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

Where in all of your character write ups will go.
Jabroniville
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Monkey Boy

Post by Jabroniville »

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MONKEY BOY R.C.C. (Add to Chimp, Orangutan or Gorilla): INT +3, PRE +2, Expertise (Soldier) 4, Stealth 2, Technology 4, Ranged Attack 4, Equipment 6 [25]

-Monkey Boys are given only a handful of pages overall, and largely glossed over, particularly using the kind of "well I don't really like this" kind of stuff that Kevin S is known for, where he decries an idea as it's been presented to him (likely through art, like the Coalition Hellion & Centaur Skelebots). Here, we discover that the Coalition genetically engineers apes to be smarter, but the CS is wary of this, fearing a "human-superior" species. Mini Monkeys are kept small and dumb, while gorillas have been proven to be too hard to make "military-style" aggressive in the field, as opposed to their natural tendencies (where their anger is used for defense or protection, not conquest). So 90%+ of the Monkey Boys are actually chimps, though most are made simple grunts, making them lazy, miserable and cranky minions. I'll give Kevin & Co. credit here- they actually know something about ape culture and psychology, even to the point of knowing that chimps are fairly warlike and aggressive.

-Desmond Bradford is said to be upset over this, as he finds their potential very high- he wants them to be something more than soldiers. To this end, he has an undocumented band of chimpanzee lab assistants working for him.

-They have a buttload of stat advantages, but it's easier to me to just throw on a Template to my APE builds, other than statting up a new kind of "____ Boy" with variable strength and toughness from ape types. I mean, I've DONE all that work already.
Jabroniville
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Monkey Boy Tech

Post by Jabroniville »

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MONKEY BOY TECH R.C.C.: INT +1, AWA +1, PRE +1, Expertise (Science) 6, Technology 8 [13]
-Desmond Bradford's aforementioned "Chimp Lab Assistants" are given a micro-bio at the very end of the "Monkey Boys" section, probably because somebody drew an ape in a labcoat, and Palladium HATES to waste art. These guys gain mental boosts and actual SKILLS, being far more versatile than basic Monkey Boys, but they likely won't see combat.
Jabroniville
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Mutant Rat

Post by Jabroniville »

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MUTANT RAT R.C.C.
Role:
Horrible Race of Evil
PL 7 (67)
STRENGTH
1 STAMINA 1 AGILITY 0
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Athletics 6 (+7)
Expertise (Soldier) 3 (+3)
Intimidation 2 (+1)
Perception 5 (+4)
Stealth 6 (+6)
Technology 2 (+2)

Advantages:
Benefit (Ambidextrous), Equipment 5 (CS Gear), Improved Initiative, Tracking

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]

"Psionics" (4 from the Sensitive category)

Equipment:
"CS Gear"
"Body Armor"
Protection 3 (Impervious 3) (6)

"Blaster" Blast 8 (16)
"Assorted Gear" (4)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +4 (+7 Armor), Fortitude +3, Will +2

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.
Responsibility (Selfish)- Rats tend to do what's best for them in any situation- they will quickly abandon fights that don't go well, abandon their post if they hate it, and join up with criminal organizations easily.
Responsibility (Strength in Numbers)- Rats will get emboldened when in large groups- this makes them

Total: Abilities: 22 / Skills: 24--12 / Advantages: 7 / Powers: 5 + Psionics / Defenses: 11 (67)

-Mutant Rats actually get an interesting bio, though a bit lacking in nuance, like a lot of "Evil Races" in the game. See, the Coalition had this brilliant idea to make Mutant RATS- more horrible than dogs, but why not create a fast-breeding race of cannon fodder to go out and die in droves? What does it matter if RATS die en masse against vampires or the Pecos Empire? But then the game asks the interesting question of "What if the RATS don't like it?". And sure enough, it turns out that the rats were like "f*ck THAT" and planned a mass escape. The Coalition attempted to gas the lot of the mutants, but a coincidental "Random Rift" opened up (said to be an accident from an illegal project of Bradford's), allowing thousands to escape. And so they live on, hidden in the Pecos Empire, in the wilderness, and in the Lone Star facility itself, scurrying along the sewers and abandoned sections of the massive complex. It's a really cool idea, actually, accompanied by some truly great Perez art featuring a sinister rat-man licking the blood off of a blade.

-Mutant Rats, however, are given a bio that paints a sordid picture of them. Fast-breeding psychos, they get to adult maturity in only a year, and are shown to be incredibly selfish, domineering, cruel, and vicious. They will escape at the first opportunity, join the first criminal underworld organization they can find, and even act cruelly to anyone weaker than them- it's said that if rats overpower or overwhelm their opponents, they will revel in torturing, raping and murdering them, simply because they're now emboldened knowing that nobody is there to stop them. In larger groups, their behavior falls apart as they get more aggressive and egg each other on. It's pretty clear whoever wrote this HATED rats.

-Much is made over how sub-par Mutant Rats are in many ways- they're weak-willed, have terrible skills ("Freeborns" who choose their own O.C.C. will have their skill bonuses HALVED), and more, but they're actually not THAT bad. Mostly because they get a bonus attack per turn, which is pretty big in Palladium's system- it's more than many of the Dog Boys or Cats get! The defensive bonus means they make PL 7 defensively pretty easily.
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Mutant Bat

Post by Jabroniville »

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MUTANT BAT R.C.C.
Role:
"We Just Didn't Want to Waste The Art, Okay?"
PL 7 (64)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 7 DEXTERITY 4
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Athletics 6 (+7)
Expertise (Soldier) 3 (+2)
Intimidation 4 (+4)
Perception 5 (+4)
Stealth 6 (+7)
Technology 2 (+1)

Advantages:
Benefit (Ambidextrous), Equipment 5 (CS Gear), Favored Environment (Airborne), Improved Initiative

Powers:
"Animal Senses" Senses 1 (Low-Light Vision) [1]
"Echolocation" Senses 4 (Extended, Ultra & Accurate Hearing) [4]
Flight 4 (30 mph) (Flaws: Winged) [4]

Equipment:
"CS Gear"
"Body Armor"
Protection 3 (Impervious 3) (6)

"Blaster" Blast 8 (16)
"Assorted Gear" (4)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +4 (+7 Armor), Fortitude +3, Will +2

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.
Responsibility (Selfish)- Rats tend to do what's best for them in any situation- they will quickly abandon fights that don't go well, abandon their post if they hate it, and join up with criminal organizations easily.
Responsibility (Strength in Numbers)- Rats will get emboldened when in large groups- this makes them

Total: Abilities: 24 / Skills: 26--13 / Advantages: 7 / Powers: 9 / Defenses: 11 (64)

-Mutant Bats are the final type included in the book, and are given the most half-assed bio. It basically just boils down to "they tried it for some stealthy night-hunters, but bats are wussies on Rifts Earth, so we gave up". Like they just threw together whatever for a cool Perez drawing of a bat-guy with space-goggles on, indicating in the bio that while bats used to be scary for people, they're just S.D.C. wimps and don't even get much cool stuff compared to other Mutant Animals working for the Coalition, because their much-vaunted stealth is useless in a world of regular access to scanning equipment. So the bat program was cancelled, all the bats sterilized, and the remainder are to live out their lives as CS goons, often guards because they have echolocation. They are, of course, listed under the "MUTANT RODENTS" heading, which I dearly hope is due to editing mistakes.

-Mutant Bats are similar to Rats, getting the same combat bonuses, but lack Psionics and can fly.
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Xiticix Killer

Post by Jabroniville »

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XITICIX KILLER R.C.C.
Role:
The Monster on the Cover, Xiticix-Hunters
PL 12 (144)
STRENGTH
6 STAMINA 8 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE -2 AWARENESS -1 PRESENCE -2

Skills:
Athletics 7 (+12)
Expertise (Survival) 8 (+7)
Intimidation 9 (+7)
Perception 9 (+8)
Stealth 5 (+8)

Advantages:
Benefit (Ambidextrous), Close Attack 1, Improved Initiative, Power Attack, Ranged Attack 2, Startle, Takedown

Powers:
Protection 1 [1]
Senses 5 (Acute & Extended Scent, Extended Vision 2, Tracking- Scent) [5]
"Tail" Extra Limbs 1 [1]
Immunity 10 (Magica Energy) [10]
Immunity 2 (Ley Line Storms) [2]
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Speed 2 (8 mph) [2]
Leaping 2 (30 feet) [2]
Regeneration 3 [3]

"Right Tentacle" Damage 13 (Feats: Reach 3) (Extras: Multiattack, Penetrating 8) (Flaws: Limited to Foes Damaged By Piercing Attacks) Linked to Affliction 8 (Fort; Dazed/Stunned) (Flaws: Limited Degree, Limited to Foes Damaged By Piercing Attacks) (27) -- [29]
  • AE: "Left Claw" Strength-Damage +4 (Extras: Penetrating 6) (10)
  • AE: "Left Energy Blast" Blast 6 (Feats: Accurate) (13)
Offense:
Unarmed +11 (+6 Damage, DC 21)
Left Claw +11 (+10 Damage, DC 25)
Right Tentacle +11 (+13 Damage, DC 28)
Energy Blast +8 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +9, Fortitude +8, Will +5

Complications:
Obsession (Killing Xiticix)- The Xiticix Killer has been specifically engineered to be an insatiable killing machine, slaughtering Xiticix constantly.

Total: Abilities: 40 / Skills: 38--19 / Advantages: 8 / Powers: 62 / Defenses: 14 (144)

-The Xiticix being such a constant "Here Be Dragons" threat across Canada, preventing the Coalition from expanding, is a somewhat-recurring issue in the setting. Fearing reprisals if too many hives were attacked, Emperor Prosek charged Bradford at Lone Star with the creation of a genetically-engineered killer that would kill Xiticix without informing them of Coalition aggression.

-Xiticix Killers were thus genetically engineered from cats, apes, dinosaurs (of course), and some random alien parasite that Bradford & Co. found on a dead Xiticix specimen- its extendable tentacles were found to be able to insert themselves into open wounds and thrash around, thus causing massive internal damage. And so 29,000+ of these things were tossed into the wilds in Xiticix territory- able to slaughter numerous bugs before dying themselves, they are apparently rather successful, if dwindling- their psychotic desire to kill more Xiticix leaving them little time to mate and prosper.

-The Xiticix Killer is actually reasonably well-named, as it does a horrendous amount of damage in melee, having seven attacks (!!) and a +13 melee weapon against +8 Toughness aliens (6D6 versus 70-ish M.D.C. in the game- most won't last more than a couple rounds). It lacks a good ranged option, and is too savage to be controlled, but its brutal Tentacle attack renders it a PL 12 powerhouse should it do some damage first- pierced victims will not only have to deal with an Afflicted, Multiattacking Tentacle thrashing around inside them, but take damage from both its removal AND its death-throes. So much the better that they're fairly simple (PL 9.5) to kill.
Last edited by Jabroniville on Fri Dec 06, 2019 12:23 am, edited 2 times in total.
Spectrum
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Re: Jab's Rifts Builds (Monkey Boys! Mutant Rats & Bats! Xiticix Killer!)

Post by Spectrum »

Did they give any information on if the Killers became an evil bigger threat to humanity?
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Re: Jab's Rifts Builds (Monkey Boys! Mutant Rats & Bats! Xiticix Killer!)

Post by catsi563 »

Spectrum wrote: Thu Dec 05, 2019 1:55 pm Did they give any information on if the Killers became an evil bigger threat to humanity?
They did at the end of the monsters description. the killers are genetically modified to hunt and eat ONLY XITICIX. theyre so aggressive about it that even when they do mate 4-5 babies worth theyre usually too aggressive at killing the xiticix that they don't have time to breed, only 4500 wild born were added to the released ones.

the description pretty much says if the xiticix were all killed the XKs would starve and die out
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Jabroniville
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Re: Jab's Rifts Builds (Monkey Boys! Mutant Rats & Bats! Xiticix Killer!)

Post by Jabroniville »

Spectrum wrote: Thu Dec 05, 2019 1:55 pm Did they give any information on if the Killers became an evil bigger threat to humanity?
What Catsi said. The things have such a single-minded determination to kill Xiticix that it's never come up. Though really, mentioning a backdoor of "Oh shit, some of them are going rogue and are dangerous" or "they view ANYTHING with wings as a Xiticix, and so attack Dragons & SAMAS alike, possibly drawing magical kingdoms into further conflict" or whatever. But oddly the Xiticix Killer never really shows up elsewhere as far as I know, unless the Xiticix-themed sourcebook elaborates on their deal.
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Psi-X Alien

Post by Jabroniville »

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PSI-X ALIEN R.C.C.: ST -1, STA -1, AGI -1, INT +1, PRE -1, Darkvision, Ultra-Vision, Infravision, Vision Counters Concealment, Detect Electromagnetic Energy- Ranged, "Hovering" Flight 1 (Low Ceiling), "Psionics" (See Aura, Sense Magic, Detect Psionics, Bio-Regeneration; Randomly Roll For Other Powers) [5 + Psionics]

-This has Kevin Siembieda written all over it- not only can you accidentally roll up a vastly superior or sub-par character at random, but this race actively sucks worse than regular PCs at numerous things. These "Aliens" are the creation of Desmond Bradford, who tried (and failed) to target the latent Psionic genes in people and create super-psionics with them. All he ended up doing was creating borderline physically-incapable, deformed creatures with huge heads and weak minds. Though smart, they were of limited skills, prone to insanity, and vulnerable to addictions. Apparently having a moment of mercy (given that he gladly slaughters people all the time and lives a life of constant blackmail) because "they were unwiling victims", Bradford freed a few hundred of his victims into the Pecos Empire, where many have thrived, despite their weaknesses.

-"Psi-X Aliens" are more or less an exiled experiment gone wrong, but roll on a random table for both insanity (because Siembieda) and Psionics- sometimes getting "all Healing", something sucky, or even Mind-Melter capabilities! But you'll mostly suck worse than a normal person at everything but psionics. And apparently tie boxes of cigarettes to your head with bandanas, because both pieces of Perez art feature that.
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The Pecos Empire

Post by Jabroniville »

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THE PECOS EMPIRE:
-The final 1/4 of the Rifts Lone Star book contains a large regional explanation for the rest of Texas, usually called "The Pecos Empire". It's your everyday "lawless land ruled by bandits and killers" that Kevin S likes to assume ALL of Rifts Earth is until he writes a book stating otherwise, and is suited up like a Cowboy Paradise of hat-wearing bad-asses in roving bands. This book came out the same year as Rifts New West did, and as I've stated, they share a ton of material, with several Cowboy classes being mentioned in this book.

The Pecos Empire itself is a large swatch of regular towns beset by a loose conglomeration of hundreds of roving warbands, each ruled by "Warlords", with a few detailed here. Most of them aren't friendly with each other, but most of the Empire will come to the side of a particularly charismatic Warlord in times of need, like if the Coalition attacked. The CS are frequent targets of these bandits, and try to play down their dangers to the CS public, lest they think the government is not in control.

Pecos Leaders:
GRAY FOX: A wise Apache who leads a band called the same, though it's comprised of many peoples now.

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VICTOR MACKLIN: "King Macklin" is a shrewd, conniving liar who's built a reputation as a crafty military genius, largely through falsehoods and misdirection- he made a deal with a rival warband to have his brothers killed, then killed the killers, making him look like a vengeful hero. He wants to unite all the Empire under himself, but hides the fact that he's secretly working for the Coalition as Desmond Bradford's personal assassin, though he doesn't know who his "boss" really is.
ORPHEUS THE TITAN: A 13-ft. giant from the Palladium World who is the "Lord Mayor" of "Houstown".
ZIMCHEX: Simvan Warlord- a bit smart and level-headed.
LIANNA THE WILD: Taken by a warlord as a "spoil of war", she trained and eventually killed her "master" in a duel, then took over the warband, which had been unhappy with his rule.

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SUNDANCE: The actual freaking SUNDANCE KID, Wild West hero of lore and legend, cast through time by a Rift in Bolivia (when he and Butch Cassidy were said to have killed). Traveled to Texas and became a respected warlord of a new "Wild Bunch", using his legend and wild charisma. The Coalition doesn't know what to make of him.
WARLORD GRANGE: No art; a daring and innovative warband leader- probably the one most "generic" for players to encounter.

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EMPEROR SABRE LASAR: Despite the ridiculous name, the most powerful and charismatic of the Empire's Warlords. In secret, he is an actual DRAGON, sporting 3000 M.D.C., and is hiding his identity in order to gain power over a large swath. Much of the Empire would bow to him if necessary, and the other top Warlords conspire against him.
WARLORD DON MARCO: More of a Mafia Don in control of an entire town (like Soapy Smith during the Klondike Gold Rush), Marco is clever and organized, sticking his hands into everything that's illegal. The CS is manipulating him against Lasar, hoping to back Marco and then bump him off once he kills Lasar, killing two birds with one stone.
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Pecos Raider

Post by Jabroniville »

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PECOS RAIDER O.C.C.
Role:
Shitty Class, Common Thug
PL 6 (48)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+6)
Deception 4 (+4)
Insight 1 (+1)
Expertise (Survival) 2 (+2)
Technology 2 (+2)
Vehicles 1 (+3)

Advantages:
Equipment 5 (Guns, Armor, etc.), Ranged Attack 2

Equipment:
"Big Bore Shotgun" Blast 8 (16)
"MDC Armor" Protection 5 (5)

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

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3 (+8 Armor), Fortitude +5, Will +4

Complications:
Disabled (Under-Educated)- A huge majority of the human population is now illiterate and under-educated.
Motivation (Greed)

Total: Abilities: 26 / Skills: 14--7 / Advantages: 7 / Powers: 0 / Defenses: 8 (48)

-The Pecos Raiders have a goofy-ass overlap with the generic "Bandit O.C.C." of Rifts New West- almost nothing separates these two bottom of the barrel classes from each other. They're poorly-educated, classless thugs with few Skills or positive traits at all.
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Tokanii

Post by Jabroniville »

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The far left guy! Because they probably went "Hey, what's THAT he drew?" and could fill some space.

TOKANII WARRIOR R.C.C.: ST +1, STA +4, AGI +1, Athletics +6, Intimidation +6, Protection 4, Regeneration 2 (Regrows Limbs), Low-Light Vision, Extended Vision, Environmental Adaptation (Arboreal) [29]

-Tokanii are highly-durable M.D.C. D-Bees whose planet (covered in predatory dinosaur-like monsters) was obliterated by meteors- their Shamans gathered together and created an emergency teleportation spell- one which deposited hundreds of thousands of members of two tribes into the Lone Star State. Unfortunately, the Coalition had set up shop, and the resulting conflict killed all but 10,000+. 49 years later, the survivors have rebuilt slightly, with the two original tribes acting out the older ways (arboreal and refusing to ride animals), and a third being more "modern".

-Tokanii are seen as harsh, vengeful creatures, and look a fright- covered in bony spikes and with demonic faces. An attack on one member of the tribe results in everyone in the tribe hating that person, and relations with the CS have left them mistrusting outsiders badly. So overall they have a fearsome reputation, and they are responsible for much of the Pecos Empire's status as a lawless region.

-Unfortunately, they're kind of a boring "Kevin S Race" of guys with one or two "Planet of Hats" traits and little else, and powers that contain nothing interesting but some minor Regeneration. They're about Toughness +8 and that's it.
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Psi-Stalker

Post by Jabroniville »

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PSI-STALKER R.C.C.
Role:
Mage-Hunters
PL 8 (119)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 7 (+9)
Close Combat (Unarmed) 2 (+8)
Expertise (Soldier) 4 (+4)
Intimidation 2 (+3)
Perception 6 (+7)
Technology 4 (+4)
Treatment 2 (+2)
Vehicles 1 (+5)

Advantages:
Benefit 2 (Rank- CS Soldier, Ambidexterity), Equipment 12 (CS Gear), Fearless, Ranged Attack 2

Powers:
"Psi-Hunter" Senses 4 (Detect Psionics- Ranged, Tracking, Acute) [4]
"Mage-Hunter" Senses 4 (Magical Awareness- Ranged, Tracking, Acute) [4]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]
"Bonuses" Enhanced Will 4 (Flaws: Limited to Psionics) [2]
"Minimal Food Requirements" Immunity 2 (Starvation & Thirst) (Flaws: Limited to Half-Effect) [1]
"Psionic Empathy With Animals" Features 2: Immediately Accepted by Domesticated Animals, Animals Treat Like Another Woodland Creature [2]

"Low-Level Psionics- Sensitive"
"Telepathy" Mind-Reading 4 Linked to Communication 1 (Mental) (Flaws: Limited to Brief Messages) (11) -- [17]
  • AE: "Empathy" Mind-Reading 6 (Flaws: Limited to Emotions) (6)
  • AE: "Astral Projection" Remote Sensing (Vision) 6 (Flaws: Physical Body is Defenseless) (6)
  • AE: "See The Invisible" Senses 2 (Vision Counters Concealment) (2)
  • AE: "Object Reading" Postcognition (Flaws: Limited to Objects) (2)
  • AE: "Drain P.P.E." Weaken Powers 10 (Flaws: Limited to Psionics & Magic Creatures, Limited to Bleeding Victims) (3)
  • AE: "Mind Block" Immunity 10 (Mental Powers) (Flaws: Limited to Mental Intrusion, Limited to 10 Minutes, Side-Effect- Cannot Use Other Psionics) (3)
Equipment:
"CS Gear"
"Dead Boy Body Armor"
Protection 5 (Impervious 5) (10)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Assault Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4 (+9 Dead Boy Armor), Fortitude +6, Will +6 (+10 vs. Psionics)

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)
Power Loss (Empathy)- Cats will not treat a Psi-Stalker as one of their own, nor as a normal animal. Possibly just to be dicks.
Responsibility (Friend to the Animals)- The empathic link with animals goes both ways- Psi-Stalkers are protective of animals, and do not like to see them harmed.

Total: Abilities: 42 / Skills: 28--14 / Advantages: 17 / Powers: 33 / Defenses: 13 (119)

-Coalition "Dog Packs" led by Psi-Stalkers are a big part of the backstory of the CS, though they don't appear all that often in the materials, given how they don't change all that often. This is the Main Rulebook version- essentially an elite Coalition Grunt with 32 points' worth of Powers (six "Sensitive" powers, plus a bunch of specific advantages, mostly sensory in nature). They can also drain the P.P.E. of other creatures like a vampire, draining it out via cuts (or, typically, just killing the victim and absorbing all of their P.P.E., which doubles at the point of death). Vicious beings, they love the hunt, but the Coalition trains them to leave their enemies alive for imprisonment or information.

-Psi-Stalkers are actually a Racial Character Class, meaning they're mutants who are born this way- though many species can be PSs, the CS only allow the most human-looking ones, and use them more or less as Special Agents- among the only Psionics they tolerate (probably because their tracking abilities make them good at hunting enemies of the state).
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Wild Psi-Stalker

Post by Jabroniville »

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WILD PSI-STALKER R.C.C.
Role:
Mage-Hunters
PL 8 (117)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 7 (+9)
Close Combat (Unarmed) 2 (+8)
Expertise (Survival) 4 (+5)
Intimidation 2 (+3)
Perception 6 (+7)
Technology 4 (+4)
Treatment 2 (+2)
Vehicles 1 (+5)

Advantages:
Benefit 2 (Rank- CS Soldier, Ambidexterity), Equipment 10 (Gear), Fearless, Ranged Attack 2

Powers:
"Psi-Hunter" Senses 4 (Detect Psionics- Ranged, Tracking, Acute) [4]
"Mage-Hunter" Senses 4 (Magical Awareness- Ranged, Tracking, Acute) [4]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]
"Bonuses" Enhanced Will 4 (Flaws: Limited to Psionics) [2]
"Minimal Food Requirements" Immunity 2 (Starvation & Thirst) (Flaws: Limited to Half-Effect) [1]
"Psionic Empathy With Animals" Features 2: Immediately Accepted by Domesticated Animals, Animals Treat Like Another Woodland Creature [2]

"Low-Level Psionics- Sensitive"
"Telepathy" Mind-Reading 4 Linked to Communication 1 (Mental) (Flaws: Limited to Brief Messages) (11) -- [17]
  • AE: "Empathy" Mind-Reading 6 (Flaws: Limited to Emotions) (6)
  • AE: "Astral Projection" Remote Sensing (Vision) 6 (Flaws: Physical Body is Defenseless) (6)
  • AE: "See The Invisible" Senses 2 (Vision Counters Concealment) (2)
  • AE: "Object Reading" Postcognition (Flaws: Limited to Objects) (2)
  • AE: "Drain P.P.E." Weaken Powers 10 (Flaws: Limited to Psionics & Magic Creatures, Limited to Bleeding Victims) (3)
  • AE: "Mind Block" Immunity 10 (Mental Powers) (Flaws: Limited to Mental Intrusion, Limited to 10 Minutes, Side-Effect- Cannot Use Other Psionics) (3)
Equipment:
"CS Gear"
"Body Armor" Protection 3 (Impervious 5) (8)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Assault Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4 (+7 Armor), Fortitude +6, Will +6 (+10 vs. Psionics)

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)
Power Loss (Empathy)- Cats will not treat a Psi-Stalker as one of their own, nor as a normal animal. Possibly just to be dicks.
Responsibility (Friend to the Animals)- The empathic link with animals goes both ways- Psi-Stalkers are protective of animals, and do not like to see them harmed.

Total: Abilities: 42 / Skills: 28--14 / Advantages: 15 / Powers: 33 / Defenses: 13 (117)

-Rifts Lone Star builds a bit more on the Psi-Stalkers, adding Wild ones which are likely to be predatory creatures that kill their victims. They're the same as CS ones, but trade "Soldier" for "Survival" and have less gear.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Simvan Monster Rider

Post by Jabroniville »

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SIMVAN MONSTER RIDER R.C.C.: ST +2, STA +2, AGI +2, AWA +1, PRE -1, Survival +6, Animal Empathy, Tracking, Low-Light Vision, "Psionics" (Males: Empathy, Sixth Sense, Telepathy, Mind Block, Mind Bond, Features 2: Immediately Accepted by Domesticated Animals, Animals Treat Like Another Woodland Creature; Females: Detect Psionics, Increase Healing, Deaden Pain, Exorcism, Healing Touch, Psychic Diagnosis & Surgery, One Healing Ability) [18 + Psionics]

-Okay, now here's something that's mentioned CONSTANTLY throughout the Rifts books I own- the Simvan are "Monster Riders" who are notorious gang-types that attack random travellers throughout North America... so yeah, they're Orcs. They have the same attitude and "you don't have to feel bad about killing them" traits and the whole "random attack" thing is CLASSIC to that.

-The Simvan came from the "Calgary Rift" that turned Alberta into a wasteland, and are long-muzzled crazy types, nomadically travelling around and seeing only themselves as "true people" and everyone else as either "fools or food"- they are in fact CANNIBALS, and will readily eat those they kill, Simvan or not! Though they aren't the kind of chaotic evil that runs around just attacking everything; they're clever bandits and will not go against superior numbers, and can and will trade with local humanoids, not being entirely unreasonable. But they still have a lot of "Orc Traits" like trial by combat being used for EVERYTHING.

-Simvan are luckily still S.D.C. creatures (so obviously Kevin S made them), but have a TON of tracking/survival skills (males are the fighters; females work at home, like in most nomadic societies). They are best known for taming predatory, "untameable" creatures such as dinosaurs (especially the Ostrosaurs, listed in Rifts New West), and always have animals running around.
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