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

Where in all of your character write ups will go.
Jabroniville
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Swamp Stomper

Post by Jabroniville »

SWAMP STOMPER O.C.C.
Role:
Futuristic Ranger, Swamp-Focused Scout
PL 8 (98)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 4 PRESENCE 1

Skills:
Athletics 8 (+10)
Expertise (Survival) 9 (+13)
Expertise (Animal Handling) 6 (+8)
Intimidation 2 (+4)
Investigation 2 (+6)
Perception 5 (+9)
Stealth 4 (+8)
Technology 6 (+8)
Vehicles 2 (+7)

Advantages:
Equipment 12 (Gear), Favored Environment (Swamps), Favored Foe (Dinosaurs), Fearless, Great Endurance, Improved Aim, Tracking

Equipment:
"Body Armor"
Protection 5 (Impervious 5) (11)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Laser Rifle" Blast 8 (Extras: Multiattack, Penetrating 3) (27)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+9 Damage, DC 24)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +7

Complications:
Motivation (Adventure)
Responsibility (Outdoorsmen)- Scouts such as these are rarely at home in civilization.

Total: Abilities: 52 / Skills: 44--22 / Advantages: 18 / Powers: 0 / Defenses: 6 (98)

-The Swamp Stomper specializes in the swamp, particularly dinosaurs, which they are better at tracking and knowing stuff about. Plus a special note about "Trail Blazing", which they are second-best at (after the Pathfinder O.C.C., of course). The nature of M&M means a lot of these will be even more same-y than in Rifts, to be honest. I just used some "Favored Foe/Environment" for it.
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Batgirl III
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Re: Jab's Rifts Builds (Spinosaurus! Iron-Hoof! Panthera-Thrinax!)

Post by Batgirl III »

Dinosaur Swamp, in my opinion, is probably what Kevin intended for RIFTS® to be in the beginning. It’s all about more-or-less normal people trying to scramble a living in a hostile environment, do some exploration and research, and use laser guns to zap big monsters.

If Dinosaur Swamp had come out waaaay back in the day, instead of Africa or Atlantis, I think the whole direction of the product line (and certainly it’s reputation) would have changed.
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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Spinosaurus! Iron-Hoof! Panthera-Thrinax!)

Post by Jabroniville »

Batgirl III wrote: Wed Jan 11, 2023 1:21 am Dinosaur Swamp, in my opinion, is probably what Kevin intended for RIFTS® to be in the beginning. It’s all about more-or-less normal people trying to scramble a living in a hostile environment, do some exploration and research, and use laser guns to zap big monsters.

If Dinosaur Swamp had come out waaaay back in the day, instead of Africa or Atlantis, I think the whole direction of the product line (and certainly it’s reputation) would have changed.
Yeah, it's kind of funny how this book is maybe the most universally beloved Rifts book (like, what's more liked?) and came out relatively late. Possibly because it's one of the ones likely written by a fan who understood the early appeal of the game?

Because you notice that Rifts Africa is one of the most hated books, giving us a combination of terrible world lore that makes an entire region seem boring and not worth playing in... and adding NPCs with shitloads of M.D.C. And Rifts Atlantis was meant to be the Big Book of Lore for the setting, but ended up just being piles and piles of M.D.C. on monsters no deeper than a sheet of paper with some pretty-looking gear. It was a real mess and those two books (plus Rifts England) started the setting off on completely the wrong foot. We still had the two South America books and Phase World and other things out there (hell, just CJ Carella in general), but even those just ramped up the "Tons of M.D.C." and "MOAR GUNZ!" stereotypes until that was all the setting was known for.

I can't even imagine how different Rifts would be with Dinosaur Swamp leading us off.
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Batgirl III
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Re: Jab's Rifts Builds (Spinosaurus! Iron-Hoof! Panthera-Thrinax!)

Post by Batgirl III »

I do think that Africa and England had the seeds of a good campaign in them, with the Four Horsemen and the new Camelot plots…

Problem was that the Four Horsemen plot is what kids today would call “end game content.” It’d be like Gygax had made Supplement I The Tomb of Horrors instead of Greyhawk… and the rest of the Africa stuff in Africa is totally useless and largely irrelevant to the Horsemen plot.

The returned Arthur, the false Merlin, the Millennium Trees… England has all sorts of stuff that seem to point towards a “metaplot” and none of it ever shows up again.
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Jabroniville
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The Naturalist

Post by Jabroniville »

NATURALIST O.C.C.
Role:
Scientist/Explorer, Cataloguer
PL 8 (92)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Athletics 6 (+8)
Expertise (Survival) 7 (+11)
Expertise (Animal Handling) 8 (+10)
Expertise (Demon & Monster Lore/D-Bee Lore) 8 (+10)
Intimidation 2 (+4)
Investigation 4 (+7)
Perception 5 (+9)
Stealth 4 (+8)
Technology 4 (+6)
Vehicles 2 (+7)

Advantages:
Equipment 12 (Gear)

Equipment:
"Body Armor"
Protection 5 (Impervious 5) (11)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Laser Rifle" Blast 8 (Extras: Multiattack, Penetrating 3) (27)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+9 Damage, DC 24)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

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

Complications:
Motivation (Adventure)
Responsibility (Outdoorsmen)- Scouts such as these are rarely at home in civilization.

Total: Abilities: 50 / Skills: 50--25 / Advantages: 12 / Powers: 0 / Defenses: 5 (92)

-The Naturalist is a cataloguer and describer of things- often being the first to describe a new plant, animal or D-Bee. They are often highly sought-after by all manner of patrons, from the Black Market to the Coalition, as knowledge is power, but can also be exploited by others who want to take advantage of their desire for "the new". They are quite skilled, and have some options- like Lore: Dinosaurs OR Swamp & Everglades, Computers OR Research, and Lore: D-Bees OR Demons & Monsters.
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Re: Jab's Rifts Builds (Spinosaurus! Iron-Hoof! Panthera-Thrinax!)

Post by Jabroniville »

Batgirl III wrote: Wed Jan 11, 2023 3:20 am I do think that Africa and England had the seeds of a good campaign in them, with the Four Horsemen and the new Camelot plots…

Problem was that the Four Horsemen plot is what kids today would call “end game content.” It’d be like Gygax had made Supplement I The Tomb of Horrors instead of Greyhawk… and the rest of the Africa stuff in Africa is totally useless and largely irrelevant to the Horsemen plot.

The returned Arthur, the false Merlin, the Millennium Trees… England has all sorts of stuff that seem to point towards a “metaplot” and none of it ever shows up again.
England feels like just a giant mess of a book- there were a couple of things that looked okay, but 95% of that book is garbage and fails to make the setting look interesting at all. I think the writer just had no idea what to do with the setting as given- it wasn't until CJ Carella came in that people really started using it well.

Honestly, Rifts England SHOULD be an amazing setting. Think of all the stuff they have to work with! You could have all sorts of cool stuff instead of the early '90s garbage they went with! Hell, a revamp of that would be perfect. God knows they're not proud of that book, given how badly they ignored it ever since. Only the goddamn Millennium Tree stuff ever got used.
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Batgirl III
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Re: Jab's Rifts Builds (Spinosaurus! Iron-Hoof! Panthera-Thrinax!)

Post by Batgirl III »

Africa, England, and Atlantis all feel like I’m reading not so much a sourcebook, but something more a GM’s idea notebook… and not a particularly clever GM.

I’d love to see an England v.2.0
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Jabroniville
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Pathfinder

Post by Jabroniville »

PANTHFINDER O.C.C.
Role:
Futuristic Ranger, Map-Focused Scout, Mail-Carriers
PL 8 (98)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 4 PRESENCE 1

Skills:
Athletics 10 (+12)
Expertise (Survival) 9 (+13)
Expertise (Animal Handling) 6 (+8)
Intimidation 2 (+4)
Investigation 2 (+6)
Perception 6 (+10)
Stealth 8 (+12)
Technology 3 (+5)
Vehicles 2 (+7)

Advantages:
Equipment 12 (Gear), Fearless, Great Endurance, Improved Aim, Tracking

Equipment:
"Body Armor"
Protection 5 (Impervious 5) (11)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Laser Rifle" Blast 8 (Extras: Multiattack, Penetrating 3) (27)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+9 Damage, DC 24)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +7

Complications:
Motivation (Adventure)
Responsibility (Outdoorsmen)- Scouts such as these are rarely at home in civilization.

Total: Abilities: 52 / Skills: 48--24 / Advantages: 16 / Powers: 0 / Defenses: 6 (98)

-The Pathfinder is, naturally, the finder of paths- trailblazers who find new ways through the wilderness. However, they are also message-carriers who are the means of communication between tribes living in the wilderness, hermits, and Swamp Stompers and the like. Even more than Swamp Stompers, they bring "Greenhorns" through the wilderness. They are the most athletic and survivable of Scouts, and the stealthiest, but aren't as technologically-gifted.
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Legacy Scout

Post by Jabroniville »

LEGACY SCOUT O.C.C.
Role:
Futuristic Ranger, Super-Archaeologist
PL 8 (93)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 4 PRESENCE 1

Skills:
Athletics 8 (+10)
Expertise (Survival) 7 (+11)
Expertise (History) 8 (+10)
Intimidation 2 (+4)
Investigation 2 (+6)
Perception 5 (+9)
Stealth 4 (+8)
Technology 6 (+8)
Vehicles 2 (+7)

Advantages:
Equipment 12 (Gear), Tracking

Equipment:
"Body Armor"
Protection 5 (Impervious 5) (11)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Laser Rifle" Blast 8 (Extras: Multiattack, Penetrating 3) (27)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+9 Damage, DC 24)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +7

Complications:
Motivation (Human History)- The Legacy Scouts are trying to unearth the lost history of civilization.
Responsibility (Outdoorsmen)- Scouts such as these are rarely at home in civilization.

Total: Abilities: 52 / Skills: 44--22 / Advantages: 0. / Powers: 0 / Defenses: 6 (93)

-Okay, the Legacy Scouts? The Legacy Scouts are INTERESTING. Something that combines the Scout O.C.C. with the "ROLE Playing over ROLL Playing" nature of the kind of thing Kevin S usually goes all fappy over. These guys are effectively archaeologists in the crazy world of Rifts Earth, so they combine Scout stuff with relic-hunting, but for the sake of knowledge instead of just loot. So they investigate buried ruins, things in the wilderness, etc., hoping for symbols of lost human culture. They often pair up with Rogue Scholars and others.

-This is one of the few classes that really plays into the fact that human society was DESTROYED by the Coming of the Rifts, and that so much has been lost both through terror and due to the subsequent governments supressing things. In this O.C.C., you actually sort of begin to comprehend the sense of LOSS that this would have created for humanity instead of "LOLZ the Juicers base their culture on some Pre-Rifts books about Julian the Juicer" and "So they found a Glitter Boy Factory in perfect operation after 250 years!".
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Batgirl III
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Re: Jab's Rifts Builds (Swamp Stomper! Naturalist! Pathfinder!)

Post by Batgirl III »

One little tidbit that is buried in Dinosaur Swap, but not really elaborated upon, is a large collection of Pre-Rifts ruins that are only labeled on the map as “Magic Castle.”

I sooo want to run a campaign, one day, that involves the players having to explore and survive the happiest place on Rifts Earth.
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Jabroniville
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Dinosaur Hunter

Post by Jabroniville »

DINOSAUR HUNTER O.C.C.
Role:
WOOOOOOOOO DINOSAUR HUNTER MOTHERF*CKER WOOOOOOOOOOO!!!!!
PL 8 (98)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 4 PRESENCE 1

Skills:
Athletics 8 (+10)
Expertise (Survival) 9 (+13)
Expertise (Animal Handling) 6 (+8)
Intimidation 4 (+6)
Perception 5 (+9)
Stealth 4 (+8)
Technology 2 (+4)
Vehicles 2 (+7)

Advantages:
Equipment 12 (Gear), Favored Environment (Swamps), Favored Foe (Dinosaurs), Fearless, Great Endurance, Improved Aim, Tracking

Equipment:
"Body Armor"
Protection 5 (Impervious 5) (11)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Laser Rifle" Blast 8 (Extras: Multiattack, Penetrating 3) (27)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+9 Damage, DC 24)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +7

Complications:
Motivation (Being The Ultimate Predator)- Dinosaur Hunters are edgelords who want to be all badass by taking the biggest, strongest predators around.

Total: Abilities: 52 / Skills: 40--20 / Advantages: 18 / Powers: 0 / Defenses: 6 (96)

-Your classic "Badass Edgelord O.C.C.", the Dinosaur Hunter is this big, muscular military guy in the picture and his whole M.O. is TAKING DINOSAURS BECAUSE THEY'RE THE ULTIMATE PREY Y'ALL, WOOOOOOOOOOOOOOO!!!!! So the DH O.C.C. is all about "The Taking" because they see themselves as the top-tier predator. At least the book is self-aware that they come off as dicks, pointing out that some are arrogant, while some are just evil bullies, refusing to kill dangerous predators without extorting people first. However, the very back of their bio describes how some do "The Taking"... by taking pictures. Yes, these can also be the National Geographic Photographer O.C.C.

-Dinosaur Hunters have even more survival skills than most other Scouts, but have incredibly high stat requirements- like 10s across the board. They have a big "Stalking" thing that gives a 5% bonus to all things if they... get into position first? It also makes a huge deal out of the Ghillie suit, as if no other character has access to this kinda gear. I'm guessing the writer of the book is a huge nerd for Bass Pro Shops or something and is all obsessed with his hunting gear. Yeah I dunno- M&M is so open with Skills that you can just use "Survival" for most of this stuff.
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Barbarians

Post by Jabroniville »

BARBARIANS:
-So the Dinosaur Swamp is only BARELY pulling itself out of the Dark Ages just now, leaving tons of "Barbarian" tribes in charge of various places. Here, you have to fight for basic food & water. Civilization is so far forgotten and receded that Barbarian-modified versions of other skill-sets actually reduce the Related O.C.C. & Secondary Skills by HALF. Some other O.C.C.s modify the technological abilities to include Horsemanship, Survival & Domestic Skills. A "Barbarian Nurturer" is a Vagabond given those same rules- 79% of all females in Barabarian tribes are Nurturers.
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Wild Knives Warrior

Post by Jabroniville »

WILD KNIVES WARRIOR O.C.C.
Role:
Barbarian Warrior
PL 8 (83)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 8 (+10)
Expertise (Survival) 9 (+10)
Intimidation 5 (+6)
Investigation 3 (+4)
Perception 6 (+7)
Persuasion 2 (+3)
Stealth 4 (+8)

Advantages:
Equipment 12 (Gear), Tracking

Equipment:
"Homespun Armor" Protection 5 (Impervious 5) (11)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Laser Rifle" Blast 8 (Extras: Multiattack, Penetrating 3) (27)
"Laser Pistol" Blast 6 (12)
"Vibro-Blades" +7 Damage (7)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+9 Damage, DC 24)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

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

Complications:
Enemy (Splugorth, Horune Pirates)- The Wild Knives Warriors hate these slaver above all, for repeatedly targetting Swamp people.
Rivalry/Enemy (Other Tribes)- Most Wild Knives have a long list of rival tribes they sometimes jostle with, and maybe a few hated enemies. They say you can tell a warrior's worth by the number of enemies he's "earned".

Total: Abilities: 44 / Skills: 38--19 / Advantages: 13 / Powers: 0 / Defenses: 7 (83)

-First among the Barbarian O.C.C.s is a Kevin S original- these are hunter-gatherer Wilderness Scouts who hate the Minions of Splugorth & Horune Pirates above all. They're basic outdoorsmen- not quite to the level of Wilderness Scouts (or most of the prior Scout-like O.C.C.s in this book but have minor M.D.C. armor and love Vibro-Blades.
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Barbarian Eco-Wizard

Post by Jabroniville »

BARBARIAN ECO-WIZARD O.C.C.
Role:
Barbarian Wizard
PL 8 (112)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+7)
Expertise (Survival) 7 (+8)
Expertise (Magic) 9 (+10)
Intimidation 2 (+3)
Investigation 2 (+3)
Perception 5 (+6)
Persuasion 2 (+3)
Stealth 4 (+8)

Advantages:
Equipment 6 (Gear), Ritualist

Powers:
Features 2: May Combine Inventor & Ritualist Advantages, May Draw P.P.E. From Animals Painlessly [2]
Senses 4 (Precognition) (Flaws: Limited to Storms, Limited to Within 10 Minutes) [1]
Senses 1 (Danger Sense) (Flaws: Limited to Within Water) [0.5]
Senses 1 (Detect Poison) (Flaws: Limited to Within Earth/Plants/Water) [0.5]
Senses 6 (Detect Spoiled Food, Detect Disease, God/Demon/Elemental Awareness- Ranged 2 & Radius) [6]

"Sickness Spear" (Flaws: Easily Removable) (Removes P.P.E. to Activate -2) [21]
Blast 7 Linked to Affliction 8 (Fort; Dazed & Impaired/Stunned & Disabled/Incapacitated) (Extras: Progressive +2, Ranged, Extra Condition) (Flaws: Unreliable -2- one shot) (38 points)

"Sinew Net" (Flaws: Easily Removable) (Removes P.P.E. to Activate -1) [5]
Snare 10 (Flaws: Unreliable -2- one shot) (10 points)

"Magic" (Blinding Flash, Electric Arc, Globe of Daylight, Ignite Fire, Fuel Flame, Fire Bolt, Magic Shield, Manipulate Objects, Energy Bolt, Create Wood, Life Source, Power Weapon)
"Psionics" (2 Powers from Healing or Sensitive)

Equipment:
"Homespun Armor" Protection 5 (Impervious 5) (11)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+9 Damage, DC 24)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

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

Complications:
Responsibility (Eco-Specific)- Eco-Wizards dislike technology (even Techno-Wizard items) and also hate Bio-Wizardry items, finding them cruel.

Total: Abilities: 44 / Skills: 36--18 / Advantages: 7 / Powers: 36 + Magic/Psionics / Defenses: 7 (112)

-The "Eco-Wizard" isn't a Captain Planet character- it's more or less a Techno-Wizard who uses organic material for their inventions. They have some of the usual magic spells, but their main deal is building their own gear, such as Sinew Nets and Sickness Spears. Techno-Wizardry and the like is a tricky fit in M&M (as you're inventing PERMANENT gear... but stuff that drains itself of energy rapidly and requires P.P.E.- a stat M&M doesn't include- to work), but it's like... somewhat cheap gear.
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Mutant Barbarian

Post by Jabroniville »

MUTANT BARBARIAN R.C.C.
Role:
Mutant Barbarian Warrior
PL 8 (80)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE -1 AWARENESS 1 PRESENCE 0

Skills:
Athletics 8 (+10)
Expertise (Survival) 9 (+10)
Intimidation 8 (+8)
Investigation 1 (+2)
Perception 6 (+7)
Stealth 4 (+8)

Advantages:
Equipment 12 (Gear), Tracking

Powers:
"Environmental Awareness"
Enhanced Skills 3: Perception 4 (+11) (Flaws: Limited to Within Wilderness) [1.5]
Enhanced Dodge 1 (Flaws: Limited to Within Wilderness) [0.5]
Immunity 2 (Poison, Disease) (Flaws: Limited to Half-Effect) [1]

"Psionics" (10% chance- 1-4 Powers)

Equipment:
"Homespun Armor" Protection 5 (Impervious 5) (11)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Laser Rifle" Blast 8 (Extras: Multiattack, Penetrating 3) (27)
"Laser Pistol" Blast 6 (12)
"Vibro-Blades" +7 Damage (7)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+9 Damage, DC 24)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4 (+8 Armor), Fortitude +6, Will +5

Complications:
Temper- Mutant Barbarians will not back down from challenges, and tend to go insane from bloodlust during fights.

Total: Abilities: 38 / Skills: 36--18 / Advantages: 13 / Powers: 2 / Defenses: 7 (80)

-These are barbarians from tribes where mutation is common- some are so mutated they can no longer breed with ordinary humans. They act like stone-age predatory humans, raiding and stealing, but mostly sticking to food. Much is made of their ability to craft items from things, and they are known to steal Mega-Damage items and even modify them (making a Vibro-Knife a spear by tying it to a staff, for instance), but cannot craft them.

-Mutations are, of course, randomized- 15% get none, and otherwise you get 1-3 and maybe a Psychic power. Mutations include basic tails, tiny bonuses to stats (like P.P.E. or ST), odd features, odd skin colors and sometimes outright negatives. None will overly affect your game. Rolling 100 gives you FOUR ARMS, one of the god-tier abilities in Palladium, though (2 extra attacks/+4 FIGHTING). Mutant Barbarians' skills are EXTREMELY poor- only a small selection and then TWO extra ones instead of the usual 5-7. They're decent survivalists but are otherwise idiots, and get a minor bonus to S.D.C.
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