I like to play characters in game systems that allows as much versatility and self-sufficiency as possible. Multi-classing in AD&D Pathfinder, etc. Rifts is a bit different because the Cataclysm blasted everything back to the Dark Ages. Having a PC who can carry a gauss rifle is good, but if you can't find your own way home, operate a computer, fix a shoe, or even cook your own food, what's the point eh?
In Rifts, what O.C.C.s offer the most skills at the start? Rogue Scientist, Operator, and Magus are good ones. Sad that the very best of races/species such as us elves , can't be given skills programs as found in Ninjas & Superspies. Much as I want to write an article in Rifter that allows skills programs in unusual circumstances, I would end up making it OP. A party needs the nerdy bookworm as much as the cyborg tank and the mind melter that fries your brain.
Skills! Never enough skills!
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- SirLitimus
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Skills! Never enough skills!
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Re: Skills! Never enough skills!
In Rifts you're lookin' at the Lemurian Experimenter out of Rifter 58 (I think), which is a Rogue Scientist variant which takes advantage of free prerequisite skills a time or two. The Whack Job Scientist out of China 2 also gets a ton of skills. Outside of Rifts the Natural Genius and Mental Giant Psychic Gestalt (name might be off) from Powers Unlimited 2 are good choices, and some N&SS martial arts are good sources of powers to trade for skill programs on a Dreamer Gizmoteer.
Re: Skills! Never enough skills!
I would have to say the Cyber Knight O.C.C. Given They are very combat oriented but the amount of skills they get makes for some fun customization.
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Re: Skills! Never enough skills!
I would opt for playing a neural intelligence robot if you want to be the absolute best at both number of skills and skill proficiency at level 1.
Barring that, if you want to play the weak, inferior fleshy things known as humanoids, I would go for the Psynetic Crazy OCC from Mindwerks.
The Psynetic Crazy has 23 total OCC+related+secondaries at level 1. Keep this in mind.
It can get 2 physical MoM implants that each grant 5 skills (any skills, no category limit) at 88% proficiency. So, 10 skills at 88%, at level 1.
Downside is that you either take crippling penalties to all your other skills, along with other penalties; or, optionally, just flat out sacrifice 8 regular skills per MoM implant, with no other penalties.
Thus you could retain 7 skills (your choice of which) from your starting OCC skills, and add the 10 at 88% to those.
Alternatively, I think you can get those same 2 skill MoMs without becoming a Psynetic Crazy. But I'm not sure how it'd be explained, lore-wise. These implants are only available from Mindwerks, and they don't easily lose track of their tech. The only way you're free of them, is as an experiment they allowed to leave for whatever perverse reasons.
Post Script:
I just checked and it's theoretically possible to make, for example, an elf Wilderness Scout, and have it implanted with the two skill MoMs I mentioned. Then released from Mindwerks and free to go on living a 'normal' life without any extra insanity or penalties.
A Rogue Scientist could also get away with sacrificing all/most of its OCC related and secondary skills, in exchange for the 10 skills at 88%.
The question really comes down to whether you want a smaller number of highly-proficient skills, or a large number of mid-low proficiency.
Barring that, if you want to play the weak, inferior fleshy things known as humanoids, I would go for the Psynetic Crazy OCC from Mindwerks.
The Psynetic Crazy has 23 total OCC+related+secondaries at level 1. Keep this in mind.
It can get 2 physical MoM implants that each grant 5 skills (any skills, no category limit) at 88% proficiency. So, 10 skills at 88%, at level 1.
Downside is that you either take crippling penalties to all your other skills, along with other penalties; or, optionally, just flat out sacrifice 8 regular skills per MoM implant, with no other penalties.
Thus you could retain 7 skills (your choice of which) from your starting OCC skills, and add the 10 at 88% to those.
Alternatively, I think you can get those same 2 skill MoMs without becoming a Psynetic Crazy. But I'm not sure how it'd be explained, lore-wise. These implants are only available from Mindwerks, and they don't easily lose track of their tech. The only way you're free of them, is as an experiment they allowed to leave for whatever perverse reasons.
Post Script:
I just checked and it's theoretically possible to make, for example, an elf Wilderness Scout, and have it implanted with the two skill MoMs I mentioned. Then released from Mindwerks and free to go on living a 'normal' life without any extra insanity or penalties.
A Rogue Scientist could also get away with sacrificing all/most of its OCC related and secondary skills, in exchange for the 10 skills at 88%.
The question really comes down to whether you want a smaller number of highly-proficient skills, or a large number of mid-low proficiency.
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Re: Skills! Never enough skills!
In Rifts I always say the only skills that players need are whatever they need for combat and Lore skills. Everything else they can just buy the services in a town or from a traveling Operator.
In they alternative they can buy a drone robot, Triax or NG, and have it upgraded with additional skills. Triax 2 has some excellent ideas for that.
In they alternative they can buy a drone robot, Triax or NG, and have it upgraded with additional skills. Triax 2 has some excellent ideas for that.
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Re: Skills! Never enough skills!
SirLitimus wrote: Sad that the very best of races/species such as us elves , can't be given skills programs as found in Ninjas & Superspies.
N&S lists a handful of martial arts in the back that might be appropriate for the Rifts setting.
I don't remember any racial restrictions on them.
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