Jab's Rifts Builds (The Four Horsemen! Egyptian Gods! Phoenixi!)

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Jabroniville
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The Ancient

Post by Jabroniville » Tue Oct 01, 2019 11:42 am

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THE ANCIENT R.C.C. (Incan Undead): ST +6, STA +5, AGI +1, FIGHTING +1, INT +1, AWA +1, Speed 1, Protection 13, Immunity 23 (Aging, Life Support, Mind Control Powers, Vampire Bites), Regeneration 6, Immunity 80 (All Damage, Limited to Non-Magical or Fire-Based), Mind Control 6 (Limited to Undead), Summon Undead xx (Multiple Minions), "Withering Touch" Damage 13 & Affliction 10 (Fort; Fatigued & Dazed/Exhausted & Stunned/Paralyzed; Extra Condition, Cumulative; Won't affect Cyborgs or Power Armor wearers), "Magic" (All Level 1-5 Spells, plus 3 per level), "Psionics" (All Sensitive, plus Psi-Sword & 4 Super-Psionic Powers) [159 + Summon, Magic & Psionics]

-These guys are actual, reborn mummies of ancient Incan Kings, who fell into arrogance and blasphemy when they wished for godhood for themselves (having been descended from the truly divine rulers of Nazcan & Incan history). They had themselves prepared as mummies, hoping to gain new life, and it worked. Except Earth lost its magical might, and so they became trapped in these immobile bodies for centuries- a circumstance which drove them insane. With the Great Cataclysm and the Coming of the Rifts, they have become reborn, and are P.P.E.-eating, Always Chaotic Evil, monsters who, in Kevin Siembiedan tradition, "Hate all life" and seek to cause destruction to everything.

-Ancients killed thousands of people when they were awakened, but the returning Incan Gods killed many, and drove the rest into exile, where they live in a City of the Dead, existing as an awesome potential adventure for players.

-Ancients are INCREDIBLY powerful, and throw more fuel on the "Carella Overpowers Rifts" fire- one has 1D4x1000 M.D.C., which is insane (roughly +18 Toughness). They also have a lethal Withering Touch, though it only does "Rail Gun" damage, but also costs the victim some attacks if they fail the save (even if they DO, they're at -1 in Rifts). They can Summon Undead, too. Their only weakness is that they are INCREDIBLY vulnerable to fire- even regular fire does Mega-Damage to them, and they take triple-damage from magical fires.

Jabroniville
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Arkhon

Post by Jabroniville » Wed Oct 02, 2019 6:52 am

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ARKHON R.C.C.: ST +1, AGI +1 [4]
-The image on Rifts: South America 2's cover is actually that of an Arkhon- a huge alien race featured in the book as arch-enemies of the Nazcan people. Their backstory is somewhat interesting, in that they come off a bit hapless in it- they are an alien invasion fleet in exile (their Overlord was attacked by rivals and chased off), decimated upon their arrival on Earth, which saw their mighty ships permanently grounded and thousands of Arkhon die. The survivors ended up being forced to found little societies within their ships, establishing bases on Earth. Overlord Enno led the failed invasion force, as well as these exiles, and hopes to rule all of Rifts Earth- a hopeless venture, but they don't know it yet. Honestly, their haplessness seems to paint them in a silly light, like the "oh well, the Coalition is TOTALLY going to annihilate all their magical enemies" stuff in other books, and how badly the Gargoyles are losing the war against the New German Republic in the Triax books.

-Arkhons are actually quite unique as Rifts Aliens go, as they are these tall, gangly, hairless doglike people, but wear basic humanoid armor. Their society is based around respecting great warriors and victory at all costs... but "Luck" is vastly important to them. So people who are seen as unlucky or failures are often heavily derided, and it's seen that someone's failings are their own fault, no matter what.

-Arkhons are, incredibly, only SLIGHTLY superior to humans. They are thus highly-reliant on gear- their baseline troops have armor beyond the Coalition's (150 M.D.C.), their upper-tier guys have SAMAS-level gear, and the "Great Cyclops" armors have 750 M.D.C., rivalling the setting's beloved Glitter Boys- true heavy hitters.

Jabroniville
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Arkhon ESP Specialist

Post by Jabroniville » Wed Oct 02, 2019 12:28 pm

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ARKHON ESP SPECIALIST O.C.C.
Role:
Master Psionics
PL 9 (68 + Psionics)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Military) 5 (+6)
Insight 5 (+6)
Perception 7 (+8)
Stealth 2 (+5)
Technology 5 (+6)

Advantages:
Equipment 2 (Armor +8, Energy Rifle +12), Ranged Attack 1

Powers:
"Psionics" (Empathy, Mind Block, Presence Sense, Sense Aura, See Invisible, Sense Magic, Telepathy; 2 Powers from Physical/Healing or 1 Super-Psionic)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Energy Rifle +5 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+10 Armor), Fortitude +4, Will +5

Complications:
Vulnerable (Humidity)- Situations humans find very uncomfortable are very dangerous to Arkhons- humid jungles may kill them, necessitating environmentally-sealed armor.

Total: Abilities: 40 / Skills: 28--14 / Advantages: 6 / Powers: Psionics / Defenses: 8 (68 + Psionics)

-Arkhon ESP Specialists are incredibly boring troops, gaining only a handful of powers and being designed to ferret out spies, saboteurs and hidden assailants. Their primary advantage is the INCREDIBLE Arkhon gear, hitting +10 Toughness and +12 damage with their energy rifles.

Jabroniville
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Arkhon Spectral Hunter

Post by Jabroniville » Thu Oct 03, 2019 12:02 pm

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Seriously, this is almost EXACTLY what Martin did for his Skelebot redesign- did he just figure this was too cool to leave dumped in the middle of an unimportant alien race's section?

ARKHON SPECTRAL HUNTER O.C.C.
Role:
Elite Troops, Assassins, Special Forces
PL 11 (160)
STRENGTH
10 STAMINA 5 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Military) 5 (+6)
Insight 5 (+6)
Perception 7 (+8)
Stealth 2 (+5)
Technology 5 (+6)

Advantages:
Equipment 2 (Armor +8, Energy Rifle +12), Ranged Attack 1, Tracking

Powers:
"Cerasteel Construction" Protection 11 (Extras: Impervious) [22]
"Cerasteel Shielding" Immunity 10 (Laser & Heat Damage) (Flaws: Limited to Half-Effect) [5]
"Hard-Hitting" Strength-Damage +2 [2]
Speed 6 (120 mph) [12]
Features 2: Sensor Hand, Bionic Lung [2]
Communication 2 (Radio) [8]
Senses 4 (Microvision 4) [4]
"Translator" Comprehend 2 (Languages) [4]

"Chameleon Shell"
Concealment 2 (Electronic Sensors) [4]
Enhanced Skills 8: Stealth 8 (+13) [4]

Offense:
Unarmed +5 (+12 Damage, DC 27)
Energy Rifle +5 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +16, Fortitude +4, Will +5

Complications:
Weakness (Bludgeoning)- Bullets, punches and other things do extra damage.

Total: Abilities: 64 / Skills: 28--14 / Advantages: 7 / Powers: 67 / Defenses: 8 (160)

-Given the most "Vince Martin" design of the Arkhons, the Spectral Hunters are elite cyborgs, and thus look a lot like Martin's Skelebot redesign- faceless, narrow-waisted skeletal creatures. They're based off of ceramic polymer cybernetics, and are meant to be secretive troops that engage in terrorism, kidnapping, and assassination.

-The primary advantage of the Spectral Hunters is their positively LUDICROUS durability, easily hitting 700 M.D.C. when you add up their basic durability with their "exoskeleton". Their other abilities are pretty plain (though they take half-damage from Lasers, which are SUPER-common in this setting, and have fantastic Stealth), but a Toughness of 16 is remarkable in this setting, and makes them almost impossible to kill.

Jabroniville
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Fallam

Post by Jabroniville » Fri Oct 04, 2019 1:02 am

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FALLAM R.C.C.: ST +4, STA +5, AGI +1, FIGHTING +1, Dodge +1, Protection 3, Regeneration 1 [27]
-The Fallam are huge, powerful D-Bees who were conquered by the Arkhons centuries ago, and are given a unique design by Vince Martin, who gives them elongated arms and musuclar physiques, with no "Bulbous Armor" or "Spikes Upon Spikes". They were initially a peaceful, arboreal race that walked like gorillas, but the ones loyal to the Arkhons have become much more aggressive- they are now fully-accepted into Arkhon society, and 120,000 of them remained on Earth after their failed invasions. A paragraph is spent explaining that some deserted because they hate the Arkhons, while others act as saboteurs from within.

-Fallam are a strong, light-M.D.C. race who aren't terribly interesting otherwise.

Jabroniville
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Alu

Post by Jabroniville » Fri Oct 04, 2019 9:39 pm

Oops, hang on...

Jabroniville
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Fallam Battlemaster

Post by Jabroniville » Sat Oct 05, 2019 1:33 am

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FALLAM BATTLEMASTER O.C.C.
Role:
Berserker Alien
PL 10 (101)
STRENGTH
5 STAMINA 7 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 0 PRESENCE 0

Skills:
Athletics 7 (+12)
Expertise (Military) 5 (+6)
Intimidation 7 (+7)
Perception 5 (+5)

Advantages:
All-Out Attack, Equipment 6 (Gun +12, Tri-Blade Sword +5- Improved Critical), Ranged Attack 2

Powers:
Protection 1 [1]
"Battlemaster" Protection 1 [1]
Regeneration 1 [1]

"The Art of the Battle Trance"
(All Have Flaws: Limited to One Minute & Tired Thereafter)
Immunity 13 (Mental Powers, Pain, Fatigue) [6.5]
Enhanced Strength 1 [1]
Enhanced Fighting 2 [2]
Protection 1 (Extras: Impervious 5) [5]
Enhanced Advantages 1: Improved Initiative [0.5]
Speed 2 (8 mph) [1]

Offense:
Unarmed +7 (+5 Damage, DC 20)
Battle Trance +9 (+6 Damage, DC 21)
Tri-Blade Sword +9 (+10 Damage, DC 25)
Blasters +6 (+12 Ranged Damage, DC 27)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +7 (+9 Battle Trance, DC 17-19), Toughness +9 (+10 Battle Trance), Fortitude +4, Will +5

Complications:
Responsibility (The Arkhon Empire)- Most Fallam are now loyal members of the Arkhon Empire, and actually accepted within.

Total: Abilities: 54 / Skills: 24--12 / Advantages: 9 / Powers: 19 / Defenses: 7 (101)

-Fallam Battlemasters are Fallam which undergo a kind of warrior trance that makes them much more dangerous, though it exhausts them for a few minutes (1D4) afterwards. Apparently they can just keep using it, but the exhaustion is quite potent in battle, lasting for several rounds of combat. This "Battle Trance" is said to be mysterious, with nobody sure of the true source, but it was highly-disregarded in the peaceful Fallam society, until the Akrhon invaded and became fascinated by it. Because of this, the Battlemasters were the most revered of the Fallam by their new masters, and so they became very powerful. Even so, a "possible" hidden enclave (given they spend two paragraphs talking about them, it's probably more than "possible") exists that opposes the Arkhons, and is made up of the best and most experienced Battlemasters, just because.

-Battlemasters are a standard high-PL, durable bunch of guys with an extra attack per round... but then develop two MORE during their Battle Trance, rendering them extraordinarily good. They'd be almost Juicer-level in that case, if not for their poor defenses- going -2 during the Trance, though I don't include that here, owing to the extra attacks in Rifts being good for "tossing away" for Defensive Actions instead. So it kind of just evens out, here. Overall, the Battlemaster is a PL 9.5 character.

Jabroniville
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Red Giants

Post by Jabroniville » Sat Oct 05, 2019 8:05 am

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PUCARA RED GIANT R.C.C.: STA +2, AGI +1, INT +1, AWA +2, Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0), Protection 2, Regeneration 2, Immunity 2 (Pressure, Aging; Limited to Half), Immunity 2 (Drowning, Suffocation), Infravision, Burrowing 4, Permeate (Limited to Earth), "Stone Powers" "Telekinetic Stone Missiles" Blast 11 (Feats: Accurate, Indirect 4) (Source- Stones), Snare 4, Transform Stone to Stone 1, "Psionics" (2 each from Physical, Healing & Sensitive), Armor +2 [63 + Psionics]

-The Pucara are a gigantic race of raiders that attack all of the peoples around the Andes mountains, human and Arkhon alike. They are actually descended from the oldest inhabitants of the region- NATIVES to Earth, in fact! The Pucara quietly ruled their region while humans slowly grew in number, and war eventually broke out when Nazcans and other humans "invaded" South America, creating a huge conflict- the Nazcans created their Rune Warriors in response, setting off a huge clash. The Pucara engaged in relentless war crimes, wiping out scores of people, and so the vengeful Nazcans countered, wiping out 90% of the Pucara race in a genocidal, punitive campaign.

-The remaining Pucara hid away underneath some mountains, feigning their demise. The Pucara hid beneath the Earth for millennia, finally being revealed by an earthquake during the Coming of the Rifts- hateful and resentful after all their years underground, many of the long-lived giants lashed out, killing all the humans they found. A large faction of the Pucara now fight Nazcans and other races.

-Pucara, like many Carella R.C.C.s, are IMMENSELY overpowered, to the point of ridiculousness, but are overpowered in unique and interesting ways. Here, Carella has given them durability beyond Dragons (1d6x100), incredible size, Stone Missiles (Blasting harder than many laser rifles), Immunities, and some great tactical powers (you can't "dodge" an Indirect Blast in Rifts).

Jabroniville
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Pucara Mind Mage

Post by Jabroniville » Sun Oct 06, 2019 11:36 am

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Please let this be the last book with Siembieda on art.

PUCARA MIND MAGE O.C.C.
Role:
Super-Powered Psionics
PL 10 (87 + Psionics)
STRENGTH
8 STAMINA 10 AGILITY 1
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Athletics 1 (+9)
Deception 2 (+2)
Expertise (Demon & Monster Lore) 5 (+6)
Insight 2 (+4)
Perception 4 (+6)

Advantages:
Equipment 1 (Armor +2), Ranged Attack 1

Powers:
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Protection 2 [2]
Regeneration 2 [2]
Immunity 2 (Pressure, Aging; Limited to Half) [1]
Immunity 2 (Drowning, Suffocation) [2]
Senses (Infravision) [1]

"Stone Powers"
Burrowing 4 [4]
Movement 1 (Permeate) (Flaws: Limited to Earth) [1]
Transform Stone to Stone 1 [2]

"Telekinetic Stone Missiles" Blast 11 (Feats: Accurate, Indirect 4) (Flaws: Source- Stones) (16) -- [18]
  • AE: "Trap Within Ground" Snare 4 (Flaws: Source- Earth & Stone) (8)
"Psionics" (2 each from Physical, Healing & Sensitive)
"Additional Psionics" (3 each from above, plus 2 Super-Psionics)

Offense:
Unarmed +5 (+8 Damage, DC 23)
Stone Missiles +7 (+11 Ranged Damage, DC 26)
Snare +5 (+4 Ranged Affliction, DC 14)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +12 (+14 Armor), Fortitude +10, Will +6

Complications:
Prejudice (Evil)- Most Pucara seen by humans are genocidal, vengeful monsters bent on killing all humans. Even peaceful ones are mistrusted at best.

Total: Abilities: 12 / Skills: 14--7 / Advantages: 2 / Powers: 50 + Psionics / Defenses: 16 (87 + Psionics)

-Pucara Mind Mages are the "elites" of their race, with only one in a hundred possessing these extra powers. Though... all they really get are eight extra Psionic Powers, which is hardly crazy. They're mainly benefitting from the natural power of their race, which makes them PL 10 as baseline characters. Also, they're called "Mind Mages" but are clearly Psionics, who, the game is sure to point out, can NEVER learn Magic.

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Re: Jab's Rifts Builds (True Inca! Arkhons! Fallam!)

Post by Jabroniville » Sun Oct 06, 2019 11:37 am

Thus concludes the "Empire of the Sun" section of the book- the whole first bit covering the Nazcans and their ilk, then their enemies- the Red Giants and the Arkhons. Next up- the Megaversal Legion!

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The Megaversal Legion

Post by Jabroniville » Mon Oct 07, 2019 6:00 am

THE MEGAVERSAL LEGION:
-Another huge part of Rifts South America 2 details the Megaversal Legion, which is holed up in Bolivia. Here, Carella has introduced another rather incredible idea- the concept of a massive Mercenary Army, hiring itself out for various campaigns, but the army is made up of former Slave-Soldiers, who had long since revolted and killed their masters! The way-too-long story which I mostly skimmed features humans abducted from the Pre-Rifts time period on Earth, who had been forced to join the Dakir's army, alongside the Ojahee- it was believed that these trained soldiers would fight better than an army of untrained slaves. They were correct, but ultimately the lead human and an Ojahee ally led a revolt, owing to the scientists of a race they'd rescued from the Brodkil- the Men-Rall, who had deactivated the failsafes the Dakir had invented (the Megaversal Legion's words went right through to their masters, and their guns could not harm them- the Men-Rall disabled both these features).

-The Legion thus went against their leaders, killing all the Dakir on Earth. Settling in their masters' home base, they formed a mini-society and continued to loan themselves out as expensive mercenary forces. They thus expanded quite a bit, and have an ultra-loyal, well-trained populace with thousands of soldiers. Many fear the return of the Dakir (who had 1,000 M.D.C. Force Fields and regular guns that did "Boom Gun"-level damage), as none ever saw them in the flesh (they were hidden under robes, and all fought to the death in the rebellion and self-destructed when killed). They exist in an uneasy peace with the Kingdom of the Sun, and are at war with the Arkhons.

-I really like the concept laid out here- a super-powerful Mercenary company holed up in a small, private country. It adds a lot to the South American portion of the setting, creates a lot of potential stories (what if the heroes are allied with them? What if they're NOT? What if someone finds out the secret of Dakir tech?), and gives us a bunch of variable things to use, like weird cyborgs, Humans But Better, Human-Like Aliens, and Inhuman Aliens. The only issue is that weird set of Carellian quirks like insanely overpowered gear (everyone has SAMAS Rail Gun-level hardware and 200+ M.D.C. between their cybernetics and gear). Their REGULAR FOOT SOLDIERS are PL 10 monsters, for God's sake.

Jabroniville
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Megaversal Trooper (Human)

Post by Jabroniville » Mon Oct 07, 2019 6:01 am

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MEGAVERSAL TROOPER (Human) O.C.C.
Role:
Foot Soldiers, Super-Cyborgs
PL 10 (119)
STRENGTH
3/6 STAMINA 4/7 AGILITY 3
FIGHTING 5/6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+12)
Expertise (Mercenary Soldier) 7 (+7)
Intimidation 4 (+5)
Perception 4 (+5)
Stealth 1 (+4)
Vehicles 3 (+7)

Advantages:
Equipment 6 (Inertia Rifle or Plasma Assault Rifle- Blast 13-14, Mark I Armor +1)

Powers:
"Cybernetics"
Enhanced Strength 3 [6]
Enhanced Fighting 1 [2]
Enhanced Advantages 2: Ranged Attack 2 [2]
Senses 7 (Extended Vision 2, Microvision 4, Low-Light Vision) [7]
Immunity 2 (Visual Dazzles) [2]
Features 1: Bionic Lung [1]
Comprehend 2 (Languages) [4]

"M.D.C. Being"
Enhanced Stamina 3 [6]
Protection 3 [3]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Blasters +6 (+13-14 Ranged Damage, DC 28-29)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10 (+11 Mark I Armor), Fortitude +9, Will +5

Complications:
Responsibility (The Megaersal Legion)- The Legion is an intensely-loyal mercenary company.
Secret (Weapons & Powers)- The Legion is extremely secretive about the source of their power- if the power source of their cybernetics were discovered, everyone who found out about it would stop at nothing to capture and dissect Legionnaires to ferret out their secrets. Legionnaires are also never allowed to leave service with Dakir-related gear.

Total: Abilities: 42 / Skills: 26--13 / Advantages: 6 / Powers: 33 / Defenses: 9 (55)

-The humans of the U.S. 7th Cavalry, abducted by the Dakir, were transformed against their will into super-advanced cyborgs- because Carella was writing, these are "more advanced than anything on Earth" and of course don't look very cybernetic at all. Many continue to use these cybernetics, with a lot of stuff detailing who does and doesn't keep them upon retirement, as it's normal for some to replace their cyber-gear with "bio-systems" to appear 90% human, while others retire to become criminals, freedom fighters, heroes, etc.

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Re: Jab's Rifts Builds (True Inca! Arkhons! Fallam!)

Post by Ares » Mon Oct 07, 2019 2:30 pm

Yeah, these guys I remember reading about. Stuff like the Megaversal Legion is what made this setting so awesome. A modern day sci-fi Spartacus composed of super-cybernetic space marines? Hell yeah!

Though it is hilariously another example of Carella being Carella, where you keep getting things like "These Coalition are the most technologically advanced force on Earth except for Germany . . . and Japan . . . and Atlantis . . . and South America . . . "

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Ojahee

Post by Jabroniville » Tue Oct 08, 2019 9:53 am

OJAHEE R.C.C.: ST +4, STA +4, Protection 5 [21]
-The Ojahee are a Proud Warrior Race of gigantic, red-skinned M.D.C. creatures, hailing from a world that was just undergoing an industrial revolution with gunpowder and steam engines. A huge chunk were kidnapped by the Dakir and made to serve as mercenaries, where the Ojahee formed a bond with the humans they were allied with, viewing them as "little brothers" (sometimes friendly; sometimes condescending). This made them natural allies against the Dakir, whom they deposed. They will have around 100 M.D.C., all things considered, making them very tough, but they are given none of the cool stuff humans got.

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Ojahee Troopers

Post by Jabroniville » Tue Oct 08, 2019 9:53 am

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MEGAVERSAL TROOPER (Ojahee) O.C.C.
Role:
Foot Soldiers, Elite Mooks
PL 9 (81)
STRENGTH
6 STAMINA 8 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+12)
Expertise (Mercenary Soldier) 7 (+7)
Intimidation 4 (+5)
Perception 4 (+5)
Stealth 1 (+4)
Vehicles 3 (+7)

Advantages:
Equipment 6 (Inertia Rifle or Plasma Assault Rifle- Blast 13-14, Mark II Armor +2)

Powers:
"M.D.C. Being"
Protection 1 [1]

Offense:
Unarmed +5 (+6 Damage, DC 21)
Blasters +4 (+13-14 Ranged Damage, DC 28-29)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +9 (+11 Mark II Armor), Fortitude +8, Will +5

Complications:
Responsibility (The Megaersal Legion)- The Legion is an intensely-loyal mercenary company.
Secret (Weapons & Powers)- The Legion is extremely secretive about the source of their power- if the power source of their cybernetics were discovered, everyone who found out about it would stop at nothing to capture and dissect Legionnaires to ferret out their secrets. Legionnaires are also never allowed to leave service with Dakir-related gear.

Total: Abilities: 54 / Skills: 26--13 / Advantages: 6 / Powers: 1 / Defenses: 7 (81)

-Ojahee are curiously actually worse than their human allies, losing the Cybernetics and just being big, strong dudes with solid gear that gives them equivalent toughness.

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