The Other Guys
By Killer Cyborg
When Kevin Siembeida created the game of Rifts, he created a large variety of character classes to fill the game world. Each were, in their own way, exceptional. Each class had skills, powers, and/or equipment that the average person on Rifts Earth could only dream of. The closest thing to a normal person that Rifts gave us was the original Vagabond OCC, which represented an average person who became caught up in extraordinary times and who tried to rise to the occasion. They started with no Mega-Damage armor, a rusty pick-up truck for a vehicle, soap, and candy. They started with one weapon, but the choice was apparently left to the Game Master as to whether the weapon was Mega-Damage or a conventional weapon capable only of inflicting SDC/HP damage. Yet even Vagabonds were above average, because they were written to be used as Player Characters. With the release of Rifts Ultimate Edition, Vagabonds became more powerful, currently starting off with roughly the same equipment that made the standard PC classes so powerful and above-average. This is good news for the Vagabond, but it means that the average people of Rifts Earth are even less represented in the books than they were before.
Every great hero needs a great villain, and vice-versa. This is something that is easy for Game Masters to accomplish in their settings because all they have to do is to take any of the existing OCCs created for Player Characters and roll up a villain who is just as powerful as one of the PCs. He can even roll up a whole group of villains using the same method, assuming that he wants the villains to be just as powerful as the PCs' adventuring party. This technique, however, should not be used when creating the average Non-Player Character.
In order for a hero to be great, he needs more than just a powerful villain; he needs other, less powerful people to protect from the villain(s). He also needs less powerful villains who can be defeated without serious risk to the hero's life. For every powerful villain in every great movie, there are dozens of goons that the hero needs to get past before the main event. In Rifts, there have never been any detailed rules on making the thugs and victims that should flesh out the background of the game world. As a consequence, a number of Game Masters have acquired a tendency to fill every NPC slot with standard adventuring classes: Everybody who lives in the woods is a Wilderness Scout, every teacher in every small town is a Rogue Scholar, every doctor is a Body Fixer, and every gang member is a City Rat.
The problem with this is that by raising the standards of the ordinary people of Rifts Earth, the Player Characters suffer in comparison. When everybody is extraordinary, then nobody is. In a game designed for the PCs to be larger-than-life heroes, they often end up in a setting where the average bartender is just as tough as a first level PC (or tougher).
For this reason, I have created eight character classes that are designed to represent the more ordinary people of Rifts Earth, the non-adventurers. They might find conflict and strife, but it is not their nature to seek it out. Even the more combative classes here, such as the Raider and the Barbarian do not actively seek out adventure: they seek out prey, with as little risk as possible. These classes are not necessarily meant to be used for creating Player Characters, though they are designed to be used that way for players who enjoy a challenge.
Common traits for Non-Adventuring Occupational Character Classes:
-There are no racial restrictions.
-There are no alignment restrictions.
-There are no attribute restrictions.
-Base S.D.C. is 4d4.
-All non-adventuring classes use the Vagabond experience table.
It's not a great article, but I was more interested in making the classes than in elaborating at length on their necessity or the advantages of using them.
In this thread, I will post each of the non-adventuring OCCs that I have created, and probably come up with some more and post those as well.
Anybody else is welcome to post their own non-adventuring classes. I initially posted guidelines for doing so, but as I mentioned, accidentally deleted them. I will try to post new guidelines when possible. In the meantime, you can see the classes I have created, and try to get a feel for how I'd prefer anybody else's contributions to be.