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

Where in all of your character write ups will go.
MacynSnow
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Re: Jab's Rifts Builds (Ectohunters! Storytellers! The Warlords of Russia!)

Post by MacynSnow »

It's Kevin Sembeia, you expect him to have an Original thought in his head?
To be fair though, the Romanov name is public domain. And i think he did the patronymic thing on purpose...
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Re: Jab's Rifts Builds (Ectohunters! Storytellers! The Warlords of Russia!)

Post by Batgirl III »

I have a sneaking suspicion (totally unsubstantiated of course) that the original manuscript probably named her “Romanova” and Kevin was all “Harrumph! This stupid freelancer can’t even spell correctly, it’s Romanov!”
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Jabroniville
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Cossack

Post by Jabroniville »

Image

COSSACK O.C.C.
Role:
Horseman, Uncivilized "Mongrel" (to Russians)
PL 8 (83)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Athletics 4 (+6)
Athletics 6 (+12) (Flaws: Limited to Horsemanship)
Expertise (Soldier) 6 (+6)
Expertise (Survival) 6 (+8)
Expertise (Demon & Monster Lore) 4 (+4)
Expertise (Singing & Dancing) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)
Stealth 2 (+4)
Technology 3 (+3)
Vehicles 1 (+5)

Advantages:
Equipment 7 (Hodgepodge M.D.C. Armor, Rifle), Ranged Attack 1

Powers:
"Elite Horsemen"
Enhanced Defenses 2 (Flaws: Source- Horseback) [2]
Strength-Damage +1 (Flaws: Source- Horseback) [1]

Features 3: May Fire Two-Handed Guns One-Handed, May Fire Backwards Using Hand-Mirror, Shoot While Upside-Down- No Penalties [3]
"Ricochet Shot" Feats: Ricochet (Feats: Variable- Any Ranged Weapon) [2]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Sword +5 (+9 Damage, DC 24)
Vibro-Sword on Horseback +5 (+10 Damage, DC 25)
Rifle +5 (+9 Ranged Damage, DC 24)
Initiative +3 (+7 With Guns)

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +4
"Horseback" Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+8 Armor), Fortitude +5, Will +4

Complications:
Responsibility (Honor)- Cossacks are big on it.
Prejudice (Outsiders)- Russians tend to view Cossacks as an "other"- uncivilized brutes.

Total: Abilities: 40 / Skills: 40--20 / Advantages: 8 / Powers: 8 / Defenses: 7 (83)

-YUP- you knew Kevin was gonna do something like this. The Cossacks were scattered groups of mountain people who formed a lot of military brigades in the Russian army, with iconic fur hats. They were disbanded by the Soviets and eventually dropped their "military culture" and renewed old tribal practices. But naturally here they are as an "other" type of military unit. They heavily train their children in horsemanship and are respected cavalrymen, though are feared throughout Russia as uncultured brutes and potentially untrustworthy "allies". So they're sort of a general "outsider" group, but ally with the Warlords for their own means- money, glory, etc. They're all about honor and tend to respect to questions of "why did you do that?" with "We are Cossack", as if that explains everything.

-Note that in real life, Cossacks are actually a series of ETHNIC GROUPS and not some loose conglomeration of horsemen that include other races (Mongolian, Chinese- the book also indicates D-Bees are also let in). The book in no way points their real origins out. Nice “Russian Flavour”, Kev.

-Cossacks have pretty basic gear and a good Vibro-Sword, but include some of the "Gunslinger Tricks" in addition to horsemanship-based boosts, meaning they're some of the only humans on Earth who can add extra damage to their gear's melee damage. All in all, a solid PL 8 Warrior Class.
MacynSnow
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Re: Jab's Rifts Builds (Storytellers! The Warlords of Russia! Cossack!)

Post by MacynSnow »

-SIGH- why Kevin, just Why?
Your not trying to "pay respect's" to any culture or ethnic group, you just want to have all 'Sploitation feel for your stuff, but not the deserved Crackback!
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Reavers

Post by Jabroniville »

Image

REAVERS:
-Reavers are the lowest rung of the Russian military ladder, essentially being random guys recruited from God knows where. They are either foreigners, D-Bees, sorcerers, undereducated folks, exiles, etc. They see the most battle and get the worst jobs. It can be a way to make money, command respect/fear, or just a way to rise up the ranks and become somebody.
Last edited by Jabroniville on Fri Mar 26, 2021 3:00 am, edited 1 time in total.
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Reaver Grunt

Post by Jabroniville »

REAVER GRUNT O.C.C.
Role:
Baseline Reaver
PL 7 (56)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+6)
Expertise (Soldier) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)
Stealth 2 (+4)
Technology 3 (+3)
Vehicles 1 (+5)

Advantages:
Equipment 7 (Hodgepodge M.D.C. Armor, Rifle), Ranged Attack 1

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+7 Damage, DC 22)
Rifle +5 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +4, Will +2

Complications:
Motivation (Greed/Adventure/Status/Exile)

Total: Abilities: 32 / Skills: 20--10 / Advantages: 8 / Powers: 0 / Defenses: 6 (56)

-The Grunts are the lowest-tier Reavers- generic guys with no specialty. They have ridiculously unimpressive Skills, no focus anywhere, and baseline gear. Though of course Because Rifts, even the lowest-tier guy is like a PL 7.
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Reaver Mechanized Cavalry

Post by Jabroniville »

Image

REAVER MECHANIZED CAVALRY O.C.C.
Role:
War Bikers
PL 8 (73)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+6)
Expertise (Soldier) 4 (+4)
Intimidation 4 (+4)
Perception 3 (+3)
Stealth 2 (+4)
Technology 3 (+3)
Vehicles 7 (+11)

Advantages:
Equipment 10 (Heavy Armor, Rifle, Vibro-Sword +9, Jetpack, Bike), Fearless, Ranged Attack 1

Powers:
"Cybernetics"
Features 2: Gyro-Compass, Clock Calendar [2]

"Specialized Combat Maneuver" Enhanced Skills 6: Intimidation 6 (+10) (Flaws: Limited to When Executed a Jump Off a Vehicle -2) [1]
"Trick Shooting" Features 1: May Fire Two-Handed Guns One-Handed [1]

"RMC Piloting Modifiers"
Enhanced Fighting 2 (Flaws: Source- Vehicle) [2]
Enhanced Ranged Attack 2 (Flaws: Source- Vehicle) [1]
Enhanced Dodge 1 (Flaws: Source- Jetpacks) [0.5]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Sword +5 (+9 Damage, DC 24)
Riding Attack +7 (+9 Damage, DC 24)
Rifle +5 (+9 Ranged Damage, DC 24)
When Riding +7 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +4, Will +4
"With Vehicles" Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +3 (+9 Armor), Fortitude +4, Will +4

Complications:
Motivation (Greed/Adventure/Status/Exile)

Total: Abilities: 32 / Skills: 27--13.5 / Advantages: 12 / Powers: 7.5 / Defenses: 8 (73)

-The Reaver Mechanized Cavalry (RMC, and of course it has an English acronym, lol) is "composed of daredevil maniacs on wheels and jets"- combat bikers and jetpack guys who take insane risks in battle. 43% are at least partial cyborgs.

-Hilariously, RMCs get a temporary bonus to startle/shock their enemies by leaping off a vehicle in mid-flight and landing on the ground- some are stunned while others actually break and flee! They also get bonuses to attack and defense while riding vehicles, and have better armor than regular Reavers.
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Re: Jab's Rifts Builds (Storytellers! The Warlords of Russia! Cossack!)

Post by Batgirl III »

The Reaver Mechanized Cavalry O.C.C.'s trick riding stunt gives them a Horror Factor of 16.

Famine of the Four Horsemen of the Apocalypse has a Horror Factor of 16. (Pestilence and War have a Horror Factor of 17, Death has a 19).

The Cosmo-Knight O.C.C. only has a Horror Factor of 12, 15 for beings of evil alignment.

These crazy Russians who drive their motorcycles like nutters are more frightening than a cosmically empowered super-hero that can slice Mega-Damage Space Battleships in half with their eye-beams. They are essentially equally as frightening as three of the FOUR HORSEMEN OF THE APOCALYPSE.

...

...

...

Because RIFTS®
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MacynSnow
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Re: Jab's Rifts Builds (Storytellers! The Warlords of Russia! Cossack!)

Post by MacynSnow »

Cause APPARENTLY it's Scarier to Kevin S. to see a Crazy Stunt-biker than the embodiment of Biblical Judgement.....:roll:
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Re: Jab's Rifts Builds (Storytellers! The Warlords of Russia! Cossack!)

Post by catsi563 »

well to be fair seeing a biblical apocalypse demon is terrifying by rote

but seeing some utter lunatic riding a motorycle with the handlebars in his teeth while shouting russian army songs and shooting two heavy blaster weapons would freak anyone right the F**k out

its like seeing some blue painted barbarian howling across the battlefield while swinging a chainsword thats as big as they are shriek some unholy litany that sounds like cats being tortured mixed with the latest death metal song
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Jab's Rifts Builds (Storytellers! The Warlords of Russia! Cossack!)

Post by Batgirl III »

The hilarious thing about Horror Factor in RIFTS® is the sheer randomness of what it is attached to and that there is almost no way to bypass it.

The Gunslinger in New West? He’s got a Horror Factor because of how skilled he is with his guns.

The Cosmo-Knight in Phase World? He’s got a Horror Factor for being an inhuman agent of cosmic justice and a total immunity to any weapon the Gunslinger can reasonably get his hands on.

The two square off at High Noon. The Gunslinger says “draw pardner” and the Cosmo-Knight summons his cosmic armor.

They both squeal in terror and run away.
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Jabroniville
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Reaver Assassin

Post by Jabroniville »

REAVER ASSASSIN O.C.C.
Role:
Mercenary Assassins, Traitorous Scumbags
PL 9 (113)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Athletics 4 (+6)
Deception 5 (+5)
Expertise (Soldier) 4 (+5)
Expertise (Survival) 5 (+7)
Intimidation 6 (+6)
Perception 5 (+7)
Stealth 6 (+8)
Technology 5 (+6)
Vehicles 1 (+5)

Advantages:
Close Attack, Contacts, Equipment 9 (M.D.C. Light & HeavyArmor, Rifle), Ranged Attack 4, Uncanny Dodge

Powers:
"Cybernetics"
Features 4: Gyro-Compass, Clock Calendar, Fingerjack, Toxic Filter [4]
"Built-In Radio" Communication (Radio) 2 [8]
"Finger Laser" Blast 6 [12]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Vibro-Blade +8 (+7 Damage, DC 22)
Rifle +8 (+9 Ranged Damage, DC 24)
Laser Blaster +8 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+8-9 Armor), Fortitude +5, Will +5

Complications:
Motivation (Greed/Adventure/Status/Exile)

Total: Abilities: 42 / Skills: 42--21 / Advantages: 16 / Powers: 24 / Defenses: 10 (113)

-Reaver Assassins are specialized killers trained in remote locations and obstacle courses and sent to engage in the dirtiest and nastiest assassinations. Even "Smoke Soldiers" and other scumbags find these guys to be morally reprehensile, and the book piles on the info on how sadistic & evil these guys are. They are the most likely to not pay a stipend to their Warlord, and the most likely to go AWOL and join another Camp.

-Reaver Assassins are actually high-tier "Mooks", having an extra attack per round, +1 to hit, and even AUTOMATIC DODGE, one of the "God Stats" of Rifts. Their gear and Skills is still pretty basic, so they're not top-tier among O.C.C.s, but still- very good. Certainly better than a Headhunter from the Main Rulebook.
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Reaver Military Scout

Post by Jabroniville »

REAVER MILITARY SCOUT O.C.C.
Role:
Another Scout Class
PL 7 (67)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

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

Advantages:
Equipment 7 (Hodgepodge M.D.C. Armor, Rifle), Ranged Attack 1, Tracking

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+7 Damage, DC 22)
Rifle +5 (+9 Ranged Damage, DC 24)
Initiative +2

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

Complications:
Motivation (Greed/Adventure/Status/Exile)

Total: Abilities: 36 / Skills: 32--16 / Advantages: 9 / Powers: 0 / Defenses: 6 (67)

-Yep- ANOTHER Scout-type O.C.C. In a book that already has survivalists galore. So these are the Recon-men of the Reavers, even admitted to be inferior to Huntsmen-Trappers and Wilderness Scouts in many aspects! They tend to pick campsites, select ambush points, etc.

-Reaver Scouts are stealthy and perceptive, but not that great. Their other stuff is just short of the Wilderness Scout O.C.C. Decent skills, no bonuses, wimpy gear, etc.
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Re: Jab's Rifts Builds (Storytellers! The Warlords of Russia! Cossack!)

Post by MacynSnow »

Honestly, i think the reason Kevin S. Did all these books the way he did? To HIS way of thinking, he was giving us "Options". To Kevin's mind, you never used all the books: just the Core Rulebook, Gamemaster's book, and maybe 2 Splatbooks for the area your setting it.
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Re: Jab's Rifts Builds (Storytellers! The Warlords of Russia! Cossack!)

Post by Batgirl III »

MacynSnow wrote: Mon Mar 29, 2021 2:04 am Honestly, i think the reason Kevin S. Did all these books the way he did? To HIS way of thinking, he was giving us "Options". To Kevin's mind, you never used all the books: just the Core Rulebook, Gamemaster's book, and maybe 2 Splatbooks for the area your setting it.
Which is a perfectly fine strategy. Heck, due to the “splatbook bloat” of Dungeons & Dragons 3.x Edition, my group adopted a “Core Book Plus One” house rule: every player character could be built using anything in the PHB, DMG, MM, and one “other” book. Maybe two if the thing from the second book was fairly minor (a utility spell, a single feat, etc.) and the DM agreed.

The problem with the way RIFTS® handles this is that so many of the O.C.C. options in the supplement books are redundant with o something in the core rulebook (so many redundant Scouts, Grunts, and Robot Pilots). It’s also common to see an O.C.C. in a supplement that is redundant with and inferior to another O.C.C. in the same supplement! This started with the very first supplement, World Book One: Atlantis, which had Tattooed Men and Maxi-Men. I’d chalk that up to just being an early mistake in game design, but it’s still happening decades later.
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