... SAFECRACKER???
Posted: Sat Jun 23, 2018 1:37 am
CRIMINAL O.C.C.s
Role: Generic Crooks, Focused Criminals
PL 7 (77)
STRENGTH 2 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 2
Skills:
Athletics 3 (+5)
Deception 4 (+6)
Expertise (Criminal) 6 (+8)
Insight 3 (+4)
Investigation 5 (+6)
Perception 5 (+6)
Persuasion 2 (+4)
Stealth 2 (+5)
Technology 4 (+6)
Vehicles 2 (+6)
Advantages:
Equipment 6 (MDC Body Armor +8), Ranged Attack 3
Equipment:
"Makeshift Body Armor" Protection 6 (Extras: Impervious 5) (11)
"Energy Pistol" Blast 7 (14)
Offense:
Unarmed +5 (+2 Damage, DC 17)
Gun +7 (+7 Ranged Damage, DC 22)
Initiative +2
Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+8 Armor), Fortitude +3, Will +4
Complications:
Reputation (Criminal)
Motivation (Greed)
Total: Abilities: 44 / Skills: 36--18 / Advantages: 9 / Powers: 0 / Defenses: 6 (77)
-To the surprise of absolutely no one, Kevin Siembieda managed to include ridiculously-underpowered, SUPER-specific O.C.C.s in Rifts Mercenaries, giving us such illustrious classes as the Safecracker, Forger and Smugger. And of course his goddamn byline is right underneath each one, as if he doesn't wanna give CJ Carella ANY credit for these masterful ideas of his. oh, KEVIN. To be fair, those ARE good jobs for criminals. But it's funny and SO "Palladium" to just include a whole separate class for a criminal with some career focus.
Jobs:
SAFECRACKER O.C.C.- PL 7 (86): INT +2, Sleight of Hand 6 (+10), Stealth +2 (+7), Technology +2 (+10) [9]
-Yep, a guy who's entire point is using technology to open up safes. In a world where regular citizens carry weaponry that could tear apart a modern-day Aircraft Carrier. It's like in Resident Evil where you're carrying around a grenade launcher, but to open a FUCKING WOODEN DOOR, you need to get a key from the knight's mask, which opens when you turn the crank in the boiler room, which opens when you give a handjob to the statue in the west parlor, which gets erect when you get one of the nineteen other keys strewn about the mansion. JUST BLOW OPEN THE GODDAMNED DOOR, JILL!!!!
FORGER O.C.C.- PL 7 (88): INT +2, Expertise (Forgery) 6 (+10), Technology +2 (+10) [11]
-Oh, KEVIN. Absolutely scads of information on bonuses to percentages for ABSURDLY-SPECIFIC thing. Why is his name even on this byline? As if we couldn't tell it was Kevin Siembieda by the fact that you get a +10 bonus to MAKING PAPER LOOK OLD. That may as well be his goddamn signature right there! And hey- there's penalties for rush jobs, inadequate references (like if you have to build DC characters by their online bios) or making really specific things like audio or film forgeries. Hilariously, you only get a 15% bonus to the ACTUAL FORGERY SKILL. Plus dozens of other specific things that are all explained by "Technology" in M&M, like "TV/Video" or three kinds of Computer-themed things (Operations, Programming & Hacking).
SMUGGLER O.C.C.- PL 7 (85): PRE +2, Deception +4 (+12), Persuasion +4 (+10) [8]
-The picture is just of a smug dude smoking, and you get a ton of stuff on how they specialize in not looking scared when questioned or harrassed. Plus a bunch of Alignment-specific stuff that indicates the characters are sometimes freedom fighters shipping stuff to good movements, while others are just standard criminal scum.
PROFESSIONAL THIEF O.C.C.- PL 7 (87): AWA +1, Sleight of Hand 8 (+12), Technology +2 (+8), "Cybernetics" Senses (Infravision, Extended Hearing), Immunity (Drowning & Suffocation, Limited to Half) [10]
-A Cat Burglar class. Hey, it's useful, I suppose. Catwoman is one of these, and she's an important DC character! A trifle dull for Rifts, but given the gear you can throw onto people, he could kick a lot of ass, too.