They would be RCC's like the mutant animals already in rifts. The GM would determine the hands, legs, speech, looks part of the Bio-e and if there is any left over then the race are mystically endowed, (they can be PCC's or Magic OCC's or have racial abilities).
That is my off the cuff ideas.
Inclusion of ATB characters in Rifts
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Re: Inclusion of ATB characters in Rifts
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Inclusion of ATB characters in Rifts
Rifter #26 has an article on ATB type mutants in RIFTS. it basically presents new mutation source backgrounds, and describes how to pick OCC's for the character.
basically, you roll to see what mutation cause you had, which can give extra BIOE or abilities, and then once you roll up your mutant, you pick an OCC as normal.
basically, you roll to see what mutation cause you had, which can give extra BIOE or abilities, and then once you roll up your mutant, you pick an OCC as normal.
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Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Re: Inclusion of ATB characters in Rifts
Send AtB characters on a mission. While traveling a rift opens up and sucks them into the Rifts universe.
Slowly adapt the players to the setting, sparingly awarding them energy weapons and MDC armor to survive the new horrors that populate the setting.
Slowly adapt the players to the setting, sparingly awarding them energy weapons and MDC armor to survive the new horrors that populate the setting.
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Re: Inclusion of ATB characters in Rifts
I used the Rifts Conversion rules to include a TMNT/AtB1 character into Rifts and then back again.
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Re: Inclusion of ATB characters in Rifts
Hmm I personally i've expanded a bit the option given by the Conversion Book.
(Added the Golden Age Toxic waste note...I had completely forgot about that )
(Added extra option for extradimensional )
01-40 Lone Star Experiment: Only normal mutant Animals, generally with Chimeras and Purebreed a rarity(and secret). On funny note Mutant Archnids and dinosaurs are present(remeber that awesome fiction pubblished in rifter?), albeit quite uncommon. Roll on Lone Star cause of mutation in Rifts Conversion Book. Optional Spedning 1d6+2 Bio-E a mutant animal could roll on unusual abnormal mutation tables present on Lone Star Sourcebook. Also Lone Star Mutant can get Abnormal energy sense/Psi-stalker supernatural tracking spending 10 Bio-E
41-50 Extradimensional: Could be from AtB earth-01-60%, or from another dimension altogether: 61-70% Mutant In Orbit Mutant Animal(roll as per Mutants in orbit sourcebook), 71-80% Splicer Earth Biotic(simply based upon mutant animal rather than a human), 81-90% Alternative timeline(add +5d6 Bio-E , and can choose any unusual OCC, inlcuding Samurai and gunslinger), 91-00% Space Faring Mutant animals(roll up as usuall but then add Physiological modifcation due to unearhtly envrionment and if GM apporve roll on the random power category for the species)
51-65 Genesplicer: oh the genesplicer do ONLY Chimeras(01-75%) or Purebreeds(76-90%) or Normal Mutant Animals but with some Eugenetic quirks(91-00% - add 1d6x10 bio-e or make the bio-equivalent of Juicer or Crazy or roll 3 times on the ununsal power and unusual trait in Mutant in Orbit sourcebook)
66-90 Splugorth bio-borg: An experiment roll as normal Mutant animal, but then add 4 biowizardry enhancement and 1d4 symbiote/parasytes, or just roll on Bio-borg Table on Splyncryth dimensional Market Sourcebook
91-00 Natural Mutation: Well the intense magical energies of Rifts Earth and constant flux of strange stuff from other dimension or Golden Age Toxic Waste could cause mutation as well. These Mutant Animals generally endup being chimeras(90% of times), are grown in the wild(OCC vagabond in all its variety) but have also some bonus:
(Added the Golden Age Toxic waste note...I had completely forgot about that )
(Added extra option for extradimensional )
01-40 Lone Star Experiment: Only normal mutant Animals, generally with Chimeras and Purebreed a rarity(and secret). On funny note Mutant Archnids and dinosaurs are present(remeber that awesome fiction pubblished in rifter?), albeit quite uncommon. Roll on Lone Star cause of mutation in Rifts Conversion Book. Optional Spedning 1d6+2 Bio-E a mutant animal could roll on unusual abnormal mutation tables present on Lone Star Sourcebook. Also Lone Star Mutant can get Abnormal energy sense/Psi-stalker supernatural tracking spending 10 Bio-E
41-50 Extradimensional: Could be from AtB earth-01-60%, or from another dimension altogether: 61-70% Mutant In Orbit Mutant Animal(roll as per Mutants in orbit sourcebook), 71-80% Splicer Earth Biotic(simply based upon mutant animal rather than a human), 81-90% Alternative timeline(add +5d6 Bio-E , and can choose any unusual OCC, inlcuding Samurai and gunslinger), 91-00% Space Faring Mutant animals(roll up as usuall but then add Physiological modifcation due to unearhtly envrionment and if GM apporve roll on the random power category for the species)
51-65 Genesplicer: oh the genesplicer do ONLY Chimeras(01-75%) or Purebreeds(76-90%) or Normal Mutant Animals but with some Eugenetic quirks(91-00% - add 1d6x10 bio-e or make the bio-equivalent of Juicer or Crazy or roll 3 times on the ununsal power and unusual trait in Mutant in Orbit sourcebook)
66-90 Splugorth bio-borg: An experiment roll as normal Mutant animal, but then add 4 biowizardry enhancement and 1d4 symbiote/parasytes, or just roll on Bio-borg Table on Splyncryth dimensional Market Sourcebook
91-00 Natural Mutation: Well the intense magical energies of Rifts Earth and constant flux of strange stuff from other dimension or Golden Age Toxic Waste could cause mutation as well. These Mutant Animals generally endup being chimeras(90% of times), are grown in the wild(OCC vagabond in all its variety) but have also some bonus:
- 01-20% MDC being: add Hp and SDC to get MDC value
21-35% Innate Magic powers: choose 2 spells from level 1-6 that can be used at will or extra 1d6x10 Bio-E
36-50% innate Psionics(same as Latent Psionic)
51-60%Immune to Magic( is minor MDC being with 4d6+PE MDC)
61-90% Track Supernatural(same as Psi-hounds)
91-00% Supernatural PS: does Megamage with physical attack, also is MDC bing with MDC equal to PE)
Last edited by The Baron of chaos on Mon Jan 11, 2010 4:17 pm, edited 3 times in total.
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