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

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Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Biomancer Gene-Mage

Post by Jabroniville »

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BIOMANCER GENE-MAGE O.C.C.
Role:
Nature-Lover, Lemurian Mage
PL 7 (151 + Magic)
STRENGTH
3/7 STAMINA 4 AGILITY 2
FIGHTING 5/6 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Athletics 4 (+7)
Expertise (Survival) 5 (+8)
Expertise (Science) 6 (+9)
Expertise (Demons & Monsters) 5 (+8)
Insight 3 (+3)
Intimidation 2 (+3)
Perception 5 (+8)
Stealth 2 (+4)
Treatment 2 (+3)
Vehicles 4 (+6)

Advantages:
Equipment 4 (Gear), Ranged Attack 3

Powers:
"Lemurian Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning) [1]
Swimming 2 [2]
"Life Sense" Senses 7 (Life Awareness- Acute, Radius & Ranged 2, Supernatural/Undead Awareness- Radius) [7]
Senses 2 (Ultra-Hearing, Low-Light Vision) [2]
Features 1: Communicates in Ultrasonic Frequencies [1]
"Empathy With Animals" Features 1: Animals (non-shark, feline, alien) Accept Lemurians as One of Them [1]
Regeneration 2 (Flaws: Source- Ley Lines & Stone Pyramids) [1]
Immunity 6 (Cold, Cold Damage) (Flaws: Limited to Half-Effect) [3]

"Sense Death & The Unnatural" Senses 3 (Natural Destruction Awareness- Ranged & Radius) [3]
Features 1: May Create Bio-Constructs [1]

"Communicate With Plants & Animals"
Comprehend 2 (Plants) [4]
Enhanced Skills 8: Animal Handling 8 (+9) [4]
Mind-Reading 3 (Flaws: Limited to Surface Thoughts, Limited to Animals) [1]

"Gift of Nature" Transform (Plant Material to Edible Food) 2 (4) -- [5]
  • AE: "Healing Touch" Healing 2 (4)
"Barnacle Bio-Armor" (Flaws: Removable) [32]
Enhanced Strength 4 (8)
Enhanced Fighting 1 (2)
Protection 6 (6)

"Barnacle Grenade" Blast 11 (Flaws: Unreliable- 5/day) (11) -- (12)
  • AE: "Barnacle Fists" Strength-Damage +2 (Feats: Split) (3)
Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

Features 2: Bestows Extra P.P.E. (2)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (40 points)

"Magic" (6 Biomancy Spells from 1-4, 3 Ocean Magic Spells; multiple spells each level thereafter)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Barnacle Bio-Armor +6 (+7 Damage, DC 22)
Barnacle Fists +6 (+9 Damage, DC 24)
Barnacle Grenade +5 (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +4
"Barnacle Bio-Armor" Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +10, Fortitude +6, Will +4

Complications:
Responsibility (One With Nature)- Lemurians love nature, animals and life itself, and rarely take it needlessly. Gene-Mages take this to an even greater degree, often refusing to ever eat meat, use technology for any reason, etc. Some even war with the users of technology!
Power Loss (Magic)- Using Magic requires the use of P.P.E.- even the best Wizards may only use certain spells so many times before they run out of energy.

Total: Abilities: 46 / Skills: 38--19 / Advantages: 7 / Powers: 70 + Magic / Defenses: 9 (151 + Magic)

-Much is made of the rarity, splendor, and power of Biomancy in this book, as these guys have to live the life to such an extent that they avoid big cities, technology, and eating meat, all in an attempt to get closer to the natural world. "Inspired by Rifts South America", these Biomancers are kind of the culmination of the stuff that was added to the forgettable Jungle Elf R.C.C. in that book, as this book adds eighteen freaking pages of new powers to that piddly spell-list. Three different groups of Biomancers are listed, which feels like a Siembiedan touch where he wants to lay out as many stereotypes as possible: The Acceptors (will enter cities and travel in vehicles; consider crimes against nature an unfortunate aspect of evolution that can be surpassed), The Patient Ones (anti-technology hermits who hate Bio-Wizardry & Rune Weapons the most; most Lemurians are Patient Ones), and The Defenders (ardent tech-haters who might even go to war with cities!).

-A HUGE amount of "role playing" stuff is devoted to the "Communicate" power works, with plants and coral reefs only being able to relate to the Gene-Mage what it FELT, not what it SAW (as neither has any eyes). So it might hear a name or feel a boat racing overhead, but can't describe faces- that kind of stuff. They may select ANY kind of Bio-Armor they choose, and keep another in reserve. They also get four Bio-Symbiotes to start, and 1D4 War Steeds!

-This Gene-Mage here stats up using the Barnacle Bio-Armor, said to be favored by Mages for the extra P.P.E. the barnacles on the suit generate. It offers fewer combat options than the other Armors, but Wizards always kinda sucked at combat in Rifts anyways.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Biomancy

Post by Jabroniville »

LEMURIAN BIOMANCY:
* UGH. EIGHTEEN PAGES of this. You know what? Screw it- I'm just listing the names and bits & pieces of the powers. Some of these are borderline useless, some have limited utility (like Ink Cloud), some are powerful Summons, and others are powerful Blasts. As usual, the higher you go, the more impossible it becomes to justify the use of the powers, and the Blasts cost a ton of energy for stuff gun guys can use with impunity, but whatever. But this book seems to include one of the only ways to undo Juicer & Cyborg Conversions in the system! If you can pay 500 P.P.E. (which almost nobody can).

Level One: Algae Bloom, Bio-Scan (reads vitals & specifics of life), Commune With Nature (awareness of problems in an ecosystem), Heal Plants, Ink Cloud, Insect Signals (Comprehend), Shape Plants, Weather Sense, Whale Speak.
Level Two: Amphibious (makes any creatures amphibious), Animate Plants, Animal Weaponry (gives claws, etc.), Bait Ball (makes small prey form a ball to lead predators on), Bioluminescence, Bio-Electric Touch +7, Filter Feeder (lets you eat plankton like a whale), Harvest (helps you eat plants), Insect Chemical Trail, Insect Leap, Plankton Bloom, Plant Virtual Sight, Weave Plants (can make M.D.C. Armor)
Level Three: Accelerate Plant Growth, Animal Weaponry (Poison), Chitin (+40 M.D.C. armor), Coral Growth, Electrolocation (Senses), Fish Skin (like Weave Plants), Insect Climb, Life Link (links someone to an animal), Nutrient Bath, Repel Sharks, Seaweed Net, Shrink Plant, Tracking Barnacle (attaches a tracer), Weaponize Sea Anenome (transfers them to any surface)
Level Four: Animal Weaponry: Major (+9 Damage), Forest Camouflage, Insect Silent Walking, Re-Hydrate, Safe Fire, Scent Cloak (masks scents), Seaweed Floating Platform, Strengthen Plant (turns to M.D.C.), Weaponize Eel (attaches eels to body)
Level Five: Amplified Scent, Animal Phantom (creates image), Animate Plants: Major, Birth Giver (assists in birth), Insect Brother (insects accept them), Metamorphosis: Plant, Revitalize Plant Life, Seaweed Bloom, Seaweed Lift (forms platforms)
Level Six (20-40 P.P.E.): Barnacle Armor, Bio-Blast (low-level blast), Coral Whispering (Comprehend), Immune System Push (cures major diseases), Nutrient Feed (instant nutrients), Seaweed Path (Movement through seaweed), Tree Teleport ('ports between trees), Tree Whispering
Level Seven: Animate Plants: Superior, Restore Bio-Armor (heals Bio-Armor), Seaweed Bridge, Suspended Animation: Bio-Armor (prevents Bio-Armors from dying due to lack of being worn), Tree Phasing (phases through forests), Tree Warrior (Summons Toughness 11, ST 9, Blast 10 fighter), Undo Undead (Blast 14 to undead)
Level Eight (60-80 P.P.E.): Coral Menace (Summons Toughness 12, ST 11, Blast 10 creature), Remove Parasites, Suspended Animation, Touch of Life (Resurrection, but permanently loses half the P.P.E. required)
Level Nine: Bio-Energy Weapon (Healing or Damage 7-13), Creature of the Forest (Metamorph into forest creature), Heal the Earth, Reconfigure Bio-Armor (turns orphaned Bio-Armor into one for another user)
Level Ten: Bio-Field (Regeneration/turns to M.D.C. for 1 minute/level), Creature of the Sea (Metamorph into Mega-Damage sea creature), Reverse Undead (breaks control via undead)
Level Eleven: Nutrient Push: Soil (instantly grows plants), Remove Symbiotes (even Splugorth Bio-Wizard stuff)
Level Twelve (190-675 P.P.E.): Forest Walk (moves entire forests), Mimic Animal or Plant (Shapeshift), Reconstruction (converts anyone to something else- can even reverse Juicer, Cyborg or Crazy augmentation!)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Ocean Magic 2

Post by Jabroniville »

OCEAN MAGIC:
* A few new Ocean Magic powers have been created as well, slightly adding to that fairly useless form of magic (which was only good for utility/RP-based stuff).
"Buoyancy Blast" Makes objects or people buoyant- resisting this costs attacks & skills.
"Capture Moisture" Converts moisture into usable liquid.
"Current Curtain" Creates calm or raging waters.
"Depth Tolerance" Immunity (Pressure).
"Draw Water" TK (towards only).
"Light Up the Deep" Environment/Area Dazzle.
"Manipulate Thermoclines" Confines Sonar & other senses to a single layer of the water.
"Water Shield" Gains Immunity to water effects (useful for vampires) or dries them off.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Lemurian Gear

Post by Jabroniville »

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GEAR:
* The gear in Rifts Lemuria is unique in that the art is both GOOD, and the weapons INTERESTING AND DIFFERENT! Replacing page after page of "Breaux Boxes" with coral, barnacle and shark-toothed weapons, many of them feature standard-issue low-level damage, plus more powerful variants that cost P.P.E. or shortened ammunition. In fact, the gear is actualy pretty minor-league and doesn't do a great amount of damage- it maxes out at Blast 11-12 or so, and that's with costly ammo requirements. Keep in mind that even in 1995, we were seering HORDES of books come out with Blast 14-15 regular gear, with the "SAMAS Rail Gun" Blast 13 effect being the borderline default of every unit of soldiers in the game. So this is much more restrained and limited.

Bio-Constuct Weapons:
"Bone & Shell Bio-Weapons" Blast 8-10. Returning thrown knives.
"Barracuda Bio-Blades" Damage 8-10. Knives, Swords, Tridents & Spears (giving Split or Reach).
"Coral Bio-Weapons" Damage 6-10, plus Bio-Energy Blast 7-11 (Unreliable- 5 before Recharging). Daggers, Spears, Swords, Tridents, War Clubs.
"Shark-Tooth Serpent Slayer Bio-Weapons" Damage 7-10. Double-Damage to Sea Monsters, Serpents, Reptilian/Aquatic Demons, Dragons & Metlza.
"Wood Undead-Slayer Bio-Weapons" Damage 2-4, upgraded to Damage 7-9 by using mental commands. Meant to fight Vampires.
"Serpent Blade " Damage 9 normal, to 11 when heated-up with Bio-Energy (4/day, lasts five minutes). The special weapon of the Serpent Hunters.
"Serpent Trident " Damage 10 normal, to 12 when heated-up with Bio-Energy. Electrical Bolt (Blast 11- 20/day before recharging).
"Crab Claw Gauntlet" Blast 10. "Scissor Attack" does 12 (counts as two attacks).
"Serpent Entangler Net" Snare 10- Single Target. Meant for snaring serpents & Dragons.
"Tentacle Sword" Damage 9, Improved Disarm & Weapon Bind.

Ranged Weapons:
* Also Bio-Constucts, these weapons are mostly ancient and created by a pacifistic society, so aren't quite advanced. Most have limited shots before recharging, or a Wizard can fire them up.
"Bio-Energy Bow" Blast 10 (Ext. Range 2). 40 shots before recharging, or 35 P.P.E.
"Clamshell Pistol" Blast 8. Controversial as a weapon of assassination, but useful for Sea Sentinels and others. 15 shots only, but can be recharged with 20 P.P.E.
"Ink Gun" Concealment (Visuals) (30ft. Burst Area, Attack).
"Lava Projector" Burst Ranged Damage 9 or Blast 11. 12 shots, or 35 P.P.E.
"Nematocyst Paralyzer" Blast 4 & Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Ranged). 6 shots, or 40 P.P.E.
"Sea Urchin Spike Launcher" Blast 10. 12 shots, or 30 P.P.E.
"Sonic Blast Staff" Burst Damage 4 & Affliction 8 (Fort; Impaired/Disabled) (Ranged, Limited Degree). 8 shots or 20 P.P.E.
"Stonecaster Rifle" Sedimentary (Ranged Burst 9), Igneous (Blast 10, Secondary Effect), Metamorphic (Blast 12). 20 shots or 60 P.P.E. Highly prized weapons, limited to the military caste.
"Waterjet Gun" Blast 4 water-gun. 20 shots on land, limitless underwater. Meant for Vampires.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Birdman Warrior

Post by Jabroniville »

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BIRDMAN WARRIOR O.C.C.
Role:
Nature-Lover, Air Warrior
PL 10 (80 + Psionics)
STRENGTH
3/7 STAMINA 5 AGILITY 2
FIGHTING 5/9 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 4 (+7)
Expertise (Survival) 5 (+7)
Expertise (Monster Lore) 6 (+7)
Insight 3 (+3)
Intimidation 2 (+3)
Perception 6 (+6)
Stealth 2 (+4)
Treatment 2 (+3)

Advantages:
Equipment 8 (Gear), Minion 2 (Manatura- Sooty Tern), Ranged Attack 3, Tracking, Uncanny Dodge

Powers:
"Lemurian Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning) [1]
Swimming 2 [2]
"Life Sense" Senses 5 (Life Awareness- Acute & Radius, Supernatural/Undead Awareness- Radius) [5]
Senses 2 (Ultra-Hearing, Low-Light Vision) [2]
Features 1: Communicates in Ultrasonic Frequencies [1]
"Empathy With Animals" Features 1: Animals (non-shark, feline, alien) Accept Lemurians as One of Them [1]
Regeneration 2 (Flaws: Source- Ley Lines & Stone Pyramids) [1]
Immunity 6 (Cold, Cold Damage) (Flaws: Limited to Half-Effect) [3]

"Communicate With & Control Moai"
Senses 2 (Communication Link- Moai, Broad) [2]
Features 1: May Connect To & "Ride" Moai & Become Immune to Oceanic Depths [1]

"Avian Bio-Armor" (Flaws: Removable) [43]
Enhanced Strength 4 (8)
Enhanced Fighting 4 (8)
Protection 6 (6)
"Clawed Gauntlets" Strength-Damage +2 (Feats: Split) (3)
Enhanced Advantages 2: Ranged Attack 3 (2)

"Automatic Dodge"
Enhanced Dodge 2 (2)

Flight 6 (120 mph) (Flaws: Winged) (6) -- (8)
  • AE: Speed 3 (16 mph) (3)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

"Sensors" Senses 8 (Extended Vision 2, Low-Light Vision, Vision Counters Concealment 4, Sense Altitude) (8)
"Polarized Lenses" Immunity 2 (Visual Dazzles/Glare) (2)

Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (53 points)

"Psionics" (Empathy, Mind Block, Telepathy, 2 Physical or Sensitive Powers)

Equipment:
"Coral Spear Bio-Weapon" Damage +1, Blast 9 (Unreliable- 5 before Recharging) (10)
"Lava Projector" Burst Ranged Damage 9 or Blast 11. 12 shots, or 35 P.P.E. (28)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Avian Bio-Armor +9 (+7 Damage, DC 22)
Clawed Gauntlets +9 (+9 Damage, DC 24)
Coral Spear +9 (+8 Damage, DC 23)
Spear Blast +8 (+9 Ranged Damage, DC 24)
Lava Projector +7 (+11 Ranged Damage, DC 24)
Lava Projector Burst +9 Area (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +4
"Avian Bio-Armor" Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +11, Fortitude +6, Will +6

Complications:
Responsibility (One With Nature)- Lemurians love nature, animals and life itself, and rarely take it needlessly.

Total: Abilities: 42 / Skills: 30--15 / Advantages: 15 / Powers: 64 + Psionics / Defenses: 11 (80 + Psionics)

-The Birdmen are the ancient order or warriors charged with defending Lemuria for thousands of years. Trained on Easter Island, they must swim to Motu Nui (hey, the island from Moana is based off of a real one!) and bring back a tern's egg, which they would help hatch and raise to adulthood, becoming a familiar. Thereafter, they gain flying Avian Bio-Armor, and be thrust into a position of leadership over a small village, being expected to come to good solutions to any issue there. After a year's time, he would be replaced by another young initiate, hopefully having developed some rapid-fire leadership abilities in this stressful position.

-The Birdmen, Gene-Mages, Spouters and Guardsmen are all drawn by a different artist than Walton, giving them a very distinctive "look"- detailed, but clearly not Walton's designs, which makes them seem a bit odd in the setting, as they have more form-fitting armor with bulbous hands, shouldesr and other "Armor Bits" that are unique only to these four classes.
-Birdman Warriors get terrible skills for the most part (good baseline skills, but only five O.C.C.-related ones, and TWO Secondary Skills!), but their Bio-Armor turns every one of them into a PL 9 Flying Warrior. Add in the Bio-weapons, and you get a hell of a scrapper.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Oceanic Guardsmen

Post by Jabroniville »

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OCEANIC GUARDSMAN O.C.C.
Role:
Nature-Lover, Warrior-Poet, Shock Trooper
PL 10 (147 + Psionics), PL 11-12 (147) When Frenzied or Using Heated Trident
STRENGTH
4/9 STAMINA 5 AGILITY 2
FIGHTING 6/9 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 4 (+7)
Expertise (Survival) 5 (+5)
Expertise (Soldier) 7 (+8)
Expertise (Law Enforcement) 5 (+6)
Insight 3 (+3)
Intimidation 2 (+3)
Perception 6 (+6)
Stealth 2 (+4)
Treatment 2 (+3)

Advantages:
Equipment 10 (Gear), Ranged Attack 3

Powers:
"Lemurian Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning) [1]
Swimming 2 [2]
"Life Sense" Senses 5 (Life Awareness- Acute & Radius, Supernatural/Undead Awareness- Radius) [5]
Senses 2 (Ultra-Hearing, Low-Light Vision) [2]
Features 1: Communicates in Ultrasonic Frequencies [1]
"Empathy With Animals" Features 1: Animals (non-shark, feline, alien) Accept Lemurians as One of Them [1]
Regeneration 2 (Flaws: Source- Ley Lines & Stone Pyramids) [1]
Immunity 6 (Cold, Cold Damage) (Flaws: Limited to Half-Effect) [3]

"Shark Bio-Armor" (Flaws: Removable) [52]
Enhanced Strength 5 (10)
Enhanced Fighting 3 (6)
Protection 6 (6)
Enhanced Advantages 3: Close Combat 1, Ranged Attack 2 (3)

Speed 4 (30 mph) (4) -- (5)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

"Electric Arc" Blast 10 (Feats: Extended Range 3) (23) -- (24)
  • AE: "Shark Tooth Blades/Spikes" Strength-Damage +1 (Feats: Split) (2)
"Combat Frenzy" (Only During 3/1 Odds or other Dire Straits)
Enhanced Fighting 1 (2)
Protection 1 (1)
Enhanced Advantages 4: Close Combat +2, Improved Critical (Blades) 2 (4)
Reduced Awareness 2 (-4)
Reduced Dodge 3 (-3)

"Detect Blood" Senses 5 (Detect Blood- Ranged 3, Tracking) (5)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (65 points)

"Psionics" (Empathy, Mind Block, Telepathy, Death Trance, Intuitive Combat, See the Invisible, Stop Bleeding, Suppress Fear)

Equipment:
"Stonecaster Rifle" Sedimentary (Ranged Burst 9), Igneous (Blast 10, Secondary Effect), Metamorphic (Blast 12). 20 shots or 60 P.P.E.
"Serpent Trident " Damage +1, to +3 when heated-up with Bio-Energy. Electrical Bolt (Blast 11- 20/day before recharging).
"Barracuda Bio-Blade Spear" Strength-Damage +1 (Reach)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Shark Bio-Armor +10 (+9 Damage, DC 24)
Shark-Tooth Blades & Spikes +10 (+10 Damage, DC 25)
Frenzied & Unarmed +12 (+9 Damage, DC 24)
Frenzied & Bladed +12 (+10 Damage, DC 25)
Serpent Trident +10 (+10 Damage, DC 25)
Heated Serpent Trident +10 (+12 Damage, DC 27)
Frenzied Trident +12 (+10-12 Damage, DC 25-27)
Stonecaster Rifle- Igneous +7 (+10 Ranged Damage, DC 25)
Stonecaster Rifle- Sedimentary +9 Area (+9 Ranged Damage, DC 24)
Stonecaster Rifle- Metamorphic +7 (+12 Ranged Damage, DC 27)
Serpent Trident- Blast +7 (+11 Ranegd Damage, DC 26)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +5
"Shark Bio-Armor" Dodge +5 (DC 15), Parry +8 (DC 18), Toughness +11, Fortitude +6, Will +5

Complications:
Responsibility (One With Nature)- Lemurians love nature, animals and life itself, and rarely take it needlessly.

Total: Abilities: 36 / Skills: 36--18 / Advantages: 13 / Powers: 70 + Psionics / Defenses: 10 (147 + Psionics)

-The first line of Lemurian defense is an ancient caste of warriors... wait, wasn't that the Birdman Warriors, too? Well I guess there can be two- after all, those group doesn't fly! The Oceanic Guardsmen are "warrior-poets" or "philosopher soldiers", and are the infantry shock-troops that some think of as "grunts", despite all that other character fluff they mentioned first. Lemurians themselves worship them as the bravest of the brave, and they even protect non-Lemurians, so devoted are they to saving life. "Lemurian society is so polite and considered", the bio mentions, that there's little need for police, so the Guardsmen sorta take that role, too.

-Oceanic Guardsmen are actually INCREDIBLY tough and powerful, gaining a huge amount of combat bonuses in their standard-issue Shark Bio-Armor (though many others select Coral, Chitin, Dolphin, Kelp, or Wood), rendering them PL 10 attackers at their baseline. They get more Psionics than most Lemurian O.C.C.s, and are also a little stronger and tougher at their base. They even GET AN EXTRA ATTACK, making them even better- a Juicer-equivalent as the baseline troop of the Lemurians.

-The Stonecaster Rifle is the standard side-arm of the Guardsmen, giving them a HUGE list of options in combat, in addition to the two extra Bio-Weapons they get- choosing the Serpent Trident and Bio-Blade, I accidentaly upgraded this thing to PL 12, lol. They get pretty weak skill selection, as usual, but hardly seem to need it- they're aggressive, powerful front-line fighters.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Sea Sentinel

Post by Jabroniville »

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SEA SENTINEL O.C.C.
Role:
Nature-Lover, Cocky Fighter Pilot, Dogfighter
PL 10 (154 + Psionics)
STRENGTH
3/10 STAMINA 4 AGILITY 2
FIGHTING 5/8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+7)
Expertise (Soldier) 5 (+6)
Insight 3 (+3)
Intimidation 2 (+3)
Perception 6 (+7)
Stealth 2 (+4)
Treatment 2 (+3)
Vehicles 10 (+12)

Advantages:
Equipment 6 (Gear), Ranged Attack 3

Powers:
"Lemurian Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning) [1]
Swimming 2 [2]
"Life Sense" Senses 5 (Life Awareness- Acute & Radius, Supernatural/Undead Awareness- Radius) [5]
Senses 2 (Ultra-Hearing, Low-Light Vision) [2]
Features 1: Communicates in Ultrasonic Frequencies [1]
"Empathy With Animals" Features 1: Animals (non-shark, feline, alien) Accept Lemurians as One of Them [1]
Regeneration 2 (Flaws: Source- Ley Lines & Stone Pyramids) [1]
Immunity 6 (Cold, Cold Damage) (Flaws: Limited to Half-Effect) [3]

"Born to Soar!" Enhanced Advantages 2: Ranged Attack 2 (Flaws: Source- Piloting Vehicles) [1]

"Ley Line Powers"
Flight +1 (Flaws: Affects Others Only +0, Limited to Ships, Source- Ley Lines) [1]
Blast +1 (Flaws: Affects Others Only +0, Limited to Ships, Source- Ley Lines) [1]
Immunity 2 (Crashing Damage) (Flaws: Source- Ley Lines) [1]

"Machine Awareness"
"Know When You're In Their Sights" Senses 7 (Technology Awareness- Acute, Analytical, Radius, Ranged, Danger Sense) [7]
Enhanced Dodge 2 (Flaws: Limited to Technological Opponents, Limited to One Opponent) [1]
Enhanced Skills 3: Perception 3 (+10) (Flaws: Limited to Technology) [1]
Features 1: May Pilot Any Unfamiliar Vehicle at -4 Skill [1]

"Dolphin Bio-Armor" (Flaws: Removable) [49]
Enhanced Strength 7 (14)
Enhanced Fighting 3 (6)
Protection 7 (7)
Enhanced Parry 1 (1)
Enhanced Advantages 1: Ranged Attack 1 (1)

"Automatic Dodge"
Enhanced Dodge 2 (2)
Enhanced Advantages 1: Uncanny Dodge (1)

"Bolt" Blast 9 (Feats: Extended Range 2) (20)

Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +3 (3)
Leaping 1 (15 feet) (1)

"Dolphin Tail" Features 1: May Detach & Head Back By Telepathic Command (1)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (61 points)

"Psionics" (Empathy, Machine Ghost, Meditation, Mind Block, Object Read, Sense Time, Telepathy, Telemechanics, Telemechanical Mental Operations)

Equipment:
"Barracuda Bio-Blades" Damage +0 (Split) (1)
"Clamshell Pistol" Blast 8 (16)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Dolphin Bio-Armor +8 (+10 Damage, DC 25)
Clamshell Pistol +6 (+8 Ranged Damage, DC 23)
Bio-Armor Bolt +6 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +5
"Dolphin Bio-Armor" Dodge +7 (DC 17), Parry +9 (DC 19), Toughness +11, Fortitude +6, Will +5

Complications:
Responsibility (One With Nature)- Lemurians love nature, animals and life itself, and rarely take it needlessly.

Total: Abilities: 38 / Skills: 34--17 / Advantages: 9 / Powers: 81 + Psionics / Defenses: 9 (154 + Psionics)

-The Lemurian version of a naval fighter pilot, Sea Sentinels fly their "Stone Flyers", magically-created flying jets. They are also caled "Rann-gii", after their inventor, who designed the ships to fight the Reachers of the Deep, Milu, and other evil aquatic entities- they are fast and maneuverable fighters. Sea Sentinels are currently known for a bit of ego, thinking highly of their death-defying antics, and a ton of risk-taking in action. The art is pretty basic, but shows guys moving about in single-seater flying ships made out of multi-tier organic material. The smarmy dialogue given for them cries "Kevin Siembieda wrote this", but the clever stats don't, so maybe the head writer just wanted to impress the boss.

-Sea Sentinels are among the least "fighty" of the Lemurian O.C.C.s, primarily because they're meant to fight in their ships, but they're given a grab-bag of interesting things. Their piloting skills are WAY beyond the norm, and they can fly just about anything with only minor penalties for unfamiliar gear. They get more Psionics than most (most of them meant to help in their piloting), an Immunity to crashes, and they can even boost the speed AND toughness of their vehicles when flying along Ley Lines! Possibly the most-interesting might be the writer clearly aping the Rifts Cyber-Knights additions to the Cyber-Knight O.C.C., as they gain the ability to counter certain technological advantages, though to nowhere near the same degree- in this sense, they're meant to be the Best Dogfighters Ever. Though this is not a "Combat Class", they are shockingly high-level, being PL 10 with Dolphin Bio-Armor (they mostly get the "light" Bio-Armor), as all the bonuses of that gear make them hard to hit, and fairly hard to hurt.
Curbludgeon
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Re: Jab's Rifts Builds (Bio-Armor! Psychics & Magic! Birdmen!)

Post by Curbludgeon »

I am so tickled that you're tackling Lemuria. I wanted to see that book so badly when I was a kid. It's fortunate for Palladium that they were able to snag a self-taught artist like Walton who'll stick around. In addition to the recent Rifts Bestiary (of which I've only seen a preview), Walton's art was basically the impetus behind the Northern Gun books and the Splicers book that was a compilation of 4 Rifter articles. Much of Walton's work with Splicers is of the Bio-Armor/Animal hybrid sort. That setting is interesting, being commonly described as "Guyver meets Terminator", and would honestly port over surprisingly well to M&M, being a bunch of modular effects that get added on to various armors. That there was only limited development of the aquatic environments which would normally be an adequate defense against the Machine hordes is almost certainly a result of initial work being shunted over to a more potentially profitable work.

Comments on Lemuria: I really like that you're including all the Features that would be hard to otherwise incorporate, such as Biomancers being able to make Bio-Constructs without any further rules information, and that Bio-Armor can change shape to accommodate shapechangers like Pneuma Biforms and Merans. The Bio-Energy Bow is noteworthy for being (I'm pretty sure) the most cost-efficient PPE/shot weapon in Palladium. I look forward to seeing some of the other Bio-Symbiotes, just so I can imagine a therapeutic body horror character I briefly played a few years ago more vividly. It was a Zembakh who had saved a traumatized Faerie and a couple of symbiotes from the Splugorth just before it was about to be itself lobotomized, and in the course of rehabilitation decided to live communally with an Octo-Arm, Fin Pack, and Sea Eye inside a Kelp Bio-Suit. Because that isn't even much of a stretch in Rifts ;) . I will note that Rifter 58 includes an "official" :roll: expansion to Lemuria. In it are a bunch of animals with some magicy variants, a paragraph about how Sea Mystics use Ocean Magic and change their Pilot skill to Horsemanship Exotic (sea animals), and descriptions of a few new classes. Citizens are all PL 4ish with few skills, Healers are Body Fixers without technology as a skill + major healing psionics, Academics are Rogue Scholars-tech skills+link with psychic Memory Banks, and Experimenters are improved Rogue Scientists with better access to tech skills+major psionics including telemechanic operation.

As for other things you've posted, I'm mainly impressed by the work ethic, man. You're a machine, particular with stuff I'd hate to mess with like slight changes in glitter boy varieties and such. You've been going through most of the hits, like Phase World and South America, and rightfully noted all kinds of weird discrepancies that often go unnoticed. A couple of examples are just how ridiculous the Lorica Wraith in Underseas is, and how over the top the Multiversal Legion's Borg units can be. A fun note about the latter is that it's one of the very few cyborg OCCs that can get all the various engineering skills to work successfully on itself. One or two Phase World borgs can squeak it out, and the insane cyborg cyber doc in the Sovietski book can do it, but I think that's it outside of a Heroes Unlimited cyborg moving between dimensions.

If there's one thing I'd potentially disagree with in these builds, it would be a matter of taste regarding power level. While I prefer looking at your builds' clean lay-outs, in play I'd probably want to pay lip service to the idea of mdc with ranks of Penetrating and Impervious instead so that I might lower the effect totals a tad. I wouldn't know if one of the sites you've mentioned in the past that finds showings between comic characters so as to extrapolate other matchups would consider this, but I keep wondering just how many Glitter Boys should be able to take down, say, Marvel's Thor?
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Lemurian Scout

Post by Jabroniville »

Image

LEMURIAN SCOUT
Role:
Nature-Lover
PL 11 (150 + Psionics)
STRENGTH
4/8 STAMINA 4 AGILITY 2
FIGHTING 5/8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 4 (+7)
Expertise (Survival) 11 (+11)
Insight 3 (+3)
Intimidation 2 (+3)
Perception 6 (+6)
Stealth 2 (+4)
Treatment 2 (+3)

Advantages:
Equipment 6 (Gear), Favored Environment (Wilderness), Ranged Attack 3, Tracking

Powers:
"Lemurian Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning) [1]
Swimming 2 [2]
"Life Sense" Senses 5 (Life Awareness- Acute & Radius, Supernatural/Undead Awareness- Radius) [5]
Senses 2 (Ultra-Hearing, Low-Light Vision) [2]
Features 1: Communicates in Ultrasonic Frequencies [1]
"Empathy With Animals" Features 1: Animals (non-shark, feline, alien) Accept Lemurians as One of Them [1]
Regeneration 2 (Flaws: Source- Ley Lines & Stone Pyramids) [1]
Immunity 6 (Cold, Cold Damage) (Flaws: Limited to Half-Effect) [3]

"Area of Specialty Skill Package"
Enhanced Skills 16: (Pick From Carpentry/Sleight of Hand, Anthropology; Chemistry/Biology; Perception, Stealth; Archaeology, Persuasion; Biology, Treatment, Animal Handling) [8]

"Wood Bio-Armor" (Flaws: Removable) [51]
Enhanced Strength 3 (6)
Enhanced Fighting 3 (6)
Protection 8 (Extras: Impervious 5) (13)
Enhanced Parry 2 (2)

Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

"Razorshell Launcher" Blast 9 (Feats: Extended Range 3) (21) -- (22)
  • AE: "Arm Spines" Strength-Damage +4 (Feats: Split) (Extras: Penetrating 5) (10)
"Chlorophyll & Solar Energy Boost" Enhanced Strength & Speed 1 (Flaws: Source- Direct Sunlight) (2)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (63 points)

"Psionics" (Empathy, Mind Block, Telepathy, 2 Physical or Sensitive Powers)

Equipment:
"Wood Undead-Slayer Bio-Weapons" Damage 2-4, upgraded to Damage 7-9 by using mental commands.
"Waterjet Gun" Blast 4 water-gun. 20 shots on land, limitless underwater.

Offense:
Unarmed +5 (+4 Damage, DC 19)
Wood Bio-Armor +8 (+8 Damage, DC 23)
Arm Spines +8 (+12 Damage, DC 25)
Energy Boost +8 (+9 Damage, DC 24)
Wood Bio-Weapons +8 (+7-9 Damage, DC 22-24)
Waterjet Gun +5 (+4 Ranged Damage, DC 19)
Razorshell Launcher +5 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +4
"Wood Bio-Armor" Dodge +5 (DC 15), Parry +10 (DC 20), Toughness +12, Fortitude +6, Will +4

Complications:
Responsibility (One With Nature)- Lemurians love nature, animals and life itself, and rarely take it needlessly.

Total: Abilities: 38 / Skills: 30--15 / Advantages: 11 / Powers: 77 + Psionics / Defenses: 9 (150 + Psionics)

-The Lemurian Scout has more beautiful art, as Chuck Walton also draws ANIMALS perfectly, and his exotic-looking, ponytailed dude looks like a great "heroic" character. Scouts are always a fascinating idea in Rifts, as the world is so buckwild and crazy, but always have this weird thing because they're never very powerful, not overly skilled, and Kevin S seems to get his weirdest ideas on them. Unlike most of the other O.C.C.s in this book, the Lemurian Scout has the byline "By Kevin Siembieda & Matthew Clements", which is always a worrying sign. And yes, Kevin has NOT changed, as we see "Making Paper Look Old"-level skills such as Cross-Country Pacing, Trail Blazing, Ocean Geographic Surveying (yes, a different specialty than doing so on land), Salvage, UNDERSEA Salvage, and more useless, "when are you ever gonna use this?" stuff given pages of description. WHY IS KEVIN STILL THE SAME PERSON IN 2010 AS HE WAS IN 1992!?!

-Lemurian Scouts, like most Scouts, have the "adventuresome" personality type, are said to marvel at nature, etc. They're more "educated and interested in science" than your typical landlubber Wilderness Scout, as they have "Skill Packages" to select from, including Explorer (building/tracking/escape), Naturalist (science), Ranger (stealth/intelligence), Treasure Hunter (archaeology/barter), and Zoologist (animal life). This makes them oddly more variable than other O.C.C.s, but also just as limited, as you MUST choose a laser-focus on one particular thing (the equivalent of 16 skill points spread across five different packages). Their gear is oddly set up to fight Undead, though that's not really mentioned in their bio. Wood Bio-Armor, one of their many options, is SAMAS-level tough and gives incredible fighting bonuses, making the humble Lemurian Scout PL 11, if only with his Parry. The Arm Spines on the suit make him PL 10.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Bio-Armor! Psychics & Magic! Birdmen!)

Post by Jabroniville »

Curbludgeon wrote: Sun Feb 02, 2020 9:12 pm I am so tickled that you're tackling Lemuria. I wanted to see that book so badly when I was a kid. It's fortunate for Palladium that they were able to snag a self-taught artist like Walton who'll stick around. In addition to the recent Rifts Bestiary (of which I've only seen a preview), Walton's art was basically the impetus behind the Northern Gun books and the Splicers book that was a compilation of 4 Rifter articles.
Yeah, looking at his DeviantArt page, I saw some of his other stuff- Splicers appears to be a bit more up his alley, but parts of that are included in Lemuria, of course.
Comments on Lemuria: I really like that you're including all the Features that would be hard to otherwise incorporate, such as Biomancers being able to make Bio-Constructs without any further rules information, and that Bio-Armor can change shape to accommodate shapechangers like Pneuma Biforms and Merans.
Thanks! "Features" is pretty much the "yeah, I got nothing, so here's a rule that mentions it" thing, but it's considered quite important that ONLY these guys can create this preposterous armor.
The Bio-Energy Bow is noteworthy for being (I'm pretty sure) the most cost-efficient PPE/shot weapon in Palladium. I look forward to seeing some of the other Bio-Symbiotes, just so I can imagine a therapeutic body horror character I briefly played a few years ago more vividly. It was a Zembakh who had saved a traumatized Faerie and a couple of symbiotes from the Splugorth just before it was about to be itself lobotomized, and in the course of rehabilitation decided to live communally with an Octo-Arm, Fin Pack, and Sea Eye inside a Kelp Bio-Suit. Because that isn't even much of a stretch in Rifts ;) .
Yeah, a living bunch of weird symbiote things all living together in armor is the kind of out-there thing that you can really only do in this game, lol.
I will note that Rifter 58 includes an "official" :roll: expansion to Lemuria. In it are a bunch of animals with some magicy variants, a paragraph about how Sea Mystics use Ocean Magic and change their Pilot skill to Horsemanship Exotic (sea animals), and descriptions of a few new classes.
Good to know! I might have to check that one out, even though it seems like they're just rounding out the civilians. It's pretty insane that this MASSIVE book (it feels about 1/3 longer than Juicer Uprising, and is larger than either South America book or Africa) somehow misses out on those Civilian O.C.C.s.
As for other things you've posted, I'm mainly impressed by the work ethic, man. You're a machine, particular with stuff I'd hate to mess with like slight changes in glitter boy varieties and such. You've been going through most of the hits, like Phase World and South America, and rightfully noted all kinds of weird discrepancies that often go unnoticed. A couple of examples are just how ridiculous the Lorica Wraith in Underseas is, and how over the top the Multiversal Legion's Borg units can be.
Not gonna lie- a HUGE part of this set here is me trying to judge everything in these books against each other. Typically this is impossible, as the books aren't online in an easy format to read, the M.D.C. is often randomly-rolled, and it's hard to remember what each thing can do against each other thing. So actually quantifying the stats in a format I CAN easily read and look up actually makes it very clear just what's overly insane in these books.

The Legion's stuff was obviously a huge eye-opener, as was Carella deciding to make all the guns in the books thus far obsolete. Statting up all the Juicers made me realize which ones were clearly the most superior (Titan Juicers gave up way too much with that extra attack lost to justify their toughness, while Dragon Juicers were IMMENSELY superior to the others). And it does help with all the weird SAMAS & Glitter Boy variants to know just who has the best gear. The Coalition War Campaign book may be notorious for all its stuff, but it felt necessary for me to figure out which suits were the top ones.
If there's one thing I'd potentially disagree with in these builds, it would be a matter of taste regarding power level. While I prefer looking at your builds' clean lay-outs, in play I'd probably want to pay lip service to the idea of mdc with ranks of Penetrating and Impervious instead so that I might lower the effect totals a tad. I wouldn't know if one of the sites you've mentioned in the past that finds showings between comic characters so as to extrapolate other matchups would consider this, but I keep wondering just how many Glitter Boys should be able to take down, say, Marvel's Thor?
See, what's funny is that I often think I'm making things TOO WEAK compared to what they're "supposed" to be in Rifts, given how actual real-world weapons stat up. The back of the Main Rulebook includes rules for mundane weapons that renders every melee weapon on Earth worthless, and even makes rocket launchers and high-powered guns only do 1D4 M.D.C. at best. I think regular City Rats can carry guns more powerful than anything Earth ever created.

I also didn't want to do Penetrating/Impervious because it's just kind of annoying to always type out and mess around with- another thing to keep track of, bloating up the builds. Easier to just equate more damage with more damage, really.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Serpent Hunter

Post by Jabroniville »

Image
Image

SERPENT HUNTER O.C.C.
Role:
Nature-Lover, Monster Hunter, The Class You Want To Play
PL 11 (192 + Psionics), PL 13 (192) against & riding Sea Serpents
STRENGTH
4/10 STAMINA 5 AGILITY 2
FIGHTING 5/10/12/14 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+7)
Expertise (Survival) 5 (+5)
Expertise (Monster & Demon Lore) 6 (+7)
Insight 3 (+3)
Intimidation 2 (+3)
Perception 6 (+6)
Stealth 2 (+4)
Treatment 2 (+3)

Advantages:
Equipment 6 (Gear), Favored Environment (Riding Sea Serpents), Favored Foe (Sea Serpents), Ranged Attack 3, Tracking

Powers:
"Lemurian Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning) [1]
Swimming 2 [2]
"Life Sense" Senses 5 (Life Awareness- Acute & Radius, Supernatural/Undead Awareness- Radius) [5]
Senses 2 (Ultra-Hearing, Low-Light Vision) [2]
Features 1: Communicates in Ultrasonic Frequencies [1]
Regeneration 2 (Flaws: Source- Ley Lines & Stone Pyramids) [1]
Immunity 6 (Cold, Cold Damage) (Flaws: Limited to Half-Effect) [3]

"Empathy With Serpents & Monsters"
Features 1: Monsters Accept Hunters as One of Them [1]
Enhanced Skills 9: Expertise (Animal Handling) 9 (+10) (Flaws: Limited to Monsters) [3]

"Serpent-Hunting Specialties"
"Beast Riding" Enhanced Skills: Athletics 6 (+13) (Flaws: Limited to Riding) [2]
"Sense Monsters" Senses 2 (Monster Awareness- Ranged) [2]
"Specialized Rider" Enhanced Fighting 2 (Flaws: Source- Riding War Steed) [2]

"Serpent Slayers"
Enhanced Fighting 2 (Flaws: Limited to Against Sea Monsters) [2]
Enhanced Advantages 4: Improved Critical, Ranged Attack 2, Uncanny Dodge (Flaws: Limited to Against Sea Monsters) [2]

"Leviathan Bio-Armor" (Flaws: Removable) [83]
Enhanced Strength 6 (12)
Enhanced Fighting 5 (10)
Protection 7 (Extras: Impervious 5) (12)
Enhanced Advantages 3: Ranged Attack 3 (3)
Enhanced Dodge 2 (2)

"8-12 Feet Tall"
Reach 1 (1)
Features 2: Increased Mass 2 (2)
Stealth -4 (-2)

"Light Stonecaster Cannon"
"Metamorphic Stone" Blast 13 (Feats: Extended Range 3) (Extras: Penetrating 8) (37) -- (41)
  • AE: "Igneous Molten Rock" Blast 11 (Feats: Extended Range 3) (Extras: Secondary Effect) (36)
  • AE: "Sedimentary Rock" Blast 10 (Feats: Extended Range 3) (Extras: Area- 15ft. Burst +1/2) (28)
  • AE: "Clawed Gauntlets" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 5) (7)
  • AE: "Limited Spell Nullification" Nullify 12 (Magic) (Flaws: Unreliable- 3/day) (12)
Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

Immunity 10 (Dragon Breath Weapons) (Flaws: Limited to Half-Effect on Non-Fire) (8)
"Magic Resistance" Immunity 10 (Energy Damage) (Flaws: Limited to Half-Effect, Limited to Magic) (3)

"Shoulder Searchlight" Features 1: Light (1)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (103 points)

"Magic" (Breathe Without Air, Globe of Daylight, Impervious to Fire, Lightblade, Magic Net, Magic Shield, Armor of Ithan, Sense Evil, Sense Magic, Tongues, Chameleon)
"Psionics" (Empathy, Mind Block, Telepathy, Death Trance, Impervious to Poison, Levitation, Resist Fatigue, See the Invisible, Telekinetic Leap)

Equipment:
"Serpent Blade" Damage 9 normal, to 11 when heated-up with Bio-Energy (4/day, lasts five minutes).
"Serpent Trident" Damage 10 normal, to 12 when heated-up with Bio-Energy. Electrical Bolt (Blast 11- 20/day before recharging).
"Ink Gun" Concealment (Visuals) (30ft. Burst Area, Attack).
"Bio-Energy Bow" Blast 10 (Ext. Range 2). 40 shots before recharging, or 35 P.P.E.

Offense:
Unarmed +5 (+4 Damage, DC 19)
Unarmed Riding or vs. Serpents +7 (+4 Damage, DC 19)
Unarmed Riding & vs. Serpents +9 (+4 Damage, DC 19)
---
Serpent Blade & Trident +5 (+9-10 Damage, DC 24-25)
Heated Serpent Blade & Trident +5 (+11-12 Damage, DC 26-27)
Serpent Blade & Trident Riding or vs. Serpents+7 (+9-10 Damage, DC 24-25)
Heated Serpent Blade & Trident Riding or vs. Serpents +7 (+11-12 Damage, DC 26-27)
Serpent Blade & Trident Riding & vs. Serpents +9 (+9-10 Damage, DC 24-25)
Heated Serpent Blade & Trident Riding & vs. Serpents +9 (+11-12 Damage, DC 26-27)
Bio-Energy Bow or Bolt +5 (+10-11 Ranged Damage, DC 25-26)
Bio-Energy Bow or Bolt vs. Serpents +7 (+10-11 Ranged Damage, DC 25-26)
---
Leviathan Unarmed +10 (+10 Damage, DC 25)
Leviathan Unarmed Riding or vs. Serpents +12 (+10 Damage, DC 25)
Leviathan Unarmed Riding & vs. Serpents +14 (+10 Damage, DC 25)
Leviathan Serpent Blade & Trident +10 (+10-12 Damage, DC 24-27)
Leviathan Serpent Blade & Trident Riding or vs. Serpents +12 (+10-12 Damage, DC 24-27)
Leviathan Serpent Blade & Trident Riding & vs. Serpents +14 (+10-12 Damage, DC 24-27)
Leviathan Bio-Energy Bow or Bolt +8 (+10-11 Ranged Damage, DC 25-26)
Leviathan Bio-Energy Bow or Bolt vs. Serpents +10 (+10-11 Ranged Damage, DC 25-26)
---
Clawed Gauntlets +10 (+11 Damage, DC 26)
Clawed Gauntlets Riding or vs. Serpents +12 (+11 Damage, DC 26)
Clawed Gauntlets Riding & vs. Serpents +14 (+11 Damage, DC 26)
---
Stonecaster Cannon- Igneous +8 (+11 Ranged Damage, DC 26)
Stonecaster Cannon- Igneous Riding or vs. Serpents +10 (+11 Ranged Damage, DC 26)
Stonecaster Cannon- Igneous Riding & vs. Serpents +12 (+11 Ranged Damage, DC 26)
Stonecaster Cannon- Sedimentary +10 Area (+10 Ranged Damage, DC 25)
Stonecaster Cannon- Metamorphic +8 (+13 Ranged Damage, DC 28)
Stonecaster Cannon- Metamorphic Riding or vs. Serpents +10 (+13 Ranged Damage, DC 28)
Stonecaster Cannon- Metamorphic Riding & vs. Serpents +12 (+13 Ranged Damage, DC 28)
---
Nullify Magic +10 (+12 Nullify, DC 22)
---
Initiative +2

Defenses:
"Basic" Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +5, Fortitude +7, Will +5
"Riding or Against Sea Serpents" Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +5, Fortitude +7, Will +5
"Riding & Against Sea Serpents" Dodge +5 (DC 15), Parry +9 (DC 19), Toughness +5, Fortitude +7, Will +5
"Leviathan Armor" Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +12, Fortitude +7, Will +5
"Leviathan Armor Riding or Against Sea Serpents" Dodge +7 (DC 17), Parry +12 (DC 12), Toughness +12, Fortitude +7, Will +5
"Leviathan Armor Riding & Against Sea Serpents" Dodge +7 (DC 17), Parry +14 (DC 14), Toughness +12, Fortitude +7, Will +5

Complications:
Responsibility (One With Nature)- Lemurians love nature, animals and life itself, and rarely take it needlessly.
Relationship (Thrall Sea Serpent)- Serpent Hunters are so close with their Thralls that losing one is like losing their best friend. And if the Hunter dies, the Thrall immediately goes into a blood frenzy, and will often starve itself to death out of mourning.

Total: Abilities: 42 / Skills: 30--15 / Advantages: 12 / Powers: 114 + Psionics & Magic / Defenses: 9 (192 + Magic & Psionics)

-Absolutely NOTHING in this book cries "YOU WANT TO PLAY THIS" like the all-encompassing radness that is the Serpent Hunter. An O.C.C. made up of the bravest, strongest, and toughest Lemurians (the O.C.C. stat requirements are as such that a human would be hard-pressed to ever qualify; a Lemurian probably could), the Serpent Hunter is meant to hunt down, fight, kill and also TAME the mighty "Serpents" of the oceans of Rifts Earth. This includes massive Ichthyosaurs, Plesiosaurs (the book simply calls them all "Dinosaurs"), Dragons, unnatural monsters, and more. They are said to be the bravest and most legendary of Lemurians, and EVERYONE dreams of wanting to be them, just in case it wasn't more clear that these were the most desirable thing in the book.

-Serpent Hunters are demons on wheels in terms of combat, sporting a ridiculous THREE ways to boost their number of attacks, +1 when Riding, +1 when fighting Sea Monsters, and +1 when wearing their "standard issue" Leviathan Bio-Armor- the top of the line for Lemurians is their basic gear, boosting their accuracy & defenses as well. Their "War Steed" category allows them not just one, but TWO steeds they can own, and special missions allow for any others- these include the smaller, faster Toughness +10 guys, their Thrall Sea Serpents (Otter/Dinosaur-looking things around +11-12), and heavy hitters like the Serpent Seahorse (around +14). They also get more base Magic & Psionics than anyone outside of the Psychic & Magic O.C.C.s, great regular gear, and more.

-Serpent Hunters are wonderfully complicated when you add in all the stuff they get bonuses from- riding & fighting Sea Serpents of all stripes, plus the bonuses from fighting within their armor- this pushes them from PL 5 unarmed to PL 7, makes them PL 8-11 with their Serpent Blades, PL 10-12 unarmed in their Leviathan Bio-Armor, PL 11-13 with their armaments AND their gear, and even PL 12.5 at range with the Metamorphic option on their Stonecaster Cannon! It's PL 11 to parry at the baseline, but upgrades to PL 13 entirely when riding a War Steed against another Serpent. It also gains Immunities against Magical Energy Attacks and Dragon Breath, further increasing its chances of survival. In short, it's the ultimate "Dragon Killer".
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Lemurian Equipment

Post by Jabroniville »

Image

LEMURIAN GEAR:
* There's a bunch of vehicles listed in Rifts Lemuria as well. There's a Bubble Pack that moves you along at 70 mph and is technology instead of a squid or whatever. A Serpent Saddle is a mechanical saddle with Blast 10-13 on it. The Wind Seer is Toughness 9, flies at Mach 1, and has Blast 9- these are unmanned aides to the later vehicles, and get their same Psionics.

The Lemurian Stone Vehicles are Symbiotic, and so they can recognize their pilots and will not be used by thieves, etc., and can Regenerate. They also have their own Psionic Powers (usually detection-related), fueled through randomly-rolled I.S.P. The Sea Dart Interceptor is used by the Sea Sentinels, and is about Toughness 11, has Blast 12, and "Living Torpedoes" that follow instructions and have their own attacks (Blast 11-13), or can "commit suicide" to blow up at Blast 14-15 levels. At Mach 1-3, it's MUCH faster than almost anything on Earth. The Cloud Shell is a one-man submersible with Toughness 12, goes at Mach 2, and has the same "Stonecaster Gun" used by the Leviathan Bio-Armor and the equipment section. Also has a Blast 13 Ionic Charge Imbalancer. the Cloud Wind is a massive 120-foot troop & cargo transport that goes Mach 2, has a huge Toughness 17 (!!), Blast 14, Mini-Missiles, "Seaweed Chaff" (the "Seaweed Bloom" spell), and more. The Wave Shadow Submarine is even bigger, but only goes 60 mph- it has the Stonecaster Gun again (but at Blast 14-15 levels), and is Toughness 13-14 in each of three sections. The Scuttler Submersible Tank is Toughness 12 and has a Blast 13 Stonecaster Gun, and is meant for quick amphibious assaults.
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Lemurian Symbiotes

Post by Jabroniville »

LEMURIAN SYMBIOTES:
* Another strange aspect of Lemurian Biomancy is their focus on "Symbiotes"- sometimes attachments, sometimes as just regular minions, but their gear is usually literally ALIVE.

"Living Saddles": ie. "Why the ridden War Steeds don't have straps wrapped around them". These attach to creatures, and can sprout off to form ADDITIONAL saddles and holsters as well.

"Riding Bio-Barding" Bio-Armor that grows over a creature, adding 50% to the M.D.C. (!!!) over most of its body, and twice as much on the head, belly and neck. This seems to apply only to creatures large enough to differentiate these, and I don't know if Walton actually drew this on any of his creatures, most of whom look fairly "clean".

"Bio-Skins": Skintight living suits that cover humanoid subjects, allowing light M.D.C. covering. The Gill Suit lets surface-dwellers breathe underwater, the Dive Suit adds more survival at lower depths and is for salvage operations, the Protective Suit is for Environmental hazards, and the Terrain Suit lets aquatic creatures survive on land.

"Breathers": Transparent jellyfish that you literally wear as a giant helmet to breathe underwater. Yeah, there's not enough money.

"Fin Pack": Living finned creature that boosts Swimming speed to 44 mph. Attaches to the back like a "jet-pack".

"Octo-Arm": Living octopus that covers the arm, boosting two attacks (Fighting), giving Extra Limbs 3, Improved Disarm, Blending (color change), and does Damage 7. Can regrow tentacles in 24 hours.

"Sea Doctor": Lumpy sea cucumber that acts like those magical "Healing Devices" on Star Trek, improving medical conditions, healing, removing poisons, etc. Also has a ton of hidden Psionic Abilities, known only to certain Lemurians.

"Sea Eye": Little creature with a big eye, gaining the wearer +2 Perception, +1 to dodge, Radius Sight, Navigation, a tiny Blast, Environment (Light).

"Squid Lock": Squid creature with exceptional holding power- used to secure prisoners. Does a huge Damage 11 to free someone by ripping the creature off, and you need to be around ST 13 to pull it off.It's got EIGHT ATTACKS, is +3 to hit, does Damage 10, etc.

"Squid Pack": Like the Fin Pack, but better- a giant squid worn as a backpack, enabling 66 mph speeds underwater, Leaping 1, and good durability, but isn't given attacking stats.

"Talisman Shell": Little shelled creatures that can be infused with spells (like Techno-Wizard items).
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Woodclaw
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Re: Jab's Rifts Builds (Lemurian Guardsmen! Scouts! Serpent Hunters!)

Post by Woodclaw »

It's incredible how these last build, while having that distinct "Rifts-flavour" managed to capture my imagination way more than anything else I've ever seen about the setting.
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Jabroniville
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Re: Jab's Rifts Builds (Lemurian Guardsmen! Scouts! Serpent Hunters!)

Post by Jabroniville »

Woodclaw wrote: Wed Feb 05, 2020 10:42 am It's incredible how these last build, while having that distinct "Rifts-flavour" managed to capture my imagination way more than anything else I've ever seen about the setting.
Yeah, the notion of "Guy in Living Armor Who Rides Monsters so he can Kill Monsters" is unspeakably awesome, and truly gets the most out of the setting.

What's funny about this book is realizing that despite fan assertions that the "Power Creep" had gotten under control with books like this being more on the level with prior work in the line, and most gear being worse... I'm finding the extra attacks and accuracy acquired from the Bio-Armor to make these guys a LOT more dangerous as a whole. Maybe bonuses to hit just aren't as big a deal in Palladium? Does anyone remember?

Looking at the rules, it's easy to get bonuses to hit & defenses (three Skills boost it, and all the Hand-To-Hand styles slowly do so as well). But in that setting, attacks hit automatically if you roll 5+ on a D20, and must then be PARRIED (which the book... doesn't include rules on how to do, but I assume is done by matching the attack's value on a D20, since characters get bonuses to Parry).

It seems that overall, you rarely get REALLY, REALLY good at hitting & dodging, adding up only +10 or so over the course of your character's life, but you gain numerous attacks with time, especially if you chose the "Assassin" combat variant (two bonus attacks at Level 2).
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