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

Where in all of your character write ups will go.
Jabroniville
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Re: Jab's Rifts Builds (Storytellers! The Warlords of Russia! Cossack!)

Post by Jabroniville »

Yeah, I’m this case, it’s just brutal, excessive page bloat. Y’all missed my New West set but it goes into Kevin making a new OCC for every bit of art Ramon Perez have him, even though every one is of “gritty cowboy”. Three kinds of lawmen, three gunshooters, a bunch of outlaws, etc.

It’s pretty clear Kevin just... thinks this is how books should be. Page after page of filler or redundant stuff just because he fetishizes sucking at what you do as a class concept.
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Re: Jab's Rifts Builds (Storytellers! The Warlords of Russia! Cossack!)

Post by Batgirl III »

I did a quick skim over the New West stuff, since it’s one of the regions of the setting I most like (Dinosaur Swamp is still tops) and Palladium Books just loves their filler content.

It’s almost always best to treat any Palladium Book as a “rough draft” and then for a GM to go off and finish it themselves (often by cutting out huge chunks of it).
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
Jabroniville
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Reaver Bandit

Post by Jabroniville »

REAVER BANDIT/RAIDER O.C.C.
Role:
Criminal Reaver
PL 7 (61)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 3 (+5)
Expertise (Soldier) 3 (+3)
Expertise (Criminal) 4 (+4)
Expertise (Appraisal) 5 (+5)
Intimidation 5 (+5)
Perception 2 (+2)
Stealth 2 (+4)
Technology 3 (+3)
Vehicles 1 (+5)

Advantages:
Equipment 7 (Hodgepodge M.D.C. Armor, Rifle), Ranged Attack 1

Powers:
Features 1: Any 1 Trick Shooting Skill [1]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+7 Damage, DC 22)
Rifle +5 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +4, Will +2

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

Total: Abilities: 32 / Skills: 28--14 / Advantages: 8 / Powers: 1 / Defenses: 6 (61)

-Ugh, why is this different from the Grunt? This is just "The Reaver, but also a criminal". Basically the most NPC-ish of these dudes in terms of "guys the PCs will have to kill" because they form raiding bands and attack innocent people all the time. They are still Reavers because they are often sent against rival War Camps to steal gear, but are just as often a generic "Bandit" archetype. They form warbands of noisy assholes firing guns in all directions.

-Bandits are just Reavers with a few different Skills- their skill selection in the game is garbage (only TWO Secondary Skills can be selected!), but they get one of the six "Trick Shooting" tricks.
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Soldati

Post by Jabroniville »

SOLDATI O.C.C.
Role:
Generic Soldier
PL 7 (57)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 3 (+5)
Expertise (Soldier) 3 (+3)
Intimidation 4 (+4)
Perception 3 (+3)
Stealth 2 (+4)
Technology 3 (+3)
Treatment 2 (+2)
Vehicles 2 (+6)
"Specialty" 2 Ranks in any one area of "focus"

Advantages:
Equipment 5 (M.D.C. Armor, Rifle), Ranged Attack 1

Powers:
"Cybernetics" Features 1: Gyro-Compass [1]

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

Complications:
Motivation (Defense of Russia)
Responsibility (The Horrors of War)- The Warlords have brutal sets of rules for their agents to follow, and Soldati have seen and carried out the worst of it. They can be incredibly hardened by war, which alters them in varied ways.

Total: Abilities: 32 / Skills: 24--12 / Advantages: 6 / Powers: 1 / Defenses: 6 (57)

-Yes, ANOTHER "Generic Mook", this time a basic "Grunt" soldier of the Warlords. Unlike the Reavers, these men are seen as patriots and defenders of Mother Russia, but their origins are as disparate as those of the lower ranked "rabble". I don't think the book bothers to explain why people become one and not the other. Soldati suffer badly on the battlefield, but talk little of it at home- okay THAT sounds like "Russian flavor" to me.

-Soldati are as generic as it gets for soldier-types- an absolutely pathetic array of skills to choose from. Bare-bones with the main skills, only a handful of "Related" ones, and two secondary ones. Just AWFUL.
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Smoke Soldiers

Post by Jabroniville »

SMOKE SOLDIERS (Soldati Dimiye) O.C.C.
Role:
Super-Spy
PL 8 (103)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 5 (+7)
Deception 8 (+11)
Expertise (Soldier) 6 (+8)
Expertise (Streetwise) 4 (+6)
Insight 5 (+7)
Intimidation 4 (+7)
Investigation 5 (+7)
Perception 6 (+8)
Sleight of Hand 4 (+8)
Stealth 6 (+8)
Technology 3 (+5)
Treatment 2 (+4)
Vehicles 2 (+6)

Advantages:
Contacts, Equipment 8 (M.D.C. Armor, Rifle, Hovercycle), Ranged Attack 3

Powers:
"Cybernetics" Features 1: Gyro-Compass [1]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Vibro-Blade +7 (+7 Damage, DC 22)
Rifle +7 (+9 Ranged Damage, DC 24)
Initiative +2

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

Complications:
Motivation (Defense of Russia)
Responsibility (The Horrors of War)- The Warlords have brutal sets of rules for their agents to follow, and Soldati have seen and carried out the worst of it. They can be incredibly hardened by war, which alters them in varied ways.

Total: Abilities: 50 / Skills: 30--30 / Advantages: 12 / Powers: 1 / Defenses: 10 (103)

-And there's even a variation of the SOLDATI, as we get the "Smoke Soldiers"- fighting spy/ninjas who work as the eyes and ears of the Warlords, finding threats from within and without. There are only about 50-100 of these guys in each Camp, making them truly rare. They get the typical ballyhoo over how amazingly stealthy, secretive and perceptive they are, with a few neat tricks (keeping crickets in jars by their sleeping mats- when the crickets stop chirping, it means someone is near). Most Smoke Soldiers take orders directly from the Warlords themselves, putting them at a rank above even War-Knights. Aaaaaaaand they fill like two pages of text with all the stuff they might notice, which is just page bloat and way too much.

-As you might imagine with all of that, Smoke Soldiers are high-end agents. They have a ton of skills to choose from in various categories, an extra attack right at the beginning, and more. They're practically overpowered compared to the rest of these guys, but good luck randomly rolling stats that would allow you to play one.
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Re: Jab's Rifts Builds (Reaver Biker, Scout, Assassin & Bandit!)

Post by Batgirl III »

-As you might imagine with all of that, Smoke Soldiers are high-end agents. They have a ton of skills to choose from in various categories, an extra attack right at the beginning, and more. They're practically overpowered compared to the rest of these guys, but good luck randomly rolling stats that would allow you to play one.
Aww, how cute. Jab thinks that people who played RIFTS® actually rolled for their stats honestly.

(Onay oneyay oilspay ethay Antasay Ausclay ingthay orfay imhay, okayyay?)
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MacynSnow
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Re: Jab's Rifts Builds (Reaver Biker, Scout, Assassin & Bandit!)

Post by MacynSnow »

Batgirl III wrote: Thu Apr 01, 2021 7:44 am
-As you might imagine with all of that, Smoke Soldiers are high-end agents. They have a ton of skills to choose from in various categories, an extra attack right at the beginning, and more. They're practically overpowered compared to the rest of these guys, but good luck randomly rolling stats that would allow you to play one.
Aww, how cute. Jab thinks that people who played RIFTS® actually rolled for their stats honestly.

(Onay oneyay oilspay ethay Antasay Ausclay ingthay orfay imhay, okayyay?)
Hey, i ALWAYS rolled Honestly in the Palladium system......
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Re: Jab's Rifts Builds (Reaver Biker, Scout, Assassin & Bandit!)

Post by Jabroniville »

LOL my friend let us roll all the dice, then pick and choose where we put them (and, if an R.C.C. with a bonus D6 or two, roll those after we'd put down the 3D6).
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Re: Jab's Rifts Builds (Reavers! Soldati! Smoke Soldiers!)

Post by MacynSnow »

Having come from AD&D, our GM let use "4d6, drop lowest" so we tended to get some decent stuff to work with for the most part...
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Re: Jab's Rifts Builds (Reaver Biker, Scout, Assassin & Bandit!)

Post by Tattooedman »

Jabroniville wrote: Thu Apr 01, 2021 8:13 am LOL my friend let us roll all the dice, then pick and choose where we put them (and, if an R.C.C. with a bonus D6 or two, roll those after we'd put down the 3D6).
My GM did the same thing. My gaming group at the time found it easier to make the dice rolls work for us.
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!?!
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Warlord Cyber-Doc

Post by Jabroniville »

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WARLORD CYBER-DOC O.C.C.
Role:
Mad Doctor
PL 6 (78)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+5)
Deception 5 (+7)
Expertise (Science) 2 (+5)
Expertise (Military) 4 (+6)
Insight 2 (+4)
Perception 3 (+5)
Persuasion 2 (+4)
Technology 8 (+11)
Treatment 6 (+9)
Vehicles 2 (+5)

Advantages:
Equipment 8 (Gear), Ranged Attack 2

Equipment:
"Plastic Man Armor" Protection 5 (5)
"Assorted Gear" (10)
"Laser Pistol" Blast 7 (14)
"Vibro-Knife" Strength-Damage +5 (5)

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

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

Complications:
Responsibility (The Camp)- Cyber-Docs in Russia are usually working for a Warlord.

Total: Abilities: 40 / Skills: 38--19 / Advantages: 10 / Powers: 0 / Defenses: 9 (78)

-Man, this is weird- the "Cyber-Doc O.C.C." in the Main Rulebook is supposed to be able to stand for ALL these guys, and yet we need a whole distinct one for Warlords of Russia? I was gonna posit why and they I realized... Perez drew a picture and so Kevin had to stick page bloat to it. I mean, it's a Punk Rock Scientist guy, which is the kind of thing Perez is good at that exemplifies the setting, so it's pretty good, but still. Warlord Cyber-Docs are the agents of the Warlords who design the unique bionics to their "Spheres of Influence"- most Cyber-Docs in Russia work for the Warlords, on pain of death. These guys are professionals with access to good equipment, and are skilled surgeons rather than "Chop-Shop" butchers as is the usual stereotype.

-Warlord Cyber-Docs are essentially like the Main Rulebook version, but with military discipline and +1 to Defenses for some reason.
Last edited by Jabroniville on Mon Apr 05, 2021 6:12 am, edited 1 time in total.
Jabroniville
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War-Knight

Post by Jabroniville »

Image

WAR-KNIGHT O.C.C.
Role:
Elite Soldier, Super-Cavalry
PL 9 (57)
STRENGTH
3/8 STAMINA 3 AGILITY 2
FIGHTING 5/8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

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

Advantages:
Benefit 1 (War-Knight), Equipment 5 (M.D.C. Armor, Rifle, Vibro-Sword), Ranged Attack 1

Powers:
"Custom War-Knight Power Armor" (Flaws: Removable) [33]
Enhanced Strength 5 (10)
Enhanced Fighting 3 (6)
Protection 7 (Extras: Impervious) (14)
Enhanced Advantages 2: Ranged Attack 2 (2)
"Environmental Suit" Immunity 6 (Drowning, Suffocation, Pressure, Heat, Cold, Radiation) (6)
Speed 2 (8 mph) (2)
Leaping 1 (15 feet) (1)
-- (41 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Armored Strength +8 (+8 Damage, DC 23)
Vibro-Blade +8 (+7 Damage, DC 22)
Vibro-Sword/Axe +8 (+10 Damage, DC 25)
Rifle +5 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +8 (DC 18), Toughness +3 (+10 Armor), Fortitude +5, Will +6

Complications:
Motivation (Defense of Russia)
Responsibility (The Warlord's Camp)

Total: Abilities: 46 / Skills: 24--12 / Advantages: 7 / Powers: 33 / Defenses: 8 (106)

-And now we come to the big dogs of the Warlords' camps- War-Knights are powerful and high-end Knights of the Realm who earn great respect and positions of authority within the army. Others may be more feared, but the War-Knights are seen as the pinnacle of the military, and are generally beloved by the people, and act accordingly. Their armor typically looks more "classical" and old, but with technological advancements like Vibro-Blades and such. Most ride partial or full bionic horses or the Megahorses that appear later in the book.

-War-Knights are pretty basic soldiers, Skill-wise, no better than most Soldati, but have much better gear. Though the War-Knight Armor itself has pretty modest durability (it usually ends up only a little tougher than Coalition Grunt armor- it actually has a randomized toughness, with a minimum of 120 M.D.C.), it grants an EXTRA ATTACK, plus bonuses to hit- it turns out to be a very strong, very fast suit that makes you a better fighter. Overall, War-Knights are PL 9 on offense & defense, actually doing a bit to justify their reputation. Though a Coalition SAMAS would still absolutely wreck one.
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Wingrider

Post by Jabroniville »

Image

WINGRIDER RPA O.C.C.
Role:
Flyboys, Air Force, Risk-Takers
PL 8 (76), PL 11 (76) When Flying
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 3 (+5)
Expertise (Soldier) 3 (+3)
Intimidation 4 (+4)
Perception 3 (+3)
Stealth 2 (+4)
Technology 3 (+3)
Treatment 2 (+2)
Vehicles 4 (+8)
Vehicles 3 (+11) -- Flaws: Limited to Flying Vehicles

Advantages:
Equipment 11 (M.D.C. Armor w/ Arm Vibro-Blade +9, Rifle, Vibro-Blade +7, Flying Wing), Fearless, Move-By Action, Ranged Attack 1

Powers:
"Flying Wing Focus"
Enhanced Fighting 2 (Flaws: Source- Flying Wing) [2]
Enhanced Advantages 2: Ranged Attack 2 (Flaws: Source- Flying Wing) [1]
Enhanced Dodge 2 (Flaws: Source- Flying Wing) [1]
Enhanced Dodge 2 (Flaws: Source- Small Vehicles) [1]

Equipment:
"Wingrider Flying Wing" Toughness 10, Medium Size, Flight 7, Laser Blast 11, Mini-Missiles, "Chulki Hooks" Grappling Wires, Parry +1, Dodge +2, Defenses 11 (+1 per 50 mph)
"Wingrider Armor" Toughness +10, Vibro-Blade +9, Laser +9

Offense:
Unarmed +5 (+2 Damage, DC 17)
Flying Wing Unarmed +7 (+2 Damage, DC 17)
Vibro-Blade +5 (+7-9 Damage, DC 22-24)
Flying Wing Vibro-Blade +7 (+7-9 Damage, DC 22-24)
Rifle +5 (+9 Ranged Damage, DC 24)
Flying Wing Rifle +7 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +5 (+7-11 Flying Wing, DC 15-21), Parry +5 (+8 Flying Wing, DC 15-18), Toughness +3 (+10 Armor), Fortitude +4, Will +5

Complications:
Motivation (Defense of Russia)
Responsibility (Risk-Takers)
Rivalry (Other Wingriders)- Warlord Kolodenko's Wingriders resent being copied by others, and relish challenging the Wingriders of other armies.

Total: Abilities: 36 / Skills: 26--13 / Advantages: 14 / Powers: 5 / Defenses: 8 (76)

-A pretty distinctive O.C.C. for this book, these guys really should have become iconic to Rifts. I mean, they're just ripping off the Green Goblin with those Gliders, but come on! Armored Flying Glider Guys? That's AWESOME for Mooks! These guys came from Warlord Kolodenko's camp, but now everyone is using them. They're couriers, recon men, and combat specialists. Predictably, these are the risk-taking, near-suicidal stunt-fliers, using piton "hooks" to whip around objects in a tight arc. Naturally, the statline required to actually play one of these is pretty well impossible to get (14s to P.S. & P.P.).

-Wingriders are a pretty solid example of a "Specialist Class"- in their flying vehicles, they get good bonuses to hit and defend, getting +6 in total to Dodge on Flying Wings. The Wings are extremely fast for this setting, and they have Hooks that let them snag power armor guys (costing them attacks). They even get their own gear, with built-in Vibro-Blades! Overall, they become PL 9 attackers and PL 10.5 defenders when airborne, but many attacks (especially their "Slam" attack) could make them crash, sustaining damage and losing attacks.
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Russian Bionics

Post by Jabroniville »

RUSSIAN BIONICS:
-And now the book has a MASSIVE section on Bionics, rivalling most other books' sections on superfluous magic spells. According to the book, human augmentation is more common in Russia than anywhere else on Rifts Earth- Cyborgs are completely accepted and are part of the police, army and other things. Each Warlord has Cyborg types "unique" to their Camp, seen as a signature. There is a big section of Cyberlinking and just tons of stuff for hardware you can get. Some, like the Weapon Arms, are truly horrifying and give you built-in power equivalent to any guns- the Utility Arms add an extra attack PER TENTACLE, which is straight-up unbalancing at the cost of making yourself a gross cyborg.

"Cyberlinking" The act of "jacking in" to a vehicle's computer, controlling it automatically without having to press any buttons or turn the wheel. You get +6 to Pilot, +1 to Initiative, +2 FIGHTING, +2 Ranged Attack & +1 to hit when doing this, but must actively break the link to do anything other than pilot or use the vehicle, and it can only be used easily with simple things like Flying Wings, hovercycles, etc.- not complex things like tanks & giant robots.

"Senses" Microvision, Immunity to Visual Dazzles, Radius Sight (+2 Init, +3 Dodge), Spectra-Vision (Ultravision, X-Ray Vision, Detect Heat, Gamma Rays, Radiation, Microwaves), Cyber-Audio (Detects Movement), Voice Enhancer, Audio Filter, Indentification Computer (lists all known designs of hardware to identify people; another has a database of all known aliens)

"Medical Equipment" Tons of surgical aides and detectors.
"Jet Pack" Flight 7 for Heavy Cyborgs.
"Cyberjets" Leaping 6 (200 feet) for Light Cyborgs.
"Helmets/Faceplates" Toughness +1.
"Multitool Hands" Various tools.
"Weapon Clamps"
"Tread Legs" Speed 6.
"Shield Arm" Defenses +1-2.
"Grapnel Launcher" Grappling Hook.
"Palm Laser" Blast 8.
"Psionic Electro-Magnetic Dampers" +1-2 to avoid Psionics.

"Robotic Strength" ST 8-12.
"Hydraulic Hammer Hand" Damage +1.
"Electro-Cannon Forearm Blaster" Blast 10.
"Rail Gun Arm" Blast 11.
"Laser Cannon Arm" Blast 9-13 (Dual Blast).
"Weapon Arm" Blast 9-10 or Missiles (various).
"Vibro-Blade Multi-Weapon Arm" Blast 9 (+1 to hit) & Damage +10-11 Blades (+1 FIGHTING)
"Weapon/Utility Arms" FIGHTING +1 (per arm; max 2), Vibro-Blade +8.
"Extendible Arm" Reach 2.
"Laser Eye" Blast 9 (+1 to hit).
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Light Machine Cyborg

Post by Jabroniville »

Image

LIGHT MACHINE CYBORG O.C.C.
Role:
Cyborg Soldier
PL 10 (138)
STRENGTH
6 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

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

Advantages:
Benefit 1 (Respected Hero of Russia), Equipment 4 (Additional Armor, Rifle), Ranged Attack 2

Powers:
"Cybernetics"
Features 3: Gyro-Compass, Gas Filtration, Oxygen Storage Cell [3]
Communication (CyberLink) 2 (Extras: Area, Selective) [12]
Speed 5 (60 mph) [5]
Leaping 1 (15 feet) [1]
"Light Cyborg Armor" Protection 7 (Extras: Impervious) [14]
Senses 2 (Extended & Low-Light Vision) [2]

"Palm Ion Blasters" Blast 13 (Feats: Split) (27) -- [28]
AE: "Vibro-Blades" Strength-Damage +2 (Feats: Split, Subtle- Concealed) (4)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Vibro-Blades +6 (+8 Damage, DC 23)
Rifle +6 (+9 Ranged Damage, DC 24)
Ion Blasters +6 (+13 Ranged Damage, DC 28)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3 (+10 Cyborg Armor, +11 Extra Armor), Fortitude +6, Will +4

Complications:
Motivation (Defense of Russia)
Responsibility (The Camp)

Total: Abilities: 44 / Skills: 26--13 / Advantages: 7 / Powers: 65 / Defenses: 9 (138)

-Aaaaaaaaand now they have a pair of CYBORG O.C.C.s, with a Light Machine and Heavy Machine. They get a lot of ballyhoo about how terrifying, courageous and wild they all are, and that public acceptance of cybernetics is so commonplace that they suffer very little "mental decay" compared to the 'Borgs of most other nations. Light Machine Cyborgs can be made up to look human, unlike the Heavies.

-Light Machine Cyborgs have only tolerable M.D.C., being built-in, and it's vague on how wearing extra armor works, as it says you can "alternately" just wear regular armor, but later it includes the natural durability of Light Armor and says you can add normal armor to it. Actually I think the first one is just for regular O.C.C.s taking cybernetics, while the latter one is for the actual Cyborg O.C.C. The only real advantage these guys have are that they are more human-shaped, though it even specifies that many just look entirely mechanical anyways. They get solid M.D.C., are +1 to hit & parry, and get great ranged weapons and Vibro-Blades.
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