Jab's Rifts Builds (Ninja Crazy! Ninja Juicer! Dragon 'Borgs!)

Where in all of your character write ups will go.
MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Jab's Rifts Builds (SAMAS Pilots, Skelebots, Psi-Stalkers

Post by MacynSnow » Wed May 30, 2018 4:45 am

Jabroniville wrote:
Wed May 30, 2018 4:37 am
Batgirl III wrote:
Wed May 30, 2018 3:51 am
The original Spider-Skull Walker, the Death’s Head Transport, and the original Dead Boys are one of the greatest aesthetics for Evil Enemy Minions in fiction, if you ask me. Right up there with class COBRA The Enemy®️ from G.I. Joe with their Rattlers, H.I.S.S. Tanks, Crimson Guardsmen, and Blue Generic Mooks; the Storm Troopers and AT-ATs of Star Wars; or, the actual Nazis.

Everything about their appearance just screams “We Are Evil!” and yet there’s just enough plausibility to the designs, just enough realism/verisimilitude, just enough... normalcy... to them that you can believe it’s just a regular guy in a uniform asking himself “Are we the baddies?

As much as I love Vince Martin’s designs for aliens, superheroes, and spaceships... His aesthetic just doesn’t quite have the same “Punch Clock Villain” aspect that the Kevin Long designs do. I rather like the Coalition States as being more morally grey, instead of just “Always Evil All The Time!” which the more organic, less man-made Martin designs seem to have.
Martin has a REALLY same-y look to a lot of his stuff, having read the majority of his Rifts work recently- both Rifts Japan, Coalition War Machine and Juicer Uprising are chock-full of similar design archetypes. A LOT of repeated concepts and designs. His designs really give off a "soulless evil" mentality, since everyone's missing eyes with his stuff. It's all big, concealing visors.
Which is why i perfer the original design's to the CS.Yeah,they're bulky and don't look right at all sometimes,but they all have that "souless evil" look a lot of Artist's were trying to make them out to be....

Jabroniville
Posts: 9359
Joined: Fri Nov 04, 2016 8:05 pm

Abolisher & Skull Smasher

Post by Jabroniville » Wed May 30, 2018 8:37 pm

Image

COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Elite Soldiers
PL 11 (169)
STRENGTH
2/10 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4, +8 Size)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

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

Powers:
"Coalition IAR-2 Abolisher Robot" (Flaws: Removable) [92]
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) (17)

Protection 5 (Extras: Impervious 13) (18)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Speed 5 (60 mph) (5)

"C-144 Auto-Cannons" Blast 15 (Feats: Ranged 3, Improved Critical) (Extras: Penetrating 12, Multiattack) (Flaws: Ranks 13-15 Have Source- Gunners (53)

Immunity 4 (Visual & Audio Dazzles) (4)
Features 4: Increased Mass 2, Self-Destruct, Ejector Seat (4)
Stealth -4 (-2)
Initiative -4 (-1)
-- (114 points)

"Pilot Training"
Enhanced Defenses 2 (Flaws: Limited to Within Giant Robots) [2]

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

Offense:
Unarmed +7 (+2 Damage, DC 17)
Robot Strike +7 (+10 Damage, DC 25)
Auto Cannons +7 (+15 Ranged Damage, DC 30)
Initiative +2 (-2 in Robot)

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +4
"In Robot" Dodge +7 (DC 17), Parry +4 (DC 14), Toughness +15 (+7 Impervious), Fortitude +4, Will +4

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

Total: Abilities: 40 / Skills: 30--15 / Advantages: 7 / Powers: 94 / Defenses: 13 (169)

-This absolutely bonkers thing unfortunately looks rather stupid, being a giant head with arms and legs. But the MDC amount, and the raw power of its guns (actually equalling the sheer output of a Boom Gun!) make for an elite threat- one that could handle a Glitter Boy!

Image

COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Elite Soldiers
PL 12 (187)
STRENGTH
2/11 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4, +8 Size)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

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

Powers:
"IAR-3 Skull Smasher" (Flaws: Removable) [121]
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) (17)

Enhanced Strength 1 (2)
Enhanced Fighting 1 (2)
Protection 7 (Extras: Impervious 15) (22)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Speed 5 (60 mph) (5)
Leaping 2 (30 feet) (2)

"Heavy Laser Cannon & Particle Beam Cannon" Blast 14 (Feats: Ranged 3) (Extras: Penetrating 8, Multiattack) (49) -- (51)
  • AE: "Missile Launchers" Blast 11 (Feats: Ranged 6) (Extras: Area- 30ft. Burst) (39)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 4: Increased Mass 2, Self-Destruct, Ejector Seat (4)
Stealth -4 (-2)
Initiative -4 (-1)
-- (151 points)

"Pilot Training"
Enhanced Defenses 2 (Flaws: Limited to Within Giant Robots) [2]

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

Offense:
Unarmed +7 (+2 Damage, DC 17)
Robot Strike +8 (+11 Damage, DC 26)
Auto Cannons +7 (+14 Ranged Damage, DC 29)
Missile Launchers +11 Area (+11 Ranged Damage, DC 26)
Initiative +2 (-2 in Robot)

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +4
"In Robot" Dodge +7 (DC 17), Parry +5 (DC 15), Toughness +17 (+7 Impervious), Fortitude +4, Will +4

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

Total: Abilities: 40 / Skills: 30--15 / Advantages: 7 / Powers: 123 / Defenses: 13 (187)

-*990 MDC*!! That's what this monstrosity is packing! One of Wayne Breaux's better designs, the hunch-over, all-black nature of this skull-faced Robot make for an imposing visage. It's actually designed as a mobile, leaping, "Robot Martial Artist", punching and kicking its enemies while also being completely enormous and packing heavy hardware.
Last edited by Jabroniville on Thu May 31, 2018 7:03 am, edited 3 times in total.

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Jab's Rifts Builds (SAMAS Pilots, Skelebots, Psi-Stalkers

Post by MacynSnow » Wed May 30, 2018 8:44 pm

I'll give this to the Coalition:When they want to do "Shock & Awe",they really go all out.... :shock:

Jabroniville
Posts: 9359
Joined: Fri Nov 04, 2016 8:05 pm

Hellraiser & Hellfire

Post by Jabroniville » Wed May 30, 2018 8:57 pm

ImageImage

COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Robot Killer
PL 12 (179)
STRENGTH
2/9 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

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

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

Powers:
"IAR-4 Hellraiser" (Flaws: Removable) [102]
Growth 6 (Str & Toughness +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) (13)

Enhanced Strength 1 (2)
Enhanced Fighting 1 (2)
Protection 8 (Extras: Impervious 13) (21)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Speed 5 (60 mph) (5)

"Quatro-Gun, Plasma Ejector & Laser Turret" Blast 15 (Feats: Variable Descriptor, Ranged 3) (Extras: Penetrating 8, Multiattack) (57) -- (61)
  • AE: "Electro-Stunner" Affliction 12 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) Linked to Blast 6 (36)
  • AE: "Missile Launchers" Blast 11 (Feats: Reach 8) (Extras: Area- 30ft. Burst) (41)
  • AE: "Quatro-Gun- Torch" Weaken Toughness 12 (Extras: Ranged, Affects Objects) (36)
  • AE: "Vibro-Claw" Strength-Damage +4 (Extras: Penetrating 10) (14)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 4: Increased Mass 2, Self-Destruct, Ejector Seat (4)
Stealth -4 (-2)
-- (127 points)

"Pilot Training"
Enhanced Defenses 2 (Flaws: Limited to Within Giant Robots) [2]

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

Offense:
Unarmed +7 (+2 Damage, DC 17)
Punch +7 (+9 Damage, DC 24)
Vibro-Claw +7 (+13 Damage, DC 28)
Quatro-Gun +7 (+12 Ranged Weaken, DC 22)
Multiple Guns +7 (+15 Ranged Damage, DC 30)
Rocket Launcher +11 Area (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +4
"In Robot" Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +16 (+7 Impervious), Fortitude +4, Will +4

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

Total: Abilities: 40 / Skills: 30--15 / Advantages: 7 / Powers: 103 / Defenses: 13 (178)

-The Hellraiser is the multi-spiked Death-Robot on the cover of Coalition War Machine, done up by an artist I haven't seen in the books since- John Zeleznik. The book contains some in-universe arguing about whether or not this or the Glitter Boy Killer is the best "Robot Killer" in the CS army. You could make a real statement for this thing, as its Toughness is only a little bit under a Glitter Boy's, though its damage output is nowhere near as impressive unless you add in all of the various military hardware on it.

-Packing numerous weapons, including a Plasma Blaster and a "Quatro-Gun" with multiple settings, I decided to just throw it all into a Blast 15 (Multiattack) mess, but included a bit for the Torch, designed to slice up enemy armor. Individually, the guns aren't any stronger than a SAMAS's Rail Gun... it's just that there's a ton of them.

COALITION ELITE ROBOT POWER ARMOR O.C.C. (Grounded Armor Pilot)
Role:
Robot Killer
PL 11 (170)
STRENGTH
2/9 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

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

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

Powers:
"IAR-5 Hellfire " (Flaws: Removable) [93]
Growth 6 (Str & Toughness +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) (13)

Protection 6 (Extras: Impervious 13) (19)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 2 (30 feet) (2)
Speed 6 (120 mph) (6)

"HF-36 Hellfire Rail Guns, Plasma Ejector & Laser Turrets" Blast 14 (Feats: Ranged 3) (Extras: Penetrating 8, Multiattack) (53) -- (54)
  • AE: "Missile Launchers" Blast 11 (Feats: Reach 8) (Extras: Area- 30ft. Burst) (41)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 4: Increased Mass 2, Self-Destruct, Ejector Seat (4)
Stealth -4 (-2)
-- (116 points)

"Pilot Training"
Enhanced Defenses 2 (Flaws: Limited to Within Giant Robots) [2]

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

Offense:
Unarmed +7 (+2 Damage, DC 17)
Punch +7 (+9 Damage, DC 24)
Multiple Guns +7 (+14 Ranged Damage, DC 29)
Rocket Launcher +11 Area (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +4
"In Robot" Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +14 (+7 Impervious), Fortitude +4, Will +4

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

Total: Abilities: 40 / Skills: 30--15 / Advantages: 7 / Powers: 95 / Defenses: 13 (170)

-The Hellfires are rip-offs of the AT/ATs from Star Wars, but it's at least got a good drawing. They're meant to fight alongside the Hellraiser in pairs.

Curbludgeon
Posts: 12
Joined: Mon Nov 07, 2016 8:52 am

Re: Jab's Rifts Builds (Skelebots, Psi-Stalkers, Dog Boys, Giant Robots)

Post by Curbludgeon » Thu May 31, 2018 12:34 am

This thread is relevant to my interests. I began working on M&M Rifts conversions some time ago, albeit lower powered than this. Most weapons were just one rank higher than conventional arms of equivalent size, with Penetrating, and a Boom Gun would have been Blast 12. I tried to use Sidekicks/Minions/Equipment to make an 4 person Behemoth Explorer science crew roughly equivalent to a Cosmo-Knight, while a Psi-Stalker and 4 dog pack was PL 11. I ended up getting fatigued while trying to clean the Augean stables edit together pdfs into a reasonable order. I was also really unsure how I wanted to handle ppe/isp.

I'll remove this is it causes offense, but this is a scrap of my conversion notes. I wanted to spoiler this to not take up space, but I guess those bbcode tags aren't implemented.
Human characters have a maximum starting Strength/Stamina of 4, with other stats maxing at 6.
Mega Damage Weapons have 4 ranks of the Penetrating extra. Mega Damage Armor/Skin has 7 ranks of Impervious Toughness. Handheld Weapons above Damage 8 can't be used by unaugmented humans.

Many items are priced as Equipment, with Devices reserved for items utilizing the following effects: CREATE/DEFLECT/ELONGATION/ENVIRONMENT/GROWTH/HEALING/
ILLUSION/INSUBSTANTIAL/LUCK CONTROL/MIND READING/MORPH/MOVE OBJECT/QUICKNESS/
REGENERATION/SHRINKING/SUMMON/TELEPORT/TRANSFORM/VARIABLE.
Some of the more fantastic Immunity/Movement/Senses uses would go in there as well.

Methods of human augmentation are represented as templates. Below are varieties of Juicer. A Crazy would cost a couple of points less, while a Borg, being largely Immune to Fortitude Effects, would cost more.

Juicer(21-23pp): Enhanced Ability 12(Extra: Permanent): Strength 2(Max 5), Stamina 2, Agility 2; Enhanced Advantage 4(Extra: Permanent): Evasion 2, Great Endurance, Improved Initiative; Leaping 1, Quickness 1, Regeneration 1, Speed 4

Hyperion Juicer(22pp): Enhanced Ability 10(Extra: Permanent): Strength 1(Max 5), Stamina 1, Agility 3; Enhanced Advantage 4(Extra: Permanent): Evasion 2, Great Endurance, Improved Initiative; Leaping 1, Quickness 1, Regeneration 1, Speed 5

Titan Juicer(21pp): Enhanced Ability 12(Extra: Permanent): Strength 2(Max 6), Stamina 3, Agility 1; Enhanced Advantage 4(Extra: Permanent): Evasion 2, Great Endurance, Improved Initiative; Damage 1 (Str-based), Leaping 1, Regeneration 2, Speed 1

Phaeton Juicer(25pp): Enhanced Dodge 4 (limited: applies only to defense of vehicles with a minimum speed 5) Enhanced Vehicles 4, Enhanced Ability 10(Extra: Permanent): Strength 1(Max 5), Stamina 2, Agility 2; Enhanced Advantage 4(Extra: Permanent): Evasion 2, Great Endurance, Improved Initiative; Leaping 1, Quickness 1, Regeneration 1, Speed 4

Mega-Juicer(39pp): Enhanced Ability 12(Extra: Permanent): Strength 2(Max 6), Stamina 2, Agility 2; Enhanced Advantage 4(Extra: Permanent): Evasion 2, Great Endurance, Improved Initiative; Leaping 1, Protection 3, Quickness 1, Regeneration 3, Speed 4, Impervious Toughness 7, Penetrating 4 to Strength-Damage

Delphi Juicer(18pp+cost of psychic array): Enhanced Trait 8(Extra: Permanent): Strength 1(Max 5), Stamina 1, Agility 2; Enhanced Advantage 4(Extra: Permanent): Evasion 2, Great Endurance, Improved Initiative; LeapinPg 1, Quickness 1, Regeneration 1, Speed 3

Psycho-Stalker(36-38pp): Standard Juicer+Psi-Stalker(subtract 1 rank extended from each effect of Psychic Tracker and remove Naturally Athletic)

Dragon Juicer(38pp): Enhanced Ability 10(Extra: Permanent): Strength 2(Max 6), Stamina 2, Agility 1; Enhanced Advantage 4(Extra: Permanent): Evasion 2, Great Endurance, Improved Initiative; Leaping 1, Protection 4, Quickness 1, Regeneration 4, Speed 3, Impervious Toughness 7, Penetrating 4 to Strength-Damage Complication: Dragon blood is necessary component of drug cocktail, and character has weekly nightmares involving dragons

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

Re: Jab's Rifts Builds (Skelebots, Psi-Stalkers, Dog Boys, Giant Robots)

Post by Jabroniville » Thu May 31, 2018 1:28 am

Oh yeah, that's fine. We also have a somewhat-redundant-now conversion thread in "Gaming Chatter" over the subject :).

Curbludgeon
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Joined: Mon Nov 07, 2016 8:52 am

Re: Jab's Rifts Builds (Skelebots, Psi-Stalkers, Dog Boys, Giant Robots)

Post by Curbludgeon » Thu May 31, 2018 1:57 am

SQUEE!

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

Coalition War Machine

Post by Jabroniville » Thu May 31, 2018 7:02 am

COALITION WAR MACHINE (1996):
-Six years into the existence of Rifts, and the Coalition was finally about to see war with their rivals at Tolkeen. Part of the prelude to this features a much more in-depth look at the CS themselves, complete with redesigned armor, new Robot Suits, and new armaments. The art in this book was mostly done by Vince Martin, who was a major force in the mid-'90s for Palladium before disappearing from the scene. His stuff is always fantastic, but features a lot of repeated design quirks that leaves the armaments of many places looking very similar- he's a big fan of stark contrasts between rounded black bits and rounded white bits, for example.

The redesign of the Coalition Suits is a bit controversial- the early designs are blockier, but very "Space Marine" and look bad-ass with the skull insignias. The Martin redesign looks much better aesthetically, but his love of blank faceplates leaves the men looking rather inhuman and less "deliberately-scary". Even his VEHICLES and ROBOTS do this, with faceless 'bots piling on the spikes. Kevin Long's art style is a bit too stiff for my liking, but they looked more like a standard military with a unified theme- the Martin redesigns leave them as Faceless Hordes and compound this by mixing in some other Long art, so the old aesthetic is still around. So you see mixed units featuring the black & white Martin Guys and the blue & stiff Long Guys, and it doesn't fit quite the same way. Never mind that each artist has a tricky time drawing the other guy's designs.

It's effectively a book that piles on the "Sketchpad Characters"- TWO new Skull Walkers are redundant, but one is a Scorpion so it's cool. Martin's Skelebots lose some of the freaky appeal of the old ones, but he adds in two MORE versions, each Rifts-ing it up to the 9s with multiple limbs and Demonic Faces (to the point where Siembieda's own notes are that the Coalition finds these too inhuman and weird). THREE ground-based suits, THREE SAMAS suits, new Tanks, and more- basically, they let Martin (and to a lesser extent, Long) go nuts and draw thing after thing, and just slapped stats onto it. Much of it is full of only tiny differences between other units, meaning they probably had more art than they had ideas.

Power Creep? Yup- plenty of it. The Super SAMAS is the most obvious aggressor, being monstrously powerful compared to a regular SAMAS, doing 1.5-3x as much damage per blast (!!), and having almost twice the MDC! But the Hellraiser Robot is completely insane, and the Glitter Boy Killer is melee death on legs. The baseline armor of the CS is upgraded by 30 MDC (only about 2-3 MD shots' worth, but still pretty good), and they have a boatload of new classes. In the typical Rifts conceit, some are better than a Coalition Grunt or Military Specialist in every way- the Commando and Special Forces are so good they even get their own Armors!

The book is a real wealth of material for the CS, though- you see the inner workings of cities, how their police forces work, etc. There's a dozen redundant O.C.C.s for the general upkeep of the military, so you aren't just left with Generic Soldiers. Not much fun to translate, but it shows they put in the work. There's also updated stats for Erin Tarn, her Cyber-Knight ally, and the Proseks who run the Coalition.

Honestly one of the better books of its time- one you can see reflected in a LOT of later works.
Last edited by Jabroniville on Thu May 31, 2018 7:19 am, edited 1 time in total.

Jabroniville
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Re: Jab's Rifts Builds (Skelebots, Psi-Stalkers, Dog Boys, Giant Robots)

Post by Jabroniville » Thu May 31, 2018 7:19 am

Okay! That's it for the Coalition! I wanted to hammer out the "Setting Bad Guys" before delving into everything else. I think I'll post a handful of Main Rulebook classes (most of which were in the "Conversions" thread in "Gaming Chatter", but some have additional notes), then get into Juicer Uprising.

One thing I notice as I ACTUALLY look at the Robot Suits & Power Armor is that there's a lot of redundancy. A ton of things pretty well match each other in MDC (give or take a hundred), while the damage output of almost everything is similar. The SAMAS Rail Gun's Blast 12-13 is repeated A LOT, while Missiles either match that or go one higher- I typically "round down" to make them more playable (Rifts features a LOT of high-tier Missiles, though the quantity you're allowed to carry with you is fairly low). I probably won't be quite so thorough with any other book's Robots- just focusing on the big stuff.

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Vagabond

Post by Jabroniville » Fri Jun 01, 2018 1:39 am

Image

VAGABOND NON-SKILLED O.C.C.
Role:
ACTION HOBO, MOTHERFUCKERS!!!
PL 3 (29)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Technology 2 (+1)
Vehicles 2 (+4)

Advantages:
Equipment 4 (S.D.C. Gun +4, Old Junker Automobile)

Offense:
Unarmed +3 (+1 Damage, DC 16)
Gun +2 (+4 Ranged Damage, DC 19)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2, Fortitude +3, Will +2

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

Total: Abilities: 18 / Skills: 8--4 / Advantages: 2 / Powers: 0 / Defenses: 5 (29)

-You can tell that Kevin Siembieda is a "Role-Playing" kind of gamer because of stuff like this- despite Rifts being a setting infamous for Power Geeking & Munchkin-type stuff, the Main Rulebook is full of low-end, low-skilled characters who would desperately need to cheat and scrimp to survive. Case in point, the lowest of the low- the "Vagabond Unskilled" Occupational Character Class. A guy so bad he doesn't even have an MDC weapon or MD armor, and the rules explicitly say they shouldn't have too many skills in any one thing! From the various personalized notes KS has stuck into the books, I absolutely guarantee that this and the Rogue Scholar are things he dreams of playing, not Glitter Boys & Mega-Juicers.

MacynSnow
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Re: Jab's Rifts Builds (Skelebots, Psi-Stalkers, Dog Boys, Giant Robots)

Post by MacynSnow » Fri Jun 01, 2018 1:48 am

Hey,it's tabletop gaming's most useless PC Class:The TRUE-BLUE Murder Hobo! :D

All kidding aside,if they'd given the Vagabond at least an O.C.C.-specific abiliy they Wouldn't have been totally useless...

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Re: Jab's Rifts Builds (Skelebots, Psi-Stalkers, Dog Boys, Giant Robots)

Post by Batgirl III » Fri Jun 01, 2018 1:51 am

Vagabonds can be given powers from Heroes Unlimited at character creation, per the Conversion Book.

Of course, you can also make a straight-up HU character.
Giving you the same access to super powers and (usually) a much better selection of skills.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

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Ares
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Re: Jab's Rifts Builds (Skelebots, Psi-Stalkers, Dog Boys, Giant Robots)

Post by Ares » Fri Jun 01, 2018 2:17 am

Any good place to find Vince Martin art?

Jabroniville
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Re: Jab's Rifts Builds (Skelebots, Psi-Stalkers, Dog Boys, Giant Robots)

Post by Jabroniville » Fri Jun 01, 2018 2:48 am

Ares wrote:
Fri Jun 01, 2018 2:17 am
Any good place to find Vince Martin art?
I don't think so. His online presence is basically zero, and he apparently went into a day-job many years ago. I don't know when his last work was.

MacynSnow
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Joined: Tue Dec 20, 2016 2:56 pm

Re: Jab's Rifts Builds (Skelebots, Psi-Stalkers, Dog Boys, Giant Robots)

Post by MacynSnow » Fri Jun 01, 2018 2:56 am

Ares wrote:
Fri Jun 01, 2018 2:17 am
Any good place to find Vince Martin art?
Try Deviantart,that's how i get my pic's.You could also just type into Google or Yahoo and hunt around....

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