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OCC that can take the hits

Posted: Mon Sep 28, 2015 3:37 am
by Alrik Vas
While I'm sure there are oddball combinations of powers, spells and other things that can make you nigh invincible, I'm looking for a middling (300-600) MDC class/race combination for a suggestion to a player who is thinking about playing something that will draw the hits so the others can fire on the enemy more freely.

Suggestions?

Edit: lets avoid power armor, borgs and other things that need constant repair.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 5:12 am
by say652
True Inca Demi god.
I recommend the Inti though not the strongest this one features an energy field for protection.

Fallen Cosmo Knight.
Bamf and your choice of mind Melter or llw, with no wussy code of honor.


Heavy cyborg armor gives 280Mdc.

A super powered individual.

Hatchling Dragon.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 5:47 am
by Slight001
Talus Mystic Knight with NG antiballistic armor. Immune to most energy takes half damage from physical rounds and explosions and can auto-dodge.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 6:14 am
by Glistam
A Hatchling Dragon with a good M.D.C. roll.
A superhuman (Rifts native or rifted) with the Invulnerability super power.
A Holy Terror or Apok from Wormwood? Not sure if they have enough M.D.C. for you though.
A Monster Hunter magical borg from South America and Magaverse in Flames.
A T-Man from South America, with the Monster Shaping tattoos.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 6:22 am
by say652
Dragon Ray.

Witch.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 9:01 am
by ShadowLogan
Alrik Vas wrote:While I'm sure there are oddball combinations of powers, spells and other things that can make you nigh invincible, I'm looking for a middling (300-600) MDC class/race combination for a suggestion to a player who is thinking about playing something that will draw the hits so the others can fire on the enemy more freely.

Suggestions?

Edit: lets avoid power armor, borgs and other things that need constant repair.

As far as RCCs go, you are looking at Dragons. There are a few Splurgoth minions that qualify (maybe only NPCs though). Rahu-man (CB1r, some of the Monsters also qualify and might be playable) qualify in the range, a few types of Gargoyles, Whale Bi-forms (WB7), Pogtailian Dragon Slayers (DBoNA/WB9).

Some classes might not offer MDC, but instead resistance to attacks. Ex a Power Leech (RCC) can soak energy attacks, a Mystic Knight takes less damage from energy weapons, a Psi-slinger takes less damage from lasers, etc.

Something that might work is an Iron Juggernaut (SoT series) or Automotaun pilot from WB16/BoM, the TW Borg in SA1 might qualify to. These are magic, I forget off hand how repairs are handled.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 9:19 am
by say652
Blackvault megapowers...

Godlike hp.
Mega Damage.

These could turn a pixie into a hand to hand monster.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 9:40 am
by Glistam
I think a Chiang-Ku Monster Shaper would be pretty neat.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 1:00 pm
by Hotrod
Off the top of my head:
Vampire
Super-powered character (lots of powers would fit)
Psi-Ghost (not really taking the hits per se, but can draw fire)
A transferred-intelligence golem
A Titan Juicer who's had some sort of SDC-MDC conversion or a Titan Murder Wraith
A Hundred-Handed

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 1:08 pm
by Library Ogre
We had really good results with a True Atlantean Undead Slayer many years ago. Very powerful, able to use human weapons and equipment.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 1:11 pm
by Alrik Vas
Yeah, I think the manoa monster hunter is what he's.looking for.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 1:15 pm
by kaid
Mark Hall wrote:We had really good results with a True Atlantean Undead Slayer many years ago. Very powerful, able to use human weapons and equipment.



This would be my pick to if I wanted somebody in that power range without a lot of power armor/cybernetics. Their default MDC is high and have good ways to augment that and heal damage.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 1:23 pm
by Tor
Alrik Vas wrote:lets avoid power armor, borgs and other things that need constant repair.

The Anti-Monster OCC from Rifts South America, while borg-ish, magically heals, and can take a huge amount of abuse. They're also able to wear borg armor, which is pretty cheap compared to other armor.

Borgs can also wear robot-style (double MDC) Naruni force fields. These repair themselves, saving huge on bills.

You can also skip the need for e-clips if you hook the force field up to a nuclear battery.

I don't know at what point we should assume borgs have nuclear power systems but the NGR variants say they do.

Anti-Monsters are magically powered so you'd need some other source of a nuclear battery for the force field, like an NG-101 rail gun, which you can also use for long-ranged attacks or versus energy-immune monsters.

If it's possible for partial conversion cyborgs to have nuclear powering then I propose this stack...

Headhunter Techno-Warrior with a superheavy robot forcefield built into his body...
wearing Super Trooper power armor with a superheavy forcefield built in...
piloting a Gargoyle robot with superheavy robot forcefield built in...

unfortunately the bot's 20ft, Gargoyle body armor can only be worn by Gargoyles 10-12 feet tall and G-11 power armor can only be worn by gargs 15 feet or smaller.

I guess you could squeeze this into either Mystic Power Armor (no size limits) or Warlock Marine Power Armor but neither have nuclear engines to support another forcefield.

There's probably some other stuff to layer on top but I'm spent.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 5:01 pm
by ShadowLogan
Alrik Vas wrote:While I'm sure there are oddball combinations of powers, spells and other things that can make you nigh invincible, I'm looking for a middling (300-600) MDC class/race combination for a suggestion to a player who is thinking about playing something that will draw the hits so the others can fire on the enemy more freely.

Suggestions?

Edit: lets avoid power armor, borgs and other things that need constant repair.

There are two ways to play this out:
1. Player IS THE "Tank" in the party. For examples see previous posts.

2. Player BRINGS THE "Tank" for the party. In this case they bring something to the table that can act as the "Tank" without being the actual "Tank". Examples would be a Tattoo man (using animals/monster tats, and using multiples), or someone with a Golem (or golem-esque ally), Shifter (using summon creatures), and illusion spells.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 5:16 pm
by say652
Wonky but legal.

Bio Borg.
275Mdc.
Supernatural ps:50.
Spd:44.
Pb:26.
Golden Feathered winged flight spd:120.

An angelic warrior.

Natural Armor.
Heavy 400mdc.

Centipede Vambrace. All credit to Bill,great symbiote.

Elom, mainly for resistance.

Add some body&back eyes of eyelor.

Maybe an extra set of arms.

Psionics or Psionic Implants.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 5:19 pm
by say652
say652 wrote:Wonky but legal.

Bio Borg.
275Mdc.
Supernatural ps:50.
Spd:44.
Pb:26.
Golden Feathered winged flight spd:120.

An angelic warrior.

Natural Armor.
Heavy 400mdc.

Centipede Vambrace. All credit to Bill,great symbiote.

Elom, mainly for resistance.

Add some body&back eyes of eyelor.

Maybe an extra set of arms.

Psionics or Psionic Implants.


The Wonk is there is no Bio Borg occ.

In this case a Demon Quellar or Psi Slayer could benefit from these upgrades with no negatives.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 6:05 pm
by drewkitty ~..~
An Alien Immortal Demigod....1200+ MDC & lots of spells.
Could of bulked up more if I gotten powers instead of having magic.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 6:19 pm
by say652
True.
Super BodyFixer.

Super power punch.
Aps Metal.

Sidestep.
Flight Wingless.
Underwater Abilities.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 11:18 pm
by flatline
If it's a relatively inexperienced player, the Holy Terror from Wormwood would be my recommendation.

If they don't mind a little slower start but dramatically improved upside, the Undead Slayer is hard to beat.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 11:34 pm
by Crow Splat
Demi-God Samurai with Ley Line Walker spells as their God power.

Awesome HtH skills, able to parry energy blasts, good amount of mdc and all the utility of magic to boot.

So you have a character that can take a beating and dish one out, but is still useful in non combat situations with their magic knowledge.

Re: OCC that can take the hits

Posted: Mon Sep 28, 2015 11:56 pm
by mercedogre
Angrar Armor is a demon in disguise of power armor with 700 MDC and heals itself

Re: OCC that can take the hits

Posted: Tue Sep 29, 2015 1:29 am
by spatulaodoom
From a fun and playability perspective I'd probably go with a True Atlantean Demon Queller.
The bonuses and abilities from True Atlantean (TA) dovetail nicely with Demon Queller (DQ), and from an RP perspective it's also a really good fit. Undead Slayer and Demon Queller are pretty similar in concept and the DQ's generally given attitude fits with the TA's individualistic and usually altruistic outlook.
The bonus SDC that TA's get both from their race and from additional tattoos feeds into the DQ's sdc to MD ability.
The bonus PPE from both OCC and race also comes in handy since the DQ is a spellcaster and the tattoo's take PPE.
The combination of the Demon Queller's mystic martial arts stuff, the True atlantean's higher stats, and a carefully selected tattoo or two (say the supernatural strength one with the invunerability one to boost MDC), means you can be pretty dangerous in melee and pretty tanky.

Re: OCC that can take the hits

Posted: Tue Sep 29, 2015 9:58 pm
by Jerell
I'd go with a Lemurian OCC (surprise, surprise!) that can take the Coral or Crustacean Bio-armor, like oceanic guardsman or Biomancer. The heavier bio-armors can take a good amount of damage in the 350-450+ MDC range and are self healing. You can wear them indefinitely like a second skin, and never have to worry about their power/food source. The Biomancer could heal his own armor (on top of the rest of his magic) and can take impervious to energy by level 3, while the Oceanic Guardsman would most likely have a better hand to hand skill, get plus one attack and many bonuses vs Horror Factor.

Serpent hunter is also worth considering. Especially if you're going against a lot of monsters or magic users, the Magic Resistance and Limited Spell Nullification on the Leviathan Bio-Armor are fantastic.

Re: OCC that can take the hits

Posted: Wed Sep 30, 2015 12:08 am
by Sureshot
Adorak the Flying Mountain from Atlantis. The Holy Terror from Wormwood. Cyborgs while capable of taking them hits simply can't take too many as unlike some of the D-bees who can don't regenerate MDC.

Re: OCC that can take the hits

Posted: Wed Sep 30, 2015 9:07 pm
by Mack
Werewolf - Impervious to almost everything.

Earth Child RCC (England, p51) - Gets 40 MDC per level as a base, so at 6th level he's up to 240 MDC. And he can get an extra 40 MDC each time he 'powers up' at the expense of temporarily losing a couple IQ points (with a 15 IQ he can get an extra 160 MDC without going berserk). And he regenerates at 40 MDC per minute. Add in some TW (or magical) armor and he's good to go.

Re: OCC that can take the hits

Posted: Wed Sep 30, 2015 10:21 pm
by Tor
A mutant with the minor super ability from Powers Unlimited page 31: Hyperdensity. Essentially can take infinite damage for a short period.

This begs the question though: there's a huge diff between being able to take the hits and actually compelling enemies to attack you instead of your friends. If you're slow and have no ranged attacks then they might simply prefer to outmaneuver you, leave you til later, and take our your weaker and more dangerous allies.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 1:42 pm
by Mack
One other suggestion that I happened across:

Witch with the Gift of Union (Dark Conversions, p172):
-- 2D4x100 MDC (average of 500 MDC)
-- Access to any spell the Supernatural Intelligence knows, with 2D6x100 PPE (average of 700 PPE)
-- Access to any psionic powers of the Supernatural Intelligence, with 3D4x10 ISP (average of 75 ISP)
-- PS +6, plus supernatural strength
-- Demon Familiar, who can be a spell-casting dynamo in it's own right

Only downside is that whole "bonded with an evil monster" thing, which is kinda icky.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 1:44 pm
by say652
Mack wrote:One other suggestion that I happened across:

Witch with the Gift of Union (Dark Conversions, p172):
-- 2D4x100 MDC (average of 500 MDC)
-- Access to any spell the Supernatural Intelligence knows, with 2D6x100 PPE (average of 700 PPE)
-- Access to any psionic powers of the Supernatural Intelligence, with 3D4x10 ISP (average of 75 ISP)
-- PS +6, plus supernatural strength
-- Demon Familiar, who can be a spell-casting dynamo in it's own right

Only downside is that whole "bonded with an evil monster" thing, which is kinda icky.

And any psionics at 1/3 level of the S.I.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 1:49 pm
by Mack
say652 wrote:
Mack wrote:One other suggestion that I happened across:

Witch with the Gift of Union (Dark Conversions, p172):
-- 2D4x100 MDC (average of 500 MDC)
-- Access to any spell the Supernatural Intelligence knows, with 2D6x100 PPE (average of 700 PPE)
-- Access to any psionic powers of the Supernatural Intelligence, with 3D4x10 ISP (average of 75 ISP)
-- PS +6, plus supernatural strength
-- Demon Familiar, who can be a spell-casting dynamo in it's own right

Only downside is that whole "bonded with an evil monster" thing, which is kinda icky.

And any psionics at 1/3 level of the S.I.


First, I mentioned that. See the bolded part.
Second, the psionics are at half their normal strength, not one-third. Magic casting level is one-third.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 1:54 pm
by Alrik Vas
Regardless, that's just terrifying anyway. I mean...say your bonded icky is something more on the level of an Old One than a lower level god. Suddenly that 1/2 casting level is still...like...10+

Then the MDC and SN PS, and the demon familiar (let's go with Raksasha or something?) and it's like...wtfmate?

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 2:13 pm
by say652
Can the s.i. control the physical body of the witch?

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 2:43 pm
by Mack
say652 wrote:Can the s.i. control the physical body of the witch?

No, but it can cut off all the magic/abilities at will.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 5:22 pm
by eliakon
Alrik Vas wrote:Regardless, that's just terrifying anyway. I mean...say your bonded icky is something more on the level of an Old One than a lower level god. Suddenly that 1/2 casting level is still...like...10+

Then the MDC and SN PS, and the demon familiar (let's go with Raksasha or something?) and it's like...wtfmate?

There is a reason that Witches are explicitly an NPC class.....
Its not just because they are Not Nice People, who have given up control of their lives to some outside power...
Its because they get mind-boggling power in return (there is a reason that people keep going back to this poisoned well)

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 6:29 pm
by say652
I let people play witches but, i also play at an extremely high power level so they are not unbalancing.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 7:14 pm
by Tor
Make union pact with Nxla, cast spells at level 5000.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 7:29 pm
by say652
Phaseworld alien creation chart+Heroes Unlimited Power Category.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 7:38 pm
by Mack
Tor wrote:Make union pact with Nxla, cast spells at level 5000.

Where's the book reference for Nxla's casting level? I don't see it in the description on Psyscape p22-24.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 9:05 pm
by say652
Mack wrote:
Tor wrote:Make union pact with Nxla, cast spells at level 5000.

Where's the book reference for Nxla's casting level? I don't see it in the description on Psyscape p22-24.


Using a complex algorithm based on his available number Xombies Tor Calculated his level.

Nxla is a BEAST!!

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 9:06 pm
by Mack
Yet he only has spells from levels one through six. Odd. I'll have to take a look at that math.

Edit - found Tor's post in an old thread, and I disagree with his assumption and his conclusion.

Re: OCC that can take the hits

Posted: Sat Oct 03, 2015 9:30 pm
by say652
I created an immortal godling that can inflict around 6000mdc on a good hit....barehanded.

Another reason i support Tors math.
At level 10,000 Nxla is a BEAST!

A also created a 5000 year old Ellal possessing an Inti Inca form. Levels make a huge difference.

Re: OCC that can take the hits

Posted: Sun Oct 04, 2015 6:22 am
by eliakon
Mack wrote:Yet he only has spells from levels one through six. Odd. I'll have to take a look at that math.

Edit - found Tor's post in an old thread, and I disagree with his assumption and his conclusion.

Out of sheer curiosity.....
Could you put up the link to this old thread? Enquiring minds want to know and all that.

Re: OCC that can take the hits

Posted: Sun Oct 04, 2015 8:28 am
by Mack
eliakon wrote:
Mack wrote:Yet he only has spells from levels one through six. Odd. I'll have to take a look at that math.

Edit - found Tor's post in an old thread, and I disagree with his assumption and his conclusion.

Out of sheer curiosity.....
Could you put up the link to this old thread? Enquiring minds want to know and all that.


Here's the topic, about halfway down the page.
He takes a class limitation of the human Harvester OCC and assumes it applies to the Supernatural Intelligence Nxla. The result is... well, you see the claim.

Re: OCC that can take the hits

Posted: Sun Oct 04, 2015 9:11 am
by ShadowLogan
Mack wrote:
Tor wrote:Make union pact with Nxla, cast spells at level 5000.

Where's the book reference for Nxla's casting level? I don't see it in the description on Psyscape p22-24.

Well if we Assume his natural abilities that work the same as spells and an indication of his level (and we shouldn't as these are abilities the AI can have and don't care about level:
-the Animate & Control Dead Ability (which is reduced form) as a Spell would indicate between Level 99 and 599 (Necomancy's Greater form reduces this to Level 48 and 298).
-Turn Dead Ability as a Spell would require him to be Level 100

Though looking at D&G's generic Alien Intelligence make up, these abilities are independent of level, but it also says that the AI's casting level would be between an 8th and 14th level caster. So no, Nxla isn't anywhere near 50000 since the souls he bonds with only influence certain attributes of his (and level is not one of them listed).

Re: OCC that can take the hits

Posted: Sun Oct 04, 2015 11:17 am
by say652
I say let it ride

Re: OCC that can take the hits

Posted: Mon Oct 05, 2015 12:45 am
by Tor
Basically, level 10 000 is the closest way I can think to approximate a level. If someone knows any other way to discern it that seems more accurate, feel free. I guess we could make him a wussy 6th level or something =/

ShadowLogan wrote:if we Assume his natural abilities that work the same as spells and an indication of his level

Except that's an entirely different avenue. Controlling Xombies is not a spell that costs PPE, it's an OCC ability.

Nxla's a wussy weak old one so he's bound to be a higher level than the Great Old Ones who coasted on their powers so much that nothing gave them XP.

Re: OCC that can take the hits

Posted: Mon Oct 05, 2015 1:04 pm
by Library Ogre
say652 wrote:Can the s.i. control the physical body of the witch?


I allow it BUT they seldom bother to.

After all, controlling them requires their attention. Why take over when your minion (who you like well enough to stick a piece of your soul in them) will do a bunch of things for you on their own?

Re: OCC that can take the hits

Posted: Mon Oct 05, 2015 1:49 pm
by say652
So no jo from the burger joint gaining twelve attacks etc.