Help me with a character idea to fit this theme/group

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EnlightenedVagabond
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Help me with a character idea to fit this theme/group

Unread post by EnlightenedVagabond »

So I have recently started playing with this group in Rifts, now the general theme we all pretty much agreed on is the Mercenary group, we work as a unit to take on jobs for various benefactors/malefactors to get paid. Kind of like the A-Team or the Expendables; we get stuff done the other guys refuse to touch.

Now I have been on the outside looking in when it comes to character creation, this being my first Rifts game IN PERSON in close to 10 years now, and I have SO many ideas that maybe MY ideas are tainting the pot, as the other characters are at a specific "power creep" and that I seem to be making characters that are above and beyond what they are.

To give a little background, I made another thread regarding the group composition; here is that thread, I am (well was the Temporal Warrior, sadly THAT seems too much in accordance with the group)

http://www.palladium-megaverse.com/forums/viewtopic.php?f=8&t=129668

Now; what I would like out of this is considering what THEY are playing, Id like HONEST, top of the head suggestions as to what you feel would REASONABLY fit in well with this group and not cause an eyelash to bat, it doesnt have to be powerful, and if its weak thats also fine too. I just feel bleh on coming up with ideas on this, I wanted outside consultation on this.

Thanks for taking the time to read and ponder my situation, if you have construcitve feedback that will help me create a character that will fit the mold, then perfect. I greatly appreciate it.
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Re: Help me with a character idea to fit this theme/group

Unread post by Giant2005 »

Make a Paratrooper.
They are immune to HF and exceptional at what they do - they are among the best pilots and gunfighters in the megaverse and from what you described, being exceptional and a non-scaredy-cat seems mandatory.
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Re: Help me with a character idea to fit this theme/group

Unread post by EnlightenedVagabond »

Giant2005 wrote:Make a Paratrooper.
They are immune to HF and exceptional at what they do - they are among the best pilots and gunfighters in the megaverse and from what you described, being exceptional and a non-scaredy-cat seems mandatory.



Where is this Paratrooper?
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Re: Help me with a character idea to fit this theme/group

Unread post by Giant2005 »

Merc Adventures.
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Armorlord
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Re: Help me with a character idea to fit this theme/group

Unread post by Armorlord »

Considering the group make-up you linked to, I'm surprised that Temporal Warrior doesn't fit right in.
What was their complaint about it?

Or was it more about the Pleasurer part?

If the second, might see if they'd let you retcon the character to human with telepathy.
If the first, I'm still a bit curious, unless it is that the group is going for an anti-magic bent.
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EnlightenedVagabond
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Re: Help me with a character idea to fit this theme/group

Unread post by EnlightenedVagabond »

Armorlord wrote:Considering the group make-up you linked to, I'm surprised that Temporal Warrior doesn't fit right in.
What was their complaint about it?

Or was it more about the Pleasurer part?

If the second, might see if they'd let you retcon the character to human with telepathy.
If the first, I'm still a bit curious, unless it is that the group is going for an anti-magic bent.


Mainly, all my stats are above 20, I have alot of magical armor and amulets, its a pre-played character I played in a previous game, he is 3rd level. The Ex CS guy is 2nd level and has a ridiculous amount of equipment and gear.

I made a Human City Rat that has a motorcycle from the main rifts book, his skill is he can use a computer and hack, hopefully he will fit in, not the character I really want to play but its a role not filled and cannot be misconstrued as powerful or more powerful than any other person in that group.

I will look into the Paratrooper; dont have the book with me as I am at work at the moment, but it looks neat.
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Re: Help me with a character idea to fit this theme/group

Unread post by flatline »

EnlightenedVagabond wrote:
Armorlord wrote:Considering the group make-up you linked to, I'm surprised that Temporal Warrior doesn't fit right in.
What was their complaint about it?

Or was it more about the Pleasurer part?

If the second, might see if they'd let you retcon the character to human with telepathy.
If the first, I'm still a bit curious, unless it is that the group is going for an anti-magic bent.


Mainly, all my stats are above 20, I have alot of magical armor and amulets, its a pre-played character I played in a previous game, he is 3rd level. The Ex CS guy is 2nd level and has a ridiculous amount of equipment and gear.


Actually, that kind of makes sense. It's almost never a good idea to bring a character that has already been played into a new campaign. At a minimum, you should start back at level one with starting gear and maybe re-roll the stats according to whatever stat-rolling rules the GM uses. Almost easier to make a new character from scratch.

--flatline
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EnlightenedVagabond
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Re: Help me with a character idea to fit this theme/group

Unread post by EnlightenedVagabond »

flatline wrote:
EnlightenedVagabond wrote:
Armorlord wrote:Considering the group make-up you linked to, I'm surprised that Temporal Warrior doesn't fit right in.
What was their complaint about it?

Or was it more about the Pleasurer part?

If the second, might see if they'd let you retcon the character to human with telepathy.
If the first, I'm still a bit curious, unless it is that the group is going for an anti-magic bent.


Mainly, all my stats are above 20, I have alot of magical armor and amulets, its a pre-played character I played in a previous game, he is 3rd level. The Ex CS guy is 2nd level and has a ridiculous amount of equipment and gear.


Actually, that kind of makes sense. It's almost never a good idea to bring a character that has already been played into a new campaign. At a minimum, you should start back at level one with starting gear and maybe re-roll the stats according to whatever stat-rolling rules the GM uses. Almost easier to make a new character from scratch.

--flatline


Yeah I am not overly broken up about it, just means I am going to be "ultra" backseat in this game, of course ill make the most of what I can do with the City Rat, but lets be honest; not much is going to come up unless the GM forces something my way.

I was also considering a Sohei Warrior Monk, but im concerned the group (mainly the OTHER GM, whos playing the Ex-CS dude) will have a conniption fit over it 'not being from NA' and other general; yet specific requirements.

Also the group doesn't have a anti-magic bent, the other GM was trying to point me in the direction of playing a Ley Line Walker or even Battle Magus, I just dont like either. They dont resonate with me, and I simply dont like the Federation of Magic Battle Magus, feels bleh.
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flatline
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Re: Help me with a character idea to fit this theme/group

Unread post by flatline »

EnlightenedVagabond wrote:
flatline wrote:
EnlightenedVagabond wrote:
Armorlord wrote:Considering the group make-up you linked to, I'm surprised that Temporal Warrior doesn't fit right in.
What was their complaint about it?

Or was it more about the Pleasurer part?

If the second, might see if they'd let you retcon the character to human with telepathy.
If the first, I'm still a bit curious, unless it is that the group is going for an anti-magic bent.


Mainly, all my stats are above 20, I have alot of magical armor and amulets, its a pre-played character I played in a previous game, he is 3rd level. The Ex CS guy is 2nd level and has a ridiculous amount of equipment and gear.


Actually, that kind of makes sense. It's almost never a good idea to bring a character that has already been played into a new campaign. At a minimum, you should start back at level one with starting gear and maybe re-roll the stats according to whatever stat-rolling rules the GM uses. Almost easier to make a new character from scratch.

--flatline


Yeah I am not overly broken up about it, just means I am going to be "ultra" backseat in this game, of course ill make the most of what I can do with the City Rat, but lets be honest; not much is going to come up unless the GM forces something my way.

I was also considering a Sohei Warrior Monk, but im concerned the group (mainly the OTHER GM, whos playing the Ex-CS dude) will have a conniption fit over it 'not being from NA' and other general; yet specific requirements.

Also the group doesn't have a anti-magic bent, the other GM was trying to point me in the direction of playing a Ley Line Walker or even Battle Magus, I just dont like either. They dont resonate with me, and I simply dont like the Federation of Magic Battle Magus, feels bleh.


Well, if they're cool with magic users, I can't think of any better magic OCCs than the Temporal Wizard and Warrior. Shifters and Technowizards are also contenders.

--flatline
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Re: Help me with a character idea to fit this theme/group

Unread post by Armorlord »

Well, being a loaded down pre-played character I can see why they wanted to change it up, it makes some sense to do a new character for a new game. I'm guessing the Ex-CS 'other GM' is a bit of a pain since it seems he's gotten to keep on with his pre-played character and would throw a notable fit in someone else's game over other people's character options. There is probably room for some sort of calm and reasonable discussion on the subject him backing the hell off here.

On the main topic, you should play a character you would enjoy playing. Playing a Sohei should be as fine as the PW Oni, characters from unusual locations have a built in gimmie in Rifts: a rift did it.
Or if that is somehow too much for someone from Japan, you could go for an Oni Sohei. Though if both you and your wife are strange DBees, I'm not sure how your group feels about that either.

If you want to go with a 'basic human' thing, Paratrooper isn't a bad choice. If you are going with City Rat for computer hacking, don't forget the Hack Rat variant in the Bionics book, or the Coalition Digital Reaper from Rifter #2 (a different brand of ex-CS for ya..). Looking for more utility? If so, what kind?

Let's see, you've got a well armed Military Specialist, a ranged combatant, a 'wheelman', a healer, and a ninja. A lot of stealth on this team, and I'd imagine decent gear. What is the Phateon driving? Might consider an Operator, tweak up both your vehicles and serve as vehicular and heavy weapons support, along with tech support, for the rest of the team.
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Re: Help me with a character idea to fit this theme/group

Unread post by EmeraldToucanet »

I'm not seeing why they think that the temporal warrior is too powerful, but not the oni Ninja, which is also a more powerful character type compared to the rest of the group. In fact thanks to being innately MDC the oni Ninja has a real edge against a temporal warrior that's of an SDC race, plus it has supernatural strength where you only have a human level of strength.

Personally I don't take issue with mixing SDC and MDC, but if there's going to be a complaint about power level discrepancy, I'd target that before anything else. Plus if they are going to attack all attributes being over 20, well oni get good enough attribute bonuses, they can end up with all really really good stats pretty easily, especially if they are Ninjas (which get several good bonuses ontop of the racial ones).

If it were an issue of a pre-played character, well then there'd be complaints about the other pre-played character. It kind of seems to me like the GM is being more lenient with other members of the group than with you.

I rolled up an oni Ninja because it's actually a character I might play someday. Here's the stats I ended up with just to give you an example of what they can be like. Not all 20+ stats, but pretty close, and some are way over. This is without taking into a account any bonuses from physical skills too.

IQ 18 (if you are going with the rule that if you roll a 16 or better you roll another die)
ME: 15
MA: 11
PS: 33
PP: 28
PE: 38
PB: 14
SPD: 21

I'm just saying really that I think if you really want to play a temporal warrior, you could argue it's really not too powerful for the group. Maybe argue that everyone should start with basic gear for their OCC and at the same level? That would help balance things out some.
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Re: Help me with a character idea to fit this theme/group

Unread post by EnlightenedVagabond »

EmeraldToucanet wrote:I'm not seeing why they think that the temporal warrior is too powerful, but not the oni Ninja, which is also a more powerful character type compared to the rest of the group. In fact thanks to being innately MDC the oni Ninja has a real edge against a temporal warrior that's of an SDC race, plus it has supernatural strength where you only have a human level of strength.

Personally I don't take issue with mixing SDC and MDC, but if there's going to be a complaint about power level discrepancy, I'd target that before anything else. Plus if they are going to attack all attributes being over 20, well oni get good enough attribute bonuses, they can end up with all really really good stats pretty easily, especially if they are Ninjas (which get several good bonuses ontop of the racial ones).

If it were an issue of a pre-played character, well then there'd be complaints about the other pre-played character. It kind of seems to me like the GM is being more lenient with other members of the group than with you.

I rolled up an oni Ninja because it's actually a character I might play someday. Here's the stats I ended up with just to give you an example of what they can be like. Not all 20+ stats, but pretty close, and some are way over. This is without taking into a account any bonuses from physical skills too.

IQ 18 (if you are going with the rule that if you roll a 16 or better you roll another die)
ME: 15
MA: 11
PS: 33
PP: 28
PE: 38
PB: 14
SPD: 21

I'm just saying really that I think if you really want to play a temporal warrior, you could argue it's really not too powerful for the group. Maybe argue that everyone should start with basic gear for their OCC and at the same level? That would help balance things out some.


I basically got tired of changing up my character for little details.

I rolled up the City Rat, though ill take a look at the Digital Reaper (Where is that again?) and the Hack Rat (Also where is that) and see if I can make some last minute changes.

Spoiler:
Name: (Still deciding)
Alignment: Anarchist
O.C.C.: City Rat
Race/Sex: Human Male
Height: 5’ 10.5’’
Weight: 270 lbs
Age: 22
Born: April 4
Hair Color: Black
Eye Color: Brown
Disposition: Hot-head, quick-tempered, emotional, but basically nice.
Family Origin: Earth Native
Type of Enviroment: Small wilderness town
Sentiments to the CS: Indifferent. Never personally had a bad
experience with them.
Sentiments to D-Bee: Hates demons, but believes that all races can
live and work in harmony together. Treats humans and non-humans
equally, but is a bit suspicious of creatures who are supernatural or
whose appearance is extremely inhuman.
I.Q.: 15
M.E.: 17
M.A.: 15
P.S.: 15
P.P.: 11
P.E.: 10
P.B.: 11
Spd.: 29
Hit Points: 13
S.D.C. (Physical): 24
P.P.E.: 11
I.S.P.: 0
Level of Experience: 1
Experience Points: 0
O.C.C Skills:
Language: American- 50%
Computer Operation- 40%
Streetwise- 40%
Pilot: Motorcycle- 75%
Pilot: Automobile- 70%
Mathematics: Basic- 55%
Running
Wp Energy Pistol- +3 to Strike (aimed), +1 to Strike (burst)
Hand to Hand: Martial Arts
O.C.C. Related Skills:
Boxing
Athletics (General)
Prowl- 30%
Computer Hacking- 30%
Palming- 35%
Literacy: American- 40%
Computer Programming- 40%
First Aid- 55%
Mathematics: Advanced- 45%
Secondary Skills:
Wp Sword- +1 to Strike, +1 to Parry
Cook- 35%
Basic Electronics- 30%
Sing- 35%
Navigation: Air/Land/Water- 40%
Concealment- 20%
Chemistry- 30%
Play Musical Instrument:
Violin- 35%
French Horn- 35%
Trumpet- 35%
Cybernetic Implants: Clock Calendar, Gyro-Compass, Universal Headjack
& Ear Implant, and Sound Filtration System.
Money: 2400 credits and 8000 in Black Market Items
Equipment: Two Sets of Working Colors (All Black), Flashlight, 100 ft
of Rope (900 lbs test) & grappling hook, Robot Medical Kit
("Sticker"), Pocket Digital Disc player & recorder, Wallet, Comb, Hat
(Wide Brimmed).
Vehicle: Highway-Man Motorcycle
Max Speed: 180 mph (288 km)
Engine: Electric
Range: 400 miles (480 km)
Length: 6 feet (1.8 m)
Weight: 240 lbs (108 kg)
M.D.C. by Location: Tires (2)- 1 Each, Main Body- 75
Weapon: Laser (Damage: 1d6 MD; Range: 1200 feet (366 m); Payload: 20 shots)
Weapons: Knife (1d4 SDC), .45 Model 15 General Officers (Damage: 4d6
SDC / rnd; Cartridge: .45 ACP; Payload: 7 rnd Mag; Weight: 2 lbs;
Range: 135 ft), and Wilk’s 247 “Hero” Dual Pistol (Damage: Mdm Laser
2d6 MD, Hvy Laser 3d6 MD; Range: Mdm Laser 1000 feet (305 m), Hvy
Laser 500 ft (152 m); Weight: 5 lbs (2.3 kg); Payload: Mdm Laser 20
shots/SE-clip, Hvy Laser 32 shots/LE-Clip) plus 2 E-Clips.
Armor: Black Gladiator Full Enviromental Body Armor (MDC: 70; Weight
21 lbs (9.5 kg); Excellent Mobility (-5% Prowl))
Background: (TBD) was born in a small lakeside (Lake Ontario) village
on what was called the Oswego River by the Old American Empire to
(Father). and (Mother) on April 4, 2369 (83 PA).
He grew up in the small village with his brother (Michael, 18), and
his sister (Cheryl, 16). He attended the village’s only High School
and barely graduated (took 5 yrs, not the usual 4). After graduation
he spent a lot of time in the village’s tech shops playing with the
computers that they had there. He learned enough about computers to
write simple programs, and to do some small-time computer hacking. Now
he’s looking for ways to sharpen his skills. Maybe he’ll find them.


and the Sohei Idea, though im concerned his stats will make them angry or the like.

Spoiler:
Name: Taka No Kage (meaning: The Shadow of the Hawk)
Alignment: Scrupulous
O.C.C.: Sohei Warrior Monk
Race/Sex: Human Male
Height: 5' 11'' (1.8 m)
Weight: 187 lbs (85 kg)
Age: 27 (July 9, 2364 A.D. [78 PA])
Hair Color: None (Bald)
Eye Color: Blue
I.Q.: 17
M.E.: 22
M.A.: 14
P.S.: 15
P.P.: 24
P.E.: 25
P.B.: 18
Spd.: 27
Hit Points: 39
S.D.C. (Physical): 147
Natural AR: 18
P.P.E.: 79
I.S.P.: None
Level of Experience: 1
Experience Points: 0
Special Sohei Training & Mastery:
1. Jodo, The Way of the Staff
Jodo Strike: Strike to the side to the side of the temple. Needs an 18+ (including all bonuses) to strike & intent to use this strike must be declared. A successful strike grants the following: +1d6 damage, loss of initiative & 1 attack, 01-50% chance target will drop what he/she was holding.
Parry Arrows with Staff or Spear (Naginata): -2 to Parry arrows, darts, or thrown objects, and -6 to Parry gunfire. Can only attempt to parry the projectile attacks of one opponent at a time. +2 to Parry at Lv 3, +1 at levels 4, 6, 9, 12, and 15.
Jodo Bonuses: +1 extra attack per melee when using a staff or spear of any kind, and +1 to Parry in addition to Jujitsu and possible attribute bonuses.
Millennium Tree Staff: The weapon is called the Staff of Defense. It has 700 MDC, regenerates all lost MDC within 24 hours, possesses 50 PPE, inflicts 2d6 SDC (mortals) / 3d6 MD (supernatural beings).
2. Chi MD, Death Blow
Same as the Samurai.
3. Mystical Martial Arts Powers
Chi-Gung Mega-Damage Skin: The SDC & Hit Points of the character's skin can be turned into mega-damage material whenever Chi-Gung is focused.
PPE Cost: 1 point per every two minutes (8 melee rounds)
4. Temple Philosophies & Skills
Begging: 23% +3% / Level
Fasting: 43% +3% / Level
Feng Shui (Geomancy): 18% +5% / Level
Sohei Meditation: 23% +6% / Level. Duration: 1 hour
Gardening: 52% +4% / Level
O.C.C. Skills:
Climbing/Rappelling- 48/38% +5% / Level
Calligraphy- 48% +5% / Level
Wilderness Survival- 43% +5% / Level
Land Navigation- 49% +4% / Level
Japanese Mythology- 48% +5% / Level
Lore: Magic-
General Knowledge- 38% +5% / Level
Recognize Magic Wards/Runes/Circles- 28% +5% / Level
Recognize Enchantment- 23% +5% / Level
Literacy: Japanese- 98%
Language: Japanese- 98%
Language: American- 68% +5% / Level
Language: Techno-Can- 68% +5% / Level
Mathematics: Basic- 68% +5% / Level
Wp Staff- +1 to Strike
Wp Spear- +1 to Strike, +1 to Parry
Hand to Hand: Jujitsu
O.C.C. Related Skills:
Athletics (General)
Running
First Aid- 48% +5% / Level
Cooking (Professional Quality)- 58% +5% / Level
Secondary Skills:
Streetwise- 23% +4% / Level
Concealment- 23% +4% / Level
Literacy: American- 33% +5% / Level
Combat Skills & Abilities:
Attacks per Melee: 4
Initiative: +0
Strike: +5
Parry: +8
Dodge: +8
Damage (SDC H-t-H): +0
Lift/Carry: 150 lbs
Deadlift: 300 lbs
Speeds (Running):
Mach: 0.02
Miles per Hour: 18.41
Feet per Minute: 1,620.08
Feet per Melee: 405.02
Feet per Attack: 101.26
Kilometers per Hour: 32.4
Meters per Minute: 540
Meters per Melee: 135
Meters per Attack: 33.75
Pull/Roll with Punch, Fall, or Impact: +4
Pull Punch: +2
vs Psychic Attack/Insanity: +4
vs Horror Factor: +4 (+1 at Levels 2, 4, 7, 9, 11, 13, and 15)
vs Possession: +3
vs Coma/Death: +20%
vs Poison/Magic/Pain: +5
Charm/Impress: 40%
Weapons:
Millennium Staff (see above)
Naginata Spear (Damage: 2d4 SDC; Length: 5 ft/1.5m)
Aikuchi (Damage: 1d6 SDC)
Equipment:
Millennium Tree Leaf Armor (60MDC)
Pair of White Robes
Pair of Light Brown Robes
Towels (4)
Tabi
Rope (100 ft)
Backpack
Small Sacks (3)
Large Water Skin (2 quarts)
Rations (12 days)
Money:
100 credits
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Akashic Soldier
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Unread post by Akashic Soldier »

You've set your scope too high, its not the power-level that is the problem its the scale. Scale yourself down. Play something with a weakness, an addiction, a bad habit, something that seems entertaining to them and adds a level of dimension. It could be something simple like Marty McFly's never backing down if he is called a chicken. Pitch this angle, then attach a low-power but competent character to it. By which I mean, avoid natural MDC and Supernatural Strength. Do not have powers that revolve around bending time and space or D-Shifting. Magic is one thing but the themes the Temporal Classes bring into the game just does not seem all that appropriate here and will make most players and GM's cringe.

The other thing is, you are joining a new group so leave all your old game experience behind and walk in the door looking to make new memories and build new experiences. Ideally the Head Hunter seems like the most suitable O.C.C. for a Mercanry-type game (though the Mercenary O.C.C. spring to mind too). Remember, one of the key things that makes Rifts an exceptional game compared to the competition is that its all about character resourcefulness and preparation. Its easy to be distracted by how shiny the Glitterboy is but if you don't use it correctly than you might as well be walking around in a toaster. It doesn't matter if your stats are not that amazing. In my first game session of Rifts I was able to grapple a big nasty demon and hold it in place long enough so that if it didn't surrender the other Player Characters would've sent it kicking and screaming back to hell. I'll admit luck was involved, but the idea was sound, it paid off and it defused the situation before we had our asses handed too us. Rifts especially is more about what you do with your abilities than how much firepower or M.D.C. you have.

Play weak, let them underestimate you, surrender, let them slap you around and give them the information they want... then smile at them and show them the fusion block detonator in your hand as they look back at you in their rear view mirror then press the button and win. [[Exploding car sound here.]]

Think ahead, play smart, be awesome... don't **** with the Rifts if you don't know what you're doing unless you have absolutely no other options left at your disposal, and have fun.
You dont need to be a fearless paratrooper, one of the greatest crack shots in the universe or a superhuman to enjoy this game--enfact my experience is most of the truly fun experiences come when you screw up, have your arm blown off and are forced to stab at the Gremlins tinkering with your 'Bot with your dinner fork because they've already pulled your vibro-knife apart!

If you are really running on empty, play a young man who ran afoul of some City Rats and was KOed or drugged and woke up with bionic breasts and is now trying to scrounge enough money to pay for the surgery to get them removed.

...What? You've got a better idea?
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Re: Post Addressed by Request.

Unread post by EnlightenedVagabond »

Akashic Soldier wrote:If you are really running on empty, play a young man who ran afoul of some City Rats and was KOed or drugged and woke up with bionic breasts and is now trying to scrounge enough money to pay for the surgery to get them removed.

...What? You've got a better idea?


This.... is... it's beautiful... I might ADD that to the City Rat character...
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Colt47
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Re: Help me with a character idea to fit this theme/group

Unread post by Colt47 »

If you are going mercenary I would look over every OCC in the RMB / RUE, Mercenary Adventures, Mercenaries, the New West, Bionics Sourcebook, and Canada. Just about anybody except for some very limited scope NPC type OCCs can make decent mercenaries. I'd recommend picking an OCC that can take gymnastics for the mobility, along with climb, swim, and prowl. Also, try to find some way to make your character interesting during off hours. Even if it's just something like juggling, it gives the sense that he at least enjoys something besides knocking skulls in.

Yeah, it's a lot of reading, but well worth it.
Norbu the Enchanter: Hello friends! What brings you to my shop today?

Big Joe: We need some things enchanted to take a beating...

Norbu: Perhaps you want your weapons enchanted? Or maybe a shield or sword? I can even enchant armor!

Big Joe: We need you to enchant this Liver, this heart, and these kidneys.

Norbu: :shock:
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Razzinold
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Re: Help me with a character idea to fit this theme/group

Unread post by Razzinold »

Correct me if I'm wrong but isn't a shoei warrior monk limited to walking ? I thought that was in their write up? Maybe I'm mixing it up with another OCC out of Japan. I remember way back when myself and another player played samurai and I thought the other player was the Warrior Monk. It was waaaay back in the day the only thing I can remember clearly is it was a pain to get anywhere because we had horses and he had to walk.
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