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

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Jabroniville
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Silver Wolf

Post by Jabroniville »

Image

GLITTER BOY O.O.C. (Silver Wolf)
Role:
The First Game-Breaker, Ultimate Mechs
PL 12 (180)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+8)
Intimidation 3 (+5, +6 Suit)
Perception 4 (+6)
Technology 6 (+8)
Treatment 2 (+4)
Vehicles 6 (+10)

Advantages:
Equipment 2 (Assorted Gear), Power Attack, Ranged Attack 5

Powers:
"Glitter Boy Power Armor" (Flaws: Removable) [81]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) (5)
Enhanced Strength 4 (8)
Protection 10 (Extras: Impervious 11) (21)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)
Senses 8 (Infravision, UV Vision, Extended Vision 2, Distance Sense, "Radar"- Ranged Radius Radio Sense) (8)
Speed 5 (60 mph) (5) -- (6)
AE: Leaping 3 (60 feet) (3)

Features 1: Food Compartments (1)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
"Forearm Shields" Enhanced Defenses 2 (4)

"Mini-Missile Launchers" Blast 10 (Feats: Extended Range 2) (Extras: Area- 30ft. Burst) (32) -- (34)
  • AE: "Anti-Personnel Laser" Blast 10 (20)
  • AE: "Vibro-Sword" Strength-Damage +2 (Extras: Penetrating 8) (10)
-- (101 points)

"Particle Beam Cannon" (Flaws: Easily Removable) (Features: Limited to ST 5+) [25]
Blast 14 (Feats: Improved Critical, Ranged 2) (Extras: Penetrating 9) (40 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Glitter Boy Punch +7 (+8 Damage, DC 23)
Boom Gun +9 (+15 Ranged Damage, DC 30)
Initiative +2

Defenses:
Dodge +9 (+10 Armor, DC 20), Parry +8 (+9 Armor, DC 19), Toughness +2 (+14 Armor), Fortitude +4, Will +7

Complications:
Motivation (Adventure)

Total: Abilities: 46 / Skills: 30--15 / Advantages: 8 / Powers: 106 / Defenses: 15 (180)

-The Silver Wolf Glitter Boy is actually a bit interesting, despite repeating a lot of the same old weaponry. They're meant to be a stealthier unit, despite being HUGE POWERED ROBOT ARMORS THAT GLEAM LIKE CRAZY, but sport guns that never run out of ammo, and actual bonuses to Defense owing to some forearm shields that also contain weaponry (Mini-Missiles & Vibro-Swords).
Jabroniville
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GB Sidekick

Post by Jabroniville »

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SIDE KICK ROBOT POWER ARMOR O.C.C.
Role:
Professional Sidekicks, Bounding Blasters
PL 10 (134)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- FQ Soldier), Equipment 10 (FQ Gear), Ranged Attack 3

Powers:
"Mauler Power Armor" (Flaws: Removable) [55]
Enhanced Strength 6 (12)
Protection 10 (Extras: Impervious 11) (21)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)

Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 1: Increased Mass (1)
Stealth -6 (-3)

"Jet Thrusters"
Flight 6 (Quirks: 600m Ceiling, 50 Mile Maximum) (10) -- (11)
  • AE: Speed 6 (120 mph) (6)
-- (68 points)

Equipment:
"FQ Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)
"Kicker Grenade Launcher" Blast 12 (Feats: Ranged 3) (Extras: Penetrating 6) (33)
"Laser Pistol" Blast 9 (18)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Punch +5 (+8 Damage, DC 23)
Blasters +7 (+9-12 Ranged Damage, DC 24-27)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+12 Armor), Fortitude +4, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 36 / Skills: 30--15 / Advantages: 15 / Powers: 55 / Defenses: 13 (134)

-The "Side Kick" is meant to be an assister of sorts to large groups of Glitter Boys, where it's supposed to cover for their weaknesses. As a result, it is highly-mobile (ie. it flies)... but that's really kind of it. It "protects against missile attacks", even though it can really only get to missile-shooters faster and hopefully not die (as the armor is 1/3 the durability of a GB, that's a tall order). They can also scout ahead, create diversions, and help reload the Boom Guns. The fluff indicates Side Kicks are recruited from "team players" who won't necessarily be glory-hounds. The armor's altogether pretty generic, and is noticeably worse at everything than the SAMAS is, which is kind of funny, given how the SAMAS are ALSO supposed to be supporting the Glitter Boys in the field.
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Ares
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Re: Jab's Rifts Builds (Rifts Free Quebec! Glitter Girls!)

Post by Ares »

I love the Sidekick in concept, as the idea on paper is these highly mobile jump pack users who are keeping an eye out for everyone, shooting down incoming missiles, taking out snipers and faster moving opponents, and providing distractions for more powerful targets so that the Glitter Boys can get a perfect shot off and obliterate the tougher guys. It should kind of be like watching a bunch of Power Armor Juicers moving around the field and being the ultimate team players.

Unfortunately, they really don't play that way in practice, and would need higher dodge bonuses, a Deflection ability that lets them shoot ranged attacks out of the air and similar things, but the concept is a good one.
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Reload Team

Post by Jabroniville »

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RELOAD TEAM O.C.C.
Role:
Elite Reloaders
PL 9 (78)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- FQ Soldier), Equipment 8 (FQ Gear), Ranged Attack 1

Equipment:
"FQ Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)
"LLG 2-20 Rifle" Blast 13 (Feats: Ranged 3) (Extras: Penetrating 6) (35)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Punch +5 (+8 Damage, DC 23)
Blasters +5 (+9-13 Ranged Damage, DC 24-39)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+12 Armor), Fortitude +4, Will +5

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 38 / Skills: 30--15 / Advantages: 11 / Powers: 0 / Defenses: 13 (78)

-An interesting part of the FQ book is the use of the "Reload Team"- professional assistants that work on Glitter Boys, fix the Boom Guns, and also reload the infamously slow-loading weapons. While I can't imagine anyone would ever PLAY ONE, I like the world-building required to point out the obvious use for such a support role in a real army. The unit notably has NO MDC ARMOR, making them utterly useless in combat, but have an insanely high-powered (6D6 MD!) Rifle as standard equipment, which gives them the same offensive PL as a basic Juicer. Crazy example of the Power Creep of the setting.
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catsi563
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Re: Jab's Rifts Builds (Rifts Free Quebec! Glitter Girls!)

Post by catsi563 »

yeah I thought those guys were great they were used in the Quebec campaign I talked about earlier, the GM and I both agreed though they had MDC basic trooper armor at least, No one is that suicidal which going onto a rifts battlefield without MDC armor would be,
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Jabroniville
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V-SAMAS

Post by Jabroniville »

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FREE QUEBEC ELITE ROBOT POWER ARMOR O.C.C. (V-SAM Pilot)
Role:
Elite Soldiers
PL 10 (156)
STRENGTH
2/7 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- FQ Soldier), Equipment 2 (FQ Gear), Ranged Attack 3

Powers:
"Violator SAMAS Power Armor" (Flaws: Removable) [84]
Enhanced Strength 5 (10)
Protection 10 (Extras: Impervious 11) (21)
Immunity 8 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2, Glitter Boy's Sonic Boom) (8)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Flight 8 (500 mph) (16) -- (17)
AE: Speed 5 (60 mph) (5)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)

"Heavy Laser Rifle" Blast 13 (Feats: Extended Range) (Extras: Penetrating 10) (-1 Defenses) (35) -- (37)
  • AE: "Mini-Missiles" Blast 10 (Feats: Extended Range 2) (Extras: Area- 30ft. Burst) (32)
  • AE: "Wing-Blades" Strength-Damage +4 (Feats: Improved Smash) (Extras: Penetrating 8) (13)
-- (105 points)

"SAMAS Training" Enhanced Fighting 1 (Flaws: Limited to Within Suit) [1]

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
SAMAS Punch +6 (+7 Damage, DC 22)
Rail Gun +7 (+13 Ranged Damage, DC 28)
Rocket Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (+8 w/ Rifle, DC 19-18), Parry +6 (+7 Without Rifle, DC 16-17), Toughness +2 (+12 SAMAS Armor), Fortitude +4, Will +4

Complications:
Responsibility (Free Quebec)- All FQ military personell are expected to uphold the virtues of the FQ (similar to the CS), and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Power Loss (Flight- High Altitudes)- The SAMAS flies with less skill and capability at above 1000m.

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 85 / Defenses: 13 (156)

-Free Quebec has its own version of the SAMAS, called a V-SAM for short, and HOLY CRAP do they look awesome. Ramone Perez gave them a very stiff, upright stance, HUGE shoulder-pads, and bitchin' spiky wing-tips, giving it a different, more streamlined feel than the Coalition SAMAS. The swooping, blank facemask helps that as well. They swap out the Rail Gun for a laser rifle powered by the suit, making it unlimited (not that you run out of ammo very much in Rifts...), sacrificing only range and defenses at full power. Their Wing-Blades are designed to sever power cables, weapons and the like (they get a bonus to Disarm and even PARRY).

-The V-SAM is designed to fight alongside the Glitter Boys, being a beloved addition, as they counteract the old "three SAMs can defeat one Glitter Boy" technique- their Laser Rifles just deflect off of GBs, so they're a safe addition, and they're almost as tough as the Coalition War Campaign stuff- being almost as durable as the Super-SAMAS, and as fast as the Smilin' Jack SAMAS. Basically, they're cool-looking, highly-durable Flying Robot Power Armor units.
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Ares
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Re: Jab's Rifts Builds (Glitter Boy & SAMAS Variants!)

Post by Ares »

It's like a gloriously 90s version of the suit the Vulture was using in Spider-Man: Homecoming.
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Sea Dragon

Post by Jabroniville »

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Gives new meaning to the phrase "torpedo tits".

FREE QUEBEC ELITE ROBOT POWER ARMOR O.C.C. (Sea Dragon)
Role:
Elite Soldiers
PL 10 (157)
STRENGTH
2/7 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- FQ Soldier), Equipment 2 (FQ Gear), Ranged Attack 3

Powers:
"Sea Dragon Power Armor" (Flaws: Removable) [85]
Enhanced Strength 5 (10)
Protection 10 (Extras: Impervious 11) (21)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Flight 6 (120 mph) (12) -- (14)
AE: Speed 5 (60 mph) (5)
AE: Swimming 6 (6)
Immunity 4 (Visual & Audio Dazzles) (4)
Movement 1 (Environmental Adaptation- Aquatic) (2)
Stealth -4 (-2)

"Variable Beam Laser Cannon & Ion Forearm Gun" Blast 12 (Feats: Extended Range 2) (Extras: Multiattack) (38) -- (40)
  • AE: "Mini-Missiles" Blast 10 (Feats: Extended Range 2) (Extras: Area- 30ft. Burst) (32)
  • AE: "Electro-Spear" Strength-Damage +1 (Feats: Improved Smash) (Extras: Penetrating 6) (8)
-- (106 points)

"Power Armor Training" Enhanced Fighting 1 (Flaws: Limited to Within Suit) [1]

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Armor Punch +6 (+7 Damage, DC 22)
Electro-Spear +6 (+8 Damage, DC 23)
Guns +7 (+12 Ranged Damage, DC 27)
Rocket Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +2 (+12 Sea Dragon Armor), Fortitude +4, Will +4

Complications:
Responsibility (Free Quebec)- All FQ military personell are expected to uphold the virtues of the FQ (similar to the CS), and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Power Loss (Flight)- The Sea Dragon is not designed for extremely long flights.

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 86 / Defenses: 13 (157)

-Another incredible-looking suit of armor was the Sea Dragon, which is basically a FQ version of the aquatic "Sea SAMAS" from Coalition Navy. Packing 300 MDC, the suit doesn't hit nearly as hard, but has the same overall look Perez gave the FQ SAMAS. But there are some HUGE missile launcher holes on the front, a really long, spiked mask, the top of the suit has some cool vents, there are fins everywhere, etc. It's both bulky and streamlined like a real aquatic creature.

NS-B20 'Borg Dive Armor- Toughness +11 (probably +14 total with a 'Borg), Swimming 6, "Fins" Damage 9, Depth Gauge
-This 'Borg Dive Armor looks very similar to the Sea Dragon, but is a suit of armor meant for 'Borgs to wear. It keeps the same kind of helmet, but is much more streamlined.
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FQ Cyborgs

Post by Jabroniville »

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FREE QUEBEC CYBORG SOLDIER O.C.C.
Role:
Cyborg Warrior
PL 10 (130)
STRENGTH
7 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Expertise (Soldier) 8 (+9)
Insight 3 (+4)
Intimidation 7 (+7)
Perception 5 (+7)
Technology 4 (+5)
Vehicles 4 (+6)

Advantages:
Equipment 9 (Assorted Adventurer Gear, "Rail Gun" Blast 12- Ranged 2, Penetrating 8), Extraordinary Effort, Ranged Attack 5, Startle

Powers:
"Full Bionic Conversion"
Immunity 30 (Fortitude Effects) [30]
Protection 12 (Extras: Impervious 11) [23]
Speed 5 (60 mph) [5]
Leaping 1 (15 feet) [1]
Senses 6 (Infravision, Extended Hearing & Vision, Ultra-Hearing, Time Sense, Compass) [6]
Features 2: Increased Mass 2 [2]

Offense:
Unarmed +8 (+7 Damage, DC 22)
Blasters +8 (+11-12 Ranged Damage, DC 26-27)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +12 (+6 Impervious), Fortitude --, Will +6

Complications:
Power Loss (Extra Stuff)- Borgs diminish their Psychic potential greatly, and cannot cast Magic, nor use Techno-Wizard items.

Total: Abilities: 24 / Skills: 32--16 / Advantages: 16 / Powers: 67 / Defenses: 7 (130)

-Free Quebec details four different types of Military Cyborgs, with the standard EXTREMELY high amounts of MDC, and slight variations between them, making them a bit specialized.

FX-200C IMPRIMER- PL 10 (153):
Powers: Protection +1, "Laser Rod" Blast 9, AE: "Vibro-Blade" +2, Features: Climb Cord, Concealed E-Clip, Psionic Dampers [23]

-Imprimers are the medium-sized, "Generic" Cyborg, typically given Blast 13 Rail Guns for equipment, making them PL 10.

Image

FX-320C DERVISH- PL 10 (166):
Abilities: FIGHTING +2, AGI +1 [6]
Skills: Athletics 4 (+11), Stealth 5 (+8), Perception 1 (+8) [3]
Powers: Extra Limbs 2, Speed +1, "Laser Rod" Blast 9, AE: "Vibro-Blade" +2, "Chemical Spray" (pick an Affliction), Features: Climb Cord, Finger Camera, Garrote Wire, Psionic Dampers [27]

-Covert and special ops troops, the Dervishes are named for their spinny, four-armed fighting styles. They're the only one that doesn't mention Rail Guns as standard equipment.

FX-340C SLASHER- PL 11 (172):
Advantages: Close Attack 2 [2]
Skills: Athletics 4 (+11), Expertise (Survival) 4 (+6), Expertise (Demon/Monster Lore) 4 (+5) [6]
Powers: Protection +2, Speed 1, "Mini-Missiles" Blast 13, AE: "Vibro-Blades" +2, AE: "Laser Rod" Blast 9, -1 Defenses, Features: Climb Cord, Concealed E-Clip, Psionic Dampers [34]

-Slasher 'Borgs were purchased from Triax (the two nations frequently trade with each other, much to the chagrin of the Coalition). Called "Gold Type" 'Borgs owing to their bright coloration, they are sent on espionage missions. They are comparatively slow compared to other 'Borgs, having worse defenses.

Image

FX-370C LEVIATHAN- PL 11 (169):
Powers: Protection +3, Swimming 2, Immunity 1 (Drowning), "Plasma Torch & Ejector" Blast 13, AE: "Laser Finger" Blast 5 (Precise), AE: "Mini-Missiles" Blast 10 (Burst), Features: Climb Cord, Finger Camera, Garrote Wire, Psionic Dampers, Depth Gauge [39]

-Leviathans are extremely large, heavy duty (600-ish MDC!) Cyborgs sent on underwater missions meant to disable or harass the enemy, scuttling ships and the like.
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Triax and the NGR

Post by Jabroniville »

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TRIAX AND THE NGR (1993):
-The fifth Rifts World Book introduces the full story on the New German Republic and their war against the Gargoyle Empire. This is an interesting bit of world-building, in that the most powerful human kingdom ISN'T in North America (in particular the Coalition)- it's actually sitting out there in mainland Europe! It's at least unique and a bit unexpected, which I appreciate. Similarly a powersuit-wearing army of human-loyalists, the NGR is fueled by the Triax corporation, which creates all this fancy stuff. In fact, the NGR has most of the best gear available to humans!

The book is a big one, and mostly based around the artistic designs of Kevin Long, who would not much longer be for the world of Palladium. Despite his pencil giving life to most of the early Rifts ideas (in fact, making him one of the most important people in the history of the game- arguably second only to Siembieda himself), Long would bail under secrecy shortly after this. This book features a lot of anime-esque Robot Armor designs... to the point where it's pretty clear that Long was directly copying a lot of anime stuff into this book. Some things are more just "inspired" and given different (easier to draw) shapes, but others are pretty direct. Given how much of Kevin S's life has been spent tearing into people over copywrite stuff, it's a bit amusing (translate: f*cking hilarious) that his top artist more or less swiped an enormous chunk of the work in Kevin's own games, hoping that most fans in 1993 weren't that savvy to anime.

This book features large sections with illustrated COMICS in them- something you didn't see much of later on. And of course, they feature a problem common to Palladium stuff- the actual narrative going on in the story is actually IMPOSSIBLE using the game's rules! Cinematic, bad-ass fight scenes simply can't happen, as laser-blasters kill Gargoyles and NGR guys instantly, Vibro-Blades chop of limbs from suits, and more... when those attacks could take out a maximum of 10% of their MDC in a single shot. Rifts is a lot of things, but cinematic is not one of them- it is actually IMPOSSIBLE to do the kind of damage required for a cool, cinematic fight- it's really more akin to two guys throwing attacks at each other until someone finally falls over.

The Gargoyles are given a Palladium-esque explanation- they are actually DEMONS, containing multiple types of gargoyle-esque creatures (some of which are called "Gurgoyles", because you can't go one Palladium book without a completely ridiculous name that sounds stupid). Normally tribal and quarrelsome with each other, they have been united on Earth under one powerful ruler. Gargoyles are INSANELY powerful, too- not very versatile, but their toughness is beyond even that of Dragons, and they also WEAR ARMOR.

TRIAX 2 (2010):
-Triax and the NGR was followed almost twenty years later by Triax and the NGR 2, a sequel book which features updates to the history of the setting, and power-boosts for many of the suits in the first book, along with shinier, updated art. It's... pretty much a book devoted to the main artist, Michael Wilson, drawing some very streamlined, shiny mechs. A big difference from Kevin Long's bulky, rounded-edged, "traced from anime" designs of the early '90s.

Curiously, they did that weird thing they've been doing in most books since the 2000s, in which they feature humans easily winning most fights- the book details the NGR allying with a unit of Coalition troops and scouring most of the country of Gargoyles, which the Gargoyle Empire splits up amidst their old infighting. Except for the NGR losing their President to an assassination, they win almost every fight. It kind of takes some of the drama away, y'know?
Last edited by Jabroniville on Thu Jun 06, 2019 9:58 am, edited 1 time in total.
Jabroniville
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Re: Jab's Rifts Builds (Glitter Boy & SAMAS Variants!)

Post by Jabroniville »

GARGOYLES:
-The Gargoyle Empire is ruled by a singular leader, though typically Gargoyles are led by "warlords" in scattered tribes. The hold of their leader grows weaker in NGR 2, as various revels spring up, and he lacks the means to deal with them. As is usual for Enemy NPC Races, the leader is usually the toughest fighter.
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Gargoylites

Post by Jabroniville »

Image
Image

GARGOYLITES
Role:
Low-Tier Mooks
PL 10 (105)
STRENGTH
3 STAMINA 7 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Perception 5 (+5)
Stealth 1 (+4)

Advantages:
Ranged Attack 6

Powers:
"MDC Creature" Protection 4 [4]
"Bite" Strength-Damage +4 [4]
"Metamorphosis Into Living Stone" Protection 2 (Flaws: Unreliable- 3/day) [1]
Flight 5 (60 mph) (Flaws: Winged) [5]
Senses 2 (Nightvision) [2]
"Invisibility" Concealment (Vision) 2 [4]
Regeneration 1 [1]
"Fire Breath" Blast 11 [22]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Bite +8 (+7 Damage, DC 22)
Fire Breath +8 (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +11 (+13 Stone Metamorphosis), Fortitude +7, Will +3

Complications:
Enemy (Triax/New German Republic)
Power Loss (Fire/Flight)- Gargoylites cannot fly for more than half an hour typically, and must wait a round before breathing fire again.

Total: Abilities: 42 / Skills: 10--5 / Advantages: 6 / Powers: 43 / Defenses: 9 (105)

-Yes, the diminutive and most pathetic of the Gargoyle Empire are every bit as tough as FREAKING DRAGONS. They can also bite very hard and breathe fire periodically.
Last edited by Jabroniville on Tue Jul 18, 2023 5:39 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Gurgoyle

Post by Jabroniville »

Image

GURGOYLE
Role:
Powerful Demon
PL 11 (87 + Psionics)
STRENGTH
10 STAMINA 10 AGILITY 2
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Expertise (Survival) 4 (+4)
Expertise (Demon) 4 (+3)
Intimidation 8 (+7, +8 Size)
Perception 5 (+5)
Stealth 1 (+4, +0 Size)

Advantages:
Languages (A Few), Ranged Attack 2

Powers:
"MDC Creature" Protection 1 [1]
Senses 2 (Nightvision) [2]
Regeneration 1 [1]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -4 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Psionics" (Meditation, Presence Sense, Mind Block, Telepathy, Resist Hunger, Thirst & Fatigue)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +11, Fortitude +10, Will +5

Complications:
Enemy (Triax/New German Republic)

Total: Abilities: 48 / Skills: 22--11 / Advantages: 3 / Powers: 9 + Psionics / Defenses: 16 (87 + Psionics)

-Sporting one of the dumbest names in all the Rifts books, the "Gurgoyle" is basically a smaller (8-12 feet) wingless Gargoyle who has all the same things, except it can't fly and is less durable. Like, that's the only difference. Oddly, in a book series that LOVES padding, it shares the R.C.C. bio with the Gargoyles, just with a few notes here and there about how much lesser they are.
Last edited by Jabroniville on Wed Jul 12, 2023 2:25 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Gargoyles

Post by Jabroniville »

Image

GARGOYLE
Role:
Powerful Demon
PL 10 (105 + Psionics), PL 12 Dodge
STRENGTH
10 STAMINA 10 AGILITY 2
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Expertise (Survival) 4 (+4)
Expertise (Demon) 4 (+3)
Intimidation 8 (+7, +9 Size)
Perception 5 (+5)
Stealth 1 (+4, +0 Size)

Advantages:
Favored Environment (Airborne), Languages (A Few), Ranged Attack 2

Powers:
"MDC Creature" Protection 3 [3]
Flight 5 (60 mph) (Flaws: Winged) [5]
Senses 2 (Nightvision) [2]
Regeneration 1 [1]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Psionics" (Meditation, Presence Sense, Mind Block, Telepathy, Resist Hunger, Thirst & Fatigue)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +13, Fortitude +10, Will +5

Complications:
Enemy (Triax/New German Republic)

Total: Abilities: 56 / Skills: 22--11 / Advantages: 4 / Powers: 20 + Psionics / Defenses: 14 (105 + Psionics)

-Gargoyles are said to be not very intelligent, but still crafty and INCREDIBLY evil.
Last edited by Jabroniville on Wed Jul 12, 2023 2:24 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Triax & The NGR!)

Post by Jabroniville »

So did anyone use any Triax & the NGR stuff? It seems very "apart" from the rest of the line, to be honest, and the Gargoyles kind of lack the full-spectrum menace of the Splugorth and their minions, essentially being more durable, less versatile Dragons.

Interestingly, the two writers of Triax 2 apparently only worked for Palladium for a couple of years, and don't seem to have any other RPG things that I can find.
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