God Machine R.C.C.
Created by Ragnar
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Note: I copied this R.C.C. from the
e-mailing list because I really liked the idea. It reminded me of an
Akira-like ability to control machines (I've never read the comics that
Ragnar is referring to). Please note that there are small things in the
original post that I edited to make more sense. Also, GMs should note the
inordinate M.D.C.tm and P.P.E.tm for these characters and modify if
they seem too high. They do to me, and I would suggest P.E.x10 in M.D.C.tm
plus 3d6 per level and 1d4x10 P.P.E.tm. These beings might also benefit
from a few more psionic powers and natural abilities. The stats for the
mechanical manipulation ability listed under my ability heading are the ones
that I created. I thought they would be more in-depth and playable.
Still, this R.C.C. is a really cool idea. Wish I'd had the inspiration
to create it...
A Note from Ragnar: My thanks to those answering my
question about the Nightspawn in Rifts®. Here is another conversion that I
use in my Rifts game, the God Machine. It is based on a Hong Kong comic book
character. I have put a twist on this character, making it a R.C.C. (normally,
it would be too powerful to seriously consider, unless munchkining) The God
Machine is a TM of Magnum Consultants, LTD. All Rifts references, including
M.D.C.tm, and all other character components, are TM of Palladium Books.
In a time of domination and tyranny in another dimension, the God
Machines rose up to stem the madness brought upon the world by a group of
unearthly marauders. Their final act was to form the Ultimate Machine, a
mechanical beast created by the God Machines awesome powers. Though
triumphant, the destruction of the enemy also separated the God Machines,
reducing their powers, and scattering them throughout the Megaverse. A few
have made their way to Rifts earth, where most fight for the Forces of
Light, the Outcasts are wandering creatures of destruction, either fighting
solo, or allying with dark forces.
Special Abilities:
1. Mechanical Manipulation:
Ragnar Style: Through the expenditure of I.S.P.tm, the character can
either bond pieces together or restart a broken item as. follows:
Minor repair/at least 90% parts scrounged together: 30 I.S.P.tm
Major Repair/Minor Construction/70% parts: 70 I.S.P.tm
Major Construction: 120 I.S.P.tm
GM's are free to flesh out how they define each level of the manipulation
and adjust accordingly for the level of technology/intricacy involved.
Anything created lasts for 2d6 days per level of character, at which time it
will fall apart. Ammuntion (e-clips or otherwise) must be obtained normally,
character cannot recharge spent e-clips.
Brett Hegr Style: This strange power is half telekinesis and half
telemechanics. A truly amazing power, the posessor of it can construct
electronic devices out of random pieces of electronic and mechanical
parts. Any missing/needed parts are made up for
using psychic energy to fill in any gaps. This is the editor's contribution,
not the writer's. If you have questions about the above statistics e-mail
Ragnar and if you have questions about mine, email me.
Range: 25ft +5ft per level of experience.
Duration: Ten minutes per level for half I.S.P.tm cost, or 1d4 days
per level of experience for standard I.S.P.tm usage.
Missing Parts: Depending on the relative amount of missing pieces,
increase the I.S.P.tm creation cost by the same amount of parts that aren't
present (i.e. if 20% of the neccessary parts are missing, increase the I.S.P.tm
cost to create by 20%). In all cases, the GM can assume 1d6+9% of the needed
parts are not present/broken.
Device Creation: To devise a simple electronic system (like a blender,
nightvision goggles, or hand-held computer), the character needs the pieces
from an equivalent total weight of electronics. The range is equal to the
best range from among the used devices, or equal to 100ft per level. Such
devices require the expenditure of 15 I.S.P.tm, +10 more for a sensory
device, +15 more if it is a complex machine such as a computer or mechanical
limb, and +20 more for devices like anti-gravity belts and force fields.
Power can be derived in the same way as the source devices or from an e-clip
(use rule below). A God Machine requires one melee to assemble a device.
Firearm Creation: The God Machine will require the scrap from two or
three such weapons. The constructed device will have a range equal to the
longest range of the weapons used (or 60ft +5ft per level for projectile
weapons and 200ft +10ft per level for energy weapons). A non-energy
projectile weapon can be created for only 10 I.S.P.tm, but projectiles
(bullets) for it are required. An energy weapon's base payload is 5 shots
(+1 shot per odd level of exp. posessed) per e-clip. Additional e-clip ports
can be added to a weapon. Projectile weapons cost 10 I.S.P.tm to build and
energy weapons require 20 I.S.P.tm, +5 I.S.P.tm per die of damage, +5
for rifles, +10 for a heavy energy weapon, and +5 per additional e-clip port.
Three attacks are needed to create a firearm.
Transportation Creation: This ability requires the use of 15 I.S.P.tm
and one melee per 500 pounds of approximate weight the finished machine will
possess. There must be some power source avaliable to be integrated into the
vehicle. Power armor and robots also fall into this category. Weapons and
other devices can be integrated into transportation devices according to the
requirements above. The construction of a complete machine can take a
lot of energy (machines are heavy, and 15 I.S.P.tm per 500 lbs is a
lot!) but it of course can be done in phases.
Sabotage Machinery: The God Machine need only focus his thoughts,
choose a target, and expend 25% of the I.S.P.tm required to assemble an
equivalent machine. Normally an object ceases to function properly within
a few hours of the God Machine's use of it. With this ability, the object
will become inoperative within one melee. This ability has a base chance of
success of 50% +5% per level.
Permanent Creation: To create a permanent machine, a God Machine must
have the avaliable psychic energy to infuse a machine with double it's
creation cost at one time. To do this a God Machine can draw on I.S.P.tm
energy from a Psi Resivoir,
via a ritual (each point of P.P.E.tm can be converted into 2
I.S.P.tm), or through collaboration with other God Machines.
This permanency can be instilled at or after the time of creation. Note
that any machine the God Machine has made can be modified at a later
time at the standard I.S.P.tm costs.
2. Other Psionic Powers: Levitation, Telekinesis, Mind Block,
and Electrokinesis for starters. These psychic creatures also have
a special affinity for energy and technology, so they clearly
possess the powers of Telemechanics, Machine Ghost (see Psyscapetm),
and Sense Energy (see this file).
The character saves as a master psionic.
At level one, the character can also select another three minor
psychic abilities from a single category. At level two and three,
the character may select either another three minor psychic
abilities (from one category) or another super psionic level
Telemechanic discipline (see Psyscapetm again). At level four
and every even- numbered level after that, select any two minor
psionic powers or one new super
psionic power (will mostly be kinesis powers, Telemechanics
powers, and energy powers like Impervious to Energy and Psi
Resivoir as found in this
file. If the character acquires
Psychokinesis he
can choose
Spontaneous Detonation at some
point in the future!
3. I.S.P.tm: The character begins with 1d6x10+90 plus the
M.E. attribute. Add another 1d6+9 per each additional level of
experience.
4. Other Bonuses: Add +4 to save vs Horror Factor, +1 on
perception, and +1 to strike to any tech weapon they have created
themselves.
5. Special Note: These characters cannot use any machinery
made by any being besides themselves or another of their kind. Any
attempt will cause the machinery to malfunction (!), there are no
exceptions, and magic cannot help this situation. This means weapons,
vehicles, computers, anything that is working, the God Machines infuse
their power upon a non- working object, group of parts to make it work.
They can use this to their advantage by sabotaging equipment. It takes
about an hour to repair disrupted machinery by a normal technician,
but a God Machine can give it their 'personal' touch and have it working
in a minute!
Alignment: Any, but generally good or unprincipled.
Attributes: I.Q.: 3d6+3, M.E.: 4d6, M.A.: 3d6, P.S.: 4d6+10, P.P.: 4d6,
P.E.: 3d6+10, P.B.: 3d6+6, (never less than 14), Spd.: 5d6+10, strength and
endurance considered supernatural.
M.D.C.tm: 3d4x10 plus body armor, gains 1d4x10 M.D.C.tm per level.
P.P.E.tm: 3d4x10
Horror Factor: 12 when enraged.
Weight: 200 to 300 pounds.
Size: 6 to 7 1/2 feet tall.
Natural Abilities: Nightvision 120 ft., keen senses (about 50% better
than humans), mechanical manipulation (described above) and other psionic
powers, does not need to eat, drink or breathe (survives on
radiation common to planetary environments).
Natural Bonuses: Impervious to all types of possession and a vampire's
bite. +3 initiative, and +3 strike, parry and dodge.
Damage: Supernatural strength, as per page 22 of the Rifts Conversion Book Itm.
Magic: None. Ever.
R.C.C. Skills of note: Mechanical engineer (of own creations) 60% +5%
per level, instinctive Electrical Engineer at 50% +5% per level, pilot
(or operate, if computers or sensory devices) their own creations at 70%
+3% per level, literate and speak their own language and two others at 98%,
Wilderness Survival (basically for making shelter) 65%, two weapon
proficiences of choice. These skills are in addition to any O.C.C.
skills.
O.C.C.'s: Basically, any "physical" O.C.C., vagabond, city rat,
headhunter, etc., except for Coalition/any other human supremacist government
occupation, and Glitter Boy (but the character makes their own suit
during a campaign).
These characters clearly make excellent Operators, pilots, and
engineers, but about 70% focus on 'action' oriented character classes.
Magic classes are not an option.
Appearance: A muscular male/female with slightly elven features
(pointed ears and no facial hair). Their eyes are a solid red or blue that
glow softly in darkness/shade, brightly when they are angry.
Allies/Enemies: None yet. The God Machines are fairly new to Rifts®
earth.
Cybernetics/Bionics: These must be created by the God Machine himself
in order for them to function. Most God Machines wouldn't consider
amputating a limb to have a cybernetic one instead, but in the event
they are mauled in some way they can easily construct cybernetics and
bionics to restore normal functioning.
Starting Equipment: Simple survival gear including a tent, some
eating utensils, canteen, sunglasses, knife, a few sets of clothing
suitable for travel, sturdy leather boots, mirror, and personal items.
Starting equipment will not include any functioning machinery - it must
all be created from scrounged parts during adventures!