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

Where in all of your character write ups will go.
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Davies
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Re: Jab's Rifts Builds (Bloodletter! Choirboy! Chrome Warrior!)

Post by Davies »

So possibly more like this, then:

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"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
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Re: Jab's Rifts Builds (Bloodletter! Choirboy! Chrome Warrior!)

Post by Jabroniville »

I don't know what that is, but maybe, lol.
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Integrity Guard

Post by Jabroniville »

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INTEGRITY GUARD O.C.C.
Role:
Racist Riot Control
PL 8 (73)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Expertise (Police Officer) 4 (+5)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Benefit (Integrity Guard), Equipment 7 (MBS Armor +5, Blaster +11, Space Gear)

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+11 Ranged Damage, DC 26)
Initiative +2

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

Complications:
Hatred (Sims)- Almost all Integrity Guards despise the Sims.

Total: Abilities: 40 / Skills: 32--16 / Advantages: 8 / Powers: 0 / Defenses: 9 (73)

-The Integrity Guards are a largely-volunteer force of Sim-hating riot police that typically fight Sim terrorism and/or rioting. They get Sim Recognition equipment, an experimental Particle Cannon, and other gear, making them PL 8s and a bit tougher than ordinary nobodies.
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Floater

Post by Jabroniville »

FLOATER O.C.C.
Role:
Nonspecialist Drifter
PL 7 (78)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Treatment 4 (+5)
Vehicles 1 (+6)

Advantages:
Beginner's Luck, Equipment 5 (Shield Projector- Toughness +4, Space Gear), Jack of All Trades, Languages 2 (Several)

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Motivation (Adventure)- Floaters love finding different things, shaking up their routines, etc.

Total: Abilities: 44 / Skills: 32--16 / Advantages: 9 / Powers: 0 / Defenses: 9 (78)

-YUP this is a Rifts game alright. You know it once you find a "Nonspecialist Drifter"-type O.C.C. Floaters specialize in never specializing, simply going all over the galaxy in search of mystery and excitement or whatever. They are happiest going from planet to planet, and can make a life anywhere. They get a bunch of base skills, but not a lot of extra stuff.
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Justice Ranger (Manhunter)

Post by Jabroniville »

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JUSTICE RANGER O.C.C.
Role:
Robot-Fighters
PL 8 (120)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Expertise (Justice Ranger) 6 (+7)
Insight 2 (+3)
Investigation 4 (+5)
Intimidation 2 (+3)
Perception 5 (+6)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear)

Powers:
"Union Suit" (Flaws: Removable) [47]
Protection 8 (Extras: Impervious 5) (13)
"Ion Blaster" Blast 11 (22)
Leaping 1 (15 feet) (1)
Speed 5 (60 mph) (5)
Immunity 7 (Visual Dazzles, Radiation, Heat, Cold, Suffocation 2) (7)
"Radio" Communication (Radio) 2 (Extras: Area) (10)
-- (58 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Ion Blaster +5 (+11 Ranged Damage, DC 26)
Initiative +2

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

Complications:
Responsibility (Protection)- Justice Rangers protect the Exile colonies from hostile invaders- either other Empires, the agents of the Void, or the lethal Manhunters.

Total: Abilities: 40 / Skills: 38--19 / Advantages: 5 / Powers: 47 / Defenses: 9 (120)

-Sharing the name with a Rifts O.C.C., these guys have a similar role, but are more like Professional Guardians of a sort. Their job is to guard the Exile colonies from the expansionist Chiropti & Gorushan Empires, plus those who worship the Void, and the terrifying Manhunters. They have a "Union Suit" for this purpose.
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Martial Dragon

Post by Jabroniville »

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MARTIAL DRAGON O.C.C.
Role:
Ancient-Style Martial Artist
PL 7 (74)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear)

Powers:
None

Offense:
Unarmed +5 (+3 Damage, DC 18)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Secret (Skills)- Martial Dragons never teach their skills to those unworthy.

Total: Abilities: 46 / Skills: 28--14 / Advantages: 5 / Powers: 0 / Defenses: 9 (74)

-A throwback in this futuristic space-world, a Martial Dragon is a practitioner of the ancient deadly arts. Living weapons, they are highly secretive, will never teach their skills to someone unworthy, and are sometimes used as elite warriors since they can pass through security checkpoints with "no weapons". They get to pick one exotic martial art, listed in the O.C.C.'s description- only four are available, and they're mostly stat-boosters with maybe a quirk here or there- shockingly, two offer a full extra attack right at the beginning! Naturally, they go for 20 levels each and offer extra attacks as you go, but these represent the first level.

Martial Arts:
Kung-Fu- Terran Style- PL 7 (85): FIGHTING +2, Close Attack 2, Ranged Attack 2, Dodge +2, Improved Critical (Unarmed) [11]
Mngutch- Ular Style- PL 7 (78): Parry +3, Protection 1 [4]
Shtek-Iyr- Chiropti Style- PL 7 (87): FIGHTING +3, Parry +1, Dodge +2, Ranged Attack 3, +4 Damage Kick (1/day) [13]
Kirndayv'Zhyf- Kirn Style- PL 7 (79): AWA +1, Dodge +1, FIGHTING +2 (Wastes One Round First) [5]
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MUTT

Post by Jabroniville »

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MUTT (Military Universal Tactical Team) O.C.C.
Role:
Armored Soldier
PL 12 (143)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear)

Powers:
"MUTT Armor" (Flaws: Removable) [75]
Protection 13 (Extras: Impervious) (26)
"14 Feet Tall" Features 2: Increased Mass, Reach (3)
Immunity 7 (Visual Dazzles, Radiation, Heat, Cold, Suffocation 2) (7)
"Radio" Communication (Radio) 2 (Extras: Area) (10)

"Optional Anti-Grav Unit" Flight 8 (500 mph) (16) -- (18)
  • AE: Speed 7 (250 mph) (7)
  • AE: Leaping 4 (120 feet) (4)
"Ion Blaster" Blast 14 (28) -- (29)
  • AE: "Missiles" Blast 12 (Extras: Area- 30ft. Burst) (24)
-- (93 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Ion Blaster +5 (+14 Ranged Damage, DC 29)
Missiles +12 Area (+12 Ranged Damage, DC 27)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+16 MUTT Armor), Fortitude +5, Will +5

Complications:
Motivation (Greed)- Cannibals were once criminals.

Total: Abilities: 40 / Skills: 28--14 / Advantages: 5 / Powers: 75 / Defenses: 9 (143)

-These are the elite ATPDS warriors- the first line of defense against the Manhunters, and also soldiers in war against other alien Empires. They are simple soldiers who gain access to the "MUTT" Armor. And HOLY SHIT- that stuff is insane! *800 M.D.C.*, which puts them over Glitter Boys! And with tolerable 1D6x10 Ion Cannons on their wrists, too! So even with crappy basic stats these guys are PL 10.5 by virtue of sheer durability and hitting power.
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Netstalker

Post by Jabroniville »

NETSTALKER O.C.C.
Role:
Computer Hackers
PL 7 (73)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Experise (Hacker) 8 (+10)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Eidetic Memory, Equipment 5 (Shield Projector- Toughness +4, Space Gear)

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Motivation (Kicks)- Netstalkers are pranksters and anarchists attempting to add surrealism to the world, and tweak noses.

Total: Abilities: 42 / Skills: 36--18 / Advantages: 6 / Powers: 0 / Defenses: 9 (73)

-Netstalkers are cyber-hackers who are notorious pranksters. A semi-political movement, they're more about embarassing those in charge and sowing some fun chaos. They're pretty smart and have great memories, but are not fighters.
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Nuke

Post by Jabroniville »

NUKE O.C.C.
Role:
Bomb Disposal
PL 7 (76)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Expertise (Demolitions) 8 (+10)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Nuke Suit +6, Space Gear), Fearless

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Nuke Suit), Fortitude +5, Will +6

Complications:
Motivation (Greed)- Cannibals were once criminals.

Total: Abilities: 42 / Skills: 36--18 / Advantages: 6 / Powers: 0 / Defenses: 10 (76)

-Nukes are bomb-disposal guys, typically brought out because explosive-based terrorist is such a big deal. They wear "Nuke Suits" (environmental body armor) and have "nerves of steel", but the art is of a manic-looking person dressed as Lady Deathstrike.
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Scottie

Post by Jabroniville »

SCOTTIE O.C.C.
Role:
Technicians
PL 7 (71)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 10 (+11)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear)

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Motivation (Greed)- Cannibals were once criminals.

Total: Abilities: 40 / Skills: 34--17 / Advantages: 5 / Powers: 0 / Defenses: 9 (71)

-Cutely, technicians are called "Scotties" and nobody seems to know why- the book is all "Scotland was okay with tech, but nobody can figure this out". Naturally it's a reference to the Star Trek character, but so far in the past that it doesn't matter. The class is a basic "Skillmonkey", which naturally just ends up listed as "Skills: Technology" in M&M terms.
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Seeker

Post by Jabroniville »

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SEEKER R.C.C.
Role:
Magic-Detectors
PL 7 (86)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Expertise (Magic) 8 (+9)
Insight 2 (+3)
Investigation 4 (+5)
Intimidation 2 (+3)
Perception 7 (+8)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear), Tracking

Powers:
"Sense Ley Lines" Senses 3 (Detect Ley Lines- Ranged 2) [3]
"Sense Rifts" Senses 3 (Detect Rifts- Ranged 2) [3]
"Sense Magic" Senses 4 (Magical Awareness- Ranged, Supernatural Creature Awareness- Ranged) [4]

"Magic" (6 Spells from Levels 1-2)
"Psionics" (Clairvoyance, Exorcism, Sixth Sense; 4 from Sensitive, 2 from Healer)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Motivation (Greed)- Seekers track for money.

Total: Abilities: 40 / Skills: 42--21 / Advantages: 6 / Powers: 10 + Magic & Psionics / Defenses: 9 (86)

-Seekers are something I was expecting to be Wizards, but are more akin to magic-sniffing Psychics, though they have a bit of both kinds of power. Very, very low-yield, but like in Rifts, these guys are ideal "Skillmonkey" types for a lot of side-things. Mages are more about trickery and covering your bases than hitting power in Palladium games.
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Smoker

Post by Jabroniville »

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SMOKER O.C.C.
Role:
Battle-Mages, Super-Mercenaries
PL 7 (82)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Expertise (Magic) 8 (+9)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear), Tracking

Powers:
"Sense Rifts" Senses 3 (Detect Rifts- Ranged) [2]
"Sense Magic" Senses 4 (Magical Awareness- Ranged, Supernatural Creature Awareness- Ranged) [4]

"Aura of Power" Enhanced Skills 6: Intimidation 6 (+7) [3]

"Magic" (3 Spells Each from Levels 1-4- Costs Half-P.P.E. for all offensive & defensive spells)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Motivation (Greed)- Smokers are mercenary Battle-Mages.

Total: Abilities: 40 / Skills: 36--18 / Advantages: 6 / Powers: 9 + Magic & Psionics / Defenses: 9 (82)

-"As everyone knows, magic is the ultimate wild card in the game of fate" goes the descriptor to the "Smoker", who is depicted as a Michael Jackson-looking sort. Smokers are magically-powered folks who join "Bloodhound" groups and are given so much hype here it's treated like they're the most important guy in any group. Though they only have a small handful of spells, and gather them slowly, they are charged half P.P.E. for any of them, which is pretty unbalancing compared to other Mages. I don't see this as QUITE as impressive as the book implies it is, but this is a more lower-powered setting in some ways. But like, what're they gonna do to a Manhunter or MUTT?
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TRASHMan

Post by Jabroniville »

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I'm just typing in "Robot Hunter" and seeing what comes up.

TRASHMAN O.C.C.
Role:
Robot-Hunters
PL 10 (100)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Insight 4 (+6)
Investigation 6 (+8)
Intimidation 2 (+3)
Perception 5 (+7)
Stealth 4 (+6)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear)

Powers:
"TRASHMan Manhunter Missile Cannon" (Feats: Restricted 2- Only This TRASHMan) [25]
Affliction 14 (Toughness; Dazed & Hindered/Stunned & Defenseless/Incapacitated) (Extras: Ranged, Extra Condition) (Flaws: Limited to Robots) (xx points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Missile Cannon +5 (+14 Ranged Affliction, DC 24)
Initiative +2

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

Complications:
Motivation (xxxx)- xxxxxxxx.

Total: Abilities: 42 / Skills: 38--19 / Advantages: 5 / Powers: 25 / Defenses: 9 (100)

-TRASHMen are "Tactical Retrieval of Abberant System Hardware" agents- they were created by a company to deal with a legion of insane robots created by a computer virus made by a disgruntled ex-employee. So these guys hunt renegade machines, and... okay, this is just Blade Runner. They are said to have a ludicrously hard course to pass- most drop out early- and their "Depression Gun" is a high-powered Blaster that will only fire for the wielder. The image is clearly of a grizzled Cyberpunk Noir Detective, so you know what they're going for here.

-The "Depression Gun" is given a different name later on in the bio, and is effectively an Anti-Robot Gun, with a chart detailing that it has a 90% chance of one-shotting a Robot of 100-149 M.D.C., a 10% chance of one-shotting a 450-499 M.D.C. one, and anything in between. It can't effect anything else, though. I would think they'd still be easily-killed by serious threats like Manhunters, though.
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Widowmaker

Post by Jabroniville »

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WIDOMAKER O.C.C.
Role:
Gun-Toting Assassins
PL 7 (70)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear), Improved Aim, Ranged Attack 1

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Motivation (Greed)- Widowmakers are mercenaries.

Total: Abilities: 40 / Skills: 28--14 / Advantages: 7 / Powers: 0 / Defenses: 9 (70)

-This is just a "Standard Killer" with a +1 bonus to called shots. Otherwise unimpressive, they have solid gear but way fewer Skills than most of these other O.C.C.s.
Jabroniville
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Wolfhound

Post by Jabroniville »

WOLFHOUND O.C.C.
Role:
Trackers
PL 7 (77)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Insight 6 (+7)
Investigation 8 (+9)
Intimidation 2 (+3)
Perception 7 (+8)
Stealth 4 (+6)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear), Tracking

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Motivation (Greed)- Wolfhounds are mercenaries.

Total: Abilities: 40 / Skills: 44--22 / Advantages: 6 / Powers: 0 / Defenses: 9 (77)

-... yeah, so this is just a "Tracker" O.C.C., despite there being a bunch of investigators and detective-types already. Whatever.
Last edited by Jabroniville on Mon Nov 23, 2020 2:50 am, edited 1 time in total.
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