33
points (400 to 2200 S.D.C./Hit Points). Note that normal S.D.C.
attacks will still hurt and can even kill the character, but a ton of
S .D.C. damage needs to be inflicted. Even at an M.D.C. of 22,
the character is vulnerable to a few well placed weapon blasts,
so most wear some sort of body armor.
The Titan' s strength is considered to be supernatural (can
carry 50 times his P.S. in pounds and lift 1 00 times his P.S.). He
can remain alert and operate at full efficiency for up to four days
without sleep. Normally needs only four hours of sleep per day.
2. Super Strength:
Add 2D6+8 to P.S. attribute. Note: Mini
mum P.S. is 30, if lower adjust to 30. This strength is supernatu
ral, so the Titan inflicts damage as per the following table
reprinted from Rifts® Conversion Book One.
A formula for determining the M.D. damage for super
natural strength in Rifts:
This table is applicable to most generic supernatural beings
and creatures of magic from the
Palladium RPG, Beyond the
Supernatural
and
Heroes Unlimited.
Note that specific mon
sters may contradict this
conversion list.
P.S. 15 or less:
Only inflicts I D6 S.D.C. on a restrained
punch, 4D6 S.D.C. on a full strength punch or I D4 M.D. on a
power punch (counts as two melee attacks). P.S. bonuses are
added to S.D.C. attacks.
P.S. 16 to
20: Inflicts 3D6 S.D.C. on a restrained punch, I D6
M.D. on a full strength punch, or 2D6 M.D. on a power punch
(counts as two melee attacks). P.S. bonuses are added to S.D.C.
attacks.
P.S. 21 to 25:
Inflicts 4D6 S .D.C. on a restrained punch, 2D6
M.D. on a full strength punch, or 4D6 M.D. on a power punch
(counts as two melee attacks). P.S. bonuses are added to S.D.C.
attacks.
P.S. 26 to 30:
Inflicts 5D6 S .D.C. on a restrained punch, 3D6
M.D. on a full strength punch, or 6D6 M.D. on a power punch
(counts as two melee attacks). P.S. bonuses are added to S.D.C.
attacks.
P.S. 31 to 35:
Inflicts 5D6 S.D.C. on a restrained punch, 4D6
M.D. on a full strength punch, or I D4x l O M.D. on a power
punch (counts as two melee attacks). P.S. bonuses are added
only to S .D.C. attacks.
P.S. 36 to 40:
Inflicts 6D6 S .D.C. on a restrained punch, 5D6
M.D. on a full strength punch, or I D6x l O M.D. on a power
punch (counts as two melee attacks). P.S. bonuses are added
only to S .D.C. attacks.
P.S. 41 to 50:
Inflicts I D6x l 0 S.D.C. on a restrained punch,
6D6 M.D. on a full strength punch, or 2D4x l O M.D. on a power
punch (counts as two melee attacks). P.S. bonuses are added
only to S.D.C. attacks.
P.S. 51 to 60:
Inflicts I D6 M.D. on a restrained punch,
1 D6x l O on a full strength punch, or 2D6x
a power punch
(counts as two melee attacks). P.S. bonuses not applicable.
Note:
If the Titan punches mega-damage structures bare
handed, he will suffer one S .D.C. point of damage for every
M.D. point it inflicts. If the character is wearing mega-damage
armor, or at least mega-damage gloves or gauntlets, he can
punch enemies with total impunity (no damage).
34
3. Super Speed:
Although faster than a normal human, Ti
tans are the slowest among the Juicers. Add 2D6 to Speed attrib
ute. Can leap 20 feet (6. 1 m) across after a short run (half that
from a dead stop) and 20 feet
m) high (half without a short
run). Leaping range is still good because of the Titan' s super
natural strength.
4. Super Reflexes and Reaction Time:
The Titan has en
hanced dexterity, but only slightly.
Bonuses:
+ I on initiative, + I to
roll with punch, fall or impact, +2 to disarm, and gets an automatic
parry or dodge on all attacks, even from behind/surprise. + I to
Auto-Dodge at levels I, 3 , 6, 9 and 12. + 1 to Perception Rolls.
Also add one attack per melee round, and add ID4 to P.P. attribute.
Minimum P.P. attribute is 1 7, if lower adjust it to 1 7.
Penalties:
Same as normal Juicers (insomnia, restlessness, impatience, etc.).
5. Saving Throw Bonuses:
+5 to save versus psionics, +6 to
save versus mind control (psionic and chemical), +8 to save ver
sus toxic gases, poisons, and other drugs, and +4 to save vs hor
ror factor.
6. Enhanced Healing:
Heals one hit point or S.D.C. for
every point of the P.E. attribute every hour! For instance, a Titan
Juicer with P.E. 24 would heal 24 S.D.C. or hit points per hour,
+25% to save versus coma/death. Virtually impervious to pain,
as per the normal Juicer.
7. Low Life Span:
Titans tend to bum out even faster than
common Juicers ! The average life span of a Titan is 5 years and
2D6 months.
O.c.c.
Skills:
Radio: B asic (+5 %)
Wilderness Survival (+5 %)
Land Navigation (+5%)
Piloting (two of choice; + 1 0%)
Language (two of choice; + 1 0%)
W.P. Energy Rifle
W.P. Heavy or W.P. Heavy Energy Weapons
W.P. (one of choice)
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts (or As
sassin, if evil) at the cost of one "other" skill.
O.c.c.
Related Skills:
Select seven other skills. Plus select two
additional skills at level three, one at level six, one at level
nine, and one at level twelve. All new skills start at level one
proficiency.
Communications: Any
Domestic: Any
Electrical: Basic only.
Espionage: Intelligence, escape artist, detect ambush and de
tect concealment only (+5%).
Mechanical: Automotive only
Medical: None
Military: Any
Physical: Any except Acrobatics. Prowl has a penalty of -5% !
Pilot: Any
Pilot Related: Any, although the Titan may be too large for
most conventional vehicles.
Rogue: Any (-5% to Prowl)
Science: B asic Math only.
Technical: Any
W.P.: Any
Wilderness: Any.
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