EU Class/Race Revisions & Creations

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EU Class/Race Revisions & Creations

Postby Augur » Sun Sep 03, 2017 3:03 pm

This is the official, EU replacement of the original Bounty Hunter O.C.C. from the Mercenaries Sourcebook.

Bounty Hunter O.C.C.
"Let me introduce you to my..."AARGH! AAAAAH, AAAAAH!!" Geez, this is sad. I didn't even touch him yet... Yet.”


Bounty hunting has existed since the first sentient thought,"That guy upset me and he's not in front of me. I want him in front of me." Whether by legal or illegal means, the capture and submission of sentient beings is a trade as timeless as the oldest profession. It is a booming trade in a time lacking the interconnected digital highways and inter-cooperativity of nations as it was before the coming of the Rifts.

The Black Market needs its slaves, mules, and unfortunates to wring for work, the Splugorth want fighters in their arenas, and the law, be it the Coalition States looking for traitors or a Merctown client “innocently” looking for their lost and very, very rich uncle. There is coin to be had out of finding a particular composition of meat, and no end to discriminating employers in need.

One part city rat, spy, and wilderness scout, bounty hunters specialize in tracking down wanted criminals, desperados, and fugitives -- dead or alive. These manhunters are often cold, unmerciful men and women with some past military or combat experience. They can be members of a mercenary company, adventurer group, team of bounty hunters, bandits, or can act as a lone-wolf operative.

They almost always bring their target in, it’s just a matter of time. Whatcha gonna do, when they come for you?

Bounty Hunter O.C.C. Bonuses
1. Perception: +1 and +1 @ levels 3, 6, 9, 12, 15
2. Combat Bonus: +2 initiative and +2 pull punch
3. Master Tracker:
    1. Speedy Acquisition: Ability to ascertain where the named quarry might be headed due to the natural lay of the terrain and habits of the quarry. Each hour of tracking, after a successful Tracking skill check the Bounty Hunter may make a Master Tracker skill check. Success adds +5 meters per level of the Bounty Hunter O.O.C between required Tracking skill checks to keep on the trail. (Standard is every 40 yards/meters when following a trail.) Reroll each hour to maintain bonus. Failure means standard distance per check of the Tracking skill only. Base Skill: 30% + 5% per level of experience.

    2. Bearings:When the Bounty Hunter has passed their Speedy Acquisition check each hour, the hunter may perform a bearings check at any time using the Master Tracker skill to determine if the quarry is within a mile’s trek. Requires one minute of down time to analyze the trail. Failure of the check means waiting for a full hour before trying again and possibly running right up to the quarry from behind.

    3. Ambush: Once a Bearings check determines that the quarry is within one mile, the Master Tracker may begin trying to make THREE successful Master Tracker and Tracking skill check together in a row(at distance intervals required by the Tracking skill). Upon success the Master Tracker may choose to get ahead of his quarry to set up an ambush ONE mile in advance of the quarry rather than to continue tracking the quarry and running them down. If the Bounty Hunter can move fast enough and avoid detection while doing so, he will know exactly where his quarry will pass and be able to head off the quarry to utilize appropriate skills and abilities to set up an ambush (This does not tell the Master Tracker where the quarry is between the ambush site and the current position, only that they are passing through there). If detected or foiled in any manner(e.g. Unknowable events change the quarry’s path) from setting up the ambush it is possible to lose the quarry and require the effort of looking for the trail from a cold start once more. It is incumbent upon the Master Tracker to know his quarry and decide when to break from waiting if the expected time of arrival passes. The Master Tracker may only make the decision to break from the ambush once and suffers the consequences of the circumstances to make a Master Tracker skill check and Tracking skill check. (GM modifies for circumstances positively or negatively; quarry just rounding the bend or only delayed and right down the trail, or if quarry warned by locals, or quarry saw the Trackers in the distance, etc.)Rolling a successful Tracking skill check as well as a Master Tracker skill check regains the trail from the current failed ambush position and resumes the chase. Failing either check means starting cold, with the quarry gaining ground anywhere from one mile or more of distance from the Bounty Hunter's ambush position with only what he knows. The hunt is on, once more!
    Note: Counter-tracking techniques impact Master Tracker the same as the Tracking skill. -25% to the skill check.

    4. Stalk & Capture (Rifter 24 pg 23): Specialized training as a man-hunter that enables the character to use a variety of combat moves and skills to capture his quarry alive. This stalker knows how to approach his subject for capture without alerting or startling him (tailing) until he is within striking range. The character then strikes to disarm, incapacitate and capture the subject inflicting minimal physical damage. Note that the stalking attacker can use any of the following methods and attacks for each of his melee actions/attacks as well as switch to lethal force at any point.

    The following combat moves can be used in any combination. Roll under the first skill percentile number for a success. The Second skill percentile is to determine the approximate market value (bounty, or resale value as a slave, or otherwise to a market trading in sentient’s.) Base Skill: 35%/45% +5% Per level of the character.
      1. Tailing: Tailing or following someone without their knowledge, is a form of surveillance rather than tracking. This also includes stake-out procedures. A failed surveillance(Stalk-Capture skill) roll indicates that the subject has spotted "the tail" and is aware that he is being followed/observed. Base Skill: 35% (+5%) per level.
      2. Combat maneuvers: (Written below in concise form; see Rifter 24 Page 23 for verbose version.)
        1. Pin: Attack roll to pin arms and legs; P.S.20 opponent can roll to parry to stop second pin attack to tie up target. A failed pin attack; no attack, loss initiative, and cannot parry/dodge opponents counter strike.
        2. Bear Hug: Roll successful attack strike & under stalking skill(first number). Roll under stalking skill for cumulative 1-15% chance to knock out opponent(1-30% second attack, etc) Each successful squeeze attack also costs victim 2 actions, no initiative, 1/2 reduced attack damage, -2 strike, parry, dodge from each bear hug. Penalties are cumulative. Attacker uses 2 attacks per continued bear hug. If not knocked out by end of 2nd melee round, penalties begin again from zero. Target gets +2 parry/dodge if knows attack is coming and has initiative at start. (Attacks from behind must roll under skill each melee or target is now facing the attacker dealing with eye lasers, breath weapons, bites, etc.) On failed bear hug roll while holding; target can try to break free by parry at -4, including penalties.)
        3. Whittling Attacks: Using a weapon, stick, bare hands, the stalker can accumulate stunning effect rather than damage. Each strike stuns for cumulative: -1 initiative/strike/parry/-10% spd. Penalties accumulate as long as attacks continue and last for 1d4 melee rounds. A failed strike roll results in no damage, no penalties. Note: This method of attack must be unbroken and used exclusively for all attacks. Any attack that does damage or tries to pin allows target to shake off the stunning effect within one melee round.
        4. Combat Bonuses from Stalk & Capture:
          Disarm +1 at levels 1, 3, 4, 5, 7, 9, 11, 13, 15.
          Entangle: +1 at levels 1, 3, 4, 5, 7, 9, 11, 13, 15.
          Natural 19-20 stun/knockout on natural unmodified roll to strike.
    5. Additional bonus specific to ONLY the Bounty Hunter O.C.C:
    Hammering Blows:
      1. Using a Neural Mace, or identical tool with similar stun effects in a melee weapon mundane or magical, this expert Bounty Hunter may use Whittling Attacks to affect targets inside of Environmental Body Armor and Power armor reduced to or below 100 MDC. The penalties from Whittling Attacks affects the whole of the person and Environmental Body Armor or Power Armor. Note that a neural mace’s stun (As will likely identical tools to the neural mace unless otherwise stated) will still be ineffective against environmental, M.D.C. body armor and power armor unless opened or the helmet forcibly removed.
      2. Rolling a Natural 20 during a Whittling Strike's attack will disorient and knock out the targeted person for 1 melee round ONLY if the attacker wishes, giving potentially critical time to break open the EBA seal. Upon waking, all accrued penalties of the Whittling strikes are reset as the target shakes off the effects.

    Bounty Hunter O.C.C. Stats
    Alignment: Any, but some are as evil as the villains they hunt. Good characters will be far more discriminating about who they hunt.
    Attribute Requirements: IQ: 7, PS 12, PE 12 or higher; physical prowess and speed are helpful but not required.
    Racial Requirement: Man hunting is a profession suitable to beings that are callous toward the freedom of others. Whether in the pursuit of Justice, by the hands of a thug, or highway assassins, the characteristics of a Bounty Hunter fit well among any race that is self governed by ideals of Law, vengeance, or retribution.
    O.C.C. Skills:
      Language: Native Tongue (+0%)
      Literacy: Native Tongue (+0%)
      Language: Other (+0%)
      Literacy: Other (+0%)
      Basic Math (+10%)
      Radio: Basic (+10%)
      Surveillance Systems (+5%)
      Sensory Equipment (+5%)
      Intelligence (+15%)
      Tracking (+15%)
      Land Navigation (+10%)
      Wilderness Survival (+15%)
      Detect Ambush (+10%)
      Detect Concealment (+10%)
      Climbing (+0%)
      W.P. Energy Pistol
      W.P. Energy Rifle
      W.P. Blunt
      W.P. One of Choice
      W.P. One of Choice
      Hand to Hand: Expert
      Hand to Hand: Expert, but can be changed to Martial Arts (or Assassin, if Anarchist or Evil aligned) for the cost of one O.C.C. Related Skill, or Commando for the cost of two.
    O.C.C. Related Skills: Select two piloting skills and seven other skills, but at least two must be selected from espionage. Plus select two additional skills at levels 3, 6, 9, 12, 15. All new skills start at level one proficiency.
      Communications: Any (+15%)
      Domestic: Any (+5%)
      Electrical: None
      Espionage: Any (+15%)
      Horsemanship: None
      Mechanical: Basic and Automotive only (+5%)
      Medical: Paramedic only
      Military: Any (+5%)
      Physical: Any
      Pilot: Any (+10%)
      Pilot Related: Any (+5%)
      Rogue: Any (no bonuses except +8% on streetwise)
      Science: Basic & Advanced Math and Chemistry only (+10%)
      Technical: Any
      W.P.: Any
      Wilderness: Any
    Secondary Skills: Select four Secondary Skills at first level from the Secondary Skills List in the Skill Section, +2 additional at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.
    Standard Equipment: A set of dress clothing, black and/or camouflage fatigues, a gas mask and air filter, tinted goggles, and an NG-S2 Basic Survival Pack, 1d6 grenades, robot medical kit, IRMSS, infrared distancing binoculars, language translator, passive night sight scope for rifle, 2d4 sets of handcuffs or manacles, a wooden cross (or equivalent holy symbol), 50' of strong cord/rope, utility belt, backpack, knapsack, and 1d4 sacks.
    Special Equipment: In lieu of the normal wish list items, the following sacrifices can be made. One, two, or all three categories may be sacrificed in this manner.
      1. One Fortune and Glory roll on the Wealthy and Connected (sub-table) / Sacrifice Primary Weapon Category
      2. One Fortune and Glory roll on the A Strong Suit of Armor (sub-table) / Sacrifice Armor Category
      3. One Fortune and Glory roll on the A Way to Get Around (sub-table) / Sacrifice Transportation Category
    Money: Starts with 2D6x1000 black market credits.
    Cybernetics: Can have up to 1d4 cybernetic implants of the player’s choice. (standard sacrifice required)
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Re: EU O.C.C. Revisions

Postby Augur » Wed Nov 01, 2017 2:42 pm

Preacher O.C.C.
"You'd best give your heart to Jesus, boy. Your hide belongs to me."


In the lawless land of the New West, it has fallen to men and women of the cloth to be a reminder of god's authority. These Preachers travel the land, sharing the Gospel of the Lord with all those who would listen, and to serve as mediators in dispute, advisors in ethics, counselors to the troubled, and as a sword of justice to the wicked. Preachers are considered throughout the land to be a moral authority, and their judgements and pronouncements typically carry the weight of law. Travelling Preachers are tough, clever, observant, and self-reliant. In many cases, they are either loved and revered or hated, depending on where one stands on the law (and on the temperament and philosophy of the Preacher).

Preachers are typically nomadic (although a Preacher may settle in a town if he or she feels called to do so, and start a more formalized congregation), and as such, they tend to follow the Code of the Cowboy while out on the range.

The Code of the Cowboy
Note: Most cowboys (95%) of a good, selfish and aberrant alignment devotedly follow the Code of the New West', it's part of their code. Even some evil cowpokes will try to follow a good portion of the "The Code" as best they can. In addition, most cowboys observe the following:
    * Consider a fellow cowboy a friend, until he proves otherwise.
    * Greet a fellow cowboy with a friendly word and hospitality.
    * Never wave a greeting; it is bad form and may spook the horse or cattle.
    * If one rider dismounts, you (and all others) should too.
    * Grabbing the bridle of a mounted man's horse is an act of aggression and intrusion over the rider's control of his horse. Expect trouble!
    * It's a cowboy's sacred obligation to show hospitality to visiting cowboys, including sharing food and information.
    * Deadbeats, loafers, tramps, saloon bums, outlaws, gamblers, and gunslingers ain't cowboys and ain't particularly welcome, especially at the ranch or on cattle drives and roundups. Watch your back around these fellas.

There are two types of Preachers in the New West: the fire and brimstone, eye for an eye type, and the ones who preach tolerance, moderation and love.

The Fire and Brimstone Preacher tends to deal out harsh punishments and lynchings accompanied by long, bombastic sermons about evil, penance and changing one's ways before one finds himself following these lost souls down the road to damnation! This type of preacher is also likely to carry a gun and has no compunction about "rooting out evil" using physical violence, guns and bloodshed. Such characters are hard men (and women) for hard times. Most are good people who sincerely care about the weak, innocent and downtrodden, especially women and children. However, the Fire and Brimstone Preacher is also more likely to harbor resentment and bigotry toward D-bees and even encourage their extermination; Simvan and Mountain Giants are often on the top of their list. They also have little kindness or respect for "heathens" such as Native American Indians and Psi-Stalkers, or any people who worship ancient "pagan" spirits and alien gods.
As for the supernatural, these preachers often lead crusades against the demonic, and actively promote the destruction of all supernatural beings. "As the Lord drove the serpent out of paradise, so must we drive the demons and monsters of the Rifts from our world." This usually includes dragons, shapechangers, (supernatural or not), and all monstrous and reptilian beings regardless of their alignments and intent.

The Peacemaker tends to be a more gentle and philosophical servant of god. Most teach healing, compassion, tolerance and understanding. They make stirring appeals to people's compassion, hope and brotherhood between all of god's creatures, including D-bees and alien creatures. They too stand tall and serve as judges against wrongdoers and issue punishments. Although they will sentence murderers and cutthroats to death, for other crimes they consider all the circumstances of a situation, whether the perpetrator seems truly repentant, and whether or not the punishment fits the crime. Thus, their punishments are more likely to include making restitution to the person or people wronged, community service, public admonishment, rehabilitation and prison time.
Although many Fire and Brimstone Preachers consider the Peacemaker to be misguided and soft, the Peacemakers are not cowards or fools. They courageously stand against evil and will fight to protect the innocent when faced with no other recourse. Many have died defending others or standing up for what they believe.

Preacher O.C.C. Bonuses
1. Special Abilities: Select one subtype of Preacher: Fire and Brimstone or Peacemaker
Fire and Brimstone
    1. Smite the Wicked: When fighting an opponent who is guilty of a crime (i.e., the Preacher has irrefutable proof or has personally witnessed the offense), the Fire and Brimstone Preacher adds 1D6 to all damage rolls to melee and ranged attacks. If using an MDC weapon, the bonus is in MDC, and if using an SDC weapon, the bonus is in SDC.
    2. Tolerance to Alcohol: Can drink twice as much as the average person. The average character starts to notice the effects of alcohol after three drinks and most
    are pretty drunk after six drinks (especially if drunken in less than two hours) — note a typical bottle of alcohol contains 16-20 shots/ounces. The effects of alcohol impairs the character's motor skills, sense of balance, and general perception of things.
    Typical Characters (not heavy drinkers):
      After three drinks: -6% on all skills.
      After six drinks: -12% on all skills; initiative and all combat bonuses are -2, and reduce speed by 20%.
      After nine drinks: -24% on all skills and reduce speed, initiative, attacks per melee round, and all combat bonuses by half.
      After 12 or more drinks (falling down drunk): -40% on all skills, reduce speed to 20% of normal, and reduce initiative, attacks per melee and all combat bonuses to two!
    3. Hand to Hand: Basic, but it can be changed to Expert at the cost of one "O.C.C. Related Skill" or Martial Arts or Assassin at the cost of two skills selections.
    4. One additional WP of choice.
    5. +10 SDC.
    1. Courageous Defense: The Peacemaker Preacher can interpose himself between opponents and innocent bystanders or intended targets, and gain the following bonuses:
      1. +3 to Parry (which is automatic even if no Hand to Hand skill has been taken)
      2. +2 to Disarm
      3. +1 to initiative
      4. +4 to all saving throws
      5. + 15% vs. coma/death
      6. + 10% on skills if intended to save a life.
    2. Inspire Others: A Peacemaker Preacher can address a crowd of people with a short sermon, in an attempt to gain 1d4 + his level in temporary followers (whose alignments are not selfish or evil) in order to defend the town from invaders or natural disaster, or to join a posse to bring a lawbreaker to justice, or volunteer for some other noble pursuit (i.e., dig a well, bring in a crop, etc.). The inspiration lasts 1 hour per level of experience, and this ability cannot be used again for one week afterward. Inspired followers will use their skills in service of the Preacher's cause, and will fight if needed, but will not break their personal alignment while inspired. If asked to do so, the inspiration is immediately broken for that follower and any in hearing range of the request. Base Skill: 30% + 5% per level of experience.
2. O.C.C Bonuses: All Preachers (of either subtype) gain
+1D4+2 to M.A.
+2 to disarm on a "called" shot or in hand to hand combat (in each case, the intent to disarm must be announced).
+4 to pull punch.
+2D6 to S.D.C.
+1 to save vs mind control of any kind.
+4 to save vs possession of any kind.
+1 to save vs horror factor at levels 1, 3, 5, 6, 7, 9, 11, 13 and 15.
3. Perception Bonuses: +1 @ levels 1, 3, 6, 9, 12, 15

Preacher O.C.C. Stats
Alignment: Any, but generally good or selfish. Most are well-meaning, honorable and live by The Code.
Attribute Requirements: I.Q. 9, M.A. 10 or higher. The higher the M.A. the better. A high P.S. and/or P.E. are helpful, but not mandatory.
Racial Requirement: Most western Preachers tend to be Judeo-Christian type preachers and are predominately human, although nonhumans may be allowed into the ministry as well. Note that Fire and Brimstone Preachers tend to harbor resentment against d-bees, however, so a d-bee of that subtype would be unusual.
O.C.C. Skills:
    Speaks American and Spanish at 98%
    Speaks one language of choice (+20%)
    Literacy: American 98%
    Math: Basic 98%
    Law (+30%)
    Lore: Religion (+30%)
    Lore: Two of choice (+15%)
    Animal Husbandry (+10%)
    Paramedic (+10%)
    Piloting Skill: One of choice (+10%)
    Land Navigation (+10%)
    W.P. One Modern Weapon of choice.
O.C.C. Related Skills: Select 7 other skills, +2 at levels 3, 6, 9, and 12. All new skills start at level one proficiency.
    Communications: Any (+10%)
    Cowboy: None
    Domestic: Any (+10%)
    Electrical: Basic only.
    Espionage: Interrogation only (+5%).
    Mechanical: Basic and Automotive only
    Medical: Any (+10%).
    Military: None
    Physical: Any, except Acrobatics and Wrestling.
    Pilot: Any (+5%), except power armor and military vehicles.
    Pilot Related: Any
    Rogue: Computer Hacking and Streetwise only (+2%)
    Science: Any (+10%)
    Technical: Any (+10%; +15% to language, history and lores).
    W.P.: Any
    Wilderness: Any
Secondary Skills: Select 4 Secondary Skills at first level from the Secondary Skills List in the Skill Section, + 2 additional at levels 4, 8, and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.
Standard Equipment: Light to medium M.D.C. body armor of choice, hooded robe for traveling, two sets of white and/or gray silk robes for sermons, quality cowboy hat, boots, sunglasses, tinted goggles, air filter, a megaphone (for sermons), flashlight, notepad and pens or markers, a post-Rifts printing of the Bible (pre-Rifts relics are the most valued), large wooden cross, small silver cross on a chain, six wooden stakes and a small mallet, pocket magnifying glass, pocket language translator, first-aid medical kit, RMKS Robot Medical Kit, a bottle or skin of wine, box of matches or cigarette lighter, pocket mirror, a pair of handcuffs, 50 feet (15.2 m) of lightweight rope, utility belt, knapsack, backpack, and three canteens.
Weapons, survival knife and two others of choice — should be reflective of W.P. skills or basic needs, and 3 additional E-clips/ammo clips for each. Note: Some preachers use electric stunners to control and contain criminals, especially fire and brimstone preachers (see Lone Star for details on stunners).
No vehicle to start.
Special Equipment: In lieu of the normal wish list items, the following sacrifices can be made. One or two categories may be sacrificed in this manner.
1. One Fortune and Glory roll on the A Way to Get Around (sub-table) / Sacrifice Transportation Category
2. One Fortune and Glory roll on the A Strong Suit of Armor (sub-table) / Sacrifice Armor Category
Money: Starts with 3D4x100 credits worth of tradeable goods and 1d4X1000 in universal credits.
Cybernetics: None to start, and usually avoid any, except for medical purposes, as unnatural.
Note: A Preacher may have an assistant who helps as a servant, secretary and to spread the word. Such characters are not usually another player character (but can be) and are most likely the acolytes or devoted followers of NPC Preachers. They can be virtually any O.C.C. but tend to be low level rogue scholars, vagabonds, Saddle Tramps, Saloon Bums and ordinary townsfolk.
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The Miscere R.C.C.

Postby Augur » Wed Apr 25, 2018 8:48 am

The Miscere

On a world full of aggressive carnivorous dinosaur beasties, evolution can opt for some odd shortcuts (with the right nudge from a Genesplicer/God(?)). The Miscere were not quite cave-men when an unexpected genetic ability developed ... that of combining. This ability to for a Racial Gestalt (typically 4-8 members) allowed the Miscere to vault to the ... upper middle of the foodchain. Their homeworld includes reptiles reminiscent of both dinosaurs and dragons (big toothy bastards with scaley hides, fangs, and sometimes fire-breath).

The Miscere in their Gestalt form are able to hunt large game, then break into their smaller member groups to hide/rest/forage. Their society is akin to the tech level of the Palladium fantasy world.

Alignments: Vary as widely as Humans
Attributes: Galactic Average: IQ 2d6+3, ME 3d6, MA 2d6, PS 2d6+3, PP 2d6, PE 4d6, PB 3d6, SPD 4d6
Hit Points: PE +1d6/L
S.D.C.: 30+OCC
Natural Armor Rating: 6 +1 for every 2nd [even] member of an Aggregate
Horror Factor: None individually, however
Disposition: The Miscere are emotionally very group oriented, yet they do not give themselves over to the collective. The Gestalt is a means to survival, not an end/goal.
P.P.E.: 3d6
Size: 3ft + 4d4 inches
Weight: 40 + 4d6 lbs
Average Life Span: 40-50 yrs
Physical Appearance: The Miscere are short hairy humanoids reminiscent in size of Goblins, however their skin is a cornflower blue. Hair begins as black and lightens to white over the years.
Natural Abilities: Heal 1 HP/SDC per 30 Minutes. Racial Gestalt -- The Miscere are able to merge bodily and combine their physical attributes (see below). The members of an aggregated Miscere
Available O.C.C.s: Any Non-Magic from PFRPG
Psionics: 15% chance, somewhat less than Humans.
Magic: Unknown
Special Skills of Note: See Natural Abilities
Habitat: The Miscere survive in a variety of climates across their homeworld from jungles, to plains and forests. They are not overly fond of cold, however they have found that many reptilian predators avoid colder climates, so they sometimes group along and skirt the edges of these areas.
Enemies: On their homeworld, the Miscere's natural enemies were the larger toothier occupants who viewed these small mammals are weak, tasty little morsels, if you could get one alone.
Allies: None, yet.

Notes: This Race was built to try and breathe interest into the Gestalt class from Powers Unlimited 2 [PU2 Pages 43-47]. The idea was to have a race who had evolved the ability to could combine their respective attributes in times of crisis.

● The combined Gestalt forms add each of the Physical Attributes together [certain limitations apply -- PP is limited to a Max of 30. PS, PE, and SPD do not have an upper limit], and the members' SDC is added together then multiplied by 2 [Damage sustained by the aggregated Miscere is distributed proportionately based on the number of members]. Senses are sharpened (multiplied) by 1/2 the number of members, so sight/hearing/etc. are improved and allow for tracking/guarding villages/etc. Aggregated Miscere Strength Classification: Superhuman Strength for lifting/carrying purposes.
However an Aggregated Miscere (in Gestalt form) heals at 1/2 the normal rate (not the combined rate) and requires twice as much food to survive (This makes it less than ideal to form an aggregated Miscere (in Gestalt form) for all-time form.)
● Members retain consciousness thoroughout the time as an Aggregated Miscere, and do remember events from the perspective of the Gestalt entity (this also makes the Aggregated Miscere +6 vs possession). Folks who are upset by the actions as a result of the Aggregated Miscere doing things they disapprove of (see below), may not elect to join in the future.
● The Aggregated Miscere/Gestalt's combat is run via fast-acting democracy (See PU2), resulting in a -1 initiative penalty for every 4 members.
● Aggregated Miscere/Gestalt Attacks Per Melee = 4 +1/member + Additional Attacks from H2H or skills (Boxing)
● The Aggregated Miscere/Gestalt knows everything the members who merge into it know, at the same skill level (if 2 or more people have the skill, the highest Level/Skill Percentage is used).
● Maximum number of members for an Aggregated Miscere is the level of the most experienced member times 2 (so a 3rd level could group up to 6 Miscere).
● The race could create a very formidable beast-like opponent, however larger Aggregate Miscere tend to become more ponderously slow as the initiative penalties burgeon. Further, a team could be played onsite (EU), but convincing everyone to play the same race might be difficult.

The Miscere were created using rules from Heroes Unlimited 2E, p.91
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