Jab's Rifts Builds (Rifts- A Final Summation!)

Where in all of your character write ups will go.
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squirrelly-sama
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Re: Jab's Rifts Builds (Psi-Slinger! Mining Borg! Gambler! Whores!)

Post by squirrelly-sama »

Am I the only one who immediately clicked to the last page on reading the new title?
Jabroniville
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Re: Jab's Rifts Builds (Psi-Slinger! Mining Borg! Gambler! Whores!)

Post by Jabroniville »

squirrelly-sama wrote: Wed Sep 04, 2019 2:28 am Am I the only one who immediately clicked to the last page on reading the new title?
SEX SELLS :)
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Goldar
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Re: Saloon Girl

Post by Goldar »

Jabroniville wrote: Wed Sep 04, 2019 1:32 am Image

SALOON GIRL O.C.C.
Role:
OH MY GOD THEY LITERALLY MADE A WHORE O.C.C.
PL 6 (70)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Deception 6 (+9, +11 Attractive)
Insight 5 (+7)
Expertise (Gossip) 8 (+8)
Expertise (Saloon Worker) 6 (+6)
Expertise (Singing & Dancing) 6 (+9)
Persuasion 4 (+6, +8 Attractive)
Vehicles 3 (+5)

Advantages:
Attractive, Equipment 4 (Guns, etc.), Ranged Attack 2

Equipment:
"Pistol" Blast 8 (16)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Gun +4 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +4


-Okay, so Saloon Girls aren't ALWAYS call girls; it says so right in the description for the O.C.C. But they mention that SOME are, and that these girls are largely here to provide assistance to the saloon keeper, dancing with guests, making sure folks are happy, talking with people, and keeping the drinks flowing. Basically they made a class out of being good-looking wait-staff. That said, they're quite skilled (being secret-keepers and secret-getters), and way more tough than you'd think (EVERY CLASS in this book gains a bonus to S.D.C.!), but don't even gain M.D.C. Armor.

True. Some went for the prospect of work/jobs. See The Harvey Girls 1946 starring Judy Garland. Although that was for a chain restaurant, not a saloon. But they also had Dance Hall Girls (Angela Lansbury). The Saloon was run by John Hodiak and Preston Foster. The Saloon tried to close the restaurant, but Judy was not having any of that! :o
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Lyn-Srial

Post by Jabroniville »

LYN-SRIAL R.C.C.: ST +2, STA +5, INT +1, AWA +2, PRE +3, Flight 4 (Winged), Extra Limbs 2, Protection 5, Regeneration 2, Regrow Limbs, Environment (Light), Extended Vision 3, Extended Hearing, "Magic" (Cloud of Ascension, Cloud Surfing, Aerial Navigation, Globe of Daylight) [46 + Magic]

-Looking like... Aztec Fantasy Monsters, the Lyn-Srial are instead part of the New West setting. Four-limbed, golden bird-people, they are given a HUGE amount of history by their writer, Chris Kornmann, who isn't listed elsewhere in the book, which indicates to me that these guys would have probably ended up a Rifter thing if that book was around then- they're fairly out of place in New West and have almost NOTHING to do with the rest of the classes, aside from living in the same general region, so the whole thing is a very "Special Snowflake" situation where someone created their own beloved Fantasy Race and was stuck putting it here after submitting it.

-The Lyn-Srial hail from another world that was destroyed in a cataclysm similar to that of Rifts Earth, and a good portion of them ended up here. Powerful M.D.C. creatures but with an oh-so-special kind of magic and a peace-oriented lifestyle, they're a Mary Suetopia that often teaches others the best way and such.
Last edited by Jabroniville on Thu Sep 05, 2019 9:28 am, edited 1 time in total.
Jabroniville
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Lyn-Srial

Post by Jabroniville »

Image

LYN-SRIAL SKY-KNIGHT O.C.C.
Role:
Heroic Aerial Knights
PL 8 (101)
STRENGTH
3 STAMINA 6 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 4

Skills:
Expertise (Survival) 4 (+7)
Expertise (Art) 5 (+6)
Expertise (Dance) 5 (+9)
Intimidation 3 (+7)
Perception 7 (+10)

Advantages:
Accurate Attack, Equipment (Mega-Damage Weapon +5), Ranged Attack 2

Powers:
Flight 4 (Winged) [4]
Extra Limbs 2 [2]
Protection 4 [4]
Regeneration 2 (Feats: Regrows Limbs) [3]
Environment 1 (Light) [2]
Senses 4 (Extended Vision 3, Extended Hearing) [4]

"Magic" (Cloud of Ascension, Cloud Surfing, Aerial Navigation, Globe of Daylight, Storm Rider Armor, All Clouds of War & Peace)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Weapon +5 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +10, Fortitude +7, Will +5

Complications:
Responsibility (Lyn-Srial Society)

Total: Abilities: 58 / Skills: 24--12 / Advantages: 4 / Powers: 19 / Defenses: 8 (101)

-Sky-Knights are defenders of the Lyn-Srial people. Shockingly, they have "Knight" in their O.C.C. name and don't have one of Siembieda's long-ass descriptions of knightly virtues. They represent the Lyn-Srial to others, and sometimes travel around, defending the party.
Last edited by Jabroniville on Fri Jan 06, 2023 4:44 am, edited 1 time in total.
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Cloudweavers

Post by Jabroniville »

LYN-SRIAL CLOUDWEAVER O.C.C.
Role:
Heroic Aerial Knights
PL 8 (96 + Magic)
STRENGTH
2 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 4

Skills:
Expertise (Survival) 4 (+7)
Expertise (Art) 5 (+6)
Expertise (Dance) 5 (+9)
Expertise (History) 5 (+8)
Insight 3 (+6)
Perception 2 (+5)
Treatment 6 (+9)

Advantages:
Accurate Attack, Equipment (Mega-Damage Weapon +5), Ranged Attack 2

Powers:
Flight 4 (Winged) [4]
Extra Limbs 2 [2]
Protection 4 [4]
Regeneration 2 (Feats: Regrows Limbs) [3]
Environment 1 (Light) [2]
Senses 4 (Extended Vision 3, Extended Hearing) [4]

"Magic" (All Clouds of Defense, Travel & Creation)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Weapon +5 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +9, Fortitude +6, Will +5

Complications:
Responsibility (Lyn-Srial Society)

Total: Abilities: 52 / Skills: 30--15 / Advantages: 4 / Powers: 19 / Defenses: 6 (96 + Magic)

-Cloudweavers are the Spellcasters of the Lyn-Srial, also called "Wise Ones", even though the Sky-Knights are just as smart.
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Cloud Magic

Post by Jabroniville »

CLOUD MAGIC:
* For some reason, and enormous chunk of Rifts New West is taken up by tons of magic spells for some Aztec-like bipedal bird-race. This is actually one of the more in-depth sections in the book.

Clouds of War:
"Cloud Blast" Blast 9
"Cloud Disc" Blast 7 (Knockback, Accurate)
"Clouds of Imprisonment" Snare/Concealment Attack/Force Field
"Cloud Lance" Blast 10
"Cloud Sword" Damage 9
"Cloud Whip" Damage 7
"Fiery Cloud" Cloud Damage & Affliction
"Poisonous Cloud" Cloud Affliction
"Rolling Thunder" Cloud Damage 10 (Sustained)
"Storm Cloud" Summon
"Storm Cloud Sword" Damage 10
"Wind Hammer" Damage 9
"Wind Spear" Blast 11

Clouds of Defense:
"Blinding Flash" Burst Dazzle
"Clouds of Light Deflection" Immunity (Lasers), Affects Others Dodge
"Cloud of Darkness" Concealment Attack/Affects Others
"Cloud Rider Armor" Armor 7
"Cloud Shield" Defenses +3
"Fog of War" Affliction (Unwilling to fight)
"Storm Rider Armor" Armor 7, Immunity (Lightning, Storms, Ley Line Energy)

Clouds of Peace:
"Cloud of Harmony" Cloud Area Affliction (Soothing)
"Cloud Haven" Move Object (People)
"Fog of Peace" Cloud Area Affliction (Doubt/Peace)
"Healing Rain" Environment
"Winds of Change" Affliction (Targer Rethinks Actions)
"Winds of Regret" Affliction (Drops Attacks)

Clouds of Travel:
"Blink of an Eye" Teleport (Eyesight Range)
"Cloud of Ascension" Levitation
"Cloud Portal" Teleport (Portal)
"Cloud of Speed" Speed 5 Affects Others
"Cloud Surfing" Flight 2 (Affects Others, Platform)
"Fly Like The Wind" Flight 6
"Portal to the Beyond" Teleport (Astral Plane, Lyn-Srial Capital)

Clouds of Survival:
"Aerial Navigation" Enhanced Skills
"Breath of Life" Healing (Resurrection)
"Calm Storms" Remove Weather
"Cloud of Healing" Healing (Restorative)
"Globe of Daylight" Environment (Light)
"Hunter's Instinct" Tracking, Survival Skills
"See the Invisible" Vision Counters Concealment
"See the Light" Infravision, Ultravision
"Tongues" Comprehend 2
"Warmth of the Sun" Environment (Heat)

Clouds of the Mind:
"Cloud of Insanity" Affliction
"Clouds of Truth" Lie Detection
"Mind Fog" Affliction
"Mind Over Matter" ST Boost
"Mist of Illusion" Affliction (Visual Perception)
"Spirit Mist" Reveals Astral & Hidden Beings
"Warrior's Mist" Morph (More Dangerous Form)

Clouds of Creation:
"Cloudweaving" Move Object (Water Vapor)
"Cloud Castles" Create (Innate)
"Create Cloud Figures" Create
"Create Water" Create
"Flying Chariot" Flight 7 (Affects Others)
"Food From the Heavens" Create Food
"Globe of Daylight" Environment (Light)
"Paint the Sky" Leave Colors in the Sky
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Keepers of the Desert

Post by Jabroniville »

Image

THE KEEPERS OF THE DESERT R.C.C.: ST +2, STA +2, Survival +8, Immunity 11 (Fire, Heat; Limited to Half), Immunity (Radiation), Detect Water- Ranged, "Random Powers", Environment 1 (Radiation) [23 + Random Powers]

-More hideous Dubisch art, this time featuring an emaciated, bony-looking man with a distended belly and a "stump" arm... but they're nice! Honest! The Keepers of the Desert are the descendants of a people afflicted with radiation years ago- fearful people from Salt Lake City, Utah threw them into the desert, where most died. The survivors gained powers in subsequent generations, turning them into guys with solid stats and randomized powers, which can give them Blast 9, MDC bodies, and all sorts of random things- ten in all.
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Mountain Giant

Post by Jabroniville »

Image

Just in case you forgot what decade this book was printed in.

MOUNTAIN GIANT R.C.C.: ST +6, STA +6, AGI +1, FIGHTING +2, INT -1, Infravision, Growth 2 (Innate), "Psionics" (See Aura & Invisibility, Nightvision, Impervious to Fire, Cold, Poison) [34 + Psionics]
-These 10-12 foot titans are given a "Mysterious Rifts Origin", suggesting they're genetically engineered to be savage warriors. They are said to value Dog Boys above all other sentients, and will attack nearly anyone else.
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Worm Wraith

Post by Jabroniville »

Image

Sometimes, ya just gotta stat up what art the artist gives ya.

WORM WRAITH: ST +7, STA +6, AGI +3, Protection 3, Summon Worms 1 (2 Minions), Low-Light Vision, Immunity (Poison, Disease, Heat, Cold), Immunity Fire (Half), Regeneration 1, "Psionics" (Empathy, Object Read, Sixth Sense, Mind-Block Auto-Defense, Communication- Wraiths & Alien Intelligences) [47 + Psionics]

-Hey look! Another "Mysterious Origin" creature whose only mission in life is to kill! Worm Wraiths are given very good, gross art by Dubisch, making them look like what they are- humanoids made up of writhing piles of worms. They are created by mysterious Alien Intelligences (yup- it's the '90s in Rifts, alright), and their only goal is the slaughter of sentient life- they are said to gather in groups of 20-30 for this purpose, silently cutting down everybody they encounter.
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Re: Jab's Rifts Builds (Psi-Slinger! Gambler! Whores! Lyn-Srial!)

Post by Jabroniville »

And that's it for the non-Bestiary-related New West builds! Next up... one of the longest Bestiaries in the entire line, as this book also features the majority of the Dinosaurs in Rifts until Dinosaur Swamp comes out, 8 variations of "Shockingly-Evil Super-Predator" and a few totally random "Because Perez & Dubisch drew it" stuff.
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HalloweenJack
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Re: Jab's Rifts Builds (Sky-Knights & Cloudweavers! Mountain Giants! Worm Wraith!)

Post by HalloweenJack »

These west world RIfts things make me wanna go watch Oblivion.
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Re: Jab's Rifts Builds (Sky-Knights & Cloudweavers! Mountain Giants! Worm Wraith!)

Post by Jabroniville »

HalloweenJack wrote: Sun Sep 08, 2019 10:04 pm These west world RIfts things make me wanna go watch Oblivion.
Is that the Tom Cruise movie or the TV show? I've never heard of either until I just checked.
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Phantasm

Post by Jabroniville »

Image

PHANTASM
Role:
Goofy Hoarder
PL 8 (71 + Magic/Psionics)
STRENGTH
-1 STAMINA 7 AGILITY 2
FIGHTING 3 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Deception 6 (+5)
Insight 4 (+5)
Expertise (Survival) 6 (+6)

Advantages:
None

Powers:
"Insanity Effect" Affliction 8 (Will; Dazed/Stunned/Transformed to Insane) (Feats: Reversible) (Extras: Perception-Ranged +2) [25]
Flight 2 (8 mph) (Flaws: Winged) [2]
"Pocket Dimension" Movement 1 (Dimensional Travel) [2]
"Magic Spells & Psionics" (a ton; not statting them out)

Offense:
Unarmed +3 (-1 Damage, DC 14)
Insanity -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +3 (DC 13), Toughness +7, Fortitude +7, Will +4

Complications:
Motivation (Hoarding)- Phantasms, like Dragons, are eager to add to their hoards. They love magic items most of all, but fear losing them so much that they never use them.

Total: Abilities: 26 / Skills: 16--8 / Advantages: 0 / Powers: 29 + Magic & Psionics / Defenses: 8 (71 + Magic/Psionics)

-You know there had to be more stuff about Insanity in this book, so here's the Phantasm- given appropriately wild art, this is a tiny creature whose specialty is hitting people with an Insanity Affliction (with "Insanity Table"-like choices for effects, like Phobia, Obsession, etc.), all to steal their gear. They otherwise act like nuisances, babbling incoherently and never giving a straight answer, possibly to goad their victims into attacking and leaving themselves vulnerable.
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JDRook
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Re: Phantasm

Post by JDRook »

Jabroniville wrote: Mon Sep 09, 2019 6:09 am Image
PHANTASM


It's like the lost love child of Tim the Enchanter and Bill the Cat.


TimtheEnchanter.jpg
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BilltheCat.jpg
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