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Base game

  • Rifts is a game where everyone is a Game-Breaker, and needs to be in order to survive the Nintendo Hard combat, but there's one O.C.C. that surpasses even the most broken Juicer or Crazy Hero. Glitter Boy. A character who gets a several million credit mech suit with around 700+ M.D.C. (Mega-Damage-Capacity). A normal character's armor has about 45-100 M.D.C. (To put this in perspective, 3 MD is enough to tear a car in half, and can kill a human several times over), and has a BFG that can inflict up to 100 M.D.C. or more in a single shot(again, for perspective, less than 20 MD will kill a modern-day main battle tank outright). A Glitter Boy can, with a little luck, survive a nuclear explosion, and takes half damage from laser attacks. What's the drawback for all this power? The character levels a little slowly, and they have to get out of their mech for a few minutes a day to prevent atrophynote . Oh, and pretty much everybody knows what you're capable of and will try to kill you first.
  • Magic users can be seriously broken as well; most notable the Ley Line Walker, who starts out with a huge amount of mana/sp, and some of the most powerful magic abilities in the game. And if one is lucky enough to roll good Psionic powers, One-Man Army time. A properly built LLW is capable of withstanding a direct nuke hit by 5th level, and dealing out almost as much damage. And that's before adding insane stuff from magic-heavy expansions like Worldbook: Atlantis.
  • No magic users will ever be without the most broken spell in the game, Carpet of Adhesion; a 3rd or 4th level spell that is ludicriously powerful, able to glue down and glue together literally ''anything', immobilizing most enemies and turning them to sitting ducks. (To make it worse, this spell is available to some of magic user classes at first level.)
  • The Dragon R.C.C. doesn't even pretend to play fair with the host of powerful abilities it grants right from the start plus a huge amount of physical might. All Dragons start with hundreds of M.D.C. and a fairly potent healing factor that gives them back at least a dozen or so M.D.C. points every few minutes. They also start with a ton of other extremely useful powers like innate magic, shapeshifting and flight, but that's just the stuff that comes standard. What really makes this class broken is that Dragons also have several subclasses that add things like elemental powers onto an already strong and versatile creature and oh, did with mention that they're also psychic too? Because they are. So what obscure world or sourcebook will players need to buy to unlock this magnificent beauty? The main rulebook. That's right, dragons are an available starting class in the base game right alongside the puny humans and cyborgs. Have fun.

Supplemental Material

  • One of the classic examples is the Godling RCC from "Conversion Book 2: Pantheons of the Megaverse". In that you can combine all the useful special abilities of three core classes, superhuman strength, endurance, and regeneration, a 100,000-year lifespan, and some nifty utility powers such as darkvision, seeing the invisible, etc., all for the price of... it's an allowable starting character class, actually.
  • Then there is the Cosmo Knight from the Phase World sourcebook, who not only is immensely powerful (they're designed to take on starships), but can be combined with just about any other race in the game.
    • Both the Godling and the Cosmo Knight were created by C.J. Carella, who is quite possibly the Biggest Munchkin Ever.
  • CJ Carella should have his own section, the man is/was a human Game Breaker. South America 2 has what is arguably the worst example of broken munchkinism. There is a psychic character class in there called the Gizmoteer. One of his powers is the ability to convert any energy weapon so that it runs on psychic energy instead of energy clips. The cost to recharge said weapon is equal to the weapon's payload. The very same book features a gun known as the Anti-Tank Rifle, a very high powered gun (like, about as much the Glitter Boy BFG mentioned above) designed for armies to give infantry troops a chance against tanks. The drawback of the weapon is that it drains the entire energy clip in one shot, giving the weapon a payload of one. How munchkins can combine these elements to their advantage is left as an exercise for the student.
  • And let's not get into the stuff you can come up with when you mix sourcebooks and even other Palladium RPGs. One horrific example is the Zentraedi Titan Juicer Murder-Wraith. For the uninitiated, that's a fifty-plus-foot giant zombie with thousands of MDC that can only be harmed by magic or silver weapons. Good luck getting a GM that will allow it to happen, but it's perfectly game-legal. Yet again, C.J Carella was responsible for Titan Juicers and Murder Wraiths.
  • Mind you, there's nothing wrong with the GM turning this on the players, either. One official adventure module invovled an army of Demonic mercenaries getting their hands on some Phase Beamers(guns that ignored all armor(but were stopped by force fields, which were very rare on Rifts' Earth outside of Magic)), and in the climatic battle, had the option of summoning a God into the fight. Guess who wrote the three books those elements came from?
  • We can't lay all the problems at Carella's feet, however. The Phoenixi from Rifts World Book 4: Africa is Kevin's fault. They have less MDC than say, a hatchling Dragon, but then they have ALL Elemental Fire magic(plus some portal magic even going to other dimensions), with more PPE at minimum than a Ley Line Walker does at maximum. He's also got an assload of Pyschic powers, with more ISP than a Mind Melter by the same levels. They can surround themselves in a prctective field of fire which allows them to fire blasts of fire. But their most amazing ability is their instant bio-regeneration: Once per twelve hours, they can instantly regenerate to full health all the way from negative MDC starving to death, and/or missing body parts.
  • The Rifter #3 offers what may very well be the most broken class to ever grace the pages of a Palladium RPG... the Spatial Mage O.C.C. magic character. Spatial Mages are powerful spellcasters that have the ability to create and shape a special pocket dimension using their own P.P.E. which can range in size from a small room to an entire city or country! Other Spatial Mages can even contribute their own P.P.E. to expand the dimension with the only drawback being that as "co-creators" they all share equal control over it, a small price considering the power and versatility having such a place provides. Any group of players with half decent imaginations will be able to think up all sorts of wonderful ways to break the game with just one of these bad boys... and oh, that isn't even getting into all of the special exclusive abilities and spells these guys have access to as well. But the real cherry on top of this OP sundae? Any race with magical ability can be a Spatial Mage, including the already game-breaking ones! Want to play as a magic, psychic, shapeshifting dimension-shaping dragon mage? Well now you can!
  • The Hatchling Hydra in the Rifts Conversion Book is another one allowed straight out of the gate for the setting, and enables you to play a creature with more extra attacks than Juicers get, on a high-powered Mega-Damage monster. It was said to be a favorite of early Munckins, who then had fewer options.

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