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

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Jabroniville
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Triax 2 Gear

Post by Jabroniville »

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TRIAX 2 GEAR:
-Triax 2 updates the gear of the NGR with various new things.

Guns:
-Guns have gotten a bit better, but not quite as much as you'd think considering more than twenty years separates these two RIFTS books. They start at around Blast 9 like normal, with a Sniper Rifle (meant for ultra-strong power-suits) doing Blast 13 (Rail Gun damage), anda Paritcle Beam Rifle doing even more than that! Like, it's better than the Sniper Rifle in every way but range (and can still shoot from a thousand feet away).

Weapons:
-Melee weapons have been enhanced a TINY bit, thought the setting has always sucked for them. Some stuff doing +10 Damage, a Shield adding 160 MDC (which is quite a lot, really, considering in the game you basically HAVE to hit the Shield before you can hit the guy). A lot of weapons actually add a set number to the dice-roll, which is pretty new for the setting.

Armor:
"T-25 Uber Super-Exoskeleton": +11 Toughness, ST 6, Leaping 1, +1 Fighting
-The new "super-suit" comes with a Rail Gun, revealing why that was set up earlier in the book.

"T-E02 Infiltrator Espionage Armor": +9 Toughness, Camouflage (Blending)
-Some weak camo-themed armor.

"TD-10 Sea Cyclops Dive Armor": +9 Toughness, Aquatic Stuff, Swimming
-An undersea suit for aquatic operations.

Power Armor:
-The real reason everyone bought this book- all the Power Armor gets an upgrade, and better art.

"X-11 Predator II": +14 Toughness, Flight 8, Leaping 1, Pulse Lasers +14, Vibro-Blades +11, 11 feet tall.
-The new version of the Predator, meant to be the main suits going up against airborne Gargoyles.

"X-21 War Eagle": +12 Toughness, Flight 6, Stealth, Pulse Lasers +14, Vibro-Blades +11, 9 fet tall.
-A stealthier suit that is actually pretty slow. Meant to fly into Gargoyle nests and attack.

"X-80 Butterfly": +13 Toughness, Speed 4, Leaping 1, Missiles +10-12, Pulse Lasers +14, 14 feet tall.
-A very large, mobile artillery platform, this one can't fly, but is meant for dishing out insane damage with tons of missiles. A very coo "X"-shaped missile thing behind it.

"X-1001 Ulti-Max": +15 Toughness, Speed 4, Leaping 1, Pulse Lasers +14, Missiles, Vibro-Blades +10, 16 feet tall.
-The replacement for the old Ulti-Max, this one is tougher and faster. LOTS of Missiles and guns.

"X-1471 Wolfhound": +13 Toughness, Speed 6, Leaping 2, Rail Guns & Cannon +13, Vibro-Blades +11, 11 feet tall.
-A wolf/cat-looking combat robot with some good melee powers. It links up to some Wolf Robot Drones that are detailed elsewhere.

"X-2010 Longstrike": +16 Toughness, Speed 4, Leaping 1, Rail Guns +14, Missiles (TONS of them), 40 feet tall.
-With 788 combined MDC, this robot is more or less a walking pile of shoulders, with some COLOSSAL missile batteries up top, and a lil' dude seen in the middle of the mech-harness thingie. And also guns everywhere. The missiles do an unholy amount of damage, and some are even NUCLEAR.

"X-2020 Rainmaker": +16 Toughness, Speed 6, Leaping 2, Rail Guns +15, Missiles, 18 feet long.
-An all-terrain quadrupedal robot with INSANE hitting power, it's meant as an anti-Gargoyle thing out in the field.

"X-2525 Faust": +17 Toughness, Speed 6, Leaping 10, Buzzsaws +14, Missiles, 27 feet tall.
-Okay, this has a simplistic design and is one of the least-detailed suits in the book, but HOLY CHRIST, 1000 MDC? This is meant as a front-line, melee attacker, wielded by a "special kind" of troops. While melee weapons are pretty poor in Rifts as a rule, by comparison to ranged stuff, this thing is doing Rail Gun damage with the buzzsaws, which is FAR above the typical gear you can get. Notes suggest that people might thing the NGR are becoming as brutal as their enemy, creating dismemberment-machines like this.

"X-2730 Griffon": +13 Toughness, Flight 7, Nose Gun +13, Vibro-Claws +11, 11 feet tall.
-An inhuman, flying suit meant for combat with Gargoyles in the air.

"X-2750 Talon": +16 Toughness, Flight 10, Rail Gun Arms +14, Missiles, Vibro-Claws +13, 20 feet tall.
-Basically a much better Griffon, it's insanely tough (Glitter Boy-level!), sports Guns & Missiles everywhere, and even does Rail Gun damage with its CLAWS. Again, meant for combat against airborne Gargoyles.

"X-4500 Gunman": +16 Toughness, Speed 6, Leaping 1, Laser Cannon +13-14, Missiles, 20 feet tall.
-The Gunman is basically a less-mobile Talon, except it has like three things that are Rail Guns, and armaments EVERYWHERE, meaning he probably does Multiattack Damage out the ear.

"X-4600 Sharpshooter": +15 Toughness, Speed 6, Leaping 1, Camouflage (Blending Concealment), Rail Gun +14, Missiles, 18 feet tall.
-This weaker unit is a scout.

"X-5050 Black Death": +18 Toughness, Speed 4, Super PBA Main Cannon +18, Rail Guns +14, Missiles, 83 feet long.
-The Black Death is one of those uniquely-Rifts things, the "said to be disappointing" gear. Like a few other things (like the weird Skelebots), this is said to suck in the field- it's HUGELY strong and durable (over a thousand MDC), but is a sitting duck and easily disabled by hordes of enemy troops.

"X-5001 Devastator Mk II": +18 Toughness, Speed 4, Super Laser Cannon/Super Ion Cannon +15, Missiles, Vibro-Swords +14, 60 feet tall.
-The book basically goes nuts over this thing- the successor to the Devastator, given a TON of great pics by the interior artist. It looks like a Macross mixed with an Autobot, has over a thousand MDC, and is armed to the teeth. The Super Ion Cannon is actually a *5D6x10* MDC weapon, and it's basically made of missiles (four separate locations!).

Vehicles:
-More stuff to not care about, the book details even more 300-ish MDC ships, probably just because the artist drew them. And also some gigantic "Harbingers of War", some of which have 110,000 MDC! These are mobile troop platforms designed to rid Europe of the Demonic entities once and for all.
Jabroniville
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Phase World

Post by Jabroniville »

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Such a weird cover when you think about it- why the frig is the thing standing in what looks like a bunch of spectator bleachers? Why is everyone in the booth looking barely surprised? And most importantly, WHY IS THE GIANT THING ON THE COVER NOT DETAILED IN THE FREAKING BOOK?!?

RIFTS DIMENSION BOOK TWO: PHASE WORLD:
-aka, "that book with the Cosmo-Knight in it".

Basically, this is the TRUE top of the mountain for early Rifts Power-Geeking, largely through showing an aspect of the greater world by an interdimensional hub of characters only BARELY linked to Rifts Earth. And of course it's by C.J. Carella, notorious power creep enthusiast and power-gamer. Phase World is actually very similar to his Rifts South America books, in fact- the true Carella Trademark is found in his "Random assortment of Planet Of Hats people, living apart from each other, each with their own deal" set-up. So this book features say, the Naruni, then lists some R.C.C.s and O.C.C.s associated with them. And then some Wolfen. And then the Noro people. Then the C.A.F. And it just goes on like that- basically, it's "here's a ton of potential places for you to end up, and what you can do when you're there", which is honestly a pretty solid way to go about establishing your setting. Certainly better than Rifts Atlantis and it's whole "Um, this is a kingdom of Gargoyles" that never gets detailed, and instead they just pile out a list of Enemy NPCs for you to fight.

But no- you talk about this book to somebody, and they're going to mention the Cosmo-Knight and how over-powered it is.

Phase World Itself:
Phase World is just one planet in the Three Galaxies (part of the big uber-setting of Rifts Earth), and the biggest dimensional hub this side of Earth. 600 million inhabitants live in "Center", their largest city (a multi-tiered megalopolis). "Phase Gates" of transdimensional travel encircle the planet from orbit. Phase World is itself run by Prometheans- very powerful creatures with natural Phase powers.
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Ares
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Re: Jab's Rifts Builds (Triax & The NGR! Gypsies! Triax Gear!)

Post by Ares »

Phase World was a pretty decent Space Opera setting for RIFTS, and would actually fit in well in a generic superhero game. It borrowed a lot from other sci-fi/comics settings, but they felt more like homages than rip-offs and had their own unique ideas as well. Cosmo-Knights were the Green Lantern/Space Knight/Nova Corps of the setting, you had the "Star Trek Federation of various species" organization, you had the "Aggressive Evil Warrior Klingon" species that had their own evil version of the Shi'Ar Imperial Guard, you had the "Clearly Evil Mega-Corporation", the "Giant Enigmatic / Inscrutable Alien Race", etc.

But then you'd also get cool things, like the one Intergalactic Empire whose primary technology was based on MAGIC rather than science, which is something I always wondered why more kitchen sink settings didn't include. You'd also get pretty bitching concepts like the Cyborg Werewolf Space Ranger, the Living Machine People, etc.

It also set up a few menaces the sector of space was facing and plenty of stuff to do.

That cover IS frickin weird tho. I want to say there's some blurb in the book explaining it, but THAT'S what you lead with for your big intergalactic setting?

Also, big fan of the Cosmo-Knight, to no one's surprise. Enough that I did a custom art edit to get my "perfect" Cosmo-Knight look:

Image

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And then later another one at Batgirl's request:

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Jabroniville
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Colonist

Post by Jabroniville »

COLONIST O.C.C.
Role:
Space Hobos
PL 6 (35)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

Advantages:
Equipment 6 (Energy Weapon, Light Mega-Damage Armor)

Offense:
Unarmed +3 (+1 Damage, DC 16)
Energy Weapon +2 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2 (+6 Light Armor), Fortitude +3, Will +2

Complications:
Motivation (A New Life)

Total: Abilities: 20 / Skills: 8--4 / Advantages: 6 / Powers: 0 / Defenses: 5 (35)

-Not even part of the "Space O.C.C.s" section, a Colonist is basically Feivel's family in American Tail, but in space. They're basically farmers out there looking for a better life. A bit like the Vagabond Non-Skilled O.C.C. in the Main Rulebook, but these guys actually get a LOT of side skills (thirteen total to choose from), and good hardware ("An Energy Weapon of choice").
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Spacers & Runners

Post by Jabroniville »

Image

SPACE GUY O.C.C.s
Role:
Backgrounders, Guys With Jobs
PL 8 (64)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 0 PRESENCE 0

Skills:
Athletics 3 (+5)
Expertise (Space Traveller) 6 (+6)
Insight 2 (+2)
Perception 5 (+5)
Technology 6 (+7)
Vehicles 4 (+8)

Advantages:
Equipment 10 (Space Gear), Ranged Attack 2

Powers:
"Trained in Space" Movement 1 (Environmental Adaptation- Zero Gravity) [2]

Offense:
Unarmed +3 (+2 Damage, DC 17)
Assault Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +3 (DC 13), Toughness +2 (+7 Armor), Fortitude +3, Will +2

Complications:
None

Total: Abilities: 30 / Skills: 26--13 / Advantages: 12 / Powers: 2 / Defenses: 7 (64)

-C.J. Carella had a particular talent for versimilitude when he wasn't power-gaming- his worlds are inundated with the kinds of jobs that you'd imagine baseline people would have in these worlds. They have pretty generic technological skills and some piloting ability, and unimpressive combat requirements.

O.C.C.s:
SPACER O.C.C.- PL 8 (64):
-Spacers are the generic spacemen and pilots that move stuff from here to there. Basically the group from Futurama, but years before that show ever came out. Their whole gimmick is basically piloting things and moving about in Zero Gravity (its own separate Skill in Palladium).

RUNNER O.C.C.- PL 8 (70): Deception 7 (+7), Expertise: Criminal 5 (+6) [6]
-They explain a lot of how Runners are smugglers, some of which are evil, and others of which may oppose "tyrannical governments"- in short, this is the "Han Solo" class.
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Re: Jab's Rifts Builds (Triax & The NGR! Gypsies! Triax Gear!)

Post by Jabroniville »

OOPS- screwed up my posting order by posting things at work (without my proper list)- there's actually two Triax 2 things left- both Glitter Boys. Phase World continues tomorrow :).
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Glitter Boy (Hell Angel)

Post by Jabroniville »

Image

GLITTER BOY O.O.C. (Triax X-710 Hell Angel)
Role:
The First Game-Breaker, Ultimate Mechs
PL 12 (182)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

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

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

Powers:
"Glitter Boy Power Armor" (Flaws: Removable) [61]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) (5)
Enhanced Strength 4 (8)
Protection 11 (Extras: Impervious 13) (24)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)
Senses 8 (Infravision, UV Vision, Extended Vision 2, Distance Sense, "Radar"- Ranged Radius Radio Sense) (8)

Flight 7 (250 mph) (14) -- (16)
  • AE: Speed 5 (60 mph) (5)
  • AE: Leaping 3 (60 feet) (3)
Features 1: Food Compartments (1)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
-- (76 points)

"Boom Gun" (Flaws: Easily Removable) (Features: Limited to ST 5+) [47]
"Rail Gun" Blast 15 (Feats: Improved Critical, Ranged 2) (Extras: Penetrating 12) (Quirks: Requires Planting in the Ground) (44)
Linked to
"BOOM!" Dazzle Hearing 8 (Extras: Area- 120ft. Burst +3) (Flaws: Touch Range) (32)
-- (76 points)

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

Defenses:
Dodge +9 (+8 Armor, DC 18), Parry +8 (+7 Armor, DC 17), Toughness +2 (+15 Armor), Fortitude +4, Will +7

Complications:
Motivation (Adventure)

Total: Abilities: 46 / Skills: 30--15 / Advantages: 8 / Powers: 108 / Defenses: 15 (182)

-Triax 2 even includes a FLYING GLITTER BOY, effectively combining the GB with a SAMAS. Slightly diminished armor, but it can FLY.
Last edited by Jabroniville on Tue Jun 18, 2019 9:59 am, edited 1 time in total.
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Fat Boy

Post by Jabroniville »

GLITTER BOY O.O.C. (Fat Boy Armor)
Role:
Alternative Glitter Boy
PL 13 (206)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

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

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

Powers:
"Tarantula Glitter Boy Power Armor" (Flaws: Removable) [74]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) (5)
Enhanced Strength 4 (8)
Protection 13 (Extras: Impervious 13) (26)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)
Senses 8 (Infravision, UV Vision, Extended Vision 2, Distance Sense, "Radar"- Ranged Radius Radio Sense) (8)
Speed 5 (60 mph) (5) -- (6)
  • AE: Leaping 3 (60 feet) (3)
Features 1: Food Compartments (1)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)

"Forearm Ion Blaster" Blast 11 (Feats: Extended Range) (23) -- (24)
  • AE: "Vibro-Blade" Strength-Damage +1 (Extras: Penetrating 8) (9)
-- (92 points)

"Dual Coaxial Boom Gun" (Flaws: Easily Removable) (Features: Limited to ST 5+) [78]
"Rail Gun" Blast 16 (Feats: Improved Critical, Ranged 2) (Extras: Penetrating 12) (Quirks: Requires Planting in the Ground) (46)
Linked to
"BOOM!" Dazzle Hearing 8 (Extras: Area- 120ft. Burst +3) (Flaws: Touch Range) (32)
-- (78 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Glitter Boy Punch +7 (+8 Damage, DC 23)
Vibro-Sword +7 (+9 Damage, DC 24)
Boom Gun +9 (+16 Ranged Damage, DC 31)
Initiative +2

Defenses:
Dodge +9 (+8 Armor, DC 18), Parry +8 (+7 Armor, DC 17), Toughness +2 (+17 Armor), Fortitude +4, Will +7

Complications:
Motivation (Adventure)

Total: Abilities: 46 / Skills: 30--15 / Advantages: 8 / Powers: 122 / Defenses: 15 (206)

-Oh Jesus. Yes, they really powered up the GLITTER BOY, already the most infamously-powerful Rifts thing ever. The "Fat Boy" looks a bit goofy, given that it's literally an obese suit of power armor, but it packs 980 MDC and a DOUBLE BOOM GUN, which actually deals out double the damage- it can wipe out a SAMAS in a single shot easily.
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Sidious
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Re: Jab's Rifts Builds (Triax & The NGR! Gypsies! Triax Gear!)

Post by Sidious »

Can't Wait for the Wolfen Quatoria build. I liked that way more than the Cosmo-Knights.
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Space Pirate

Post by Jabroniville »

SPACE PIRATE O.C.C.
Role:
Scurvy Scalawags
PL 7 (62)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 3 (+5)
Deception 4 (+6)
Expertise (Space Pirate) 4 (+4)
Expertise (Survival) 4 (+4)
Intimidation 2 (+4)
Perception 4 (+4)
Technology 4 (+4)
Treatment 2 (+2)
Vehicles 3 (+7)

Advantages:
Equipment 11 (Gear)

Equipment:
"Trooper Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor (1)

"AT-88 Energy Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2 (+9 Trooper Armor), Fortitude +3, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 30 / Skills: 32--16 / Advantages: 11 / Powers: 0 / Defenses: 5 (62)

-... okay, literally just took the Pirate O.C.C. from Rifts South America and threw "Space" in front of it. Sue me. IT'S THE SAME THING!
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(Play This is You Want to Be Boba Fett)

Post by Jabroniville »

Image

Kevin Siembieda: Do not rip off any of our stuff, use names we invented, or publish our stat-blocks! I will personally sue you!
Also Kevin Siembieda: Yeah, this drawing is fine for this character.


GALACTIC TRACER O.C.C.
Role:
Bounty Hunter, Mercenary
PL 9 (119)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Space Bounty Hunter) 8 (+10)
Expertise (Streetwise) 4 (+6)
Expertise (Survival) 4 (+7)
Insight 3 (+6)
Intimidation 4 (+6)
Investigation 4 (+7)
Perception 3 (+6)
Technology 3 (+5)
Vehicles 1 (+6)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Ranged Attack 3, Tracking

Powers:
"Cybernetics"
Senses 1 (Infravision) [1]
"Radio Jack" Communication 2 (Radio) [8]

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Energy Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Bionic Arm +8 (+5 Damage, DC 20)
Vibro-Blade +8 (+9 Damage, DC 24)
Laser Pistol/Finger Blaster +8 (+6 Ranged Damage, DC 21)
NG Rifle +8 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Motivation (Greed)

Total: Abilities: 58 / Skills: 38--19 / Advantages: 22 / Powers: 9 / Defenses: 10 (119)

-Because Rifts, there is a guy who's basically a Headhunter, but in space. They're considered untrustworthy and mercenary by lawmen and adventurers alike, and will turn on anyone for cash. And just in case you're REALLY dumb and don't get it, they literally just draw Boba Fett as the O.C.C. image.
Last edited by Jabroniville on Sat Jun 22, 2019 9:52 am, edited 1 time in total.
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Naruni

Post by Jabroniville »

Image

TRUE NARUNI R.C.C.: STA +4, INT +3, Protection 2, Immunity (Aging), Regeneration 2, Technology +4 [21]
-Yes, CJ Carella's beloved Naruni make their appearance here... and it turns out that the "Grey"-like aliens seen first in Rifts Mercenaries are actually the "front men" for the Naruni, who are ugly, fat, face-tentacled creatures that prefer to operate in secrecy. Naruni Enterprises was supposed to be a big deal (Phase World has their main office, which is used to distribute goods and engage in hostile takeovers all over the galaxy), and sported the most high-tech stuff on Rifts Earth for a time, but as soon as Carella was gone, Naruni was basically "Unpersoned" away, dying as an unrealistic assembly of Coalition troops and their allies wiped out basically every Naruni thing in North America, wiping out their business. This book makes some mentions of how the Coalition has successfully undermined their business, and promoted some ideas for getting even (such as allying with anyone the Coalition declares war against), but ultimately the Naruni vanish from the setting.

-Naruni have reasonably high MDC and some good Intelligence, but aren't overly mighty in the setting.
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Uteni

Post by Jabroniville »

Image

UTENI R.C.C.: STA +2, INT +1, PRE +2, Morph 2 (Bipeds, Limited to Blue, Limited to Hairless) [16]
-The Uteni's stats are buried in those of "Trader Joe" in Rifts Mercenaries- they're basically pretty smart creatures with limited shapeshifting (he still looks blue and hairless, but less spindly and freakishly tall sometimes). They are typically used as the "face" of Naruni by their true leaders.
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Re: Jab's Rifts Builds (Triax & The NGR! Gypsies! Triax Gear!)

Post by Ares »

I can't see the Uteni race without imagining they have a small group of Jawas accompanying them, announcing them with loud "UTENI!"shouts.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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

Post by catsi563 »

Ares wrote: Fri Jun 21, 2019 2:35 pm I can't see the Uteni race without imagining they have a small group of Jawas accompanying them, announcing them with loud "UTENI!"shouts.
Hilariously I did that in a rifts run where the Pcs encounter the naruni. The Uteni were selling weapons to a small kingdom they of course were the face men, and they had these little cloaked rats whose glowing eyes were visible under the hoods running around doing all the fixing and setting up of demonstrations but only speaking in high speed high pitched chittering sprinkled with the occasional UTINNI that the Uteni could understand

Made it interesting when the pcs killed some sent to kill them that the bodies basically disintegrated into piles of sticky smelly green goo when killed so no one ever found out what they looked like under the cloaks and hoods :mrgreen:
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