Strictly Basebook

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Re: Strictly Basebook

Unread post by Captain Shiva »

Never liked Crazies or Bursters too much. The Headhunter and the TW are probably my favorites.
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Re: Strictly Basebook

Unread post by Prince Artemis »

[quote="Karsus"]What is your favorite and least favorite character?

My favorite: Shifter, because every group can use one, you can pretty much in the end match the spell casting of any other caster, and are free to actually go wherever you want to. ROE actually gave them something to make them play the role they were always "supposed" to be like (an evil(good?) tainted and empowered sorcerer.)

Least Favorite: Anything coalition, because your very restricted on what you can and cant do/go/use. Everyone pretty much hates you, and your never in control of what you think you should be doing.[/quote]

Not as much as you'd think actually. Play a CS Soldier in the border towns and forts. Except for the rookies that still have the brainwashing freash in their minds or seek and destroy squads checking in, most of those soldiers can be almost friendly with the locals even if they're d-bees or mages. The truth is, the d-bees and mages appreciate their protection and the soldiers are more willing to let peaceful people coexist then waste precious ammo and armor for the sake of the company line. The are also the places I imagine the CS let their psi-stalkers use the captured TW gear.
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Re: Strictly Basebook

Unread post by rat_bastard »

Favorite is Operator, least favorite is Robot Pilot, not because I don't like power armor but because it is so badly written.
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Re: Strictly Basebook

Unread post by The Galactus Kid »

rat_bastard wrote:Favorite is Operator, least favorite is Robot Pilot, not because I don't like power armor but because it is so badly written.


Can you expand on that? I like the robot pilot as an O.C.C, but I agree that it is lacking in some areas. I would like to see your reasons, considering I love your Power armor stuff.
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Re: Strictly Basebook

Unread post by Spinachcat »

I love Crazies. Roleplaying gold mines!

I am not fond of Coalition OCCs because they don't mesh unless you are talking about ex-Coalition guys who defected from the CS. Of course, these OCCs are perfect if you are running a CS campaign.
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Re: Strictly Basebook

Unread post by rat_bastard »

The Galactus Kid wrote:
rat_bastard wrote:Favorite is Operator, least favorite is Robot Pilot, not because I don't like power armor but because it is so badly written.


Can you expand on that? I like the robot pilot as an O.C.C, but I agree that it is lacking in some areas. I would like to see your reasons, considering I love your Power armor stuff.


Its too generalized and does not include important skills vital to the operation of power armor.

It gets an absurd amount of physical skills for a class that relies on a exoskeleton for 90% of its physical tasks, All a Power armor pilot needs is to be able to fit in his suit so I understand things like fasting and Aerobic athletics, but body building? Running?

It does not get the Heavy energy weapon skill which is the one WP it needs to fire on board weapons.

It does not get Optic systems which is the skill one would use to use those Multi Optics most power armors have

Meanwhile it gets completely unrelated piloting skills while leaving the basic function of the class deficient.

Also the extra power armor combat skills gets progressively less and less useful as you level because they start at first level, a twelfth level robot pilot is not going to switch to a new power armor when he's got one advance piloting skill at 12th level and another at 1st.

Its a class in need of a bit of a re-write.
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Re: Strictly Basebook

Unread post by runebeo »

My favorite: Shifter they are so well rounded and offers many great support abilities. Line Walkers are OK, but Shifters can wield so much more power with proper use of their minions and their link to the supernatural. Being able to control greater demons or angels is way more powerful than a making a witch's pact.

My Least Favorite: Techno-Wizard is great as a NPC, but as a player their spell casting penalty is kinda lame, then they end up having more gadgets than Batman. Still could be a little fun play thou.
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Re: Strictly Basebook

Unread post by rat_bastard »

duck-foot wrote:my least favorite is the crazy.


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Re: Strictly Basebook

Unread post by Rahmota »

My favorite characters have always been coalition. The power, the prestige, playign the good guys trying to save the world against the forces of darkness,,,,,then realizing they where the darkness (if playing canon By the book) and trying to do somethign about it.

My least favorite has always been the glitterboy. Talk about a one trick pony. Boring, limited usefulness (Try goign through an abandoned bunker with one of them juggernauts. One blast from the cannon and lets just say the reper-concussions to the rest of the team are a bit unpleasant and definately more than a two tylenol moment not to mention any low ceilings are a problem.)
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Re: Strictly Basebook

Unread post by The Galactus Kid »

Favorite: I really love them all, so this is tough. I would have to say shifter or Ley Line Walker.

Least Favorite: Probably body fixer and rogue scientist. I would much rather play a cyber-doc or rogue scholar.
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Re: Strictly Basebook

Unread post by Prince Artemis »

Favorite: Techno-wizard. Nothing better than a class that not just encourages creativity, but demands it.

Least Favorite: Elemental Fusionist. Not a bad idea, but there's a lot of wasted potential.
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Re: Strictly Basebook

Unread post by Cybermancer »

I haven't played any of the modified classes out of the RUE and probably won't, at least for the forseeable future.

But as for the original Rifts Book, these are the classes I always enjoyed and why.

Coalition Characters. But only if everyone was playing CS. Otherwise they can be far too disruptive to cooperative play. Being in the military, I don't find them much more restrictive than my job, aside from the whole genocide of non-humans thing. It can be fun to play CS characters on a long term infiltration mission or posing as regular 'adventurers' (which allows for variety of weapon and armor choices). Of these, the Military Specialist has to rank supreme for their versatility and skill selection.

Excaped Dog Boys. Especially wolves or German sheppards. Just like the look of them.

Shifters. I'm not crazy about how 'they were originally intended to be played' but they could be played as a mage whose focus was on dimensional travel and exploration. Which was cool. Was never so hot on the connection to evil supernatural forces but that was optional anyway. And some GM's would allow a connection to good supernatural forces, which was alright.

City Rats. Too much fun in an urban setting. But somewhat restricted when you leave the cities.

Operators. I've always had a fondness for playing characters who could fix or build high tech gadgets.

Cyber Doc. Not as nifty as the Operator but sometimes essential for group support. Definitely on the playable side.

Rogue Scholar. My all time favorite of any of the character classes of any of the books. A huge number of skills that you could choose on your own to fill any expertise you wanted. I DESPISED what RUE did to this class. It was shoehorned into the 'teacher' role--I know they were presented as teachers originally too, but didn't really have to be. And the amount of skills you got to choose was slashed. I don't care for the long laundry list of OCC skills. Choice is more important to me and when given a choice between playing the original Rogue Scholar and the RUE one, it will always be the original one.

Obviously I have a thing for skill monkeys.

Classes I didn't care for.

The Crazy. Playing an insane character doesn't appeal to me in the least. And I've had problems with players of Crazies being disruptive and ruining the fun of everyone else. I would gladly see this class removed from the books, except possibly as an NPC villian. And even then, it would be no loss to me to see them deleted. I'm sure there are those who play this class well, I've just never run into them.

The Techno-Wizard. I'd much rather see classes that made more old school magic items like the Mystic Kunza (sp?). I always saw the class as a bit wonky and never took it seriously. I had one player try the class once but he never went back to it.

I'm fairly neutral about the other classes.

Borgs: Good for soaking damage but can't really put out as much as they should (by the original book).

Juicers: Good fighters with some inherent tragedy in the character. But that inevitable death thing can be a turn off if you're used to playing games that last years of real time and decades of game time.

Glitterboy Pilots: With the right training, a little luck and enough resources, this whole class becomes defunct and redundant as several other classes can fill the same role. The character becomes fairly useless if he loses his armor which becomes a definite possibility over time due to the limited number of places that can effect repairs. And if the GM wishes to maintain the integrity and uniqueness of the class, they may have to contrive ways of keeping the armor out of non-GB pilots hands. In the end, the big advantage of the class is that they start play with a GB.

Ley Line Walkers: Good spell casters but the obsession with ley lines turned me off the class a bit for some reason. I guess it never really fit my vision of a spell caster.

Psi-Healer. Never saw the point. Just play a Mind Melter and have more over all power plus the psychic healing abilities. I suppose they're okay if that's what you want to play though.

Burster. Always seemed a little under powered. The boost that Gene-splicers give the class helps.

Mind Melter. A good psychic class, for sure. But I never really got into playing psychics.

Psi-Stalkers. Never liked the concept of appearance. Never got why the CS would make an exception for one useful human mutation but not for others. But at least they're good at what they do.

Body Fixer. The only reason to play this instead of a Cyber-Doc is for RP reasons. Which is fine but I'd rather RP a Cyber-Doc.

Wilderness Scout. Suits its role well just never a role I was interested in.

Vagabond. I've had some players really do this class justice. Just never really appealed to me as a player.
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Re: Strictly Basebook

Unread post by runebeo »

Glitterboy Pilots have a wide selection of skills and can pilot many vehicles and giant robots. If you keep them in their GB makes them very powerful, but may get a little boring quick. Some missions call for different types vehicles and with Rifts have so many cool ones try switching their vehicles from time to time. Our GB pilot presently uses a Super Samas, Juicer Killer Power Armor and Assault Hover Bike (W.I) nearly as often as her GB.
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Re: Strictly Basebook

Unread post by Corinth »

From the core rulebook?

My favorite is the Cyberknight. This sort of character is my go-to choice regardless of what game I play, especially as a first time character. The trappings may change, but the attitude and motivation is the same.

Of those that remain, I dislike the Techno-Wizard most. It's not obvious to a new player as to how this class's abilities work, not compared to Shifters or Ley Line Walkers (for other magic-using classes) or even Operators (for other tinker-like classes).
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Re: Strictly Basebook

Unread post by Seneca »

The body fixer and cyber-doc are often under used IMHO, especially with some of the cooler gadgets in Merc Ops, the Bionics source book or Atlantian microbes. Nothing better than playing the hero combat medic running in under fire to help your friends. Or you can make a Dr. House clone expert.

Although for expedience in combat situations I seldom play a human doctor unless I'm playing CS. Much better to be a D-bee :lol:
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Re: Strictly Basebook

Unread post by Crazy Lou »

Both questions are really hard for me...

Favorite, I'd probably have to go with a Mind Melter. Honorable mention definitely goes to Vagabond (in RUE especially, they made the class much better in that I think), and also City Rats and Shifters and Dog boys. I have to note though that with Vagabonds I go for the flavor text thing and give them some psionics or a superpower or two.

Least favorite: I was going to say Mystic, until Galactus Kid reminded me of Body fixers. I just don't ever want to play that class. For me it's just not that interesting. Like he said, I'd definitely rather play Cyber-doc or Rogue scholar. Mystics I don't like b/c I'd much rather play pretty much any other magic class.

A note on coalition characters: who says you still have to be in the coalition to play one? You could be out already and doing freelance/merc/advisory/whatever work.

I agree on the Robot pilot issues.

I happen to love crazies. I can't play them well at all because it's completely contrary to the way I think, but I love having a good player running one in the group. The last one I ran with was a Ninja Crazy, and he was just hilarious. It added SO much fun to the group and campaign.
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Re: Strictly Basebook

Unread post by glitterboy2098 »

Karsus wrote:What is your favorite and least favorite character?


favorite: one would think my username would make it obvious? :D

Least Favorite: Psi-Slinger. as written it's an overpowered gunslinger merged with an RMB cybernight and given a really powerful defensive ability...i mean, with it's ability to do the MDC reduction thing and power guns with PPE, why does it need a half dozen other psionic powers plus a psi-sword?
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Re: Strictly Basebook

Unread post by cornholioprime »

The Galactus Kid wrote:
rat_bastard wrote:Favorite is Operator, least favorite is Robot Pilot, not because I don't like power armor but because it is so badly written.


Can you expand on that? I like the robot pilot as an O.C.C, but I agree that it is lacking in some areas. I would like to see your reasons, considering I love your Power armor stuff.
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Re: Strictly Basebook

Unread post by Rockwolf66 »

glitterboy2098 wrote:
Karsus wrote:What is your favorite and least favorite character?


favorite: one would think my username would make it obvious? :D

Least Favorite: Psi-Slinger. as written it's an overpowered gunslinger merged with an RMB cybernight and given a really powerful defensive ability...i mean, with it's ability to do the MDC reduction thing and power guns with PPE, why does it need a half dozen other psionic powers plus a psi-sword?

Funny thing is that in one Rifts game I walked away from a player was given a powerful magical item from another setting because His Psi-Slayer/Psi-Slinger with "all" the powers of "both"! wasn't powerful enough for him. My god that character's description made one Munchkin I know go change his pants.
Frankly I agree with you about how it's a second rate gunfighter.

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Re: Strictly Basebook

Unread post by Captain Shiva »

glitterboy2098 wrote:
Karsus wrote:What is your favorite and least favorite character?


favorite: one would think my username would make it obvious? :D

Least Favorite: Psi-Slinger. as written it's an overpowered gunslinger merged with an RMB cybernight and given a really powerful defensive ability...i mean, with it's ability to do the MDC reduction thing and power guns with PPE, why does it need a half dozen other psionic powers plus a psi-sword?

Some Gms limit the energy conversion power to self only, and not body armor. I would personally limit it to 50 MDC or less body armor. and remember attacks over 30 MD still do half damage. Now, I would take away Psi-Sword, because I feel it just does not "fit" the character class, but I would allow Psi-Dagger, plus I would allow them to create two, for double ISP cost. If a Psi-Slinger is not wearing armor, and gets shot by an MD energy weapon, if it does over 30 points, he is probably history. And if it is less then 30 points, he still takes damage, and might even die still. If he is shot by an SDC projectile weapon firing ramjet or explosive rounds, his energy conversion power is, again, useless. While Psi-Slingers are powerful, they are certainly not invincible.
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Re: Strictly Basebook

Unread post by rat_bastard »

Captain Shiva wrote:
glitterboy2098 wrote:
Karsus wrote:What is your favorite and least favorite character?


favorite: one would think my username would make it obvious? :D

Least Favorite: Psi-Slinger. as written it's an overpowered gunslinger merged with an RMB cybernight and given a really powerful defensive ability...i mean, with it's ability to do the MDC reduction thing and power guns with PPE, why does it need a half dozen other psionic powers plus a psi-sword?

Some Gms limit the energy conversion power to self only, and not body armor. I would personally limit it to 50 MDC or less body armor. and remember attacks over 30 MD still do half damage. Now, I would take away Psi-Sword, because I feel it just does not "fit" the character class, but I would allow Psi-Dagger, plus I would allow them to create two, for double ISP cost. If a Psi-Slinger is not wearing armor, and gets shot by an MD energy weapon, if it does over 30 points, he is probably history. And if it is less then 30 points, he still takes damage, and might even die still. If he is shot by an SDC projectile weapon firing ramjet or explosive rounds, his energy conversion power is, again, useless. While Psi-Slingers are powerful, they are certainly not invincible.

Nor or they Strictly base book, I sentence you to playing a flooper vagabond for three months.
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Re: Strictly Basebook

Unread post by Crazy Lou »

rat_bastard wrote:Nor or they Strictly base book, I sentence you to playing a flooper vagabond for three months


I was thinking that but figured I wasn't going to bother. I changed my mind this morning but I guess you beat me to it. *shrug*
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Re: Strictly Basebook

Unread post by Captain Shiva »

rat_bastard wrote:
Captain Shiva wrote:
glitterboy2098 wrote:
Karsus wrote:What is your favorite and least favorite character?


favorite: one would think my username would make it obvious? :D

Least Favorite: Psi-Slinger. as written it's an overpowered gunslinger merged with an RMB cybernight and given a really powerful defensive ability...i mean, with it's ability to do the MDC reduction thing and power guns with PPE, why does it need a half dozen other psionic powers plus a psi-sword?

Some Gms limit the energy conversion power to self only, and not body armor. I would personally limit it to 50 MDC or less body armor. and remember attacks over 30 MD still do half damage. Now, I would take away Psi-Sword, because I feel it just does not "fit" the character class, but I would allow Psi-Dagger, plus I would allow them to create two, for double ISP cost. If a Psi-Slinger is not wearing armor, and gets shot by an MD energy weapon, if it does over 30 points, he is probably history. And if it is less then 30 points, he still takes damage, and might even die still. If he is shot by an SDC projectile weapon firing ramjet or explosive rounds, his energy conversion power is, again, useless. While Psi-Slingers are powerful, they are certainly not invincible.

Nor or they Strictly base book, I sentence you to playing a flooper vagabond for three months.

True enough; I just wanted to put my two cents in. Would it be possible to make it a Flooper Cosmo-Knight instead?
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Re: Strictly Basebook

Unread post by rat_bastard »

Are people having trouble with the concept of "Strictly basebook"?

the base book is Rifts ultimate edition, there are no robot slammers, greots, mastidonoids etc in that book.
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Re: Strictly Basebook

Unread post by runebeo »

It's hard not to like most of the changes to the core book. Sure a few things could still be improved like the new ley line rules and the missing creatures from the Rifts chart, but look at the new art and the new abilities for the classes and look at the old one, it a little plain in comparison. Best thing was I never knew it was being released and there it was in the store was a great surprise for me. It's a must have!
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Re: Strictly Basebook

Unread post by glitterboy2098 »

rat_bastard wrote:Are people having trouble with the concept of "Strictly basebook"?

the base book is Rifts ultimate edition, there are no robot slammers, greots, mastidonoids etc in that book.


funny, i thought that meant "as the game says with no houserules"
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Crazy Lou
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Re: Strictly Basebook

Unread post by Crazy Lou »

Ajax wrote:The shifter is a waste of space in my opinion, as any magic wielder can do what the shifter does.


What? Please elaborate. RUE filled out the class so much it takes several pages of description of its various powers. It's crazy rift control w/ so much reduced PPE costs, etc... Sure there's Dimensional Portal, and various summoning spells... If you really feel like shelling out (or even CAN) that much PPE. Plus there's the contract w/ SN forces, and the familiar, which is a much higher level thing for the spell, and the super easy way to get a small swarm of powerful minions (and it's really amazing if your MA is really high).

Sorry. I'm just confused how you can make that statement.
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Re: Strictly Basebook

Unread post by Greyaxe »

duck-foot wrote:favorite. Coalition soldier. i enjoy playing hard characters and trying to get over racism, facism and narrow minded ideals is to me a good character. i like to see him evolve from a racist to a person of good morals (if a little laking)

my least favorite is the crazy. i cant stand them. i have never used them and wont allow them,i dont like ridicules in my rpg's

We played the war campaign and as linebacker crews we were aswome like Space above and beyond was cool.
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Re: Strictly Basebook

Unread post by Greyaxe »

Captain Shiva wrote:
rat_bastard wrote:
Captain Shiva wrote:
glitterboy2098 wrote:
Karsus wrote:What is your favorite and least favorite character?


favorite: one would think my username would make it obvious? :D

Least Favorite: Psi-Slinger. as written it's an overpowered gunslinger merged with an RMB cybernight and given a really powerful defensive ability...i mean, with it's ability to do the MDC reduction thing and power guns with PPE, why does it need a half dozen other psionic powers plus a psi-sword?

Some Gms limit the energy conversion power to self only, and not body armor. I would personally limit it to 50 MDC or less body armor. and remember attacks over 30 MD still do half damage. Now, I would take away Psi-Sword, because I feel it just does not "fit" the character class, but I would allow Psi-Dagger, plus I would allow them to create two, for double ISP cost. If a Psi-Slinger is not wearing armor, and gets shot by an MD energy weapon, if it does over 30 points, he is probably history. And if it is less then 30 points, he still takes damage, and might even die still. If he is shot by an SDC projectile weapon firing ramjet or explosive rounds, his energy conversion power is, again, useless. While Psi-Slingers are powerful, they are certainly not invincible.

Nor or they Strictly base book, I sentence you to playing a flooper vagabond for three months.

True enough; I just wanted to put my two cents in. Would it be possible to make it a Flooper Cosmo-Knight instead?
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Sureshot wrote:Listen you young whippersnappers in my day we had to walk for 15 no 30 miles to the nearest game barefoot both ways. We had real books not PDFS and we carried them on carts we pulled ourselves that we built by hand. We had Thaco and we were happy. If we needed dice we carved ours out of wood. Petrified wood just because we could.
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Re: Strictly Basebook

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Back on topic, strictly from Basebook, and by this I mean both the original and the ultimate, my favorites would have to be Operator (quite honestly one of the best power armor pilots, especially if he has telemechanics) and the Psistalkers (the best trackers, hunters, and scouts, and good against the supernatural). I don't hate the CS OCCs, in fact the Technical Officer comes in a close second to the Operator for the support character.

My least favorite would have to be the mystic (I can do so much better with a major psychic ley line walker, and have a better selection of powers and not be that hurt by the fewer number of skills) and the cyberdoc. There's nothing a cyberdoc can do that a body fixer can't. The bit about being more experienced with bionics could be a optional OCC special skill that the Body Fixer could choose.
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Re: Strictly Basebook

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Favorites: CS RPA Elite, Mainly becacause it was my first Ever OCC that I played in rifts. So it still holds a special place in my dark soul. The LLW, the Headhunter and the Operator (Though If I want to play a mechanic type I will play a Psi-tech. Though its not base book so we won't go there)


Least Favorite: Dog Pack, Shifter (Yes I know they have fleshed it out but I don't have RUE) and the Psi-Stalker

The Dog Pack and the Stalker I didn't get too into until I read Lone Star.
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Re: Strictly Basebook

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Karsus wrote:Normally if you have an OCC you dont get to role for psionics.


This is not the case at all. Rolling for minor or major psionics is technically one of the few main steps in character creation. However, rolling can be bypassed for a player decision, pending GM approval (as often happens). You can't get SUPER psionic powers except in RCC/OCC descriptions though (again obviously pending GM discretion)
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Re: Strictly Basebook

Unread post by MikelAmroni »

Karsus wrote:
MikelAmroni wrote:Back on topic, strictly from Basebook, and by this I mean both the original and the ultimate, my favorites would have to be Operator (quite honestly one of the best power armor pilots, especially if he has telemechanics) and the Psistalkers (the best trackers, hunters, and scouts, and good against the supernatural). I don't hate the CS OCCs, in fact the Technical Officer comes in a close second to the Operator for the support character.

My least favorite would have to be the mystic (I can do so much better with a major psychic ley line walker, and have a better selection of powers and not be that hurt by the fewer number of skills) and the cyberdoc. There's nothing a cyberdoc can do that a body fixer can't. The bit about being more experienced with bionics could be a optional OCC special skill that the Body Fixer could choose.


You know, I havnt seen anyone actually play a mystic tbh. It would be a nice role play though tbh.

And LOL LLW with major psionics? I didnt think that was allowed. Normally if you have an OCC you dont get to role for psionics. At least thats the way we always played it. We have played it that way so long I havn't ever looked to see if it was true lmao.


Step 4 I think in Character creation in both RMB and RUE is determine psionics. If I wanted a mix of psionics and magic, that's the way I'd do it.
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Re: Strictly Basebook

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MikelAmroni wrote:
Karsus wrote:
MikelAmroni wrote:Back on topic, strictly from Basebook, and by this I mean both the original and the ultimate, my favorites would have to be Operator (quite honestly one of the best power armor pilots, especially if he has telemechanics) and the Psistalkers (the best trackers, hunters, and scouts, and good against the supernatural). I don't hate the CS OCCs, in fact the Technical Officer comes in a close second to the Operator for the support character.

My least favorite would have to be the mystic (I can do so much better with a major psychic ley line walker, and have a better selection of powers and not be that hurt by the fewer number of skills) and the cyberdoc. There's nothing a cyberdoc can do that a body fixer can't. The bit about being more experienced with bionics could be a optional OCC special skill that the Body Fixer could choose.


You know, I havnt seen anyone actually play a mystic tbh. It would be a nice role play though tbh.

And LOL LLW with major psionics? I didnt think that was allowed. Normally if you have an OCC you dont get to role for psionics. At least thats the way we always played it. We have played it that way so long I havn't ever looked to see if it was true lmao.


Step 4 I think in Character creation in both RMB and RUE is determine psionics. If I wanted a mix of psionics and magic, that's the way I'd do it.


Not just the way you would do it, but the way you have to do it (if you want it to be by the book anyway, or unless you pick a race that gets both like a dragon -- but then it's not a magic OCC...). And yeah, it's step 4.
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Re: Strictly Basebook

Unread post by Marcethus »

Karsus wrote:
MikelAmroni wrote:Back on topic, strictly from Basebook, and by this I mean both the original and the ultimate, my favorites would have to be Operator (quite honestly one of the best power armor pilots, especially if he has telemechanics) and the Psistalkers (the best trackers, hunters, and scouts, and good against the supernatural). I don't hate the CS OCCs, in fact the Technical Officer comes in a close second to the Operator for the support character.

My least favorite would have to be the mystic (I can do so much better with a major psychic ley line walker, and have a better selection of powers and not be that hurt by the fewer number of skills) and the cyberdoc. There's nothing a cyberdoc can do that a body fixer can't. The bit about being more experienced with bionics could be a optional OCC special skill that the Body Fixer could choose.


You know, I havnt seen anyone actually play a mystic tbh. It would be a nice role play though tbh.

And LOL LLW with major psionics? I didnt think that was allowed. Normally if you have an OCC you dont get to role for psionics. At least thats the way we always played it. We have played it that way so long I havn't ever looked to see if it was true lmao.



Which its not true, Its one of the steps of character creation that is optional. Any OCC or RCC that says Psionics: Standard. can roll on the chart for Psionics.
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Re: Strictly Basebook

Unread post by runebeo »

I might be crazy, but have you considered buying your own copy? Unlike most games the new core book is very well priced, filled with well done art and lots background information on the world.
I will be 125 living in Rio de Janeiro when the Great Cataclysm comes, I will not survive long but I will be cloned threw the Achilles project and my clones will be Achilles Neo-Humans that will start a new Jedi order in Psyscape. So You May Strike Me Down & I Will Become More Powerful Than You Can Possibly Imagine. Let the Clone Wars begin!
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Re: Strictly Basebook

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Karsus wrote:Ya it is. I looked at it. Man I havnt actually looked at the character creation section in years lmao. Our GM wont let us roll though. As he states it: "It's a gateway to OP munchkinism hehe."


Two minor abilities is hardly munchkin (which is the primary you will get, unless you roll well). And losing half your skills and skill bonuses makes major enough of a penalty to make it give you pause, and even then you don't get improved powers as you level. You get the same 8 powers at level one as you have at level 15. Really its about as harmless as it gets. Besides, given the common complaint that the psionics system being underpowered and the poor cousin, I just don't get that arguement.
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Re: Strictly Basebook

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MikelAmroni wrote:
Karsus wrote:Ya it is. I looked at it. Man I havnt actually looked at the character creation section in years lmao. Our GM wont let us roll though. As he states it: "It's a gateway to OP munchkinism hehe."


Two minor abilities is hardly munchkin (which is the primary you will get, unless you roll well). And losing half your skills and skill bonuses makes major enough of a penalty to make it give you pause, and even then you don't get improved powers as you level. You get the same 8 powers at level one as you have at level 15. Really its about as harmless as it gets. Besides, given the common complaint that the psionics system being underpowered and the poor cousin, I just don't get that arguement.



Didn't they get rid of the penalties for major psionics? I haven't checked, but I think they did...

Anyway, about munchkins: psh! that little psionics couldn't be considered muchkin no matter how you look at it (unless all your campaigns are full of a bunch of vagabonds and body fixers). For munchkinism, check this:

viewtopic.php?t=38313

:lol: :eek: :lol:
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Re: Strictly Basebook

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6th sense is pretty darn good...
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Re: Strictly Basebook

Unread post by Captain Shiva »

Crazy Lou wrote:6th sense is pretty darn good...

See The Invisible has saved many a PC backside, as well.
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Re: Strictly Basebook

Unread post by MikelAmroni »

Sixth sense is one I get for any psychic OCC, but for a normal OCC with minor psionics, I usually go for mind Block and See the Invisible, or Resist Fatigue and Mind Block depending on whether its sensitive or physical (men at arms get Sensitive, adventurers usually get physical). It adds just enough boost to get you buy (a few extra tricks) but nothing game altering.
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Re: Strictly Basebook

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I really like speed reading+total recall; that's fun.
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Re: Strictly Basebook

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Karsus wrote:What is your favorite and least favorite character?

My favorite: Shifter, because every group can use one, you can pretty much in the end match the spell casting of any other caster, and are free to actually go wherever you want to. ROE actually gave them something to make them play the role they were always "supposed" to be like (an evil(good?) tainted and empowered sorcerer.)

Least Favorite: Anything coalition, because your very restricted on what you can and cant do/go/use. Everyone pretty much hates you, and your never in control of what you think you should be doing.



I dislike dragon hatchlings in general -- give me an adult or just don't bother.

My favorite main book occ would normally be a borg, but only if I can use gear/body types from other books. If I have to stick purely with the basebook I like Rogue Scholars, CS Psi-Stalkers, and Headhunters.
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Re: Strictly Basebook

Unread post by dark brandon »

This is a difficult one...Of all the books, main book OCC/RCC were probably the best.

Favorite: CS stuff. Doesn't really matter.

Least Favorite: Body fixer. In the world of Rifts, there just doesn't seem to be a need for someone who can save a life that teaters on the brink of death when most people are either alive or dead.
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Re: Strictly Basebook

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Karsus wrote:There seems to be 4 general groups of people.

The people that want it NOW: These people tend to play tech based characters (borgs, headhunters, juicers, etc) because other than a few attacks and bonus's, they are just as powerfull at lvl 1 as they are at 15.

The people that want it in the END: These people tend to play the mages and psychics that are considered the "weaklings" in the beginning because they dont start off nearly as strong, but always end up being the power houses of the group.

The people that just want to have some laughs rollplaying: These people typically play the crazy's, rogue scholars, the Vagabond with a million phobias/mental issues. Every group should have at least 1 of these :p

The MUNCHKINS: These people want to make the GM wince and the world cry as they unveil their latest and greatest exploitation of a loophole to make the world quake under their boot. (lol scarecrow mystic knight)


Everyone seems to fit in one of these catagory's or is somewhere between 2 of them. At least that is what it looks like to me between my groups and the groups I have seen. There are some exceptions.


You forgot the group of people who just love playing everything. For instance, while it might sometimes seem like I'd fall into the munchkin category if you're talking to me, it's mostly because I spend a lot of my time just messing around with loopholes and such because I can and have no one to actually play with anymore. But I really had just as much fun with my mutant city rat w/ HU Supernatural strength of 54 and a cool martial art as i did with my (combat) whimpy Cyberoid hacker in Japan.
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