EU Class/Race Clarifications, Creations, Revisions

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EU Class/Race Clarifications, Creations, Revisions

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.”

Image

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%)
      Running
      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.
Peacemaker
    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
Modifiers:
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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Re: EU Class/Race Revisions & Creations

Postby Augur » Wed Mar 06, 2019 3:56 pm

The Godling R.C.C. (clarification)

Attributes:
    I.Q. 4D6
    M.E. 3D6+6
    M.A. 4D6
    P.S. 4D6+6 (SN)
    P.P. 4D6
    P.E. 4D6+4 (SN)
    P.B. 4D6+4
    Spd 4D6+10

M.D.C.: P.E.x10 +1D4x10 M.D.C. per level of experience (any S.D.C. bonuses from skills are added as M.D.C.)
S.D.C.: P.E. x 12 S.D.C.
Hit Points: P.E.x3 +2D6 per level of experience
P.P.E.:
  • Base P.P.E. if a practitioner of magic: 3D4x10+20 +4D6 per level of experience
  • Otherwise base P.P.E.: 2D4x10
I.S.P.:
  • Base I.S.P. if a master psionic, 4D6x10 +M.E. +10 per level of experience
  • Otherwise base I.S.P.: M.E.+1D6x10 +1D6 per level of experience
Horror Factor: 7+1D4 (none if pretending to be a normal human)
Natural Abilities:
  • See the invisible
  • Resistant to toxins, fire, cold (half as effective/damage)
  • Nightvision (200')
  • Regeneration: 1D6x5 M.D.C. per minute

Deific Powers
    Select 3 powers from the following options:
    1. Turn invisible at will & see the invisible
    2. Energy Blast: A ranged attack doing 1D6 M.D. (or S.D.C) +1D6 per 2 levels after 1st level
    • Range: 2D6x100' (rolled during creation)
    3. Energy Aura: A protective field of magical energy
    • 20 M.D.C. (or S.D.C.) per level of experience
    • Can be created up to 3 times per 24 hour period
    4. Super-Strong: +2D6+10 to P.S.
    5. Super-Tough: +1D6 to P.E. and +3D4x10 to M.D.C.
    6. Shape Shifter:
    • The character can change at will into one animal, one time a day per level, for one hour.
    • The character gets all the advantages of the shape and retains his M.D.C., ability to speak and all attributes.
    • The animal has to be a normal animal, not a monster.
    • If this ability is taken twice, the character can shape shift into ANY type of normal animal.
    7. Impervious to one type of attack. Pick one: Cold, fire, lightning, energy, toxins, mind control, or possession.
    8. Super-Swift: +1D4 to P.P. and +1D6x10 to Spd.
    9. Super-Psionic Powers:
    • All the psionics from 2 of the 3 lesser power categories or one lesser category & 5 super-psionic powers, or can be a (Master) Psychic Character Class
    10. Magic Powers:
    • The character has all the abilities (only) of a practitioner of magic.
    • Choose a practitioner of magic O.C.C. (ignore the O.C.C.'s stipulations regarding spell knowledge)
    • Spell knowledge acquisition:
      • Godlings are bestowed (via their deific link) all spells of one (of the same level as the character) magic discipline associated with their O.C.C. of choice.
      • i.e. A 1st level character knows all 1st level spells in that discipline, at 2nd level all 1st and 2nd level spells, etc.
        • If a player wishes to master two disciplines, this ability must be selected twice.
    • Godlings do not and cannot learn new spells. All new spell knowledge is bestowed & tied to their XP level.
    • This power can be taken twice to acquire two different sets of magical abilities & magic disciplines.
      Godlings who choose to apply #10 to being a Warlock only master one element per application, thus limiting them to 2 elements.
    11. Fly: The ability to fly under one's own mystic power and without exhaustion.
    • Speed attribute: 3D4x10
    • Duration: 2 hours per level of experience

Combat: Varies with hand to hand skill selection.
Bonuses: + 1 APM, +1D4 to initiative, +1 to strike, parry and dodge, +2 vs magic, +6 vs horror factor.
Psionics: Unless Power #9 is chosen, Godlings are minor psionics.
Magic: Unless Power #10 is chosen, Godlings have no magic abilities or spell knowledge.

R.C.C. Skills:
    Language: Dragonese/Elf 98% (+3%)
    Literacy: Dragonese/Elf 98% (+5%)
    Language: Native Tongue 98% (+1%)
    Literacy: Other 98% (+5%)
    Language: Other 98% (+3%)
    Literacy: Other 30% (+5%)
    Language: Other 65% (+3%)
    Language: Other 65% (+3%)
    Mathematics: Basic 65% (+5%)
    Lore: Demons & Monsters 55% (+5%)
    Land Navigation 46% (+4%)
    W.P. of choice
    W.P. of choice
    W.P. of choice
    Hand to Hand: Any of choice

R.C.C. Related Skills:
Select a total of 8 other skills. (+2 additional skills at levels 3, 7, 11, and 15.)
    Communications: Any languages, cryptography and radio: basic only
    Domestic: Any (+10%)
    Electrical: None
    Espionage: Any
    Mechanical: Locksmith only
    Medical: Any (except cybernetics; +10%)
    Military: None
    Physical: Any
    Pilot: Any; except robots and power armor, (+15% for Horsemanship)
    Pilot Related: Navigation only
    Rogue: Any (except computer hacking)
    Science: Any
    Technical: Any (+10%)
    Weapon Proficiencies: Any
    Wilderness: Any (+5%)

Secondary Skills:
    Select a total of 5 secondary skills from the previous list.

Average Life Span: 50,000 years, effectively immortal.
Habitat: Virtually anywhere; home is determined by pantheon.
Typical Allies: Friendly pantheon members and priests of the pantheon.
Enemies: Hostile members of the Pantheon, rival pantheons supernatural beings in general, and, depending on the character's alignment and deeds, the forces of evil or good.
Size: Varies; usually between 5 and 20' tall
Weight: Varies accordingly with size
Standard Equipment: Per standard EU rules
Money: 6D6x1,000 universal credits
Cybernetics and Bionics: Incompatible with bio-regeneration
Note: Most godlings consider themselves superior to mortals and may have been raised by gods or in an alien place. Consequently, they may not understand human customs, laws, morality or modern technology.


(Moved from Miscellaneous Rules)

Godling FAQ Clarifications
1. In Palladium Fantasy would a Godling have to choose from the same O.C.C.'s or would it become the Palladium equivalent ( Ley Line Walker = Wizard ; Shifter = Summoner ).
2. If you choose Power #10 for the Godling, can the magic O.C.C.'s to be selected also come from magic O.C.C.'s presented in later Rifts books?
3. Also, with Power #10, are Demigods limited to just Line Walker, Shifter, Warlock, Mystic and Necromancer, or are all viable Magic classes available?
Answer: Use the Palladium Fantasy Equivalents.
    Answer: Whatever setting the Godling will be playing in determines the limits of its O.C.C. choices.

4. When a godling has power #10 (powers of a practitioner of magic) do the special abilities of the class become natural abilities that do not use P.P.E.?
    Answer: No. Those class abilities which require P.P.E. still require P.P.E.

5. Power #10 states that the spell knowledge available to the Godling is equal to the character's level of experience. Does this mean that the Godling does not get the starting spells of that practitioner but only level one spells?
    Answer: The Godling receives the appropriate starting spells according to his selected O.C.C. at the level of that O.C.C.

6. When Power #10 is taken, a Godling gets the O.C.C. skills of the O.C.C. selected. Do they get the related skills as well?
    Answer: They do not get the related skills.

7. If a Godling chooses power #10 twice, and chooses to be a Warlock both times, can they use magic from all 4 elements?
    Answer: No, 2 elements; each class counts as one choice.

8. Can a Godling receive magical tattoos?
    Answer: Godlings are not human, so cannot receive magic tattoos.
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Re: EU Class/Race Clarifications, Creations, Revisions

Postby Augur » Mon Apr 15, 2019 5:34 pm

Safecracker O.C.C.

ImageImage

A Safecracker is a demolitions expert and mechanical engineer who uses his special "talents" to "crack" safes, open security doors, break in and out of prisons, pick locks, avoid/bypass or disarm security systems, and similar feats. They can use their abilities to such precision that they can "blow" the lock off a safe, security door, safe deposit box, and similar without creating a big, area-effect explosion or inflicting massive amounts of damage. This means delicate, flammable or valuable contents of a safe or container, or a person/item behind a door, may be shaken up a bit, but are not damaged or injured. The blast and subsequent damage are concentrated and directed at disabling locks and opening doors.

This skill can also be used for precision demolition and sabotage. The character is an expert in the use of all types of explosives, incendiary devices, blasting caps, and timing devices. He is also a mechanical engineer with a basic knowledge of electronics and computers.

Although the Safecracker may use his demolitions expertise to steal the contents of a safe (for criminal/selfish reasons or as an espionage specialist), and may use documents and data obtained from safes as evidence against others or for blackmail, he doesn’t typically pursue a slew of other rogue skills. He's a Safecracker - a specialist, not a common crook.

Special Abilities of the Safecracker

1. Black Market Benefits: All three Black Market Benefits are available to this character. Many Safecrackers operate legitimate “Locksmith” businesses on the side, or as a cover, for their nefarious activities.

2. Black Market Special Abilities of the Safecracker: The Safecracker begins play with B&D Man and Fence. The Safecracker may pick two additional Black Market Special Abilities of choice at level one, and one more at levels 3, 7, 10 and 13.

3. Safecracker: The Safecracker’s skill with explosives and locks reaches considerably deeper than the mere Safe-Cracking, Locksmith or Demolitions skills. A talented Safecracker possesses highly sensitive hands and ears, a delicate sense of touch, and a knack for opening the most difficult locks. In fact, many Safecrackers view locks that are claimed to be “impossible” to open as a challenge to be overcome. Some Safecrackers possess an uncanny, almost supernatural ability to coax a lock open, even going so far as to talk to the lock whilst working on it. Safecrackers may choose ONE of the following abilities at level 1, and one additional ability at levels 5, 10 and 13:

    Shaped Charge - Safecrackers who learn this ability can “shape” an explosive charge so that the explosive force released upon detonation damages only a specified area targeted. The precise amount of area affected is subject to the G.M.’s discretion, though typically, a Safecracker will target hinges, locking mechanisms, or, on a larger safe or vault, locking bolts or bars. Upon a successful Demolitions or Safe-Cracking roll, the Safecracker gains the advantage of causing no damage to any areas other than those targeted by the character. The Safecracker can literally stand only a foot away from the detonation, and neither she, nor anything she carries, will be damaged by the blast, regardless of how powerful it is. This ability can only be used with malleable explosive materials designed for this purpose. It cannot be used on military ordnance such as bombs, missile warheads, grenades, or any non-malleable substance used for demolitions purposes. A failed roll means that damage occurs normally upon detonation- sometimes resulting in the Safecracker unintentionally destroying or damaging goods (or themselves!). Unlike the Safe-Cracking skill, this ability is not restricted to safes, security doors, or safe deposit boxes - this special ability translates to anything the Safecracker wishes to target with an explosive blast of surgical precision (wheels, engines, brakes, sensory arrays, antennae, etc.)

    Subdued Charge - The Safecracker can “subdue” an explosive charge so that the detonation is only a third as loud as a standard detonation. Saferackers with this ability often use it to obtain illicit access to guarded locations or materials without alerting guards. This is accomplished by utilizing a combination of specially designed reusable acoustic dampening devices with knowledge of acoustics and demolitions, and has a base skill of 40% (+4% per additional level of experience). Success results in a reduced chance for the guard(s) to hear the detonation (guard perception and sensory equipment functions at effectively one-third the normal range to detect the detonation of a Subdued Charge). A failed roll results in the charge not being subdued and detonating normally, with all the normal consequences thereof, and destroys the acoustic dampening devices.

    Grace Under Pressure – Not only are Safecrackers experts with all manner of explosives, rivaling or – in some cases, exceeding - the expertise of the best military-trained Ordnance specialists out there, they've mastered the ability to work efficiently under intense pressure. As a result, any skill roll the Safecracker with this ability makes to set, disable or arm/disarm any explosives and/or locks while in a stressful scenario (including while being shot at or in a combat situation) is made without any stress-related penalties. Skills which are unrelated to disarming/disabling a lock or having nothing to do with an explosive device are unaffected and subject to normal stress-related penalties.

    Lock Whisperer: Some Safecrackers appear to possess a preternatural facility with locks and are able to “coax” the lock open, given enough time. Safecrackers with this ability may elect to use it to receive a cumulative 1% bonus on their Locksmith roll for every minute spent on the lock (maximum of +30%), and ignore the normal 20% penalty associated with attempting to unlock super high-tech systems, such as those used by militaries and governments. In addition, electronic locks the Safecracker fails to open are not damaged by the attempt, allowing the Safecracker to repeat attempts without damaging the lock. Note: Locks, especially high-tech locks used by militaries or governments, may still have alarms or traps that could be triggered by failed attempts. Furthermore, while using this ability, the Lock Whisperer can engage in no other activities – even talking to others is a distraction! Many Lock Whisperers, however, do have a habit of talking to the locks they are working on, pleading with them or coaxing them (“Come on, open up, you know you want to let me in”, etc.), thus leading to this ability’s nickname (talking to the lock(s) does not have any detrimental effect).

4. O.C.C. Bonuses: +10% to Perception rolls, an additional +20% on Perception rolls to determine if an explosive device or ordnance is “live” or a “dud”, add +2 to M.E., add +2 to P.P., and +10% on any skills requiring manual dexterity and sensitivity to touch (such as Art, select Electronics and Mechanical skills, Gemology, etc.)

Attribute Requirements: I.Q. 10, M.E. 14, P.P. 14 or higher.

Alignment: The vast majority of Black Market Safecrackers are anarchist or evil alignment. Even Unprincipled characters have trouble reconciling the notion of becoming a Black Marketeer criminal, but the occasional rare outlier surfaces from time to time. Characters of good alignment cannot become Safecrackers.

O.C.C. Skills
    Language: Native Language (+15%)
    Literacy: Native Language (+15%)
    Language: One of choice (+10%)
    Literacy: One of choice (+10%)
    Basic Electronics (+15%)
    Basic Math (+20%)
    Computer Operations (+10%)
    Demolitions (+15%)
    Demolitions: Underwater (+15%)
    Locksmith (+15%)
    Mechanical Engineer (+10%)
    Pick Locks (+15%)
    Safe-Cracking (+20%)
    Pilot: Automobile or Hovercraft (+10%)
    Radio: Basic (+10%)
    W.P.: One of choice
    Hand to Hand: Basic, but can be changed to expert at the cost of two O.C.C. Related skill selections, or martial arts (or assassin, if evil) for the cost of three O.C.C. related skill selections.
O.C.C. Related Skills:
Select seven other skills. Select two additional skills at level three, and one at levels six, nine, and twelve. All new skills start at level one proficiency.
    Communications: Any
    Cowboy: None
    Domestic: Any
    Electrical: Any (+10%)
    Espionage: Detect Concealment, Intelligence, Undercover Operations, and Wilderness Survival only (+5%).
    Horsemanship: General and Exotic Animals only (+5%)
    Mechanical: Any (+10%)
    Medical: First Aid only
    Military: None, other than the O.C.C. skills listed above.
    Physical: Any; except gymnastics and wrestling.
    Pilot: Any (+5%)
    Pilot Related: Any (+5%)
    Rogue: Streetwise, Concealment, and Computer Hacking only (+4%)
    Science: Math, Chemistry, and Chemistry: Analytical only (+10%)
    Technical: Any (+5%; +10% for literacy and language skills)
    W.P.: Any
    Wilderness: None
Secondary Skills:
The character also gets to select five Secondary Skills from the Unified Skill List. 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: Armor, weapons, or vehicles are to be determined by the standard EU Wish List process. A Safecracker begins with a set of black clothing, a set of dress clothing, fine leather gloves, a box of disposable surgical gloves (100 per box), ski-mask, tinted goggles, a doctor's stethoscope, PC-3000 hand-held computer, PDD pocket audio recorder, pocket laser distancer, pocket flashlight, portable tool kit, automatic lock pick/release gun, and lock picking set. Also a Wilk's laser scalpel, two additional E-clips or loaded magazines for each modern weapon proficiency, knapsack, backpack, canteen, gas mask and air filter, briefcase, and some personal items. Safecrackers who elect the “Subdued Charge” ability also receive the specialized acoustic dampening devices, which take up about as much space as, and weigh as much as, a brick (about 5 pounds). Replacement acoustic dampening devices can be found and purchased through the Black Market (cost 5,000 credits each, uncommon availability).

Explosives: 1D4+1 explosive hand grenades, 2D4 smoke grenades, 2D4 shaped charges/plastique, and two fusion blocks of choice!

Money: 4D6x1000 in credits and gems, and black market items worth 2D6x1000 credits.

Cybernetics: None to start, but augmented hearing, sight and sensor hands are common.
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Re: EU Class/Race Clarifications, Creations, Revisions

Postby Augur » Mon Apr 15, 2019 5:38 pm

Master Assassin O.C.C.
Image
The number of assassins for hire is steadily growing in the Megaverse. Many are ex-military or ex-security force members who have a valuable skill: killing people. Unlike most mercenaries, they kill not in the battlefield, but in unlikely places, such as along city streets, at parties, and in private quarters. Most (80%) Master Assassins will be aberrant, with the rest anarchist, miscreant, or diabolic. Some assassins will only kill targets that "deserve it" (at least in their opinion) and may never accept a job where innocent people will be harmed. Many anarchists, miscreants, or diabolic don't care who the target is or whom else might get hurt. The aberrant assassin is probably the most trustworthy of the lot, provided the employer does not cheat, betray or repulse her or him. Often, Master Assassins get close to their "marks" via subterfuge and disguise, impersonating others to gain access to otherwise inaccessible areas or blending in with a crowd to be better able to unexpectedly surprise and waylay their targets. Many mercenary companies have one or more master assassins used to eliminate designated and paid "hits", enemy commanders, and other strategically important individuals. Often, one well placed shot, eliminating a key individual, can cripple or divide an enemy force.

Special Abilities of the Master Assassin
Master Assassins may choose ONE of the following abilities at level 1, and one additional ability at levels 5, 10, and 15

    Death Blow:The Master Assassin gains the Death Blow special attack described on page 346 of Rifts: Unlimited Edition and revised for use on EU.

    One Shot, One Kill: Some Master Assassins have developed incredibly lethal accuracy with ranged weapons, and are so devastating with them that they may use the Death Blow special attack described on page 346 of Rifts: Unlimited Edition on their ranged attacks, subject to the following limitations:
    • Only aimed called shots qualify for this special exception to the Death Blow rules. Hence, when using One Shot, One Kill, the Master Assassin receives a +3 to strike modifier, can only use a single shot or blast (no bursts), and is required to target a specific location.
    • This ability requires complete and total concentration. As a result, instead of using 3APM like a normal aimed called shot, One Shot, One Kill uses up ALL of the Master Assassin's attacks for the melee round, must be announced as their only action for that round, and is resolved at the end of the melee round in which it is declared.
    • The Master Assassin may not perform any other action during the round in which he performs this attack, including any form of communication. The amount of concentration required for One Shot, One Kill demands such an absolute level of focus that the Master Assassin effectively closes themselves off to all other stimuli. Treat this as an automatic critical fail on any Perception or Perception-based roll, and the Master Assassin loses initiative (goes last in the round).
    • This ability can be interrupted. The simplest way to interrupt One Shot, One Kill is to injure or knockout the Master Assassin using it, actually causing him to take physical damage, or causing him to take defensive action, including dodging or parrying. Other actions like tackling or knocking over the Master Assassin work too. Likewise, any act that causes the loss of a melee action will interrupt the ability's use, as will anything preventing the Master Assassin from using or retaining complete control of the weapon being used (paralysis, holds, being disarmed or thrown, etc.).

    Hello Darkness My Old Friend: Similar to, but more highly tuned than, the Blind Fighting skill (Rifter 12), some Master Assassins train so extensively while blindfolded that they are able to effectively ignore any penalties for fighting blind within a 10' radius (double the normal range). This ability is automatic to the Master Assassin and, in addition to suffering no penalties when fighting blind, he is even able to effectively fight alien or unfamiliar opponents (ignoring the normal -30% penalty per the Blind Fighting skill).

    Never Go In Against a Sicilian When Death Is On The Line: These Master Assassins spend a significant amount of time introducing almost imperceptibly small, but ever-increasing amounts of poisons into their own bodies, slowly developing an immunity to them over time. The Master Assassin with this ability gains a bonus to save vs. lethal and nonlethal poisons equal to half his Master Assassin level (round up). Furthermore, if the Master Assassin also has the Venomous ability, he develops complete immunity to any poison he knows how to create.

    Venomous: Some Master Assassins are notorious for making and utilizing poisons to weaken, disable, or otherwise incapacitate or kill their "marks". These Master Assassins gain the Chemistry: Analytical, and Chemistry: Pharmaceutical skills (+20% to both) and the ability to manufacture and use the following poisons:
    • Soma: This poison causes those affected and failing their saves vs. nonlethal poison to fall into a deep slumber from which they cannot be awakened. The sleep lasts for 4d6+6 minutes, with the victim being groggy for 1d4 hours following, resulting in penalties of losing half their melee actions, -8 to initiative, -4 to strike, parry, and dodge, and -30% on all skill rolls. This poison may be created either in an ingestive form (odorless and tasteless), or as a form designed to take effect when introduced directly to the bloodstream of the victim, in which case the victim receives a +3 bonus on their saving throw.
    • Evacuation: This poison causes extreme nausea in its victims, and results in the poor soul afflicted by it being forced to evacuate the fluids and contents of their stomach from both the front (vomiting, lasting 1d4x10 minutes) and rear (diarrhea, lasting 1d4 hours) of their bodies. After all fluids have been expelled, the victim still suffers from dry heaving and "false alarms", and is in danger of dehydration and must imbibe fresh liquids shortly or lapse into a coma and eventual death (-10% to save vs. coma/death while dehydrated). While affected by this poison, the victim suffers a -5 to initiative, and -2 strike, parry, and dodge. Vomiting occurs every 1d4 minutes, while the diarrhea occurs every 1d4x10 minutes. While suffering vomiting or diarrhea, victims are effectively incapacitated (and are likely to be quite embarrassed). This poison is only available in an ingestive form.
    • Botox: An especially potent derivative of Botulism Toxin, this poison is often used when a Master Assassin wants their "mark" to remain aware but incapacitated. The poison is very fast-acting, and temporarily paralyzes a part of its victim’s body immediately after taking effect. A paralyzed arm means that the person cannot pick up or hold objects, or use the arm in any way: it dangles uselessly at the victim’s side. A paralyzed leg makes standing difficult and movement nigh-impossible: reduce speed by 90%, and -2 to parry and dodge. A strike to the head (requires a called shot even as a melee attack) causes the victim to be unable to speak and they are partially blinded (eyes locked in place), resulting in a penalty of -5 to strike, parry, and dodge, as well as losing initiative for the duration. Partial paralysis lasts for 1 minute (4 melee rounds) before the Botox wears off and the affected area returns to full ability, able to be used normally. On a critical strike, the target’s entire body is paralyzed resulting in the victim being completely incapacitated, helpless, and unable to perform any physical action whatsoever – they drop whatever they are holding and fall to the ground, unable to move. When affected by the critical strike effect, each melee round after the first that the victim is affected, they may make a saving throw to shrug off the effects of this full-body paralysis, gaining a cumulative +2 bonus to their saving throw (+2 on 2nd melee, +4 on 3rd melee, +6 on 4th melee, etc.). If the Master Assassin is attacking his intended victim at range (with Archery and/or Targeting, for example), this poison requires a called shot, and the victim must be struck with a physical projectile dipped in the poison. Melee strikes must involve a tangible, physical weapon dipped in the poison. This poison can only be used as a blood poison, i.e. it must be introduced directly to the bloodstream through a wound.
    Note: Players of Master Assassins are encouraged to formulate their own poisons, subject to GM approval.
Attribute Requirements: I.Q.11, M.E.13, P.P. 13.

Alignment: Restricted to anarchist or evil characters only!

Special O.C.C. Abilities and Bonuses:: +3 to initiative, +15% on Perception rolls, +1 to save vs mind control, +2 to strike (in addition to other combat bonuses).

O.C.C. Skills:
    Language: Native Language (+15%)
    Literacy: Choice of one (+10%)
    Language: Choice of two (+20%)
    Backstab (from Rifter 12)
    Concealment (+12%)
    Detect Ambush (+10%)
    Demolitions (+10%)
    Intelligence (+10%)
    Prowl (+20%)
    Radio: Basic (+10%)
    Sniper
    Tracking: People (+15%)
    W.P. Energy Pistol
    W.P. Energy Rifle
    W.P. Rifle
    W.P. Two of Choice
    W.P. Vital Points (from Rifter 12) (The benefits of this skill are only applicable in unarmored, S.D.C. melee combat when the target is a humanoid.)
    Hand to Hand: Assassin

O.C.C. Related Skills:
Select seven other skills. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.
    Communications: Any (+5%, +10% on language & literacy)
    Cowboy: None
    Domestic: Any (+5%)
    Electrical: Basic Electronics and Electrical Engineering only
    Espionage: Any (+10%)
    Horsemanship: General only
    Mechanical: Basic Mechanics, Locksmith, and Mechanical Engineer only
    Medical: First Aid only
    Military: Camouflage, Demolitions Disposal, Field Armorer & Munitions Expert, and Trap Construction only (+15%)
    Physical: Any
    Pilot: Any (+5%)
    Pilot Related: Any (+5%)
    Rogue: Any (+10%)
    Science: Math and Chemistry only
    Technical: Any (+5%)
    W.P.: Any
    Wilderness: Any (+10%)

Secondary Skills:
The character also gets to select six secondary skills from the Unified Skill List. 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: Black jump suit, military fatigues, a set of camouflage clothing, dress clothing, and a small wardrobe. Also a gas mask and air filter, tinted goggles, six extra energy or ammo-clips for each modern W.P., robot medical kit and IRMSS, knapsack, backpack, canteen, and some personal items. Armor, weapons, or vehicles are to be determined by the standard EU Wish List process.

Money: 3D6x1000 in credits, and black market items worth 1D6x1000 credits; some assassins tend to live for the moment and spend money extravagantly on life's many pleasures.

Cybernetics: Has 1D6+1 cybernetic implants of choice.
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Re: EU Class/Race Clarifications, Creations, Revisions

Postby Augur » Mon Apr 22, 2019 3:17 pm

(Moved from Miscellaneous Rules)

Cyber-Knight Special Abilities

Level Four: Basic Combat Awareness
Initially, the Cyber-Knight can only focus and be aware of one opponent and all the weapons and weapon systems of that one, primary opponent. The knight is aware of and able to react to all mechanical devices and weapons used by that particular opponent, including guns, Vibro-Blades, Neural Mace, environmental body armor, power armor, cybernetics/bionic weapons and systems, computers, optic systems, sensors, robots, vehicles and other devices. Basically any machine with moving parts or that uses electricity or has a computer chip (which is virtually all CS and other advanced people's entire armory)! This awareness lets the Cyber-Knight know the very instant a targeting computer or radar locks on, the moment he falls into the cross-hairs of a gun, when a trigger is about to be squeezed, when an energy cell charges to fire, or a cybernetic muscle tenses or a turret begins to turn. More than that though, the Cyber-Knight can actually feel the weapons and war machines as they come on-line or are drawn to be used against him. It's as if he can see them as clearly as the weapon being pointed in his face.

Bonuses & Abilities Against Weapons and Technology:
• Negates any bonuses provided by the weapon/machine.
• The Cyber-Knight knows what his opponent is doing the same instant his opponent does it, enabling the knight to react a split second faster:
+3 on initiative against attacks from modern guns and machines
(bionics, robots, etc.), and +6 against artificial intelligences and computers like Skelebots and automated defense systems.
Cyber-Knight is +3 to strike and parry.
• Meanwhile, the Cyber-Knight's gun toting or tech-laden opponent
is -3 to dodge the Cyber-Knight's attacks and loses 2 melee attacks/actions due to time spent compensating for the Cyber-Knight's amazing agility, combat skills and awareness.

Also note that combat awareness, like the other cyber-knight tech powers, does extend to TW stuff, or any kind of psionic equivalent. Basically, if it has any moving parts, the knight will get his/her advantage.
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Re: EU Class/Race Clarifications, Creations, Revisions

Postby Augur » Mon Apr 22, 2019 3:18 pm

(Moved from Miscellaneous Rules)

Titan Juicer Size Clarification

Titan Juicer flavor text: "Juicers who undergo the eight week Titan treatment become 60% to 80% larger, and three to four times heavier (average weight is 600-700 pounds)."

No game mechanics are specified because Palladium sucks at editing and proofing.

Ruling:

First, determine the character's weight under normal circumstances according to standards for his race.

Next, apply the following for Titan Juicer conversion:
  • Weight: Triple the character's original weight.
  • Dimensions: 1D4x10+40% added to original height, width, and depth of form before conversion.
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Re: EU Class/Race Clarifications, Creations, Revisions

Postby Augur » Fri May 03, 2019 11:19 am

Defined Terms & Rules

O.C.C. (Occupational Character Class): The term most Palladium games use to describe the character as a whole. It indicates the character's occupation, skills, skill selections, special abilities, bonuses, goals, orientation, equipment, and salary.

R.C.C. (Racial Character Class): Basically the same thing as an O.C.C. but refers to inhuman monsters, demons, and aliens with abilities and skill equivalents that come natural to all creatures of that specific race. This category is sometimes confusing when an alien being or monster has a range of instinctive skills and abilities, but is also intelligent and driven enough to learn additional skills, just like a human.

P.C.C. (Psychic Character Class): A term reserved for "psychic" characters in Beyond the Supernatural 2, Nightbane, and Mystic China. Even though Rifts has Psychic Character Classes, we've found using the term, P.C.C. can be confusing, so we either refer to them as O.C.C.s or R.C.C.s; basically an O.C.C. with psychic abilities.

Note: An R.C.C. or P.C.C. often has fewer skills and selections available because the character tends to rely on his psychic or natural (R.C.C./racial) abilities.

(RULE) Racial Character Classes & O.C.C.s: That which is listed either explicitly or descriptively as an available or "typical" O.C.C. is acceptable to select.
Anything else requires an implicit reading of the texts, and that flies in the face of the EU Default Rule.
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Re: EU Class/Race Clarifications, Creations, Revisions

Postby Augur » Sat May 25, 2019 7:56 am

Temporal Wizard O.C.C.

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The Temporal Wizard is a master manipulator of space and time. Temporal Wizards and Temporal Raiders tend to have the greatest knowledge and command over Temporal magic, though, in very rare cases, some other races (such as the Prometheans of Phase World) have independently developed Temporal magic on their own. Most Temporal Wizards travel the dimensional megaverse and are likely to have secret sanctuaries and friends in several different dimensions. Some forms of dimension, space and time spanning spells are included among the "common" spell invocations, such as detect concealment, shadow meld, time slip, teleportation spells, mystic portal, dimensional portal, and various others. However, Temporal spells are rare and closely guarded secrets. In many instances (70%), the Temporal Wizard learns these mystic secrets from the demonic Temporal Raider, involving a difficult and dangerous apprenticeship where the student learns the secrets of Temporal magic while assisting the Temporal Raider with whatever is asked, as well as protecting it. In other cases (30%), students may find teachers of Temporal magic who are more benevolent, but they are more difficult to find and, because Temporal magic has often been abused by Temporal Raiders and other evil beings bent on conquest, domination, and destruction, the prospective apprentice may find it difficult to convince a more benevolent master to be her mentor before proving herself.

Special Abilities of the Temporal Wizard

1. Spacetime Continuum: While not focused on controlling creatures that may come out of Rifts like Shifters are, Temporal Wizards are just as capable when it comes to dimensional travel. Temporal Wizards share Shifter abilities #3 (Dimension Sense), #4 (Dimensional Travel), and #7 (Sense Rifts) with their Shifter cousins, and likewise gain the same Lore: Dimensions skill with a +20% bonus. They do not share any other Shifter abilities.

2. Temporal Wizards may choose ONE of the following abilities at level one, and another at levels five, ten, and fifteen:

    It's Just a Jump to the Left: The Temporal Wizard with this ability can create a brief time warp around herself to enhance her spellcasting, enabling her to "borrow time" in order to cast spells more quickly in the present at the cost of the future. Temporal Wizards with this power can use it to shorten their casting time by one action for a single spell (to a minimum of one action) cast. For example, a 7th level spell which normally takes two actions to cast can be cast in only one action. Spellcasters governed by PPE Channeling rules instead of standard casting times find their rate of P.P.E. channeling doubled for a single action. However, there is a price to pay for this power, and time exacts a toll in the form of a temporal debt the Temporal Wizard repays by losing two actions at the beginning of the melee round following the one in which they use this ability. P.P.E. Channelers channel half as much PPE for those same two actions. Temporal Wizards can use this ability once per three Temporal Wizard levels (round up) in any 24 hour period. Five levels after acquiring this ability, the Temporal Wizard's mastery of time is such that the Temporal Debt incurred is reduced to a one-on-one basis; that is, they lose one action at the beginning of the following round (instead of two) when they activate the ability. Note: This debt cannot be repaid with the use of other Temporal or time-altering magic such as Time Slip. Time is a relentless collector, and always collects what it is owed!

    And Then a Step to the Right (aka Temporal Hitchiking): The Temporal Wizard with this ability is able to hitch a ride on any form of Temporal spell/ability or similar magic/effect, including spells or effects like Time Slip, Ley Line Time Flux, Speed of the Snail, Rift to Limbo, Time Hole, The Slowness (Spell of Legend), and so on. In the case of spells or effects that cause the caster/user to move foward or backward in time, The Temporal Wizard will reappear with the caster/user of the spell or ability wherever and whenever that caster reappears. In the case of spells that speed up/slow down others, the hitchhiker may elect not to be effected by the spell/effect at all and may act as if the spell has no effect upon her, or may elect to hitchhike normally and have the spell affect her as well. Spells that are not affected by this ability include Time Capsule (both of the Temporal and Ley Line variety), Temporal Blast, Time Warp: Send (only affects nonliving matter), Double Paradox, Time Maelstrom, Time Barrier, Resistance to Time Warps/Stop Time, and Id Self. Other spells may or may not be affected by this ability per GM discretion. In the case of Wink-Out, Time Hole, Temporary Time Hole, and the like, the hitchhiker appears in the same extradimensional space as the caster/user of the effect. The duration of any spell or effect remains unchanged and only the caster of the original spell can cancel it. If the original spell is cancelled, the hitchhiker is affected in the same way.
    The Temporal spell/ability targeted by this ability must begin within range and line of sight of the Temporal Wizard, and it costs 30 P.P.E. to hitch a ride. Note that the hitchhiker need not be visible to the caster or user of the Temporal ability - as long as the hitchhiker has line of sight and is in range, it does not matter if they are seen or noticed.
    Range: 100 feet (30.5m); +20 feet (6.1m) per level of experience.
    P.P.E. Cost: 30 points.

    Special Relativity: Temporal Wizards with this ability may elect to shorten or extend the duration on spells of their own casting by up to 10% per Temporal Wizard level (round down). The ability only works on spells directly cast by the Temporal Wizard at the moment they are cast, and does not work on any other spell or effect including, but not limited to, spells and effects generated by the Talisman spell, magic items the Temporal Wizard is using, magic scrolls, etc.
    P.P.E. Cost: Extending or shortening the duration of a spell in this way exacts a cost in the form of an additional amount of P.P.E. equal to the difference in percentage it is altered by, whether that percentage is positive or negative. For example, if a Temporal Wizard wants to extend the duration of her Armor of Ithan spell by 50%, she would pay 50% more P.P.E. for the spell. If, instead, the Temporal Wizard with this ability chose to shorten the duration of a spell by 50%, she would still pay an increase of 50% more P.P.E. to make the alteration. This ability can only be used at the time the spell is being cast, and cannot affect spells already in force. This ability can be used once per 24 hour period for every three Temporal Wizard levels (round up).

    Time Heals All Wounds: By creating a short term, localized time warp around another creature (the Temporal Wizard cannot use this ability on themselves), a Temporal Wizard with this ability is able to "speed up" natural healing in the creature, causing wounds to heal much more rapidly than normal. The creature heals at a phenomenal rate for a brief period of time, after which the creature regains 33% of their maximum Hit Points or S.D.C. (the Temporal Wizard chooses which one). This ability works on M.D.C. creatures as well, but heals 20% of the creature's maximum M.D.C. instead. This ability takes the complete concentration of the Temporal Wizard using it and takes 1d6 +5 melee rounds to complete, during which the creature being healed must be physically touched by the Temporal Wizard, and neither of them can take any other actions (including speaking or psionic actions) without ruining the process. If the process is interrupted, regardless of the source, that attempt is wasted. The creature affected by this ability cannot have bio-regeneration as a natural or special ability, must be a living creature, and ages the same amount of time it would take to "naturally" heal an identical amount that is restored by the ability's use. Note that any spells or effects with a duration on them (shorter than that of the span of time the creature "ages") run their course and expire during this ability's use, and any poisons or diseases will run their full course during this process, which could cause the affected creature to die before the healing takes effect. Finally, a Temporal Wizard can use this ability once per every three Temporal Wizard levels attained (round down) in a given 24 hour period, and it can only be attempted on a given creature once every 24 hours.

3. Initial Spell Knowledge: Temporal Wizards study both Temporal Magic and standard generalist invocations. They begin play with the following general invocation spells: Tongues, See the Invisible, Sense Magic, Detect Concealment, Chameleon, Befuddle, Teleport: Lesser, Close Rifts, Dimensional Portal, Armor of Ithan, and four spells of choice (any level). Tends to be attracted to spells that manipulate spacetime and illusionary magic. Additionally, the Temporal Wizard begins play with the following Temporal spells: Sense Dimensional Anomaly, Sense Temporal Anomaly, Sense Time, and seven other Temporal spells of choice.

4. Learning New Spells: Upon gaining a new level, the Temporal Wizard learns two new spells from the generalist invocation list or the Temporal magic list every level of experience; player's choice. Additional spells and rituals of any magic level (including the rarely found Temporal magic spells) can be learned and or purchased at any time regardless of the character's experience level. See the Pursuit of Magic section in Rifts: Ultimate Edition, page 190.

5. P.P.E.: Temporal Wizards are living batteries of mystic energy. Permanent Base P.P.E. of 2d4x10 + 70 plus P.E. attribute number. Add 2d6+2 P.P.E. per each additional level of experience starting at level two.

6. Supplemental P.P.E.: Temporal Wizards can draw additional P.P.E. from ley lines, nexus points, blood sacrifices, and willing participants.

7. P.P.E. Recovery: For the Temporal Wizard, P.P.E. recovers at a rate of 7 points per hour of rest of sleep. An hour of meditation restores 15 P.P.E. and is equal to one hour of sleep for this character when it comes to recovery from fatigue and physical rest.

8. Special O.C.C. Abilities and Bonuses:: +2 to initiative, +15% on Perception rolls, +2 to save vs illusions or mind control, +2 vs Horror Factor at levels 1, 4, 8 and 12. +1 to save vs magic at levels 1, 3, 6, 8, 11, and 14. +1 to spell strength at levels 2, 5, 9, and 13.

Temporal Wizard O.C.C. Stats

Alignment: No restrictions, though Temporal Wizards who learn from Temporal Raiders tend to have a darker and more sinister worldview as a result of taking part in raiding and pillaging during their years of training. Also see Insanity.
Attribute Requirements: I.Q. 14, P.E. 13, and a high M.E. (suggested but not mandatory)
O.C.C. Skills:
    Language: Native Language (+10%)
    Language: Dragonese and one other of choice (+20%)
    Literacy: Dragonese and choice of one (+10%)
    Astronomy and Navigation (+15%)
    Land Navigation (+20%)
    Wilderness Survival (+10%)
    Math: Basic (+15%)
    Lore: Magic (+20%)
    Lore: Two of choice (+15%)
    Hand to Hand: Basic; Expert may be selected at a cost of one O.C.C. Related Skill, or Martial Arts (or Assassin, if anarchist/evil) costs two O.C.C. Related Skills.

O.C.C. Related Skills:
    Select seven other skills. Plus select two additional skills at level three, six, ten, and thirteen. All new skills start at level one proficiency.
    Communications: Any (+5%, +10% on languages & literacy)
    Cowboy: None
    Domestic: Any
    Electrical: Basic Electronics only
    Espionage: Detect Ambush, Detect Concealment, Intelligence, and Surveillance only (+10%)
    Horsemanship: General or Exotic only
    Mechanical: Basic Mechanics only
    Medical: Medicinal Brewing, First Aid, Holistic Medicine, and Paramedic only (+5%)
    Military: Camouflage only (+5%)
    Physical: Any except acrobatics and wrestling
    Pilot: Any (+5%)
    Pilot Related: Any (+5%)
    Rogue: Any (+5%)
    Science: Any (+10%)
    Technical: Any (+10%)
    W.P.: Any
    Wilderness: Any (+10%)

Secondary Skills:
The character also gets to select six secondary skills from the Unified Skill List, plus two additional Secondary Skills 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: Typically includes an environmental space suit, air filter and gas mask , mini-oxygen tank (15 minutes of air) , tinted goggles or sunglasses , knapsack/backpack, utility belt with many containers, laser distancer, lighter, flashlight , a silver cross , pair of wooden stakes and a mallet , a metal knife (1D6 S.D.C.), laser scalpel , 1d4 + 1 extra energy clips. Armor, weapons, or vehicles are to be determined by the standard EU Wish List process.

Money: 3d6 x 10,000 in credits.

Cybernetics: Bio-system strongly preferred as mechanical systems interfere with magic.

Insanity: Temporal Wizards who learn from Temporal Raiders (70% chance) roll a saving throw vs. Insanity during character creation as a result of their strenuous training process, which takes a toll upon the mind of the apprentice. This roll is in addition to any other insanity the character begins play with.
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Re: EU Class/Race Clarifications, Creations, Revisions

Postby Augur » Sat May 25, 2019 7:56 am

Temporal Warrior O.C.C.

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The temporal warrior is also a lesser practitioner of magic, whose training focuses on combining physical combat and Temporal magic. To this end, deceptive dimension and distortion spells are most commonly employed.
Like the Temporal Wizard, the Temporal Warrior is often an evil or self-serving rogue, trained by the demonic Temporal Raider to use her powers to "take" what she wants. About 80% have learned the mystic arts of Temporal magic directly from a Temporal Raider and served their inhuman mentor for years before
being released to engage in their own folly.
A favorite ploy is to conceal/store weapons and equipment in dimensional pockets and envelopes. They also love to use time and sensory deprivation magic and time warps to disorient a foe. Skills are oriented to combat, assassination and breaking and entry (time spells are great for the latter).

Special Abilities of the Temporal Warrior

1. Dimensional Attenuation: Similar to the Ley Line Walker's ability, a Temporal Warrior can feel the surge of energy whenever a Rift is within 50 miles (80 km) +20 miles (32 km) per additional level of experience. She can also tell when a new Rift appears along a ley line she is standing on regardless of
the distance. When this happens, she instantly knows the general direction the Rift is located and whether it is big or small. The Temporal Warrior is also able to sense other types of dimensional disturbances such as teleportation and dimensional or temporal anomalies that occur within her sensing range.
Note that this sensing ability specifically relates to dimensional and temporal portals/Rifts and not nexus points or ley lines.

2. Temporal Warriors may ONE of the following abilities at level one, and an additional one at levels five, ten and fifteen
    Burning the Candle at Both Ends: The Temporal Warrior with this ability can create a brief time warp around herself to enhance her combat abilities, enabling her to "borrow time" in order to fight more quickly in the present at the cost of the future. Temporal Warriors with this power can use it to add an extra attack/action for a melee round, and automatically wins initiative for the round in which the ability is used. For example, a character who normally has 6 attacks would instead have 7 during the round this ability is activated. However, there is a price to pay for this power, and time exacts a toll in the form of a temporal debt the Temporal Warrior repays by losing two actions at the beginning of the melee round following the one in which they use this ability. Temporal Warriors can use this ability once per three Temporal Warrior levels (round up) in any 24 hour period. Five levels after acquiring this ability, the Temporal Warrior's mastery of time is such that the Temporal Debt is now one-for-one; that is, one attack "borrowed" means one attack is "repaid" (instead of two). Note: This debt cannot be repaid with the use of other Temporal or time-altering magic such as Time Slip. Time is a relentless collector, and always collects what it is owed! Note that the action "borrowed" can not be used to shorten the casting time of a spell.

    Mulligan: The Temporal Warrior with this ability is able to create a localized "glitch" in time, briefly winding it back and repeating the events of a single action. From a mechanical standpoint, this means the Temporal Warrior gets a "do over" on an action. Any rolls that were made to influence the outcome of the original action must be re-rolled, so if a character rolled a natural twenty in the original action, that natural twenty no longer counts (unless it is rolled again), and any damage, saving throws, or other dice rolled must be rolled again, etc. This ability may be used only on the Temporal Warrior herself. A given event may only be affected by Mulligan once, and this ability neither works on events that were directly influenced by spending EP (such as automatic critical rolls), nor can EP be spent to influence the new outcome.
    The targeted event must begin within range and line of sight of the Temporal Warrior. Mulligan may be used once for every three levels (round up) of Temporal Warrior in a given 24 hour period.


    Foresight: Temporal Warriors with this ability have developed a preternatural awareness that occasionally allows them to see moments into the future during combat. While engaged in combat, the Temporal Warrior can activate this ability to catch glimpses of her opponent's actions just before they occur. For the duration, the Temporal Warrior enjoys a +6 bonus to their initiative roll, a +3 to parry and dodge, cannot be surprised by a sneak attack or from behind (even at range), and can attempt to dodge projectiles and energy blasts with no penalty (straight roll with P.P. bonus added only). This ability can be used for a number of rounds equal to half the character's Temporal Warrior levels (round down) in a given 24 hour period. The rounds need not be consecutive, and the ability must be announced before the beginning of the round in which it is used (before initiative is rolled).

    Instant Replay: This ability got its nickname from Temporal Warriors using it to bypass security measures and sneak around or escape surveillance. By projecting a brief temporal "echo" of a period of time over this ability's area of effect, the Temporal Warrior with this ability is able to trick outside observers into seeing a repeat of the same period of time in the area of effect all over again. This ability lasts for a number of consecutive actions equal to the character's Temporal Warrior level, and it automatically affects all observers. Temporal Warriors, Temporal Wizards, Temporal Raiders, and other races who have mastered Temporal magic (example: Prometheans from Phase World) are able to make a standard save vs. magic to see through the ruse. Anyone else observing the Temporal Warrior's area of effect from outside of it will see, hear, and sense the same things that happened in the area before the power took effect for the same number of actions the power is active. For example: When Bob, a fifth level Temporal Warrior, uses this ability, it lasts for five consecutive actions. Anyone outside Bob's area of effect who observes that area of effect will see the same things that happened for the five previous actions before Bob activated the ability - and since it is a temporal effect, it works even if they are observing remotely via video or other sensors or equipment (such as thermal imaging). During this ability's use, the Temporal Warrior's area of effect is effectively invisible and immune to detection or observation by anyone observing the area from the outside. This ability lasts for the duration and cannot be cancelled by the Temporal Warrior once it has begun. The Temporal Warrior and other persons within the Temporal Warrior's area of effect are unaffected and perceive things normally.
    Range: 20' plus 10' per Temporal Warrior level. The Temporal Warrior can reduce the area of effect at the time the ability is used, but cannot change it once it is active.
    Duration: One melee action per Temporal Warrior level.
    P.P.E. Cost: 30 points
3. Initial Spell Knowledge: Temporal Warriors study both Temporal Magic and standard generalist invocations, though they are not nearly as competent as Temporal Wizards. They begin play with the following general invocation spells: Globe of Daylight, Tongues, See the Invisible, Concealment, Detect Concealment, Armor of Ithan, and two spells of choice from levels 1-4. Temporal Warriors tend to be attracted to spells that deceive their opponents or enhance stealth and espionage, and those are useful in combat.

Additionally, the Temporal Warrior begins play with the following Temporal spells: See Dimensional Anomaly, Sense Time, D-Phase, Wink-Out, Dimensional Pockets, S-Dep, T-Dep, and one other Temporal spell of choice. Temporal Warriors often use time warping spells.

4. Learning New Spells: The character can learn one new spell of choice from the generalist invocation list (spell levels 1-6 only) or the Temporal Magic list every other level of experience; player's choice. Temporal Warriors may also learn Combat Magic, and many find it useful to supplement their abilities.

Up to one additional spell per level can be learned and or purchased at any time regardless of the character's experience level. As lesser practitioners of magic, Temporal Warriors are restricted to general invocation levels 1-6 and the occasional Combat Magic spell. Temporal magic spells of any levels, should they be found (very rare), may also be learned. See the Pursuit of Magic section in Rifts: Ultimate Edition, page 190.

5. P.P.E.: Temporal Warriors have a Permanent Base P.P.E. of 2d4x10 + 20 plus P.E. attribute number. Add 2d4 P.P.E. per each additional level of experience starting at level two.

6. Supplemental P.P.E.: Temporal Warriors can draw additional P.P.E. from ley lines, nexus points, blood sacrifices, and willing participants.

7. P.P.E. Recovery: For the Temporal Warrior, P.P.E. recovers at a rate of 5 points per hour of rest of sleep. An hour of meditation restores 10 P.P.E. and is equal to one hour of sleep for this character when it comes to recovery from fatigue and physical rest.

8. Special O.C.C. Abilities and Bonuses:: +3 to initiative (recognizes the value of acting quickly), +10% on Perception rolls, +1 to save vs illusions or mind control, +4 vs Horror Factor and an additional +1 at levels 6 and 12, +1 to save vs magic at levels 1, 6, and 11, +1 to strike, parry, and dodge, +2d6 to speed, +1d4 to P.S. and P.E., and +30 to S.D.C. (or M.D.C. if an M.D.C. creature)

Temporal Warrior O.C.C. Stats
Alignment: No restrictions, though Temporal Warriors who learn from Temporal Raiders tend to have a darker and more sinister worldview as a result of taking part in raiding and pillaging during their years of training. Also see Insanity.
Attribute Requirements: I.Q. 12, P.S. and P.E. 14 or higher. A high M.E. and P.P. are suggested but not required.
Racial Requirements: None.
O.C.C. Skills:
    Language: Native Language (+10%)
    Prowl (+15%)
    Pick Locks (+10%)
    Land Navigation (+10%)
    Wilderness Survival (+10%)
    Swimming (+10%)
    Climbing (+10%)
    Sniper
    W.P. Two ancient of choice
    W.P. Four others of choice
    Math: Basic (+20%)
    Hand to Hand: Martial arts (or Assassin if anarchist/evil)
O.C.C. Related Skills:
    Select six other skills. Plus select two additional skills at level three, six, nine, and twelve. All new skills start at level one proficiency.
    Communications: Any (+5%)
    Cowboy: None
    Domestic: Any
    Electrical: Basic Electronics only (+5%)
    Espionage: Any (+10%)
    Horsemanship: General or Exotic only
    Mechanical: Basic Mechanics and Automobile only (+5%)
    Medical: Medicinal Brewing, First Aid, Holistic Medicine, and Paramedic only (+5%)
    Military: Any (+10%)
    Physical: Any (+5% where applicable)
    Pilot: Any (+5%)
    Pilot Related: Any (+5%)
    Rogue: Any (+10%)
    Science: Mathematics only
    Technical: Any
    W.P.: Any
    Wilderness: Any (+5%)

Secondary Skills:
The character also gets to select four secondary skills from the Unified Skill List, plus two additional Secondary Skills 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: Air filter and gas mask , mini-oxygen tank (15 minutes of air) , tinted goggles or sunglasses , knapsack/backpack, utility belt, ammo belt, laser distancer, binoculars, thermo-optic sight or multi-optic system, lighter, flashlight , a silver knife (1d6 S.D.C.), 1d4 + 1 extra energy/ammo clips for every weapon. Armor, weapons, or vehicles are to be determined by the standard EU Wish List process.

Money: 2d6 x 10,000 in credits.

Cybernetics: Bio-system strongly preferred as mechanical systems interfere with magic.

Insanity: Temporal Warriors who learn from Temporal Raiders (80% chance) roll a saving throw vs. Insanity during character creation as a result of their strenuous training process. This roll is in addition to any other insanity the character begins play with.
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Re: EU Class/Race Clarifications, Creations, Revisions

Postby Augur » Fri Aug 30, 2019 2:04 pm

Beastmaster O.C.C.

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On Palladium, the strangest member of the clergy is, by far, the beastmaster. Much like the druid, these men and women serve the forces of nature rather than a deity. They are an animistic sect believing that both men and animals possess souls. Many beastmasters often see themselves as champions for defenseless animals and will free animals subjected to cruelty from humanoid masters or captors. Others with less noble alignments often become spies, bandits, or assassins regarding themselves as the top of a proverbial food chain.

In times gone by, there were beastmasters in all corners of the Palladium realms. Arising shortly after the time of a Thousand Magics and Millennium of Purification (7,000 years ago), there were those who, felt a connection to nature spawning their own clergy variations. Druids tended to be more focused on weather, Shamans (Adventures on the High Seas, Pg 38) who often lead communities, and the beastmasters round out the triumvirate as soldiers, defenders, or occasionally to deal retribution. From the Floenry Islands where Elven beastmasters swam with seals, sharks, and occasionally sea serpents; to Orcish beastmasters who ranged the Old Kingdom with packs of Tuskers; to the traditional leaders of the Algor Range Huntsmen of the Great Northern Wilderness [the 13th Wolfen Tribe who were wiped out just 50 years ago]. Beastmasters have been fewer in number in the last 600 years or so, partially because of a failed attempt by a cadre of hundreds of well-intentioned but foolish beastmasters seeking to spark a rebellion and intercede against slavery in the Western Empire that caught the ire of the then-Emperor (whose line has since fallen to other political pitfalls).

Most are quite militant and extreme because the animal world can be harsh. They not only rescue abused animals but also chastise, lecture, beat or kill the perpetrator because after all, the beastmaster can speak for a creature without a voice or a language. In many cases these clerics run afoul of the law in their eagerness to administer their peculiar ideals. The habits of beastmasters differ between individuals. Some are loners who prefer a secluded wilderness existence. Many live in the wild as hermits who heal animals and cure their ailments (hermits also disdain civilization and the people it spawns). Others live in rural areas where they help teach cattle rangers and farmers how to better care for livestock and pets, help deliver babies and heal animals. A surprising number are found in urban settings providing veterinary services, humane animal training, humane extermination of vermin, and animal care-taking services. The beastmaster understands the ways of nature and the predator. They accept the use of animals for labor and hunting for food and clothing. They welcome the domestication of animals, especially pets, because they see animals as excellent companions and mutual friends. Their only concern in these areas is that the animals receive the best care, treatment, (when applicable, love), and don't suffer needlessly.

Those of good alignment hate slavers, merchants, ranchers, farmers, butchers, trainers and owners who treat their animals badly or cruelly, and especially those who hunt for sport or who abuse/mistreat/kill animals for fun or amusement; this includes the operators and animal handlers of gladiatorial arenas. These beastmaster will free animals imprisoned by slavers, beat a man who beats his animal, and savagely assault or kill a character who deliberately tortures or kills an animal for sheer pleasure or is wantonly destructive of nature.

Beastmasters & Special Abilities
In their service of nature the beastmasters have developed special abilities. Like the druid, they worship and serve all of nature although they are devoted to animals. Nature has granted these individuals special powers to better serve her animal children. These powers enable the beastmaster to perform wondrous feats of healing on the beasts of the forest. Theirs is a special kinship which allows these people to be accepted by animals as one of their own. Beasts will not react with fear or flee immediately from these clerics as they often times would with normal humanoids.

  1. Animal Diagnosis: Upon examination (1 melee), the beastmaster can determine the cause of an animal sickness or injury by examining the creature (-15% if the beastmaster is not able to perform an up close examination).
    • Success ratio is 60%+3% per level of experience.
  2. Healing Touch: This functions exactly like the healing ability of priests, except it is best used on mammals, birds, reptiles and most non-magical monster animals. Humanoids and monsters with human intelligence cannot be healed by the beastmaster.
    • Restores 2D4 hit points or S.D.C. per healing touch; 2 healing touches per melee max.
  3. Renewal of Spirit (Resurrection): The beastmaster can breathe life back into any animal that has been dead for less than eight hours and is not decapitated. Fundamentally, the same as the magic spell. This powerful magic weakens the beastmaster (-20 HP which must be healed naturally, no magic or psionics) and can only be done once per 24 hours for animals (72 hours for humanoids). This returns the animal to life (at 20 HP, or Max if they have less), but not necessarily health (missing limbs or organs are missing). This requires 1 full Melee of concentration.
    • Success ratio is 20%+5% per level of experience (-50% for humanoids, and cannot be attempted until level 10).
  4. Purify Spirit (Cure Disease): This is a more powerful healing touch that miraculously cures disease and ailments through a simple prayer by the beastmaster. If a cure is not successful the animal remains sick, but the pain and discomfort of the animal is automatically eased. When the prayer is unsuccessful and the animal is on death's door, it allows the animal to die without pain and in peace.
    • Success Ratio: 20%+5% per level of experience (-35% for humanoids, cannot be attempted on humanoids until Level 4).
    • A cure can only be attempted once per 24 hour period.
  5. Impervious to Natural Poisons/Venoms: The character is impervious to all types of animal venom and poisonous plants. This means the beastmaster can eat plants and fruit that would otherwise be deadly to humans. Furthermore, any poison made from animal or plant extract has no effect or damage on the character. However, a synthetic poison made in a modern laboratory from another world, or a magically enhanced/altered food (i.e. faerie food) has full effect.
  6. Impervious to Disease and Allergies: The beastmaster is also impervious to all natural pollens, fungus, molds, bacteria and viruses.
  7. Animal Telepathy: The character can communicate with any animal through mental telepathy. This ability allows only communication, not enslavement of the animal. With this ability the beastmaster can discover the feelings, fears, needs or wants of a creature and reason with the beast on a level it can understand. Although communication is possible, an angry, frightened or hurt animal may attack or defy the beastmaster's appeals. This power can be used to summon, direct/guide/convince, repel/intimidate, and calm/reason with animals.
    • Range: 200' + 50' per level
    • Success ratio is 50%+3% per level of experience.
    • Communication can be made with as many as two animals per level of experience at the same time.
  8. Animal Kinship: Animals do not regard the beastmaster as a humanoid or as a threat and will not flee from his approach or scent. Nor will they attack without a reason. This ability enables the character to approach animals as if he was one their own kind, hunt and run with packs of canines, live with a pride of lions, run with horses or deer, and so on.
  9. Beastmaster Multiple-Familiar Link: This ability is akin to the wizard spell. Most notably, the beastmaster does not see and hear everything his familiar experiences. However, they are linked spiritually. Each animal familiar will regard the other as a beloved friend, allowing him or her to ride on its back and will offer protection and absolute loyalty. Most will sacrifice their lives to protect their friend; something no beastmaster would ever ask them to do.
    • This link (per each familiar) provides the beastmaster with 1D6+2 hit points and 1D4 points added to either his SPD or P.S. attribute. If a familiar dies, roll corresponding dice for reductions as well (a beastmaster could lose more than he gained from bonding a creature).
    • In addition, the animal toughens to the height of its natural capabilities (max H.P. & S.D.C.) also gets an additional 3D6 hit points from the link and exhibits high animal intelligence regardless of what it may be. The lifespan of a familiar is increased so that it will not die of aging while bound to the Beastmaster.
    • Any sized animal is available as a familiar. The type of animal summoned to the beastmaster is determined by the player, but available animals will be limited to the geographic location and the G.M.'s discretion (be fair and reasonable).
    • The beastmaster can have more than one familiar linked/allied to him, his first at level 1. Additional animal familiars can be selected at levels 3, 6, 9, and 12.
    • The beastmaster can use the senses of one animal familiar at a time (Range: 200' +50' per Level). The mortal mind is incapable of processing the senses of many creatures at the same time, even with the aid of magic.
  10. Metal Aversion: Beastmasters tend to find metal uncomfortable to touch, cold, lifeless and constraining. They, like Druids, dislike weapons larger than a knife which are primarily constructed of metal. They will only use spears, slings, bows, clubs, and staves. Curiously, leather armor worn by a beastmaster seems more effective as though even in death, the beastmasters’ animal brethren protect him.
    • Wearing metal armor will interrupt the use of abilities 2, 3, and 4 as well as reduce all combat bonuses by two-thirds.
    • Leather armor while worn by the beastmaster receives a +1 bonus to A.R. at Levels 4, 8, and 12.

The Beastmaster

Attribute Requirements: P.S. 10 and P.E. 10.
O.C.C. Bonuses: +1D6 P.E., and +15 S.D.C.

O.C.C. Skills:
Language: Native 98%
Animal Husbandry (+25%),
Identify Plants/Fruits (+10%)
Identify Tracks (+15%)
Wilderness Survival (+20%)
Camouflage (+10%)
Detect Ambush (+10%)
Dowsing (+10%)
Prowl (+15%)
W.P. Two of Choice
Hand to Hand: Expert

O.C.C. Related Skills:
Select eight (8) other skills of choice at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.
Communications: Language(s), Sing, and Sign Language only
Domestic: Any (+10%)
Espionage: Detect Concealment, Intelligence, and Track Humanoids only (+10%) only.
Horsemanship: Any (+15%)
Medical: Any, except Medical Doctor/Surgeon.
Military: Camouflage and Falconry only (both at +15%).
Nautical: Castaway/Shipwreck Survival, Deep Sea Fishing, Identify Sea Life, or Lore: Sea only
Physical: Any; except Fencing.
Rogue: Card Shark, Use/Recognize Poison, Seduction (+6%) only.
Science: Mathematics: Basic, Biology (+5%) only.
Scholar/Technical: Any except Excavation, Masonry, Mining (+5%)
Weapon Proficiencies: Any except W.P. Chain, W.P. Sword, or W.P. Siege Weapons
Wilderness: Any (+15%)

Secondary Skills:
The character also gets to select six (6) secondary skills from the previous list at level one, and one additional skill at levels three, five, seven, ten and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Experience Levels: Same as the Druid.

Starting Equipment: Clothing (2 sets), moccasins, boots or sandals, three small sacks, one large sack, 5' length of rope, 2 water skins (1/2 gal), flint & tinder, bedroll/sleeping bag, knife or hand axe, and 100 gold. 2 weeks food for familiar.

Weapons & Armor: Hard Leather Armor. 2 good quality weapons

Note: This character class originates in the Yin-Sloth jungles and is most common in that region, the surrounding mountains, Baalgor Wastelands, parts of the Western Empire, and parts of Land of the South Winds. It used to be seen among the Wolfen, but when the Algor Range huntsmen were wiped out ahead of the founding of the Wolfen Empire, the practice largely vanished.
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
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