Rifts Earth 4e Saga
The Crazy Hero
Good? Bad? I’m the guy with the gun. Have you heard the one about the man from Nantucket? Perhaps you are more of a 2 guys and a bar sort… Well let me tell you a little story about my Uncle Florentino, see when I was young, Uncle Flo used to take me snipe hunting. One time we actually caught one in our netting, so he shot himself! Are you paying attention? I don’t care! My goodness that is a lovely tree. The way the bark wraps around it so, so, so, so, entirely? Who took my eggs! Damn you to hell Norma, how dare you come here after what you have done, I swear I will see you hanged for this. Excuse me while I go write a strongly worded letter to my liaison officer. I just can’t believe the quality of service in this establishment, if your father were still alive to see the way you have run his business into the ground well I swear, only the cows are to blame for the economy of Chi-Town—Don’t sass me boy, I’l take you out back and talk to you with my belt!
GAME RULE INFORMATION
Abilities: Dexterity and Wisdom are primary, Constitution is secondary but also important.
Alignment: Any, tends towards chaos.
Armor and Weapon Proficiencies: Fibre, Plastic and Carbon armors. All Simple weapons and any 2 other weapons from any category.
Starting P.P.E. Base: 3D6
Starting Skills: Acrobatics & Insight. Choose 4 more from any.
Hit Points and Healing Surges: 24+Con starting, 6+Con each level, 8+Con surges.
Starting Bonuses: +1 Str, +2 Con, +3 Dex, -2 Int, +1 Speed, +2 Acrobatics, +2 Insight, +4 Perception, +8 HP at levels 1,11 and 21.
Starting Feats: Starts with Die-Hard and Duck and Cover; Crazies also gain Bonus Talents at levels 5,9,13,17,21,25 and 29.
Enhanced Super Senses
Nanotech implants inside the brain stimulate certain areas to maximize the physical potential of the Crazy Hero. Nearly a match for the Juicers, the Crazies are the recipients of M.O.M. (Mind of Matter) Implants. The implants can be done ‘visibly’ as to stick out of the head of the Crazy as big metal cylinders, or they can be hidden away under the skin of the scalp. Most Crazy Heroes tend to like them showing, so that everyone can see why they are so special, but there must be some that wish to remain low key—for as long as possible.
- Enhanced Strength and Endurance. Starting bonus to Str and Con. Once per day, a Crazy may take 20 on any Strength or Constitution related check as a free action, even if distracted of rushed. Completely functional on only 4 hours of rest per day, and can operate up to 72 hours without rest at full efficiency.
- Increased Speed. Starting bonus to Dex and Speed. With a successful Acrobatics vs. Reflex check, a Crazy can move through any threatened square, and do it with panache—yeah we are talking flips and cartwheels. Each additional check in a round lowers your Acrobatics bonus by 3.
- Enhanced Senses. All things are possible when manipulating the human brain. Starting bonus to Perception. The crazy may never be caught flat-footed or surprised, like the Juicer, and once per day, gains a +4 to any one attack directed at AC or Reflex. You may decide to add this bonus even after damage has been rolled against you.
- Vision: Recognize a face or read a small sign (if literate) from two miles away;
- Hearing: Can hear a twig snap under a boot up to 300 feet away.
- Smell: Recognize any odor you have smelled before, recognize people by scent, etc.
- Taste: Save at +5 to recognize poison or tampering with food or drink, before it can harm you.
- Touch: Notice very slight differences in textures, +2 bonus to any roll where a delicate touch is beneficial.
- Vision: Recognize a face or read a small sign (if literate) from two miles away;
- Enhanced Healing and Bio-Regeneration. Crazies heal at twice the rate of normal people, and during a short rest, can completely restore their number of healing surges by concentrating for a few minutes.
Didn’t you know all therapists are insane?
The Crazy, although at some level completely psychotic, is also tremendously insightful. They can diagnose and recognize insanity in any non-Crazy with a simple Insight vs. Fortitude check. Often they are able to tell if someone is being truthful as well. Interrogations by Crazies are very successful. An Insight vs Will attack can often tell when someone is lying, if they have hidden motives, or if they are leaving something important out of their story. There are some occasions however when this is not effective, but the Crazy doesn’t believe his power can fail.
The Crazy project started out trying to find ways of curing disease and extending life, but once it was discovered how humans with M.O.M. implants became stronger, faster, and gained psionic ability, the research went completely in the direction of augmentation. A Crazy Hero starts with the psionic ability feat, is trained in Psi-Craft, knows the psionic cantrips, and may select 2 At-Will and 1 Encounter Major Psionic Power.
At first, things are fine. But as time progresses, more things are going out of order in the psyche of the Crazy. At creation, choose or randomly determine a major insanity (frenzy and trigger, power by association, or multiple personalities and trigger). As time progresses, phobias, neurosis, disorders, psychosis and more arise. Bring your role-playing hat.
Bonus Feats: a Crazy can select any feat as a bonus feat that is not specifically denied to them because of class or race, as long as they meet the requirements. The only exceptions are the Power Armor & Robot feats, as Crazy Heroes would rather rely on their own abilities than ‘some machine’.
Starting Equipment: Casual clothes, fancy clothes, black clothes, nice boots with knife holster and survival knife, two archaic weapons (vibro-sword, axe, ballistic weapons etc), a laser or ion pistol, a laser or ion rifle, a suit or armor you are proficient in, box of latex gloves, backpack, utility belt, sunglasses, canteen, compass, cell phone, 6 extra e-clips, some odds and ends that only a lunatic would carry around and some personal items.
Rifts Crazy Talent Trees
Physically Enhanced Tree
|Just a Scratch||Crazy, trained in endurance||Once per encounter you can reduce the damage received from an attack that targeted your AC or Reflex defense, by an amount equal to your Fortitude defense.|
|Tard Strength||Crazy||Your MOM implant can directly stimulate your muscles in combat to make you hit harder. You can now double your Str bonus for melee and unarmed attacks.|
|Omnipresent Timing||Crazy||Once per encounter as an immediate reaction, you can spend an action point to gain a +10 bonus to any skill, attack, or damage roll you have just made. This bonus increases to +15 at level 11, and +20 at level 21. This talent ignores the limitations on spending one action point per encounter.|
Look at the Big Brain on Brad Tree
|Crazy eyes!||Crazy||As a minor action, you can deny an opponent within 10 squares, who can see you, all bonuses to attack rolls. They cannot receive the aid another action, and this effect lasts until the start of your next turn.|
|Savant||Crazy||Once per day, you can perform a skill which you are not trained in, with a +15 bonus.|
|That seems, reasonable?||Crazy||Once per day, you can take 20 on a bluff, diplomacy or intimidate check against a target who can hear and understand you.|
|Turn That Frown Upside-Down!||Crazy||Whenever you roll a natural 1 on a D20 for an attack roll you gain an Action Point.|
|Turn Negative to Positive||Crazy, Turn That Frown Upside-Down!||Once per day, when you roll a natural 1 on a d20 treat the roll as if you had rolled a natural 20.|
There are Benefits to Losing Your Mind Tree
|Get That Guy Away From Me||Crazy||When you flank an opponent to provide Combat Advantage, your allies gain an additional +4 to attack rolls.|
|Giant Rabbit in a Man Suit||Crazy||Once per encounter as a movement action you may shift up to twice your speed by literally hopping from spot to spot. This movement does not provoke attacks of opportunity.|
|Imaginary Friend||Crazy||Once per encounter as a free action, you may gain combat advantage over an enemy because your imaginary friend has them in a flank. Your imaginary friend has no other effect on anyone than you.|
|Meet Harvey||Imaginary Friend||Once per encounter as a free action, grant an ally combat advantage over an enemy because your imaginary friend has helped them flank.|
|Harvey, I’d Like You to Meet My Mother||Imaginary Friend||Make an Insight vs Fortitude attack against a target within 10, if successful they become Dazed, and all allies gain combat advantage against them until the end of their next turn.|