Meefman's Rifts OCC Page!!!
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Ok this is where all the OCC's I have made up are, I only have a few, but send me some of yours and I'll post them here with credit to you! What do you have to lose?
ULTIMATE MARTIAL ARTIST OCC
The Ultimate Martial Artist are men, women, and others who have always enjoyed the challenge, thrill, or the enlightenment gained through fighting. They travel the megaverse seeking to study different styles
of fighting and to learn new moves to add to the others they already have. Many see fighting and practicing as a means of enlightenment, others as a means of making money, and others see it as a way of gaining power. The opinion varies from one Ultimate Martial Artist to the next. Some make a killing, (literally), in arenas for money. Others travel across many worlds seeking the ultimate form of martial arts or seek to make their own style of martial arts and see to it that it spreads. Ultimate Martial Artists are those who love to fight and do so as a way of life. Not all of them fight to hurt people, some fight merely in sport and others do so for recreation. Ultimate Martial Artists can be of any age, but they must train for at least 15 years in their chosen martial arts style to become an Ultimate Martial Artist. The training to become a U.M.A is extremely harsh and people mut be 12 years or older to start training or risk death or permanent crippling. Training consists of body hardening exercises, pain supression training, weight and strength training, and practicing martial arts moves. The Training lasts all day, (except time for eating ), but one hour at the end of the day is spent meditating. This goes on for nine years. To learn to harness ones own inner spirit and learn to use it while fighting one must master their body before they can master their own self, thus the first nine years go to working the body and the tenth year is spent soley on matters of the mind and spirit as they apply to combat. This is where they learn their special powers that they use to devestating effect on the battle field. After ten years, the apprentice challenges the master, if he beats his master or his master finds him to be skilled enough they are released into the world as a U.M.A. If they fail and are not skilled enough, 3 more years of training ensue at double intensity and the challenge is repeated. If he still fails 4 more years of grueling training ensue, also at double entensity. If they still fail, the master sighs and leaves and will never talk to his ex-apprentice again, the character is free to go, but will be seen as a failure and second or third rate U.M.A.
BONUSES: +3 PE, +4 PS, +3 PP, +10 SPD, add 1 attack per melee and 1 more additional attack at levels 3, 6, 9, 12, and 15. +4d6+10 PPE or CHI to their total depending on what their martial art style uses,
(PPE if their style doesn't specify). +2 to strike, +3 parry and dodge, +3 to roll, +5 to pull, +4 initiative, +3 on entangle and balance. Also get +2 ME.
PENALTIES: -4 PB and MA to minimums of 6 each. They also eat more
PPE: PE +2D6x10, add 1D8+4 per level
CHI: PE +2D6x10, and 1D8+4 per level (if their martial art gives a bonus to chi at 1st level or gives chi skills)
ISP: ME +1D3x10, add 1d6 per level, (only if character is psionic)
PSIONICS: Has a 40% chance of being psionic. If so, they may choose 4 powers from any category but super, these tend to be combat related. Treat as a minor psychic for psionic saves.
RACIAL RESTRICTIONS: Must be SDC prior to training
SPECIAL POWERS: Become MDC creatures, HP+SDC/2. Gain Supernatural strength and endurance. Also see Special Fighting Powers.
SPECIAL FIGHTING POWERS: In addition to the maneuvers the characters martial arts style provides, they gain auto-dodge, auto-parry, and circular parry. They may select 4 of the below powers at character creation and can choose an additional power listed below every other level above the first. Players may create their own powers, but the GM must approve them. The Cost that is listed is how much PPE/CHI must be spent to use it, EVERY time you use it.
DRAGON PUNCH - This is an uppercut that deals damage as a power punch, (takes two attacks), and also does an extra 5 points of MD per 10 PPE/CHI spent. Cost: 15 PPE or CHI.
FURY BLAST - This attack sends a blast of CHI/PPE that travels up to 50 feet, +1 feet per PE point. It deals 1D6 MD, plus 1D6 more per 10 CHI/PPE spent. Cost: 20 PPE or CHI.
PEGASUS WIND - This move allows the U.M.A. to fly at a MPH equal to their Speed attribute. Maximum altitude is PEx10 in feet. If the U.M.A. uses this in combat they can jump up and do a leap kick, which deals x4 damage instead of x2 damage. Cost: 10 per hour, or 1 per minute for trips under 15 minutes long, or when
used in combat.
FAST BLASTER - This move allows the character to use Fury Blast or any other projectile shooting move more than once in an action. One extra blast per 2 levels. The extra blasts are paid for using the move's
regular cost. MUST pay for EACH blast. Cost: 20 PPE or CHI.
SUN SHOT - This move allows the U.M.A. to shoot projectile blasts such as Fury Blast at incredible speeds. The U.M.A. gets a +4 initiative if using projectile blast moves. Inflicts a -1 dodge penalty at 1,3,5,7,9,11 levels, penalty is cumulative, 11th level the penalty is -6 to dodge! Cost: 20 PPE or CHI.
UNIVERSAL POWER FLOW: This move allows the U.M.A. to gain 30 PPE or CHI per melee! The max is usual max PPE/CHIx3. Can hold this extra power for 1 hour per PE point. No other actions can be taken while using this move. Great for making humongous Fury Blasts!!! :) Cost: 20 to activate, duration is however long the U.M.A. wants.
TIGER STRENGTH: This move allows the U.M.A. to increase their PS by +1 per 10 PPE/CHI spent after paying the cost. Lasts 1 minute per 2 PE points user has. Cost: 10 PPE or CHI.
FLOW AS WATER: This move allows the user to increase their PP by +1 per 20 PPE or CHI spent after the cost. Lasts 1 min per 2 PE user has. Cost: 20 PPE or CHI.
WIND RUSH - This move allows the user to boost Spd by +1 per 10 PPE/CHI spent after the cost. Lasts 1 min per PE point user has. Cost: 20 PPE or CHI.
STONE FLESH - This move allows the user to boost PE by +1 per 10 PPE/CHI spent after the cost. Lasts 1 min per unboosted PE point user has. Cost: 10 PPE/CHI
MUTABLE BLAST - This is exactly like Fury Blast, only the user decides what the blast is made of energy, chi, magic (PPE), fire, kinetic force, cold, electricity, etc. COST: 30 PPE or CHI.
EARTH MIGHT VENGEANCE - This move allows the user to knock down an opponent when he uses any of the other moves that is an attack, like Dragon Punch or Fury Blast. Knock downed opponents lose one attack and are considered to have -2 initiative for rest of that melee or next melee if target was knocked down at end of melee. Cost: None, constantly on.
CELESTIAL ATTACK - This move adds +2 damage on all the dice rolled for the other moves, Dragon Punch, Fury Blast, etc. This makes any blasts the user shoots extremely dangerous. Cost: 10 per move, this move can be used simultaneously with other moves. If used with Fast Blaster move the cost must be paid per blast!
FLURRY PUNCH - This move allows the user to throw out punches at incredible speeds and land more punches. One punch hits +1 punch per 20 PPE or CHI spent after the cost. Inflicts -3 to dodge, can only be used once per melee. Cost: 40 PPE or CHI.
TORNADO KICK - This move is the same as Flurry Punch only it is kicks that are used. Same system as above.
REFLECT - This move allows the user to reflect blasts such as Fury Blast and Mutable Blast back at the attacker. The user rolls a parry at -3 and if successful may make an attack roll to see if the blast is reflected back at the attacker. The original attacker may dodge if they want to or use Reflect themselves. This move may also be used against energy weapons and spells such as fire bolt or energy bolt, but it costs 2 times as much. Using this move doesn't cost an action to use. Cost: 10 to parry a blast move, 20 for all others.
DEATH STRIKE - The U.M.A. can summon all of his physical, spiritual, and mystical energy to inflict a terrible death blow. The attack must be made with bare hands or feet and always strikes. It inflicts 2D4x100 MDC to MDC creatures and 2D4x100 SDC to SDC creatures. If the target survives the attack they are temporarily paralyzed and knocked senseless for 2D4 minutes. When the duration elapses, the target is still weakened: 1/2 attacks, combat bonuses, spd, and PS. for 1D6x10 minutes. This move can only be used one
time per day. The U.M.A. is also paralyzed and knocked senseless for 1D4 minutes. After that he somewhat recovers - 1 attack per melee, no combat maneuvers except dodge, parry, and attacks can be made, all bonuses are gone and the U.M.A. can not use any other moves for the next 12 hours. May
not perform skills, this condition lasts 10 minutes. After the 10 minutes elapses they have half attacks, bonuses, and skill % for the next six hours.
OCC SKILLS: Cook, Detect Ambush +10%, Wilderness Survival +5%, First Aid, H2H Martial Arts, a specific form can be chosen, 7 physical skills of choice +20% where applicable, Prowl +10%, Lore: Demons and Monsters +5%, 2 WP of Choice, one must be ancient though, and Land Navigation +15%
OTHER OCC RELATED SKILLS: Select 4 other skills. Select an additional skill at levels 2,4,6,9, and 11. At the cost of 2 other skills can select another martial arts form, 3 forms is the max total and the forms bonuses are seperate and CANNOT be used together as one form (except Hwarang Do and Moo Gi Gong which are designed to work together)
Communications: Radio Basic or Scramblers, and
Surveillance Systems only
Domestic: Any but Dance
Electrical: Basic Electronics only
Espionage: Any but Sniper and Disguise +5%
Mechanical: Automotive Mechanics only
Medical: First Aid only +5%
Military: Demolitions only
Physical: Any +10%
Pilot Skills: Automotive, Hovercraft, or Horsemanship only
Pilot Related: Navigation and Weapon Systems only
Rogue: Any but Computer Hacking
Science: Mathematics Basic only
Technical: Any but Computer Programming
Weapon Proficiencies: Any
Wilderness: Any
SECONDARY SKILLS: Select 2, restrictions listed above still count.
STARTING GEAR: Starts with a set of regular clothing, 2 sets of training/fighting clothes- usually a martial arts gi, Knapsack, Back Pack, 1D4 small sacks, 3 wooden stakes, silver mallet, canteen, compass, binoculars, preserved rations for a month, gas mask, a few books on their martial arts style, and a few personal items. Weapons include 1 ancient weapon made of silver and one of their choice - non-magical though. If its an energy weapon they have 2 extra E-clips. They also have 2 knives and an SDC firearm for hunting food.
MONEY: 3D6x100 in tradable goods, not illegal goods though.
CYBERNETICS: Starts with none and will never get any if they can help it.
EXP TABLE: Use the Dragon exp table or if you think this OCC is really powerful use the Vampire table instead
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