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Whats your Favorite?
For me it's simple.
Dead Boy Grunt. always my favorite OCC, until they make a CS Chaplain that's canon,
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Moderators: Immortals, Supreme Beings, Old Ones
rat_bastard wrote:Operator.
Pepsi Jedi wrote:Crazies are good too.. if -I- am the one playing them.
I can't stand the sort that dress up in hotdog costumes and lick birds and stuff.
CyberPaladin85 wrote:flatline wrote:Temporal Wizard.
Get to start with high level spells of my choosing (talisman for the win!).
Get to dimension hop with my pals (start the game familiar with a handful of known dimensions).
Get to carry as much loot as I want without any weight or space limitations (love them nested dimensional pockets!).
Get to trade/sell high level spell knowledge for fun and profit (although I keep the temporal spells to myself).
Really, the temporal wizard is what the Ley Line Walker should have been: spell caster extraordinaire with no stupid gimmicks like the magic OCCs from FoM.
Combat? That's what the rest of the party is for. I assist where I can and make sure we can get away if we need to.
--flatline
Damn, that's awesome. Is there a downside, because if not, then that's my new favorite OCC.
Pepsi Jedi wrote:CyberPaladin85 wrote:flatline wrote:Temporal Wizard.
Get to start with high level spells of my choosing (talisman for the win!).
Get to dimension hop with my pals (start the game familiar with a handful of known dimensions).
Get to carry as much loot as I want without any weight or space limitations (love them nested dimensional pockets!).
Get to trade/sell high level spell knowledge for fun and profit (although I keep the temporal spells to myself).
Really, the temporal wizard is what the Ley Line Walker should have been: spell caster extraordinaire with no stupid gimmicks like the magic OCCs from FoM.
Combat? That's what the rest of the party is for. I assist where I can and make sure we can get away if we need to.
--flatline
Damn, that's awesome. Is there a downside, because if not, then that's my new favorite OCC.
The downside? They're twinky and overpowered and make you look like a munchkin. For -some- that's a downside.
Shark_Force wrote:Pepsi Jedi wrote:CyberPaladin85 wrote:flatline wrote:Temporal Wizard.
Get to start with high level spells of my choosing (talisman for the win!).
Get to dimension hop with my pals (start the game familiar with a handful of known dimensions).
Get to carry as much loot as I want without any weight or space limitations (love them nested dimensional pockets!).
Get to trade/sell high level spell knowledge for fun and profit (although I keep the temporal spells to myself).
Really, the temporal wizard is what the Ley Line Walker should have been: spell caster extraordinaire with no stupid gimmicks like the magic OCCs from FoM.
Combat? That's what the rest of the party is for. I assist where I can and make sure we can get away if we need to.
--flatline
Damn, that's awesome. Is there a downside, because if not, then that's my new favorite OCC.
The downside? They're twinky and overpowered and make you look like a munchkin. For -some- that's a downside.
don't they also start with some insanities?
Nightmask wrote:Shark_Force wrote:Pepsi Jedi wrote:CyberPaladin85 wrote:flatline wrote:Temporal Wizard.
Get to start with high level spells of my choosing (talisman for the win!).
Get to dimension hop with my pals (start the game familiar with a handful of known dimensions).
Get to carry as much loot as I want without any weight or space limitations (love them nested dimensional pockets!).
Get to trade/sell high level spell knowledge for fun and profit (although I keep the temporal spells to myself).
Really, the temporal wizard is what the Ley Line Walker should have been: spell caster extraordinaire with no stupid gimmicks like the magic OCCs from FoM.
Combat? That's what the rest of the party is for. I assist where I can and make sure we can get away if we need to.
--flatline
Damn, that's awesome. Is there a downside, because if not, then that's my new favorite OCC.
The downside? They're twinky and overpowered and make you look like a munchkin. For -some- that's a downside.
don't they also start with some insanities?
And an evil alignment, especially if you go for the long-term contract for the extra starting levels and PPE. 20 years serving a life-force vampire whose entire species is almost to the last one evil as a willing collaborator leaves you no chance to claim to be anything but evil and changing that takes a long time to fix.
flatline wrote:Nightmask wrote:Shark_Force wrote:Pepsi Jedi wrote:The downside? They're twinky and overpowered and make you look like a munchkin. For -some- that's a downside.
don't they also start with some insanities?
And an evil alignment, especially if you go for the long-term contract for the extra starting levels and PPE. 20 years serving a life-force vampire whose entire species is almost to the last one evil as a willing collaborator leaves you no chance to claim to be anything but evil and changing that takes a long time to fix.
Munchkin? Really? Am I the only person who read Federation of Magic? When England came out, the Temporal Wizard was the only magic OCC that could start the game with Talisman which was a huge deal because back then, Talisman was the only way to be able to cast a spell (still limited to level 8 or below) in less than half a melee. I understand that the rules have changed and you no longer need Talisman to get Armor of Ithan (or whatever) up before you die, but it wasn't always that way.
Wow, I can see that the Temporal Wizard doesn't get much love or attention here. I haven't purchased any books since FoM came out, so what I say is based on the write up in world book 3: England. If things have changed since then, perhaps someone will correct me.
Anyways...alignment restrictions and insanities only kick in if you start at level 3 or 5. If you start out as level 1, there are no insanities or alignment restrictions.
The temporal wizard is basically like a RMB Shifter (similar skills and focus) that has traded away the Shifter special abilities in order to gain access to temporal spells and better access to general spells (purchasing magic still works exactly the same way, though). Temporal spells are mostly useless, but there are a handful of super useful utility spells that totally make it worth it. Their biggest advantage is that they start with Dimensional Portal and the knowledge of any dimension they visited during their training, but without Talisman, there's no way to get the 1000PPE to cast it.
They are an awesome utility class, but as far as power goes, they're clearly out matched by just about every magic OCC since (including the Shifter rewrite).
--flatline
Nightmask wrote:flatline wrote:Nightmask wrote:Shark_Force wrote:Pepsi Jedi wrote:The downside? They're twinky and overpowered and make you look like a munchkin. For -some- that's a downside.
don't they also start with some insanities?
And an evil alignment, especially if you go for the long-term contract for the extra starting levels and PPE. 20 years serving a life-force vampire whose entire species is almost to the last one evil as a willing collaborator leaves you no chance to claim to be anything but evil and changing that takes a long time to fix.
Munchkin? Really? Am I the only person who read Federation of Magic? When England came out, the Temporal Wizard was the only magic OCC that could start the game with Talisman which was a huge deal because back then, Talisman was the only way to be able to cast a spell (still limited to level 8 or below) in less than half a melee. I understand that the rules have changed and you no longer need Talisman to get Armor of Ithan (or whatever) up before you die, but it wasn't always that way.
Wow, I can see that the Temporal Wizard doesn't get much love or attention here. I haven't purchased any books since FoM came out, so what I say is based on the write up in world book 3: England. If things have changed since then, perhaps someone will correct me.
Anyways...alignment restrictions and insanities only kick in if you start at level 3 or 5. If you start out as level 1, there are no insanities or alignment restrictions.
The temporal wizard is basically like a RMB Shifter (similar skills and focus) that has traded away the Shifter special abilities in order to gain access to temporal spells and better access to general spells (purchasing magic still works exactly the same way, though). Temporal spells are mostly useless, but there are a handful of super useful utility spells that totally make it worth it. Their biggest advantage is that they start with Dimensional Portal and the knowledge of any dimension they visited during their training, but without Talisman, there's no way to get the 1000PPE to cast it.
They are an awesome utility class, but as far as power goes, they're clearly out matched by just about every magic OCC since (including the Shifter rewrite).
--flatline
Responded to wrong post there, since I didn't call it munchkin nor speak disparagingly of the Temporal Wizard class just noted some of the downsides when it comes to your alignment. If it weren't for the forced alignment restrictions I'd enjoy playing one.
SamtheDagger wrote:I have always liked the standard juicer the most. When I first picked up Rifts back in the middle 90s, it was the first OCC that really captured my imagination and said to me "this is what a hero in a world like Rifts would really look like." For me, the whole appeal is concept. Imagine yourself in a world where the average life expectancy is around 30 due to monsters, demonic plagues, deadly magic, and insane military commanders leveling everything in sight that does not conform to their supremacist attitude. Well, if you are probably going to die young anyway, why not live fast and die hard? I like some of the juicer variants from WB10, but what I most liked about that book was the fluff about juicer culture. I like juicers so much, I decided to abandon my old screen name on this site and create a new one named after the guy who was the alleged "cause" of the Juicer Uprising. (Yep, THAT Sam "The Dagger.") And because of its deleterious effects and certain lethality, kingdoms are practically begging people to sign up to become juicers, offering massive salaries and a typical two year mercenary contract in exchange for the procedure. So the technology is available to just about anyone.
The Crazy is an honorable mention. I like the OCC for many of the same reasons that I like the Juicer. It is simply a variation on the topic. I especially like the fact that they gain psychic powers through mental augmentation. And the fact that they have unavoidable mental health problems as a result is the perfect concept for balancing a high-powered character with a roleplaying handicap.
Comrade Corsarius wrote:Mystic: The Swiss Army Knife of the OCCs.
Pepsi Jedi wrote:Ohh that is a Toughie....
if 100% nailed down.. I'd probably have to choose Cyber knight. (( Yep the new ones)) They're as close to Jedi as you can get.
Voodoolaw wrote:Had to comeback and mention the Apok. The Confessor just *looks* beast. Which gives me an idea for a new thread...
kaid wrote:Voodoolaw wrote:Had to comeback and mention the Apok. The Confessor just *looks* beast. Which gives me an idea for a new thread...
I really liked the apok but given the stated rules of the symbiot things only work on wormwood I just cannot take any of the wormwood stuff to seriously as its not really transportable to other settings.
Voodoolaw wrote:Pepsi Jedi wrote:Ohh that is a Toughie....
if 100% nailed down.. I'd probably have to choose Cyber knight. (( Yep the new ones)) They're as close to Jedi as you can get.
I would go for the Psi-Warrior for this one. Almost made my list but I had to draw the line somewhere. Love me some Jedi though.
Voodoolaw wrote:kaid wrote:Voodoolaw wrote:Had to comeback and mention the Apok. The Confessor just *looks* beast. Which gives me an idea for a new thread...
I really liked the apok but given the stated rules of the symbiot things only work on wormwood I just cannot take any of the wormwood stuff to seriously as its not really transportable to other settings.
From the FAQ:
"18. If you were an Apok from wormwood would the mask survive off of wormwood? Could you be an Apok on earth or anywhere else in Megaverse with the mask?
Answer: Yes to both questions. The Apoks mask is the only wormwood symbiote that can survive away from Wormwood because it is linked to the Apok, not the planet."
I don't really agree with it because it just seems like they decided, "The apok's mask is his *thing*. Let's just say that it works off-world."
flatline wrote:Voodoolaw wrote:kaid wrote:Voodoolaw wrote:Had to comeback and mention the Apok. The Confessor just *looks* beast. Which gives me an idea for a new thread...
I really liked the apok but given the stated rules of the symbiot things only work on wormwood I just cannot take any of the wormwood stuff to seriously as its not really transportable to other settings.
From the FAQ:
"18. If you were an Apok from wormwood would the mask survive off of wormwood? Could you be an Apok on earth or anywhere else in Megaverse with the mask?
Answer: Yes to both questions. The Apoks mask is the only wormwood symbiote that can survive away from Wormwood because it is linked to the Apok, not the planet."
I don't really agree with it because it just seems like they decided, "The apok's mask is his *thing*. Let's just say that it works off-world."
Every GM I've ever played with allowed wormwood symbiotes to leave wormwood. One required the player to "feed" the symbiote some amount of PPE every day, but the others didn't even require that since the symbiotes add flavor to the group and are considerably less powerful than symbiotes found elsewhere (like Atlantis).
--flatline
flatline wrote:Every GM I've ever played with allowed wormwood symbiotes to leave wormwood. One required the player to "feed" the symbiote some amount of PPE every day, but the others didn't even require that since the symbiotes add flavor to the group and are considerably less powerful than symbiotes found elsewhere (like Atlantis).
--flatline
Galroth wrote:Promethean Temporal Wizard.
flatline wrote:Galroth wrote:Promethean Temporal Wizard.
I've never actually played one of these, but I bet they rock!
--flatline
Ice Dragon wrote:R.C.C.: Ice Dragon Hatchling (what else)
P.C.C.: PSI Slinger (Gunfight at the O.K. Choral anybody)
O.C.C.: Temporal Wizard (a mage as it should be)