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

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catsi563
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Re: Jab's Rifts Builds (Rifts New West! Sheriffs! Bounty Hunters!)

Post by catsi563 »

they were a bit of both actually. In the adventure I had It was a 3 parter with part 1 being against the lorca wraith who was working for the lord of the deep, once he was dealt with part 2 was us running from Horune pirates with devil sharks and a other nasties on our tails as we chased a macguffin last part was us assisting the new navy and Tritonia to fight off the lord of the deep and his armies in a climatic showdown

but yeah Rifts worse then other palladium stuff which is fun mind you suffers a bit from redundancy and bloat, 6 dozen different cowboy classes all of which do the same bloody thing in one way or the other but with only minor variations of said same thing

its versatile but leaves your head spinning
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Bandit (Basic)

Post by Jabroniville »

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LOL the posters in the back.

BANDIT O.C.C.
Role:
Shitty Class, Common Thug
PL 6 (48)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+6)
Deception 4 (+4)
Insight 1 (+1)
Expertise (Survival) 2 (+2)
Technology 2 (+2)
Vehicles 1 (+3)

Advantages:
Equipment 5 (Guns, Armor, etc.), Ranged Attack 2

Equipment:
"Big Bore Shotgun" Blast 8 (16)
"MDC Armor" Protection 5 (5)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Gun +4 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3 (+8 Armor), Fortitude +5, Will +4

Complications:
Disabled (Under-Educated)- A huge majority of the human population is now illiterate and under-educated.
Motivation (Greed)

Total: Abilities: 26 / Skills: 14--7 / Advantages: 7 / Powers: 0 / Defenses: 8 (48)

-Another one of those "Because Rifts" things, we have TWO variations of the "Bandit" O.C.C. in this book- the Bandit and the Bandit HIGHWAYMAN. This variant is just a "vagabond thug", which is silly because you don't really need a class for "guy who sucks at fighting" in a game that's already included the Vagabond Non-Skilled O.C.C. in it. But here we go- TWO kinds of Bandits, one of which sucks. I guess it's useful in that it provides a template for the GM to throw in the Mooks your characters will encounter, as the book describes variations of goons, how many are family groups, and how they're mostly incompetent so they stick together to pool their skills like resources.

-Bandits have pathetic skill selection and are said to be wearing mostly modified Coalition gear (especially DOG BOY power armor!).
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Bandit (Highwayman)

Post by Jabroniville »

Image

BANDIT- HIGHWAYMAN O.C.C.
Role:
Master Thief, Highwayman
PL 8 (92)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+8)
Expertise (Criminal) 9 (+10)
Insight 4 (+7)
Intimidation 3 (+6)
Investigation 5 (+8)
Perception 5 (+8)
Technology 6 (+7)
Treatment 2 (+3)

Advantages:
Equipment 5 (Thief's Gear), Minion 5 (Horse), Ranged Attack 2

Equipment:
"Laser Rifle" Blast 10 (20)
"MDC Armor" Protection 5 (5)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Laser Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +3 (+8 Armor), Fortitude +5, Will +5

Complications:
Motivation (Greed)

Total: Abilities: 50 / Skills: 40--20 / Advantages: 12 / Powers: 0 / Defenses: 10 (92)

-Sharing the name "Bandit" with the Jobbers of the setting, the Highwayman is a master criminal- one who sets up ambushes, traps, distractions, and more, in his "flamboyant" career as a "possession is 9/10ths of the law" thief. The character art is one of MANY "Clint Eastwood in a poncho and cowboy hat" pieces of art in this book, mostly drawn by Ramon Perez, though this guy has a cool, scratched-up looking cyborg arm to make him different, in addition to an evil smirk.

-Highwaymen are humorously enough pretty similar to the Sheriff in stats, sharing an SDC bonus, many of their Skills, and the generic gear offerings. However, they lack the Sharpshooting stuff, and add "Demolitions" because the designers REALLY WANT characters to be setting up dynamite traps and whatever. Mega-Dynamite, I guess. I dunno, this "Demolitions" nonsense appears in something like 80% of the Palladium output, and I've never heard of players attempting to use it.
Last edited by Jabroniville on Sat Aug 24, 2019 8:50 pm, edited 1 time in total.
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Gunfighter

Post by Jabroniville »

Image

GUNFIGHTER O.C.C.
Role:
All-Around Fighter Guy
PL 9 (120)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Mercenary) 8 (+10)
Expertise (Weapons) 10 (+12)
Insight 3 (+6)
Intimidation 4 (+6)
Investigation 4 (+7)
Perception 5 (+8)
Technology 4 (+6)
Vehicles 2 (+7)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Minion 6 (Horse), Ranged Attack 3, Tracking

Powers:
"Gunfighter Tricks"
Features 3: May Fire Two-Handed Guns One-Handed, May Fire Backwards Using Hand-Mirror, Shoot While Upside-Down- No Penalties [3]
Enhanced Advantages 2: Improved Initiative 2 (Flaws: Limited to With Rifle/Pistol) [1]
"Ricochet Shot" Feats: Ricochet (Feats: Variable- Any Ranged Weapon) [2]

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"NG-L5 Northern Gun Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Vibro-Blade +6 (+9 Damage, DC 24)
Laser Pistol +8 (+6 Ranged Damage, DC 21)
NG Rifle +8 (+10 Ranged Damage, DC 25)
Initiative +4 (+12 w/ Rifles/Pistols)

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Motivation (Greed)

Total: Abilities: 54 / Skills: 44--22 / Advantages: 28 / Powers: 6 / Defenses: 10 (120)

-One of the weirdest bits of editing in the New West book is the existence of this guy alongside the "Gunslinger" O.C.C. WHY HAVE BOTH? WHY NOT CHOOSE A DIFFERENT NAME?!? A GunFIGHTER is apparently a general term for gun-for-hire, who might also be a weapons-mechanic, lawman, or whatever. They take any kind of job, and often just drift around. More respectable than other guys, like Gunslingers, who are assassins/murderers. Gunfighters can be anything. Basically it's the Man With No Name.

-Gunfighters have serious power- one extra attack when wielding guns!! That's really just "extra accuracy" in M&M. Plus three kinds of "trick shots", a bonus to Initiative, and more.
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Justice Ranger

Post by Jabroniville »

Image

JUSTICE RANGER O.C.C.
Role:
The Law In Those There Parts
PL 8 (100)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+8)
Expertise (Survival) 7 (+10)
Insight 4 (+7)
Intimidation 3 (+6)
Investigation 5 (+8)
Perception 5 (+8)
Technology 4 (+5)
Treatment 2 (+3)

Advantages:
Benefit 1 (Reputation), Equipment 13 (Lawman's Gear), Minion 5 (Horse), Ranged Attack 2, Tracking

Powers:
"Weapon Mastery/Quick-Draw Initiative"
Enhanced Advantages 2: Improved Initiative 2 (Flaws: Limited to With Rifle) [1]

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Laser Rifle" Blast 10 (20)
"MDC Armor" Protection 5 (5)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Laser Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +3 (+9 Armor), Fortitude +5, Will +7

Complications:
Responsibility (Justice)- Justice Rangers seek out evil wherever they find it, often going to war with lethal alien forces like the Xiticix.

Total: Abilities: 48 / Skills: 36--18 / Advantages: 21 / Powers: 1 / Defenses: 12 (100)

-So the book includes not only the Sheriff/Lawman, but the JUSTICE RANGER, which is almost the same thing, but is instead a wandering do-gooder who rights wrongs wherever he finds them. Despite that, they are much more violent than Sheriffs, engaging in vigilante action, lynchings, and more- the book even describes them as being more anti-D-Bee. Many engage in broad wars against the Simvan Monster Riders & Xiticix, while others are lone vigilantes. They are very similar to Sheriffs, but lose the extra attack (ie. accuracy in M&M), and replace "Law" with "Survival" and tracking skills. Despite that hit, they copy the Bounty Hunter's "Pick One: Magic Weapon, Power Armor, Magic Armor or Special Vehicle" attribute.
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Gunslinger

Post by Jabroniville »

Image

How many "Clint Eastwoods" are there in this book, anyways? Did anybody count?

GUNSLINGER O.C.C.
Role:
Duelist, Hired Assassin
PL 9 (120)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Deception 6 (+8)
Expertise (Mercenary) 8 (+10)
Insight 3 (+6)
Intimidation 4 (+6)
Investigation 4 (+7)
Perception 5 (+8)
Persuasion 2 (+4)
Stealth 2 (+6)
Technology 4 (+6)
Vehicles 2 (+7)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Minion 6 (Horse), Ranged Attack 3, Tracking

Powers:
"Gunslinger Tricks"
Features 3: May Fire Two-Handed Guns One-Handed, May Fire Backwards Using Hand-Mirror, Shoot While Upside-Down- No Penalties [3]
Enhanced Advantages 2: Improved Initiative 2 (Flaws: Limited to With Rifle/Pistol) [1]
"Ricochet Shot" Feats: Ricochet (Feats: Variable- Any Ranged Weapon) [2]

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"NG-L5 Northern Gun Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Vibro-Blade +6 (+9 Damage, DC 24)
Laser Pistol +8 (+6 Ranged Damage, DC 21)
NG Rifle +8 (+10 Ranged Damage, DC 25)
Initiative +4 (+12 w/ Rifles/Pistols)

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Motivation (Greed)

Total: Abilities: 54 / Skills: 44--22 / Advantages: 28 / Powers: 6 / Defenses: 10 (120)

-I... wait? They spent all that time differentiating between GunFIGHTERS and GunSLINGERS... and they have the same powers?! What the hell sense does THAT make? They have all the same shooting feats and everything! The only difference is Gunslingers are expected to be criminals, and have a lot of lying/thieving/concealing stuff based around that. This O.C.C. has a ton of stuff based around how hard it is to be one (indeed, you'll almost never roll stats high enough for it- a Physical Prowess of 17 is required, which is really lucky to roll), as almost all of them die in their first year (often in their first FIGHT!), while only 100 or so have any kind of reputation. They're generic killers and snakes in the grass, treated as evil bogeymen, but are said to not necessarily ALWAYS be evil, as some kill bad people or were forced into the life. But basically it's the "Lying Gunfighter" class.
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Cyberslingers

Post by Jabroniville »

CYBERSLINGER CYBORGS:

Image

"THE KID" (CSLNGR Mark I): ST 7, Toughness +10, Speed 5, Leaping 1, FIGHTING +1, Dodge +2, Bioinic Lung, Sound Filtration System, Clock, Computer, Climbing Cord, Headjack
-Beloved for its human size and shape, "The Kid" is the lowest-grade modification possible.

Image

"SUPER SLINGER" CYBORG (CSLNGR Mark II): ST 7, Toughness +10, Extra Limbs 2, Speed 5, Leaping 1, FIGHTING +2, Ranged Attack 2, Dodge +2, Laser Finger (Blast 7), Vibro-Sabres +2, Bioinic Lung, Sound Filtration System, Clock, Computer, Climbing Cord, Headjack
-The Super Slinger is extremely powerful, owing to the extra pair of arms allowing for an addition melee attack.

Image

"GRINGO" CYBORG (CSLNGR Mark III): ST 8, Toughness +11, Extra Limbs 2, Speed 5, Leaping 1, FIGHTING +1, Dodge +1, Missile Launchers, Ion Cannon (Blast 11), Vibro-Sabres +2, Bioinic Lung, Loudspeaker, Voice Modulator, Sound Filtration System, Clock, Computer, Climbing Cord, Headjack
-The large "Gringo" is very tall and has more built-in hardware than the other Cyborgs, but loses much of the enhanced combat abilities.
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Re: Jab's Rifts Builds (Bounty Hunters! Gunfighter! Justice Ranger!)

Post by catsi563 »

Had fun with a Gunslinger playing one as Aberrant in alignment which is effectively the lawful evil of Palladium makes for an interesting dynamic.
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Wired Gunslinger

Post by Jabroniville »

Image

WIRED GUNSLINGER O.C.C.
Role:
Gunslinger With "Crazy" Stuff
PL 10 (127)
STRENGTH
2 STAMINA 3/4 AGILITY 4/5
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Athletics 8 (+10)
Deception 4 (+5)
Expertise (Mercenary) 5 (+5)
Intimidation 5 (+6)
Investigation 2 (+4)
Perception 6 (+8)
Stealth 2 (+7)
Technology 4 (+4)
Vehicles 2 (+7)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Improved Defenses, Improved Initiative, Minion 6 (Horse), Ranged Attack 3, Uncanny Dodge

Powers:
"Gunslinger Tricks"
Features 3: May Fire Two-Handed Guns One-Handed, May Fire Backwards Using Hand-Mirror, Shoot While Upside-Down- No Penalties [3]
Enhanced Advantages 2: Improved Initiative 2 (Flaws: Limited to With Rifle/Pistol) [1]
"Ricochet Shot" Feats: Ricochet (Feats: Variable- Any Ranged Weapon) [2]

"Crazy Bonuses"
Enhanced Stamina 1 [2]
Enhanced Agility 1 [2]
Enhanced Advantages: Ranged Attack 2 [2]
Speed 2 [2]

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"NG-L5 Northern Gun Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Vibro-Blade +8 (+9 Damage, DC 24)
Laser Pistol +10 (+6 Ranged Damage, DC 21)
NG Rifle +10 (+10 Ranged Damage, DC 25)
Initiative +9 (+17 w/ Rifles/Pistols)

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4 (+9 Armor), Fortitude +6, Will +6

Complications:
Motivation (Greed)
Responsibility (Paranoid/Crazy)- Wired Gunslingers, like most with "Crazy" augmentation, are a little bit nuts. Many are phobic of other Gunslingers, many are paranoid about "them" coming to get them, and others are manic-depressive or have delusions of grandeur.

Total: Abilities: 50 / Skills: 38--19 / Advantages: 29 / Powers: 14 / Defenses: 15 (127)

-oh GOODY, they managed to fit a "Crazy" into the New West setting somehow. Okay, so they're not AS bad, but they still use the M.O.M. Conversions and have pop cans glued to their heads. These guys have modified themselves into being EVEN FASTER, giving themselves some minor physical upgrades. They pile on all the same shooting stuff as the Gunslinger/fighter, but actually manage a whole extra attack in general (not just with their favored weapon), AND get the "God Stat", Uncanny Dodge! Their only drawback is their truly GOD-AWFUL assortment of Skills, dropping almost everything useful in the "story portion" of the game (ie. fixing things, looking for stuff, etc.) and giving you a mere pittance. Basically, these guys are better at slinging guns, but worse at everything else.
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Psi-Slinger

Post by Jabroniville »

Image

I thought this was the most bad-ass piece of art in the entire "Rifts" catalog when I was younger.

PSI-SLINGER O.C.C.
Role:
Duelist, Hired Assassin
PL 9 (141)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 8 (+10)
Deception 4 (+5)
Expertise (Mercenary) 5 (+5)
Intimidation 5 (+6)
Investigation 2 (+4)
Perception 6 (+8)
Stealth 2 (+7)
Technology 4 (+4)
Vehicles 2 (+7)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Minion 6 (Horse), Ranged Attack 3

Powers:
"Gunslinger Tricks"
Features 3: May Fire Two-Handed Guns One-Handed, May Fire Backwards Using Hand-Mirror, Shoot While Upside-Down- No Penalties [3]
Enhanced Advantages 2: Improved Initiative 2 (Flaws: Limited to With Linked Weapon) [1]
"Ricochet Shot" Feats: Ricochet (Feats: Variable- Any Ranged Weapon) [2]

"Linked Weapons Fly Into Their Hands" Move Object 2 (Flaws: Limited to Linked Weapons, Limited to Towards Them) [1]
"Energy Conversion" Immunity 20 (Mega-Damage Energy Beams & Blasts) (Flaws: Limited to Half-Effect) [10]
Senses 1 (Detect Energy Remaining in E-Clips) [1]

"Energy Expulsion" Blast 6 (12) -- [13]
  • AE: "Psychic Linked Weapons" Blast 7 (Flaws: Source- Ranged S.D.C. Weapons) (7)
"Psionics" (Sixth Sense, Mind Block, Mind Bolt, Psi-Sword, Telekinesis)

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"NG-L5 Northern Gun Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Vibro-Blade +8 (+9 Damage, DC 24)
Laser Pistol +8 (+6 Ranged Damage, DC 21)
NG Rifle +8 (+10 Ranged Damage, DC 25)
Psionic Weapons +8 (+6-7 Ranged Damage, DC 21-22)
Initiative +4 (+12 w/ Rifles/Pistols)

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

Complications:
Motivation (Greed)
Weaknesses (Psi-Slinging)- A Psi-Slinger will eventually run out of energy to fire his weapons at high levels all day long. He may also only "charge" a few weapons at a time, and only he may use them like this. Things like arrows will lose their charge after about a minute.

Total: Abilities: 54 / Skills: 38--19 / Advantages: 27 / Powers: 31 / Defenses: 10 (141)

-The Psi-Slinger is another type of "Slinger" character, but has an all-important difference... truly awesome character art. Showing some smirking guy with long-ish hair, casually throwing dozens of objects over his shoulder while firing a small pistol, it has STYLE. So much style, in fact, that I based a super-villain of my own on the idea, gave him the same name as this O.C.C., and more or less copied the entire concept.

-The Psi-Slinger "P.C.C." (oh, Palladium- never change) is a low-level Psionic who's managed to transform his ability to make regular objects hit like M.D.C. weapons! Unfortunately, the level is pretty pathetic (*1D6*, which is about the lowest in the game for anything!), but carries an unspoken advantage in the setting where most high-powered energy weapons are banned in civilized locations. This means that a Psi-Slinger is more of a threat when the party is "disarmed", as regular guns are worthless in Rifts unless these guys are holding them.

-Their most amazing ability is the ability to automatically turn M.D.C. Energy Weapons directed against them into S.D.C.! This renders an armored Psi-Slinger immune to almost all harm from guns, though things like missiles and stuff will still work, and anything over 30 Mega-Damage will instead do half. Altogether, these guys are trained to win in gunfights, moreso than almost any other class.
Last edited by Jabroniville on Thu Aug 29, 2019 9:03 pm, edited 1 time in total.
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Re: Jab's Rifts Builds (Justice Ranger! Gunslinger! Psi-Slinger!)

Post by Woodclaw »

Psi-slinger is a really nice concept.
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Re: Psi-Slinger

Post by JDRook »

Jabroniville wrote: Thu Aug 29, 2019 11:07 am Image

-The Psi-Slinger "P.C.C." (oh, Palladium- never change)
Palladium has been dividing their Character Classes (CCs) into Occupational, Racial and Psychic CCs since they brought out Beyond the Supernatural, but it occasionally feels a little arbitrary which is which and I don't recall ever seeing anything that formally defines the differences. The Savage Worlds RIFTS RPG does allow you to pick races and layer occupation packages on top of them, but basically treats Psionics as one form of Arcane Power (Magic being another form). It still allows for some gonzo-powerful combos, but at least it's consistent.
-Their most amazing ability is the ability to automatically turn M.D.C. Energy Weapons directed against them into S.D.C.! This renders an armored Psi-Slinger immune to almost all harm from guns, though things like missiles and stuff will still work, and anything over 30 Mega-Damage will instead do half.
The Half Immunity works well for turning MDC into SDC. Using my conversion chart that I based on yours, conventional damage covers ranks 0-7 (or the "human" range) and MDC is rank 8+, so even a rank 15 Boom Gun drops to a 7.
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Re: Jab's Rifts Builds (Justice Ranger! Gunslinger! Psi-Slinger!)

Post by Jabroniville »

Woodclaw wrote: Thu Aug 29, 2019 4:17 pm Psi-slinger is a really nice concept.
RIGHT??!? Like, it takes the game and does something unique and off-kilter with it. "Gunslinger Cowboy" is not a new concept, but Telekinetic Gunslinger IS. This gives him a lot of interesting things to do (albeit with some over-the-top things like Half-Immunity to Gun Damage).
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Re: Psi-Slinger

Post by Jabroniville »

JDRook wrote: Thu Aug 29, 2019 5:23 pm Palladium has been dividing their Character Classes (CCs) into Occupational, Racial and Psychic CCs since they brought out Beyond the Supernatural, but it occasionally feels a little arbitrary which is which and I don't recall ever seeing anything that formally defines the differences. The Savage Worlds RIFTS RPG does allow you to pick races and layer occupation packages on top of them, but basically treats Psionics as one form of Arcane Power (Magic being another form). It still allows for some gonzo-powerful combos, but at least it's consistent.
Aw, really? I was hoping this was a hilarious typo, as those pop up constantly all over this book.
The Half Immunity works well for turning MDC into SDC. Using my conversion chart that I based on yours, conventional damage covers ranks 0-7 (or the "human" range) and MDC is rank 8+, so even a rank 15 Boom Gun drops to a 7.
Cool! I was hoping that would check out. Some things really just have to be approximated in this setting.
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Re: Jab's Rifts Builds (Justice Ranger! Gunslinger! Psi-Slinger!)

Post by Tattooedman »

Yeah, Rifts stuff would be a monster to convert to M&M stats which is why I read through what you're doing here. You're a better builder than I am for doing and the way you've done stuff has been a very interesting read.
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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