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

Where in all of your character write ups will go.
Jabroniville
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Re: Jab's Rifts Builds (Dragon & Splugorth Juicers! Burster! Mind Melter! Crazy!)

Post by Jabroniville »

ah, "Deevil"- the stupidest name I've ever heard for anything. It's SO bad. I can't take a book seriously when it repeatedly uses that word :).

All the World Books are a bit odd that way- they basically toss out a bunch of stuff, cities and OCCs... and then leave the project entirely. South America (I only have the second book) doesn't matter anywhere else. Rifts Japan exists in a vacuum- I don't think anyone else ever involved it. Only Triax had a Sequel Book to explain more things (ie. beef up the technology to the new baseline).

I wonder if it's KS's legendary "one project to the next!" mentality, or a deliberate attempt to just create some potentially interesting gameworlds, then leave them up in the air for the fans to figure out.
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Re: Jab's Rifts Builds (Dragon & Splugorth Juicers! Burster! Mind Melter! Crazy!)

Post by Batgirl III »

Dimension Book 2: Phase World got a couple of follow-up books, but for the most part they just add more stuff covered in the same one or two pages of scant detail, rather than expand on anything we already had been introduced to.

Other than the Phase World sub-setting, Rifts is pretty much just focused on North America, generally, and the Mid-West region specifically. Which isn't all bad, as it gives Game Masters a solid footing in something and someplace that is more or less familiar (let's face it, this is primarily American hobby, certainly in the early days) with plenty of blank spaces on the map to scribble in "Here Be Dragons." But if the GM does want to venture further afield or into a more exotic locale, then at least there's something for you to use as a foundation...

I mean, let's face it, most RPG lines set in "our world" give you a book about New York City (or Seattle or Chicago), a book about the rest of the U.S. combined, and might mention other continents and countries. If an RPG line is really popular overseas and a local distributor/translator gets permission to write a few new books, then you might get a book about Germany or Britain or Wherever. But that's about it.
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Re: Jab's Rifts Builds (Dragon & Splugorth Juicers! Burster! Mind Melter! Crazy!)

Post by catsi563 »

Jabroniville wrote: Fri Jun 29, 2018 8:50 pm ah, "Deevil"- the stupidest name I've ever heard for anything. It's SO bad. I can't take a book seriously when it repeatedly uses that word :).

All the World Books are a bit odd that way- they basically toss out a bunch of stuff, cities and OCCs... and then leave the project entirely. South America (I only have the second book) doesn't matter anywhere else. Rifts Japan exists in a vacuum- I don't think anyone else ever involved it. Only Triax had a Sequel Book to explain more things (ie. beef up the technology to the new baseline).

I wonder if it's KS's legendary "one project to the next!" mentality, or a deliberate attempt to just create some potentially interesting gameworlds, then leave them up in the air for the fans to figure out.
My understanding is that it was a bit of a concession to some of the religious nuts and a bit of a middle finger to them as well. basically part of the story as I understand it was that he and Palladium had gotten some flack from the religious right about the usual nonsense, in Rifts Nightbane, and BTS, and others. Naturally the same that other rpgs got but Kevin apparently took it a bit personal and had some warnings and we don't condones put into the books.

Plus he didnt want to compete with D&Ds fantasy devils since Paladium Fantasy is where the Deevil and Demons were primarily used.
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Re: Jab's Rifts Builds (Dragon & Splugorth Juicers! Burster! Mind Melter! Crazy!)

Post by Jabroniville »

I got the impression that KS & Co. were always afraid of the "Satanic Panic"-type stuff returning, which is why EVERY Palladium book includes a gigantic "WE DO NOT CONDONE THIS!" disclaimer on the inside cover, going all the way up to modern-day times. The effects of that whole moral panic were being felt heavily by 1990-ish, justifying it then, but they still keep it going. Even D&D barely cares any more.
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Line Walker

Post by Jabroniville »

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LINE WALKER O.C.C.
Role:
Elite Mage
PL 8 (170), PL 9 (170) w/ Armor/Force Field
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+7)
Deception 2 (+5)
Expertise (Magic) 8 (+11)
Expertise (Demon Lore) 4 (+7)
Insight 3 (+6)
Investigation 3 (+5)
Perception 5 (+8)
Persuasion 3 (+6)
Stealth 2 (+5)

Advantages:
Equipment 6 (Gear), Ranged Attack 3, Ritualist

Powers:
"Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense) [7]
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]

"Line Drifting" Flight 1 (Flaws: Limited to Within Ley Lines) [1]
"Ley Line Observation Ball" Remote Sensing 1 (Vision) [2]

"Magic Net" Snare 7 (21) -- [31]
  • AE: "Ley Line Phasing" Teleport 10 (Extras: Extended, Accurate) (Flaws: Limited to Along Ley Lines, Source- 15-60 Second Ritual -1/2, Unreliable- 4/hour -1/2) (20)
  • AE: "Ley Line Transmission" Communication (Mental) 3 (Flaws: Limited to Along Ley Lines, Limited to Sending) (6)
  • AE: "Read Ley Lines" Remote Sensing (Touch) 12 (Flaws: Limited to Natural Disasters, Limited to Along Ley Lines) (4)
  • AE: "Ley Line Rejuvenation" Healing 6 (Flaws: Limited to Self, Limited to Within Ley Lines) (3)
  • AE: "Blinding Flash" Dazzle Visuals 8 (15ft. Burst) (20)
  • AE: "See Aura" Senses 11 (Detect Fighting Capability- Analytical & Ranged, Detect Magic- Ranged, Detect Psionics- Ranged & Acute, Detect Possession- Ranged) (11)
  • AE: "Befuddle" Affliction 8 (Will; Dazed & Vulnerable/Stunned & Defenseless) (Ranged, Extra Condition, Limited Degree) (16)
  • AE: "Turn Dead" Mind Control 8 (Burst, Ranged Only, Limited to Animated Undead) (16)
  • AE: "Fear" Affliction 8 (Will; Dazed/Compelled/Controlled) (Ranged, Fear Only) (8)
  • AE: "Energy Bolt" Blast 6 (12)
"Seal" Transform 2 (Entrance to Unopenable Entrance, Continuous) [10]
"Invisibility: Simple" Concealment 2 (Vision) (Standard Action -2) [2]
"Energy Field" Force Field 5 (Extras: Affects Others 6) (Flaws: Limited to 5 Minutes) (Standard Action -2) [4]
"See the Invisible" Senses 4 (Vision Counters Concealment) (Standard Action -2) [2]
"Armor of Ithan" Protection 4 (Extras: Impervious 5) & Immunity 20 (Magic, Fire, Lightning) (Half-Effect) (Standard Action -2, Lasts 1 Hour -1) [16]

"Wing Board" (Flaws: Easily Removable) [4]
Flight 6 (120 mph) (Flaws: Limited to Along Ley Lines) (6 points)

Equipment:
"Light Body Armor" Protection 4 (Extras: Impervious 3) (7)
"Energy Rifle" Blast 7 (Multiattack) (21)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Gun +7 (+7 Ranged Damage, DC 22)
Magical Afflictions +7 (+8 Ranged Affliction, DC 18)
Blinding Flash +6 Area (+6 Affliction, DC 16)
Energy Bolt +7 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3 (+7 Armor, +12 Armor of Ithan/Force Field), Fortitude +4, Will +8

Complications:
Enemy (The Coalition)- The CS actively hate Magic, and will kill any sorcerers they can find.
Power Loss (Magic)- Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.

Total: Abilities: 50 / Skills: 36--18 / Advantages: 10 / Powers: 84 / Defenses: 9 (170)

-Our "Generic" Spellcaster class, the Line Walker is named for the Ley Lines that encircle Rifts Earth. The Walkers seek them out, can feel and "touch" them, and spend years perfecting their knowledge of magic. For some reason, they're almost always depicted with these cool, futuristic "Gas Mask" things on their faces, though I can't find an explanation for them in the books. But it really makes them a stand-out class beyond "Guy In Robes", which would look hopelessly plain in this world. Line Walkers are mystically attuned to the Ley Lines which surround Rifts Earth, and has a lot of powers that revolve around just those things (I would guess that GMs are expected to use those a lot, particularly if one of these guys is in the party).

-Like the Mystic, their damage-dealing power isn't the greatest at first. However, they are allowed to gain spells as a CLASS FEATURE, simply going around and learning them from willing teachers. The Line Walker can hit PL 8 with his Afflictions, and even ramp up his durability to PL 9 with either the Armor of Ithan or a Force Field in this model. Otherwise, they're relegated to "support" like a lot of the Non-Combat Classes. Still, the sheer versatility of these guys is not to be underestimated- with TWELVE baseline spells (three each from Levels 1-4), plus some Ley Line abilities, these guys are spending a ton of points on powers, and any of them could greatly boost your squad's tactical capabilities.
Last edited by Jabroniville on Fri Apr 12, 2019 8:07 am, edited 2 times in total.
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Re: Jab's Rifts Builds (Dragon & Splugorth Juicers! Burster! Mind Melter! Crazy!)

Post by Batgirl III »

Jabroniville wrote: Sat Jun 30, 2018 8:40 am I got the impression that KS & Co. were always afraid of the "Satanic Panic"-type stuff returning, which is why EVERY Palladium book includes a gigantic "WE DO NOT CONDONE THIS!" disclaimer on the inside cover, going all the way up to modern-day times. The effects of that whole moral panic were being felt heavily by 1990-ish, justifying it then, but they still keep it going. Even D&D barely cares any more.
D&D5e books actually carry disclaimers... and they’re jokes. Like, literally. They’re intentionally written as humorous bits. A few of my favorites:

Monster Manual
Disclaimer: Any similarities between monsters depicted in this book and monsters that actually exist are purely coincidental. That goes double for mind flayers, which absolutely, utterly, and completely do not exist, nor do they secretly run the D&D team. Do we really need a disclaimer to tell you that? You shouldn't use your brain to consider such irrational thoughts. They only make the mind cluttered, confused, and unpleasantly chewy. A good brain is nice, tender, and barely used. Go ahead, put down this book and watch some reality TV or Internet cat videos. They're really funny these days. You won't regret it. We say this only because we love you and your juicy, succulent gamer brain.

Elemental Evil Player’s Companion
Disclaimer: For safe utilization of elemental magic, remember the following guidelines. You can drink water but not fire. You can breathe air but not earth. You can walk on earth but not on water (unless you have the right pair of boots or spell). You can do a lot of things with fire, but almost all of them are bad ideas.

Players’ Handbook
Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, "Are you really sure?"
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Shifter

Post by Jabroniville »

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Oh, this'll end well.

SHIFTER O.C.C.
Role:
Summoner
PL 8 (205)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+7)
Deception 2 (+5)
Expertise (Magic) 8 (+11)
Expertise (Demon Lore) 4 (+7)
Insight 3 (+6)
Investigation 3 (+5)
Perception 5 (+8)
Persuasion 3 (+6)
Stealth 2 (+5)

Advantages:
Equipment 6 (Gear), Ranged Attack 3, Ritualist

Powers:
"Familiar Link"
Senses 1 (Mental Link- Familiar) [1]
Mind Control 8 (Flaws: Limited to One Creature Only -2, Side-Effect- Feels Pain of Familiar, Cannot Gain Another For 1 Year If Familiar Dies) [4]

"Link to the Supernatural!"
Senses 1 (Communication Link- Supernatural Being) [1]
Enhanced Stamina 1 [2]
Enhanced Will 2 (Flaws: Limited to vs. Psionics or Supernatural) [1]
(plus 6 additional spells)

"Anti-Magic Cloud" Nullify Magic 6 (Extras: Ranged, Area- 30ft. Cloud +2, Sustained, Broad, Simultaneous) (42) (*) -- [49]
  • AE: "Fire Ball" Blast 8 (16) (*)
  • AE: "Life Drain" Weaken Toughness 8 (Reach 5) & Affliction 8 (Fort; Impaired/Disabled) (Limited Degree, Reach 5) (22) (*)
  • AE: "Exorcism" Nullify Possession 8 (Reach 2) (10) (*)
  • AE: "Mystic Portal" Movement 1 (Permeate) & Teleport 5 (Easy, Accurate, Portal +2, Extended +2) (42) (*)
  • AE: "Turn Dead" Mind Control 8 (Burst, Ranged Only, Limited to Animated Undead) (16)
  • AE: "Call Lightning" Damage 8 (Ranged 2, Line) (18)
  • AE: "Constrain Being" Mind Control 8 (Flaws: Ranged, Limited to Simple Commands, Limited to When Not Being Struck) (8)
  • AE: "Trance" Affliction 8 (Will; Entranced/Compelled/Transformed to Mindless Trancelike State) (Reach 2) (10)
  • AE: "Dimensional Rift Home" Movement 1 (Dimensional Travel- Home Dimension) (2)
(*): Indicates Spell Given From Link to the Supernatural

"Sense Magic" Senses 3 (Magical Awareness- Ranged, Acute) (Standard Action -2) [1]
"Impervious To Energy" Immunity 20 (Energy Damage) (Flaws: Limited to 10 Minutes) (Standard Action -2) [8] (*)
"Concealment" Concealment 2 (Visuals) (Affects Others, Ranged, Objects Only) (Standard Action -2) [8]
"Chameleon" Concealment 2 (Visuals) (Affects Others, Blending) (Standard Action -2) [1]
"Shadow Meld" Concealment 4 (Vision) (Flaws: Requires Shadows) (Standard Action -2) [2]
"Time Slip" Speed 4 & Quickness 4 (Standard Action -2) [6]

"Summon & Control Canines" Summon 4 (Active, Controlled, Horde, 1-4 Minions- Uncontrolled, Variable 1- Canines) (32) -- [33]
  • AE: "Summon Lesser Being" Summon 8 (Controlled, Heroic, Continuous, Requires Ritual) (32)
Equipment:
"Light Body Armor" Protection 4 (Extras: Impervious 3) (7)
"Energy Rifle" Blast 7 (Multiattack) (21)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Gun +7 (+7 Ranged Damage, DC 22)
Call Lightning +8 Area (+8 Damage, DC 23)
Fireball +7 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Enemy (The Coalition)- The CS actively hate Magic, and will kill any sorcerers they can find.
Power Loss (Magic)- Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.

Total: Abilities: 50 / Skills: 36--18 / Advantages: 10 / Powers: 118 / Defenses: 9 (205)

-A Shifter is a specific kind of Wizard- one gaining a TON of basline powers, and sporting the highest-level ones of the three classes! He actually matches the Line Walker pretty well, though most of his spells are chosen ahead of time, and must be built via learning them, the way Walkers do. Shifters are more focused around opening and travelling through Rifts- they are said to enjoy teleporting through them, because they can always find their way home. This seems COMPLETELY SUICIDAL in a world as dangerous as this one, but the game's already a bit nuts.

-A key ability is their "Link to the Supernatural", in which the manual explicitly lays out how an otherworldly force will connive and fool the Shifter into doing their bidding, before inevitably turning on them or teleporting into the Shifter's world and laying waste to it. So it's either a class for people who wanna see that happen, or for people who think they can one-up the creature, given how the class description even points out that you're supposed to be fooled by them.
Last edited by Jabroniville on Fri Apr 12, 2019 9:04 am, edited 3 times in total.
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Techno-Wizard

Post by Jabroniville »

ImageImage

Jesus, the difference between Chuck Walton & Kevin Long...

TECHNO-WIZARD O.C.C.
Role:
Mage/Gadgeteer
PL 7 (133)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+5)
Deception 2 (+4)
Expertise (Magic) 5 (+7)
Insight 3 (+5)
Investigation 2 (+4)
Perception 3 (+5)
Persuasion 2 (+4)
Stealth 2 (+5)
Technology 9 (+11)

Advantages:
Equipment 6 (Gear), Inventor, Ranged Attack 3, Ritualist

Powers:
"Techno-Wizards" Features 1: May Combined Inventor & Ritualist Advantages [1]

"Blinding Flash" Dazzle Visuals 6 (15ft. Burst) (15) -- [24]
  • AE: "Telemechanics" Technology Skill 6 (Requires Item), Comprehend 2 (Machines) (6)
  • AE: "Total Recall" Eidetic Memory (1)
  • AE: "Speed Reading" Quickness 6 (Limited to Reading) (3)
  • AE: "Fuel Flame" Features 2: Doubles Existing Fire (2)
  • AE: "Ignite Flame" Features 2: Ignites Anything (2)
  • AE: "Globe of Daylight" Environment (Light) 2 (4)
  • AE: "Fire Bolt" Blast 6 (12)
  • AE: "Call Lightning" Damage 6 (Ranged 2, Line) (14)
  • AE: "Energy Bolt" Blast 5 (typically only to +6) (10)
"Impervious To Energy" Immunity 20 (Energy Damage) (Flaws: Limited to 10 Minutes) (Standard Action -2) [8]
"Mind Block" Immunity 10 (Mental Powers) (Flaws: Limited to Mental Intrusion, Limited to 10 Minutes, Side-Effect- Cannot Use Other Psionics) (Standard Action -2) [1]
"Telekinesis" Move Object 1, Enhanced Fighting 2, Dodge +2 (Standard Action -2) [6]
"Energy Field" Force Field 4 (Affects Others) (Standard Action -2) [8]

"Wing Board" (Flaws: Easily Removable) [4]
Flight 6 (120 mph) (Flaws: Limited to Along Ley Lines) (6 points)

Equipment:
"Light Body Armor" Protection 4 (Extras: Impervious 3) (7)
"Energy Rifle" Blast 7 (Multiattack) (21)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Gun +7 (+7 Ranged Damage, DC 22)
Fire & Energy Bolts +7 (+5-6 Ranged Damage, DC 20-21)
Blinding Flash +6 Area (+6 Affliction, DC 16)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +3 (+7 Armor), Fortitude +4, Will +6

Complications:
Enemy (The Coalition)- The CS actively hate Magic, and will kill any sorcerers they can find.
Power Loss (Magic)- Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.

Total: Abilities: 44 / Skills: 32--16 / Advantages: 11 / Powers: 52 / Defenses: 10 (133)

-Techno-Wizards are easily the most distinctive and unique Wizards in Rifts. Their central conceit is that they can build machinery empowered by magic, allowing them to cast Magic Spells via a gun or something like that. These "Techno-Magic" devices are useable only by Mages, and are usually the source of the most outlandish and bizarre stuff in the game's backlog of equipment, alongside Bio-Magic.

-For some reason, Rifts thinks that guys dressed in old-timey 1940s Bomber Outfits is awesome, so Techno-Wizards are expected to wear the full kit- scarf, helmet, fluffy-rimmed bomber-jacket, etc. The game lists TONS of potential Techno-Magic Devices, usually consisting of batteries and chargers empowered by magic instead of technology, as well as a few Blasters that can do heavy damage (more than your typical Main Rulebook gun, in fact), but have limited charges- they require further casting of the known spells (Call Lightning, Energy Bolt) after only a single round or two of firing. It's quite peculiar, and doesn't really stat up well in M&M, which usually ignores ammunition and power sources.

-Other stuff includes a "Psionic Mind Shield"- if you know eight spells required for it, you can be immune to Psionics for a few minutes- each "charge" requires more of your inner psionic energy. There are other things like Flaming Swords (two minutes per level of experience), Lightning Rods, etc. Even POWER ARMOR can be made into a Techno-Magic Device! These characters are versatile enough that you could potentially throw down a Variable (Source- Machinery, Technology Skill Check Required) effect on them, if not for the fact that they're creating fragile devices that anyone Magical can use.

A typical Techno-Magic Blaster looks like this:

"Lightning Gun" Blast 12 (Feats: Restricted to Magically-Powered Beings) (Flaws: Unreliable- 5/day) (13)
Last edited by Jabroniville on Tue Apr 23, 2019 5:50 am, edited 2 times in total.
Jabroniville
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Dragon Hatchlings

Post by Jabroniville »

Image

DRAGON HATCHLING R.C.C.
Role:
Emblematic Rifts Craziness, The Tank
PL 11 (193)
STRENGTH
7 STAMINA 12 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Expertise (Survival) 6 (+9)
Expertise (Magic) 5 (+9)
Intimidation 6 (+11 Size)
Perception 5 (+8)
Treatment 2 (+6)

Advantages:
Fast Grab, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Actually Kinda Slow" Flight 5 (60 mph) (Flaws: Winged) [5]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Metamorphosis" Morph 3 (Any Living Being) [15]
Teleport 2 (Extras: Accurate, Extended +2) (Flaws: Unreliable) [8]

"Draconic Combat"
"Claws & Teeth" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 8) [10]
"Dragon's Scales" Protection 1 (Extras: Impervious 11) [12]
Regeneration 8 [8]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Claws +9 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +13 (+6 Impervious), Fortitude +12, Will +8

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.

Total: Abilities: 82 / Skills: 24--12 / Advantages: 8 / Powers: 80 / Defenses: 11 (193)

-There's one thing that defines the "Kitchen Sink" setting of Rifts better than any other. Not the Juicers, though those are iconic. Not the 'Borgs- the '80s and '90s were FULL of Killer Cyborgs. Not even the Glitter Boys or SAMAS guys. If you're gonna describe Rifts to somebody, you tell them "You can play a DRAGON as a STARTER CHARACTER. And it FITS!". Dragons are iconic to the Fantasy Genre, of course, which is why they work so well in the Sci-Fi Hodgepodge of portals, Demons, Aliens & Eldritch Abominations of Rifts. And they aren't even that over-powered! I always sort of ASSUMED they were, until I actually played one, and found him struggling to do killer damage against some Xenomorph rip-offs from the Rifts South America book. I was like "... that's all he can do?".

-Essentially, a Dragon in Rifts is a super-heavyweight, but he doesn't usually match the damage output of a killer suit of Power Armor. He's more akin to a high-MDC, fast-flying, VERY well-rounded character- overpowered largely through insane versatility as much as anything. And of course because Rifts is a beautiful, BEAUTIFUL setting, there is a character class based around using Dragon Blood to make yourself a Suicidal Steroid Warrior.

-I actually rip off the Rifts Dragons more than the D&D variety in some ways- they're dimension-hopping, highly-magical creatures with a ton of smarts, and a lot of distinct cultural traits (I keep the concept that Dragons can recognize each other's heritage on sight, and even copied the "father/son rivalry" thing.
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Fire Dragon

Post by Jabroniville »

Image

FIRE DRAGON HATCHLING R.C.C.
Role:
Emblematic Rifts Craziness, The Blaster
PL 11 (231)
STRENGTH
7 STAMINA 12 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Expertise (Survival) 6 (+9)
Expertise (Magic) 5 (+9)
Intimidation 6 (+11 Size)
Perception 5 (+8)
Treatment 2 (+6)

Advantages:
Fast Grab, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Actually Kinda Slow" Flight 5 (60 mph) (Flaws: Winged) [5]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Metamorphosis" Morph 3 (Any Living Being) [15]

"Draconic Combat"
"Claws & Teeth" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 8) [10]
"Dragon's Scales" Protection 1 (Extras: Impervious 11) [12]
Regeneration 8 [8]

"Fire Dragon + Minor Psionic"
"Fire Breath" Blast 13 (Extras: Penetrating 6) (32) -- [39]
  • AE: "Astral Projection" Remote Sensing 5 (All Senses) (Flaws: Visible to Invisible & Astral Beings) (20)
  • AE: "Detect Psionics" Senses 2 (Psionic Awareness- Ranged) (2)
  • AE: "Telekinesis" Move Object 6 (12)
  • AE: "Telepathy" Mind-Reading 6 Linked to Communication (Mental) 1 (16)
  • AE: "Mind Block" Immunity 10 (Psionics) (10)
  • AE: "Clairvoyance" Senses 4 (Precognition) (Flaws: Unreliable) (2)
  • AE: Teleport 2 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (8)
Immunity 6 (Heat, Fire Damage) [6]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Claws +9 (+8 Damage, DC 23)
Dragon's Fire +8 (+13 Ranged Damage, DC 28)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +13 (+6 Impervious), Fortitude +12, Will +8

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.

Total: Abilities: 82 / Skills: 24--12 / Advantages: 8 / Powers: 118 / Defenses: 11 (231)

-The Fire Dragon is the REAL damage-dealer of the group, sporting a Breath Weapon akin to a SAMAS Pilot's Rail Gun- 6D6 damage! It and the Ice Dragon are both pretty similar.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Ice Dragon

Post by Jabroniville »

Image

ICE DRAGON HATCHLING R.C.C.
Role:
Emblematic Rifts Craziness, The Blaster
PL 11 (229)
STRENGTH
7 STAMINA 12 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Expertise (Survival) 6 (+9)
Expertise (Magic) 5 (+9)
Intimidation 6 (+11 Size)
Perception 5 (+8)
Treatment 2 (+6)

Advantages:
Fast Grab, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Actually Kinda Slow" Flight 5 (60 mph) (Flaws: Winged) [5]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Metamorphosis" Morph 3 (Any Living Being) [15]

"Draconic Combat"
"Claws & Teeth" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 8) [10]
"Dragon's Scales" Protection 1 (Extras: Impervious 11) [12]
Regeneration 8 [8]

"Ice Dragon"
"Dragon's Icy Breath" Blast 12 (Extras: Penetrating 6) (30) -- [37]
  • AE: "Astral Projection" Remote Sensing 5 (All Senses) (Flaws: Visible to Invisible & Astral Beings) (20)
  • AE: "Detect Psionics" Senses 2 (Psionic Awareness- Ranged) (2)
  • AE: "Telekinesis" Move Object 6 (12)
  • AE: "Telepathy" Mind-Reading 6 Linked to Communication (Mental) 1 (16)
  • AE: "Mind Block" Immunity 10 (Psionics) (10)
  • AE: "Clairvoyance" Senses 4 (Precognition) (Flaws: Unreliable) (2)
  • AE: Teleport 2 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (8)
Immunity 6 (Cold, Cold Damage) [6]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Claws +9 (+8 Damage, DC 23)
Dragon's Fire +8 (+12 Ranged Damage, DC 27)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +13 (+6 Impervious), Fortitude +12, Will +8

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.

Total: Abilities: 82 / Skills: 24--12 / Advantages: 8 / Powers: 116 / Defenses: 11 (229)

-A curious one, the Ice Dragon is very similar in stats to the Fire Dragon, just doing a bit less damage. Rifts, unconcerned with balance issues as always, doesn't bother giving it anything to compensate. It's just a tiny bit worse.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Great Horned Dragon

Post by Jabroniville »

Image

GREAT HORNED DRAGON HATCHLING R.C.C.
Role:
Emblematic Rifts Craziness, The Tank
PL 12 (232)
STRENGTH
8 STAMINA 13 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 5

Skills:
Expertise (Survival) 6 (+9)
Expertise (Magic) 5 (+9)
Intimidation 6 (+11 Size)
Perception 5 (+8)
Treatment 2 (+6)

Advantages:
Fast Grab, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Actually Kinda Slow" Flight 5 (60 mph) (Flaws: Winged) [5]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Metamorphosis" Morph 3 (Any Living Being) [15]

"Draconic Combat"
"Claws & Teeth" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 8) [10]
"Dragon's Scales" Protection 1 (Extras: Impervious 11) [12]
Regeneration 8 [8]

"Great Horned Dragon"
"Fire Breath" Blast 9 (Extras: Penetrating 4) (22) -- [31]
  • AE: "Astral Projection" Remote Sensing 5 (All Senses) (Flaws: Visible to Invisible & Astral Beings) (20)
  • AE: "Detect Psionics" Senses 2 (Psionic Awareness- Ranged) (2)
  • AE: "Telekinesis" Move Object 6 (12)
  • AE: "Telepathy" Mind-Reading 6 Linked to Communication (Mental) 1 (16)
  • AE: "Mind Block" Immunity 10 (Psionics) (10)
  • AE: "Clairvoyance" Senses 4 (Precognition) (Flaws: Unreliable) (2)
  • AE: "Excorcism" Immunity 5 (Possession) (Flaws: Check Required) (3)
  • AE: "Psychometry" Senses 4 (Postcognition) (Flaws: Limited to The Pasts of Objects) (2)
  • AE: Teleport 2 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (8)
Immunity 12 (Heat, Cold, Heat & Cold Damage) (Flaws: Limited to Half-Effect) [6]

Offense:
Unarmed +9 (+8 Damage, DC 23)
Claws +9 (+9 Damage, DC 24)
Dragon's Fire +8 (+9 Ranged Damage, DC 24)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +14 (+6 Impervious), Fortitude +13, Will +9

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.

Total: Abilities: 90 / Skills: 24--12 / Advantages: 8 / Powers: 110 / Defenses: 12 (232)

-As a kid, this seemed like the "Obvious" choice. The biggest, strongest Dragon, it had more health (+50 MDC!), more mental stats, better Psionics, etc. It's only later that I really gained the full picture- it's sort of the "Tank" of the group, being the toughest & smartest, but doing the least damage. It's maximum output is 2D6 per attack- about equivalent to the standard-issue guns of the universe. So they're PL 12s, but only because of their durability.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Mystic! Line Walker! Techno-Wizard! Dragons!)

Post by Jabroniville »

One thing that I find funny about Rifts is how SLOW everything is- the distance between places, and the problems with world travel (ie. nobody has ever been to Japan; Asia is a wasteland, etc.), means that everything has to be kept down to some pretty pathetic speeds. Flying creatures tend to be Flight 5-6, tops. Flying Suits are usually 300+ mph and that's it.
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catsi563
Posts: 4127
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
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Re: Jab's Rifts Builds (Mystic! Line Walker! Techno-Wizard! Dragons!)

Post by catsi563 »

I actually rip off the Rifts Dragons more than the D&D variety in some ways- they're dimension-hopping, highly-magical creatures with a ton of smarts, and a lot of distinct cultural traits (I keep the concept that Dragons can recognize each other's heritage on sight, and even copied the "father/son rivalry" thing.
I doa bit of a mix of chromatic and metallic with my rifts dragons and vice versa. Fire= Red, Frost = white, thunder = Blue black or green, Horned = gold and silver and so on.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Thunder Lizard

Post by Jabroniville »

Image

THUNDER LIZARD HATCHLING R.C.C.
Role:
Emblematic Rifts Craziness, The Suckier One
PL 11 (236)
STRENGTH
7 STAMINA 13 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Expertise (Survival) 6 (+9)
Expertise (Magic) 5 (+9)
Intimidation 6 (+11 Size)
Perception 5 (+8)
Treatment 2 (+6)

Advantages:
Fast Grab, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Metamorphosis" Morph 3 (Any Living Being) [15]

"Draconic Combat"
"Claws & Teeth" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 8) [10]
"Dragon's Scales" Protection 1 (Extras: Impervious 11) [12]
Regeneration 8 [8]

"Thunder Lizard + Minor Psionic"
"Poison Breath" Affliction 10 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Area- 15ft. Cloud) (40) -- [47]
  • AE: "Astral Projection" Remote Sensing 5 (All Senses) (Flaws: Visible to Invisible & Astral Beings) (20)
  • AE: "Detect Psionics" Senses 2 (Psionic Awareness- Ranged) (2)
  • AE: "Telekinesis" Move Object 6 (12)
  • AE: "Telepathy" Mind-Reading 6 Linked to Communication (Mental) 1 (16)
  • AE: "Mind Block" Immunity 10 (Psionics) (10)
  • AE: "Clairvoyance" Senses 4 (Precognition) (Flaws: Unreliable) (2)
  • AE: Teleport 2 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (8)
Immunity 12 (Heat, Cold, Fire & Cold Damage) (Flaws: Limited to Half-Effect) [6]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Claws +9 (+8 Damage, DC 23)
Poison Breath +10 Area (+10 Affliction, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +14 (+6 Impervious), Fortitude +13, Will +8

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.

Total: Abilities: 84 / Skills: 24--12 / Advantages: 8 / Powers: 121 / Defenses: 11 (236)

-Wingless and sporting an undamaging Breath Weapon, this is probably the worst one of the four, but is just as tough as the Great Horned Dragon.
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