what would the best OCC be for a kremin cyborg.

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Knight_General
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what would the best OCC be for a kremin cyborg.

Unread post by Knight_General »

i was ent to look at a few things from another post, and i looked at the Kremin cyborg which also allows me to take an OCC. i want to do a rare military character but they don't specify what military classes it can be. i would like something military but am having a hard time choosing what a good class would be.

so the question for the masses, what would the best military OCC be for the Kremin cyborg from WB 30?
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Father Goose »

That depends entirely on the kind of character you want to play. Do you want a grunt? A Special Forces character? A cover ops type? A combat pilot? Think about the character's military role first. Then pick the OCC that fits.
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Curbludgeon »

Special Forces from Rifts:Mercenaries and Paratroopers from Mercenary Adventures both have good bang for the buck. The character's emphasis beyond a general military background could change what O.C.C. best fits. As you noted Kremin aren't usually military, and Scholar/Adventurer classes like Operators and Rogue Scientists can cover most of the same skill bases, particularly when backed up with bionics.
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Knight_General »

here is a list of things i want to be able to do. i can use all the world books except for South America 1&2, and China. HU is also not an option, though i don't think anything i want would require it.

1 sword and shield fighting style with as many bonuses as possible at level 1.
2 good MDC armor. which is why i went Kremin.
3 good ranged weapons preferably a rifle of some sort. nothing too heavy.
4 wide range of skills with decent target numbers. i have the opportunity to gain 12 more skills due to GM special rules.
5 as much damage with my sword as possible.
6 can't have magic or psionics.

any ideas that could make this work?
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Incriptus »

Another Thought

Rifts Mercenaries Adventures: Gladiator [Perhaps you're character was captured by Atlantis and forced to fight against his will] (comes with bonuses)
Rifts Japan: Cyber Samurai [Using the Kremin Cybernetics instead of the Japan Stats] (Good Excuse for Zanji Martial-art)
Rifts England: Knight [Perhaps he got caught up in some adventure and learned their ways]
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Mack »

Knight_General wrote:here is a list of things i want to be able to do. i can use all the world books except for South America 1&2, and China. HU is also not an option, though i don't think anything i want would require it.

1 sword and shield fighting style with as many bonuses as possible at level 1.

Take WP Sword and WP Shield (obviously).
Knight_General wrote:2 good MDC armor. which is why i went Kremin.
3 good ranged weapons preferably a rifle of some sort. nothing too heavy.

That's an equipment issue, not an OCC issue. Almost any man-of-arms OCC will cover it.
Knight_General wrote:4 wide range of skills with decent target numbers. i have the opportunity to gain 12 more skills due to GM special rules.

Nice GM... recommend you start with the Special Forces OCC [Mercs p26], but just about any man-of-arms OCC can do what you want.
Knight_General wrote:5 as much damage with my sword as possible.

Add Fencing (RUE p316) for an extra +1D6 sword damage.
Knight_General wrote:6 can't have magic or psionics.

any ideas that could make this work?

Also consider getting an additional sword, such as the Wilk's Laser Sword [Merc Ops p104] that hits for 5D6 MD.

Finally, if you GM will allow it, look at the Close Quarters Combat Advanced Training option [Heroes of Humanity p83] which can grant HtoH Commando, and the Martial Expert Advanced Training which grants Boxing and an extra attack (+2 total) [HoH p91].
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Father Goose »

Knight_General wrote:1 sword and shield fighting style with as many bonuses as possible at level 1.

WP Sword, WP Shield, WP Paired, and Fencing is your basic approach to this. Unless you're pulling a special HtH skill from Japan or N&S, I don't know that you'll get anything better from skills. From OCCs available to you, I can't think of one that is appropriate to your choices/requirements/limitations that will improve this. If HU2 was available, you could get bonuses from using Ancient Weapons Master, but you've already stated that that isn't available.

Knight_General wrote:2 good MDC armor. which is why i went Kremin.

Sounds like you have this part covered already

Knight_General wrote:3 good ranged weapons preferably a rifle of some sort. nothing too heavy.

This will depend on your choice of WP. Every combat focused OCC gives you plenty of freedom to choose these skills, so just take the one of greatest interest.

Knight_General wrote:4 wide range of skills with decent target numbers. i have the opportunity to gain 12 more skills due to GM special rules.

Not sure what you're hoping to be able to do, so it's hard to make suggestions here. Are you a stealthy combatant? A sniper? An infiltration specialist? A pilot? A mechanic? A combat medic?
You definitely want at least 4 WPs, as noted above (Sword, Shield, Paired, Rifle) and Fencing, but beyond that, it's going to depend on what you hope to accomplish with the character.

Knight_General wrote:5 as much damage with my sword as possible.

Fencing will help with this, as will a high PS attribute.

Knight_General wrote:6 can't have magic or psionics.

Then don't select a magical or psionic OCC. Easy enough to avoid.

Again, knowing what role you want to fill with this character will go a long way toward deciding what OCC(s) are appropriate choices.
taalismn wrote:Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Dustin Fireblade »

Paratrooper OCC from Merc Adventures. Start with HtH Commando and their 'Marksmanship' OCC skill. Then 10 OCC related skills to select additional skills you want. WP Sword, Shield, Fencing, WP Quickdraw, etc. Can add Boxing. Then use those 12 bonus skill slots your GM is giving you and select a couple of WP Sharpshooting skills.

You should be able to hit just about anything, melee or ranged, after that. Unless you just roll really bad.
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Knight_General »

well the idea is to move around the battlefield and assist those in need for my party. stealth would be a necessity for not being seen to max my support role. basically i want to be good at all things combat.
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Slight001 »

Knight_General wrote:well the idea is to move around the battlefield and assist those in need for my party. stealth would be a necessity for not being seen to max my support role. basically i want to be good at all things combat.

Then you don't want to be Kremin... If you want to be a supporting character and want magic then pick a race that can use magic...

For races that could in theory grant you magic and skills... Demigod... they can pick a power that grants them a potential ton of magic spells and can take an OCC on top of that...

Another in theory option is the Nightbane, they could Mystics (they don't have the psionics, Nightbane can't have them period), and they could in theory have another O.C.C. Even without the magic the Nightbane have powerful talents that are potentially incredibly powerful and can be tailored to any role as needed. They also can be made to look like nearly anyone the PC, and GM, are willing to make them look.
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Dustin Fireblade »

Well he said he can't have magic, so there's that.

Paratroopers can select Prowl and Sniper easy enough though. As a Kremin Cyborg you should have good Speed as well so you can get wherever on the battlefield in a hurry. I'd select Pilot Jet Pack as well.

Note - if you stay as Kremin Cyborg you will be automatically attacked by the Coalition.

So basically here's how I might set it up -

OCC Related -
1 - WP Heavy
2 - WP Shotgun
3 - WP Submachine Gun
(You already get WP E-Pistol, E-Rifle and Heavy Energy as OCC skills. Plus you get two ancient weapon skills of choice)
4 - Prowl
5 - Sniper
6 - Boxing
7 - Detect Ambush
8 - Detect Concealment
9 - Pilot Jet Packs
10 - Fencing

With the Secondary Skills -
1. WP Rifle
2. WP Handgun
3. WP Targeting

For your 12 bonus skills (I'm guessing same limits as OCC Related)
1. Paramedic (always good to have a secondary medic around)
2. Pilot of choice
3. WP Shield
4. WP Quickdraw
5/6 - WP Sharpshooting Energy Rifle
7/8 - WP Sharpshooting Energy Pistol
9/10 - WP Sharpshooting Rifle (or handgun)

When you reach 3rd level you can add the Demolitions skills if you want. Or go in another direction, maybe more piloting skills.


Other OCC options you might look at would be the Gunfighter, the Gunslinger, the Highwayman (all from New West book)
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Knight_General »

well demigod and similar celestial and demonic races are also a no-go come to find out. so i can have magic just not as a kremin. right now the goal is to be able to go anywhere within like 200 feet and provide support like adding defenses to fighting positions, sniping, using Area of effect abilities that can pump out lots of damage, and things like that. i mean i want to have a purpose in the party we have and not just another combat type. while i understand that they are necessary i believe my military experience could be put to better use in this party but i am not really getting the chance to use it. but hey this thread can be closed as i pretty much have a new idea and would need to make a new thread for it anyway
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Curbludgeon »

I hate when this forum eats my post, and so this is the few sentence version of what I had lost.

A Ronin with Advanced Training: Marksmanship and Martial Expert would be pretty sick. Story wise they got caught with an energy rifle, got exiled, hooked up with an Otomo Shogunate mercenary outfit on the lookout for new ronin(seeing them as equivalent to special forces operatives), and received a crash course in tech/weapons training. The only choices at level 1 are a few W.P.s and 2 O.C.C. Related skills, which should be some combination of W.P. Sharpshooting/Fencing/Sniper/Pilot, while at level 2 they'd snag W.P. Quickdraw.
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Slight001 »

@Knight_General... my apologies I miss read your post and already agitated by external events. Unintentionally took it out on you.

If you are looking for a military style class that has a focus on Rifts style 'combat support', which usually revolves around magic and psionics, you might consider the Combat Mage, Merc Adventures, Combat Magus, Federation of magic, and the humble Mystic and Leyline Walkers, RUE.
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Axelmania »

Super-Spy, get powers?
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Colonel_Tetsuya »

Slight001 wrote:@Knight_General... my apologies I miss read your post and already agitated by external events. Unintentionally took it out on you.

If you are looking for a military style class that has a focus on Rifts style 'combat support', which usually revolves around magic and psionics, you might consider the Combat Mage, Merc Adventures, Combat Magus, Federation of magic, and the humble Mystic and Leyline Walkers, RUE.


LLW with the right skill mix is a support god.

As long as you dont mind being less flashy, you can multiply the power of your party easily. Combat gets a lot easier when everyone rolls into combat with Armor of Ithan/Armor Bizzare, Impervious to Energy, and Superhuman Speed. Even Invisibilty (Superior), and some of the combat enhancing spells like Magical Adrenal Rush and some of the Combat Magic spells from Merc Adventures, if younhave the spare PPE.

Cuts WAAAYYYYY down on repair bills, too, as your Armor spells absorb damage before their real armor does.
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Re: what would the best OCC be for a kremin cyborg.

Unread post by Knight_General »

i will keep these all in mind but this thread can be closed
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Re: what would the best OCC be for a kremin cyborg.

Unread post by RockJock »

I know you closed this, but I couldn't help myself. Gunfighter makes for an interesting K-Borg.
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