 4 (+5)
Expertise (Animal Husbandry) 8 (+9)
Insight 2 (+5)
Investigation 3 (+6)
Perception 4 (+7)
Stealth 3 (+5)

Advantages:
Equipment 5 (Magic Sword, M.D.C. Armor), Interpose, Minion 3 (Horse), Ranged Attack 3

Powers:
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]
Features 2: May Power Small Electronics By Hand, Recharge Batteries With P.P.E. [2]
"Connection To Their Squire" Senses 2 (Communication Link, Tracking) [2]
Immunity 20 (Energy Blasts) [20]
Immunity 10 (Magic Damage) (Flaws: Limited to Half-Effect) [5]

"Energy Bolt" Blast 11 (Feats: Extended Range) (Power Loss- P.P.E.) (22) -- [26]
  • AE: Nullify Magic 10 (Flaws: Limited to Power Drain From Ley Lines) (10)
  • 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 Rejuvenation" Healing 6 (Flaws: Limited to Self, Limited to Within Ley Lines) (3)
"Techno-Wizard Blades" (Feats: Restricted to Magic-Users) (Flaws: Easily Removable) [6]
Strength-Damage +10 (10 points)

"Magic" (Armor of Ithan, Aura of Death, Breathe Without Air, Cleanse, Cure Minor Disorder & Illness, Extinguish Fire, Globe of Daylight, Heal Wounds, Magic Shield, Negate Poison, Purification- Food & Water, Tongues, +1 Earth Warlock spell/level)
"Psionics" (See the Invisible, Intuitive Combat, Mask ISP & Psionics, Nightvision, Object Read, Resist Fatigue, Mind Block, +2 from Sensitive, +1/level, Super-Psionics at 4 & 9)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Magic Sword +7 (+13 Damage, DC 28)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Enemy (The Mystic Knights)- The evil Mystic Knights have been hunting the White Knight mutineers for years, and will kill people just for mentioning them.
Responsibility (Knightly Code)- White Knights follow a strict code of ethics- they will seek out and destroy evil wherever they find it, never betray each other even under torture, and constantly seek to destroy the Mystic Knights. They never get cybernetics.
Rivalry (The Haven Mutants)- There is a begrudging respect between the communities, but they can sometimes squabble.

Total: Abilities: 50 / Skills: 48--24 / Advantages: 12 / Powers: 66 + Magic/Psionics / Defenses: 10 (162 + Magic/Psionics)

-The Guild of the Keepers of the Garden are there to care for the white roses from which the White Knights draw their name. They also guard the Garden itself, fending off Entities and other interlopers, and mind the stables. The "White Rose" is an alien plant unaffected by biological disorders, and is coursing with magic. Only a select few know of them, but I can't imagine the Mystic Knights are good at keeping secrets, but only the White Knights are aware that the rose actually exists on Earth. Those who manage to cultivate them or come across petals keep the secret, as they know the Splugorth and others who know of them can and will hunt down and torture anyone keeping them for information.

-Eating any part of the tea cures illnesses and gives saves against poison & possession. The sap fixes burns and skin maladies. The thorns will cure deep stabs, cuts and even holes in 1D4 hours. You can also make a "Super-Healing Potion" that has a 75% chance of raising the dead, and has a good shot at expelling possessions, healing damage, curing insanity and more.

-Keepers of the Garden are effectively the same as Mystic Knights with no other bonuses aside from different Magic & Psionics, and more skills- focusing on caring for animals & plants.
User avatar
Sidious
Posts: 1610
Joined: Fri Nov 11, 2016 12:27 am

Re: Jab's Rifts Builds (White Knights! Gateway & Garden Knights!)

Post by Sidious »

For a while there I thought they were going to tie it into Protoculture from Robotech, but then I realized they only licensed that material and couldn't use it in other works.
It's a shame, would have helped their other brands.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

The Mutants of Madhaven

Post by Jabroniville »

THE MUTANTS OF MADHAVEN:
-The next section of the book is devoted to the Mutants, who provide the actual core of the setting. The Five Boroughs are now dominated by beings called "Mutants"- a combination of D-Bees, mutated humans and monsters. Each is set in their own tribe, and named for whatever their grotesque appearance most closely resembles among Earth animals- Leopard Men, Mantis Men, etc. Mutants are territorial, but are not inherently evil and some are allies of good. They are also immune to being driven mad by the psychic energies of Madhaven, which they just call "Haven".

Most of the Mutants are the mutated humans of the Golden Age- those who sought refuge in the ruined NYC (which was completely obliterated save for Central Park, and 99% of the people killed in the opening moments of the Great Cataclysm) were mutated within a single generation. It's suggested that the Ley Lines & radiation is responsible, but some suspect the Gene-Splicers given how horrible all the Mutants now look. Many Haven Mutants call themselves the "New Breed" and see themselves as the stronger, new rulers of Earth, and the normal humans as "dinosaurs" doomed to be made extinct.

Mutant Tribes are made up of 100-600 Mutants in a family group, led by a "Shaman" with Magical powers. They worship the "Mighty Lady"- a rebuilt, disfigured Statue of Liberty initially meant as a symbolic idol and a means for the leaders to control people, but now even the Shamans have forgotten that it was a "sham" and believe whole-heartedly in her. Isis, while ensuring the safety of Cleopatra's Needle, discovered the Mutants and gladly accepted their worship, as she herself resembles the Mighty Lady.

Mutant Tribes rarely war with each other, seeing all Mutants as "brothers" chosen to inherit this land. Mutants are technically still human beings and can (with some poor likelihood) breed with them, but most children will be Mutants. They are all Mega-Damage beings, and will even use the bodies of the fallen to make Mega-Damage weapons & armor- something they see as an honor.

As Madhaven is prone to interlopers just coming along and digging stuff up, killing the "Savages" they find there, Mutants are highly suspicious of outsiders. Those who show proper respect are often allowed to leave, with some even allowed to excavate ruins, but those who fall to the madness of the place will be attacked. Mutants mistrust humans & D-Bees, but have learned to live with the White Knights of the Order of the White Rose, as well as Horune Pirates & Splugorth Slavers, who used to prey upon them but have since entered a friendly trading alliance, with the Mutants selling captured invaders as slaves, as well as some of their own worst criminals. Psi-Stalkers are hated, as tribes of them used to routinely invade Madhaven to consume the P.P.E.-rich Mutants (which they register as "Monsters" in their own senses, despite both simply being mutated humans).

The Mutants live in tunnels beneath the city, and are primarily hunters who eat Tunnel Rats & Tunnel Worms, described later, as well as fish. Only 8,000 Mutants are known to live, in eight major clans. Each Mutant R.C.C. is effectively a class unto itself- it's stated that most never leave the Haven and aren't good with the human world- they're too ornery, combative and dislike being shut up in armor or vehicles.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Beast Men

Post by Jabroniville »

BEAST MEN R.C.C.
Role:
The Builders, Ape-Men
PL 9 (113)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 1

Skills:
Expertise (Survival) 6 (+8)
Insight 2 (+4)
Intimidation 4 (+5)
Perception 3 (+5)
Technology 4 (+7)
Vehicles 3 (+7)

Advantages:
Equipment 7 (Mega-Damage Bone Axes, Scalpel, Laser Guns, Electronics, Some Vehicles), Improvised Tools, Ranged Attack 3

Powers:
"Mutant Physiology"
Immunity 10 (Mental Effects) [10]

Offense:
Unarmed +7 (+10 Damage, DC 25)
Bone Weapons +7 (+11 Damage, DC 26)
Laser Guns +7 (+9 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +9, Fortitude +9, Will +4

Complications:
Hatred (Magic)- Haven Mutants are prejudiced against the use of Magic, owing to superstition and the amount of magical evil that comes to the Haven.
Rivalry (The White Knights)- There is a begrudging respect between the communities, but they can sometimes squabble.
Obsession (Technology)- Beast Men are incredible gear-heads, braving danger by approaching interlopers into the Haven to spy on or steal their technology.

Total: Abilities: 78 / Skills: 22--11 / Advantages: 11 / Powers: 10 / Defenses: 3 (113)

-Beast Men look like gorillas on humanoid bodies, and put their beards into pirate-like braids. They are the technologists of the Mutants, and build the vehicles and weapons used by other tribes (the Quill Men vehicles are all Beast-made), trading them for goods & favors. When newcomers arrive at the Haven, Beast Men are the first to observe them, mostly to check out their gear, which they may sometimes steal (they are invaders, after all). They are among the very few Mutants who can read.

-Beast Men are actually IMMENSELY strong, averaging to a P.S. of 28 of Supernatural Strength (ST 10 in M&M terms!), and averaging to 100 M.D.C. They have four attacks at Level 1, making them good fighters as well. They have boatloads of minor technical skills, all of which M&M just calls "Technology" because of the differences between the two settings, and they have a smattering of Secondary Skills.
Last edited by Jabroniville on Mon Apr 03, 2023 4:53 am, edited 1 time in total.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Dyno-Men

Post by Jabroniville »

DYNO-MEN R.C.C.
Role:
The Intolerant Ones, Aquatic Beast-Men, Anti-Technology Brutes
PL 13 (143), PL 14 Underwater
STRENGTH
12 STAMINA 12 AGILITY 2
FIGHTING 12 DEXTERITY 4
INTELLIGENCE -1 AWARENESS -1 PRESENCE -3

Skills:
Expertise (Survival) 9 (+8)
Insight 1 (+0)
Intimidation 11 (+8)
Perception 6 (+5)
Stealth 6 (+4) Limited to When Aquatic
Treatment 5 (+4)

Advantages:
Equipment 5 (Laser Guns, etc.), Ranged Attack 8

Powers:
"Mutant Physiology"
Immunity 10 (Mental Effects) [10]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 [2]
Senses 1 (Low-Light Vision) [1]
Features 1: Increased Mass [1]
Regeneration 4 [4]

"Underwater Bonuses"
Enhanced Fighting 2 (Flaws: Limited to Underwater) [2]
Enhanced Defenses 2 (Flaws: Limited to Underwater) [2]

"Psionics" (Electrokinesis, Hydrokinesis)

Offense:
Unarmed +12 (+12 Damage, DC 27)
Aquatic +14 (+12 Damage, DC 17)
Bone Weapons +12-14 (+13 Damage, DC 28)
Laser Guns +12 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +12, Fortitude +12, Will +4
"Aquatic" Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +12, Fortitude +12, Will +4

Complications:
Hatred (Magic)- Haven Mutants are prejudiced against the use of Magic, owing to superstition and the amount of magical evil that comes to the Haven.
Rivalry (The White Knights)- There is a begrudging respect between the communities, but they can sometimes squabble.
Hatred (Technology)- The Dyno-Men believe that technology is what destroyed the world, and so they shun it at all costs.
Responsibility ("The New Breed")- Dyno-Men are among the Mutants who most dislike the "elder people" (as they call normal humans), believing them to be an outdated form of humanity that are destined to be replaced by Mutants.

Total: Abilities: 74 / Skills: 38--18 / Advantages: 13 / Powers: 24 + Psionics / Defenses: 14 (143 + Psionics)

-Among the most freakish of the Haven Mutants, Dyno-Men look truly horrific- three-toed hooves on their front legs and elongated necks, they resemble bipedal Sauropods, but mutated with bulbous, hairless heads and large mouths with tiny peg-like teeth. Very "Uncanny Valley" in a deliberate way. They are semi-aquatic, as much at home in the water as they are on land, and shun all human technology, believing that this is what led to the ruin of the world. They also hate magic and normal humans more than other Mutants, wear no clothing aside from animal skins and bones, and more things that make them look the strangest and most abnormal of the lot. They're seen as big, aggressive and dumb by other Mutants, and the most intolerant.

-Dyno-Men are very stupid but INSANELY strong, packing 3D6+26 Supernatural Strength, averaging out to ST 12! They're more durable than Hatchling Dragons at base (lol how did Palladium approve this in their anti-Power Gaming mode?), with 1D6x100 M.D.C., and weigh more than tigers, as well as having Hydrokinesis & Electrokinesis as innate abilities (these do minor ranged or close damage). Oh, and they start with FIVE ATTACKS, adding +3 to all combat, and doubling THAT when aquatic! They are mostly aquatic creatures that hunt in the water, swimming using long tails- this cuts their life expectancy in half- they could live to 140, but usually barely make it past 60. Overall, they're a ridiculous PL 12 to start, and PL 13 in the water.
Last edited by Jabroniville on Mon Apr 03, 2023 4:53 am, edited 1 time in total.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Leopard Men

Post by Jabroniville »

LEOPARD MEN R.C.C.
Role:
Bestial Savages, Xenophobes
PL 11 (128), PL 12 Dodge
STRENGTH
7 STAMINA 9 AGILITY 3
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Expertise (Survival) 6 (+7)
Intimidation 8 (+8)
Perception 4 (+5)
Sleight of Hand 1 (+5)
Stealth 3 (+6)

Advantages:
Equipment 3 (Mega-Damage Bone Axes, Laser Rifle), Ranged Attack 9, Startle, Uncanny Dodge

Powers:
"Mutant Physiology"
Immunity 11 (Mental Effects, Disease) [11]
Regeneration 2 [2]
Leaping 2 (30 feet) [2]
"Bite Attack" Strength-Damage +2 [2]

Offense:
Unarmed +13 (+7 Damage, DC 22)
Bite Attack +13 (+9 Damage, DC 24)
Bone Weapons +13 (+8 Damage, DC 23)
Laser Rifle +13 (+9 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +9, Fortitude +9, Will +4

Complications:
Hatred (Magic)- Haven Mutants are prejudiced against the use of Magic, owing to superstition and the amount of magical evil that comes to the Haven.
Hatred (Technology)- Leopard Men consider technology a great cause of the Great Cataclysm, and avoid using it except to make a statement. Most have an energy rifle or vibro-weapon for this purpose.
Reputation (Aggressive Psychos)- Leopard Men are aggressive, hateful marauders dismissed as barbaric even by other Mutant tribes.
Hatred (Others)- Leopard Men tend to hate all non-Mutants, and even other Haven Mutants may be fair game.
Disabled (Illiterate)

Total: Abilities: 74 / Skills: 22--11 / Advantages: 14 / Powers: 17 / Defenses: 12 (128)

-Looking like insane, shrunken dwarfs with pointy noses, wild hair & beards, and spots on their asses, the "Leopard Men" are said to be "the terrors of the mutant world". They are aggressive, hot-tempered loons who slaughter and eat their foes in great numbers, and are the mutants most interested in selling captives into slavery. The Guardia tribe (around LaGuardia airport) are the most vicious, and hate even the White Knights, considering them no different from other invaders. They consider other Mutants more preferable, but some extra-crazy ones attack even them.

-A united front of other Mutant tribes keeps them at bay for the most part, but they are the clan most likely to ignore clan boundaries and even attack those under clan protection. Within their tribes, Leopard Men are capable of great compassion, love and kindness, but they tend to dislike everyone else and are too aggressive to function with others. A note indicates that some Leopard Men & Mantis Men are establishing satellite tribes in other locations in North America, with anti-human agendas and desire for expansion.

-Leopard Men are bad-asses with +9 damage & toughness at their baseline, and SIX ATTACKS, pushing them into PL 11 territory. They have a "loping run" that nets them great defensive bonuses as well, like the "Automatic Dodge" god-stat.
Last edited by Jabroniville on Mon Apr 03, 2023 4:54 am, edited 1 time in total.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Mantis Men

Post by Jabroniville »

MANTIS MEN R.C.C.
Role:
Sociopathic Observers, Investigators
PL 9 (121)
STRENGTH
6 STAMINA 8 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE -2

Skills:
Expertise (Survival) 4 (+8)
Expertise (Anthropology) 6 (+10)
Expertise (Science) 2 (+6)
Intimidation 8 (+6)
Perception 3 (+7)
Technology 2 (+6)
Treatment 2 (+6)
Vehicles 3 (+7)

Advantages:
Equipment 7 (Mega-Damage Bone Axes, Scalpel, Laser Guns, Electronics, Some Vehicles), Improvised Tools, Ranged Attack 3, Uncanny Dodge

Powers:
"Mutant Physiology"
Immunity 10 (Mental Effects) [10]

"Psionics" (Remote Viewing, See Aura, See the Invisible, Sense Magic, Sixth Sense, Total Recall, Mind Bolt)

Offense:
Unarmed +7 (+10 Damage, DC 25)
Laser Guns +7 (+9 Ranged Damage, DC 24)
Bone Weapons +7 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +4

Complications:
Hatred (Magic)- Haven Mutants are prejudiced against the use of Magic, owing to superstition and the amount of magical evil that comes to the Haven.
Rivalry (The White Knights)- There is a begrudging respect between the communities, but they can sometimes squabble.

Total: Abilities: 70 / Skills: 30--15 / Advantages: 11 / Powers: 10 + Psionics / Defenses: 7 (113 + Psionics)

-Among the ugliest Haven Mutants, Mantis Men actually look more like deformed anteaters, with extremely elongated, hooked snouts atop spindly bodies. They are "walking encyclopedias", knowing tons of lore, science and other things, and study & analyze everything. They are aloof and indifferent to others, but are as anti-invader as Leopard Men, and their sociopathic distance from others makes them dangerous.

-Mantis Men aren't great fighters, have only four attacks with no bonuses, and don't do a lot of damage. They're smarter than the usual Mutant, but their skills aren't really much to write home about, either. They have more Psionics than most, however.
Post Reply