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

Where in all of your character write ups will go.
Jabroniville
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Hero Vampire

Post by Jabroniville »

HERO VAMPIRE R.C.C.
Role:
PC Vampire, Well-Meaning Vampire
PL 11 (246 + Psionics)
STRENGTH
6 STAMINA -- AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+12)
Deception 6 (+9)
Expertise (Survival) 6 (+9)
Expertise (Supernatural Monsters) 6 (+8)
Insight 4 (+7)
Intimidation 4 (+7)
Perception 5 (+8)
Persuasion 4 (+7)
Stealth 5 (+8)

Advantages:
Close Attack 1, Daze (Persuasion), Fast Grab, Startle, Teamwork, Power Attack

Powers:
"Undead Monster"
Immunity 35 (Fortitude Effects, Mind Control) [35]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Wood/Silver/Moving Water/Sunlight/Holy Water Attacks) [40]
Immunity 10 (Fire & Cold Damage) (Flaws: Limited to Half-Effect) [5]
Protection 6 [6]
Regeneration 5 (Feats: Regrows Limbs) [6]
Senses 6 (Low-Light Vision, Extended Scent 2, Tracking, Communication Link- Mind Slaves, Awareness of Maker & Masters) [6]
Movement 1 (Wall-Crawling) [2]

"Vampiric Powers"
"Summon Canines & Vermin" Mind Control 6 (Extras: Area- 120ft Burst +3) (Flaws: Touch Range -2, Limited to Canines, Bats, Insects & Rodents) (24) -- [28]
  • AE: "Vampire Pheromone-Induced Seduction Trance" Affliction 6 (Fort/Will; Dazed & Impaired/Stunned & Defenseless/Paralyzed & Controlled) (Extras: Extra Condition, Perception-Ranged +2) (Flaws: Scent-Dependent) (18)
  • AE: "Vampire Mind Control" Mind Control 6 (Flaws: Vision-Dependent, Hearing-Dependent) (12)
  • AE: "Negate the Powers of Lesser Vampires" Affliction 8 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception-Ranged +2) (Flaws: Limited to Vampires, Limited to Weaker Vampires, Limited Numbers) (4)
  • AE: "Vampiric Claws & Teeth" Strength-Damage +4 (4)
"Slow Kill" Affliction 6 (Fort; Impaired & Entranced/Disabled & Controlled/Transformed to Vampire or Mind Slave & Controlled) (Extras: Extra Condition, Continuous +3) (Flaws: Source- Three Consective Nights of Blood-Drinking -2) [18]
"Summon Fog" Environment 6 (Reduce Vision) [6]

Morph 1 (Bat) (Feats: Metamorph) (6) -- [9]
  • AE: Morph 1 (Wolf) (Feats: Metamorph) (6)
  • AE: Morph 1 (Mist) (Feats: Metamorph) (6)
  • AE: Morph 1 (Attractive Human Form) (5)
"Psionics" (Alter Aura, Induce Sleep, Death Trance, Mind Block, Deaden Pain, Presence Sense, Empathy, Sense Evil, Hypnotic Suggestion; Will have pre-existing powers at half their former level as humans)
"Magic" (None, Unless Vampire was a Mage in human form; Magic is stuck at half its former level)

Offense:
Unarmed +11 (+6 Damage, DC 21)
Claws & Teeth +11 (+11 Damage, DC 26)
Summons & Mind Control +6 Area (+6 Affliction, DC 16)
Vampire Mind Control/Seduction -- (+6 Perception-Ranged Affliction, DC 16)
Negate Powers -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +6, Fortitude --, Will +7

Complications:
Power Loss (Slow Kill)- Beings with Mega-Damage bodies cannot be turned into Vampires, nor can animals or Mutant Animals, Crazies, Juicers, Shapechangers, Creatures of Magic (Faeries, Dragons, etc.), or 25% to Full Conversion Cyborgs. A Secondary Vampire only has a 42% chance of creating another Secondary Vampire- otherwise, a Wild Vampire is created.
Vulnerable (Vampire to Vampire Mind Control)- A Vampire controlled by another Vampire's Mind Control attack will be controlled for a whole hour per level of their experience.
Vulnerable (Sunlight)- Vampires are fatally-vulnerable to sunlight.
Vulnerable (Water)- Vampires cannot cross moving bodies of water, and even tiny sprinkles or spray of it do tremendous damage.
Noticeable- Vampires have no reflection.
Power Loss (Regeneration)- Vampiric Regeneration will not work if staked through the heart. They will immediately begin healing if the stake is removed, however.
Responsibility (Arrogant)- Vampires are prone to thinking far too highly of themselves, owing to their nature as nigh-invulnerable ageless beings.
Enemy (Many)- Cyber-Knights, Reid's Rangers, Anti-Monsters and other Vampire Hunters are the worst enemies of Vampires. The Splugorth, Demons, Devils and others are rivals and enemies, too.
Responsibility (Bloodlust)- Even Hero Vampires are prone to enjoying battle with a glee that is obvious to others.

Total: Abilities: 48 / Skills: 46--23 / Advantages: 6 / Powers: 161 + Psionics / Defenses: 8 (246 + Psionics)

-The "Heroic Vampire" here is a Secondary Vampire who attempts to avoid his evil nature. Doc Reid himself can barely bring himself to admit that it's possibly to be a good Vampire, but confesses that the three ones he's met that attempted to be heroes seemed to be sincere in their attempts to combat evil, and it cost them their lives. The Hero Vampire R.C.C. is thus a defender of the innocent; a Vampire who fights others of his kind in an attempt at redemption. They actually count as being almost Cyber-Knight-like in their dedication to goodness, refusing to kill and feed upon any but the most evil, give away all their possessions, never revel in glory, etc. However, they still fight like demons in combat, lashing out at full power with glee that shows on their faces. They even like instilling terror and agony on their enemies, mocking them like supervillains would.

-A Hero Vampire R.C.C. is identical to the Secondary Vampire in every way except his Weapon Proficiencies (which I don't really use in these conversions anyhow) and his knowledge of Vampires- I made him three points more expensive.
Jabroniville
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Deluded Vampire

Post by Jabroniville »

DELUDED VAMPIRE R.C.C.
Role:
PC Vampire, Well-Meaning Vampire
PL 10 (185 + Psionics)
STRENGTH
5 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+11)
Deception 5 (+7)
Expertise (Survival) 5 (+8)
Expertise (Supernatural Monsters) 5 (+7)
Expertise (Job Before Death) 4 (+6)
Insight 3 (+5)
Intimidation 3 (+6)
Perception 4 (+6)
Persuasion 3 (+5)
Stealth 4 (+7)
Vehicles 2 (+4)

Advantages:
Close Attack 1, Daze (Persuasion), Fast Grab, Startle, Teamwork, Power Attack

Powers:
"Undead Monster"
Immunity 35 (Fortitude Effects, Mind Control) [35]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Wood/Silver/Moving Water/Sunlight/Holy Water Attacks) [40]
Immunity 10 (Fire & Cold Damage) (Flaws: Limited to Half-Effect) [5]
Protection 6 [6]
Regeneration 5 (Feats: Regrows Limbs) [6]
Senses 6 (Low-Light Vision, Extended Scent 2, Tracking, Communication Link- Mind Slaves, Awareness of Maker & Masters) [6]
Movement 1 (Wall-Crawling) [2]

"Vampiric Powers"
"Negate the Powers of Lesser Vampires" Affliction 8 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception-Ranged +2) (Flaws: Limited to Vampires, Limited to Weaker Vampires, Limited Numbers) (4) -- [5]
  • AE: "Vampiric Claws & Teeth" Strength-Damage +4 (4)
"Summon Fog" Environment 6 (Reduce Vision) [6]

"Psionics" (Alter Aura, Induce Sleep, Death Trance, Mind Block, Deaden Pain, Presence Sense, Empathy, Sense Evil, Hypnotic Suggestion; Will have pre-existing powers at half their former level as humans)
"Magic" (None, Unless Vampire was a Mage in human form; Magic is stuck at half its former level)

Offense:
Unarmed +9 (+5 Damage, DC 20)
Claws & Teeth +9 (+10 Damage, DC 25)
Negate Powers -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +6, Fortitude --, Will +7

Complications:
Power Loss (Slow Kill)- Beings with Mega-Damage bodies cannot be turned into Vampires, nor can animals or Mutant Animals, Crazies, Juicers, Shapechangers, Creatures of Magic (Faeries, Dragons, etc.), or 25% to Full Conversion Cyborgs. A Secondary Vampire only has a 42% chance of creating another Secondary Vampire- otherwise, a Wild Vampire is created.
Vulnerable (Vampire to Vampire Mind Control)- A Vampire controlled by another Vampire's Mind Control attack will be controlled for a whole hour per level of their experience.
Vulnerable (Sunlight)- Vampires are fatally-vulnerable to sunlight.
Vulnerable (Water)- Vampires cannot cross moving bodies of water, and even tiny sprinkles or spray of it do tremendous damage.
Noticeable- Vampires have no reflection.
Power Loss (Regeneration)- Vampiric Regeneration will not work if staked through the heart. They will immediately begin healing if the stake is removed, however.
Responsibility (Arrogant)- Vampires are prone to thinking far too highly of themselves, owing to their nature as nigh-invulnerable ageless beings.
Enemy (Many)- Cyber-Knights, Reid's Rangers, Anti-Monsters and other Vampire Hunters are the worst enemies of Vampires. The Splugorth, Demons, Devils and others are rivals and enemies, too.
Responsibility (Deluded Victims)- "Deluded Vampires" think that their original human self is still in control, and often deny that they are Vampires. Others accept it, but see themselves as tragic victims who can control their desires. Most will fail.
Responsibility (Half-Starved)- Deluded Vampires must never drink more than half their daily requirement of blood, or they will lose themselves to the Hunger. They will become evil Secondary Vampires if this occurs; going back will result in even further weakness.
Phobia (Vampires)- Deluded Vampires are as fearful of Vampires as any normal person would be, and typically fear to even encounter Secondary or Master Vampires.

Total: Abilities: 38 / Skills: 44--22 / Advantages: 6 / Powers: 111 + Psionics / Defenses: 8 (185 + Psionics)

-The "Deluded Vampire" is a Roleplayer's fantasy- a Vampire who doesn't realize he's a Vampire. Mistaking the thoughts of the person transformed into a Vampire as his own, he "clings" to that person, despite the demonic requirement to kill and feed upon others- they self-rationalize their actions. Others accept their vampirism, but diminish their crimes and see themselves as tragic victims. Doc Reid suggests they're doomed to fall of the wagon and go completely insane, giving in to dark power, and the book suggests he's right- they're "ticking time bombs" whose Hunger "calls to them eveyr hour of every day for the rest of their lives". It's worse around attractive peple or children. This turns them into borderling drug addicts (addiction is a common theme in the background of many Rifts books, with Juicers, Street Rats and even the occasional DRAGON being seen as needing a fix).

-So all in all, this is the "Hero Vampire" but more of a failure- it can easily turn into "Fishmalk" deliberately-goofy nonsense, and the art is of this Big Lebowski guy just sittin' around, but it could be fun. But kind of prone to failure, as he inevitably turns on his friends or takes liberties with the lives of others. To maintain control, they must not drink more than half their daily requirements of blood. Thus, they are half-starved all the time.

-Deluded Vampires lower their physical and mental stats all at once, lose one attack per round, and more- all because they're starving. They also will not use their Mind Control or Slow Kill powers- doing either turns them into evil Secondary Vampires, and they can only return to a Deluded state by giving up even MORE power.
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Sidious
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Re: Jab's Rifts Builds (Master Vampire! Vampire Intelligence!)

Post by Sidious »

I like how you're writing up the Vampires for this. I can't wait until you get to the Yucatan part of the book and do the Were-Jaguars. If I did have to play a monster class in Rifts a were beast would be high on my list of preferred options. I just like them better in Rifts.

It's been a dogs age since I actually read the updated version of this book, is that Cyberknight and his Ice Dragon girlfriend still around in Reid's Rangers?
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catsi563
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Re: Jab's Rifts Builds (Master Vampire! Vampire Intelligence!)

Post by catsi563 »

Sidious wrote: Fri Apr 17, 2020 11:40 am I like how you're writing up the Vampires for this. I can't wait until you get to the Yucatan part of the book and do the Were-Jaguars. If I did have to play a monster class in Rifts a were beast would be high on my list of preferred options. I just like them better in Rifts.

It's been a dogs age since I actually read the updated version of this book, is that Cyberknight and his Ice Dragon girlfriend still around in Reid's Rangers?
Yep both Sir Lazarous and Carlotta the white are still in
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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JDRook
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Re: Jab's Rifts Builds (Master Vampire! Vampire Intelligence!)

Post by JDRook »

I don't recall the Hero and Deluded Vampire RCCs from the book; that must have been part of the revamp (heh) they did in the early oughts.
Jabroniville
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Re: Jab's Rifts Builds (Master Vampire! Vampire Intelligence!)

Post by Jabroniville »

Sidious wrote: Fri Apr 17, 2020 11:40 am I like how you're writing up the Vampires for this. I can't wait until you get to the Yucatan part of the book and do the Were-Jaguars. If I did have to play a monster class in Rifts a were beast would be high on my list of preferred options. I just like them better in Rifts.

It's been a dogs age since I actually read the updated version of this book, is that Cyberknight and his Ice Dragon girlfriend still around in Reid's Rangers?
Yeah, I statted some up for South America (was Palladium trying to make those more of a "thing" or something?), but this seems to have more depth to it.
Jabroniville
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Re: Jab's Rifts Builds (Master Vampire! Vampire Intelligence!)

Post by Jabroniville »

JDRook wrote: Sat Apr 18, 2020 5:33 am I don't recall the Hero and Deluded Vampire RCCs from the book; that must have been part of the revamp (heh) they did in the early oughts.
Yeah, Fatal & Friends doesn't have the pics that are in the PDF I have. They're clearly a bit new.

I will give Palladium credit for adding a ton of art and classes/animals to the updated version- these are people who normally reprint entire swaths of text just to fill space, and this feels like a worthy update.
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Chupacabra

Post by Jabroniville »

Image

CHUPACABRA
Role:
PC Vampire, Well-Meaning Vampire
PL 8 (85 + Psionics)
STRENGTH
3 STAMINA 6 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE -2

Skills:
Athletics 7 (+10)
Expertise (Survival) 7 (+7)
Intimidation 7 (+5)
Perception 6 (+6)
Stealth 5 (+6)

Advantages:
Fast Grab, Startle

Powers:
Speed 4 (30 mph) [4]
Leaping 1 (15 feet) [1]
Protection 2 [2]
Movement 1 (Wall-Crawling) [2]
"Psi-Hunter" Senses 4 (Detect Psionics- Ranged, Tracking, Acute) [4]
"Mage-Hunter" Senses 4 (Magical Awareness- Ranged, Tracking, Acute) [4]
Senses 1 (Low-Light Vision) [1]
"Claws & Teeth" Strenght-Damage +4 (Feats: Split) [5]

"Psionics" (Detect Psionics, Sense Evil, Sense Magic, Sense Time, Empathic Transmission- Confusion & Fear only)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Claws & Teeth +8 (+7 Damage, DC 22)
Initiative +1

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

Complications:
Vulnerable (Silver)- Silver weapons do extra damage when attacking Chupacabras.

Total: Abilities: 34 / Skills: 32--16 / Advantages: 2 / Powers: 23 + Psionics / Defenses: 10 (85 + Psionics)

-The Chupacabra here is implied to be something sighted pre-Rifts because of Vampire Intelligences attempting to break through to our dimension, but the origins are unknown (suggestions include Wild Vampires that devolved further into wild beasts). Supernatural, green, hairy dog-monkeys with a taste for blood, they are Mega-Damage creatures, unlike Undead. They are living, breathing creatures that drink blood from mostly animals, but can and will attack humans as well. Vampires use them as pets and "guard dogs", chasing down human livestock, but they can be reasonably "tamed" by anyone.

-With only a handful of M.D.C. and low-level Mega-Damage claw attacks, Chupacabras are an interesting "tier"- lower than almost any PC is likely to be, but still a tad dangerous. Not bad for something that's made up to be more of an annoyance than a major threat, yet also dangerous to farming communities.
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Vampire Hunter

Post by Jabroniville »

VAMPIRE HUNTER O.C.C.
Role:
Vampire Hunters
PL 7 (76), PL 8 (76) vs. Vampires
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5/7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Vampire Lore) 6 (+7)
Expertise (Survival) 4 (+5)
Insight 2 (+3)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 2 (+6)

Advantages:
Equipment 5 (Vampire-Hunting Gear- Vibro-Knife, Silver-Tipped Crossobow, Silver Knife, Wooden Stakes), Favored Foe (Vampires), Ranged Attack 1, Second Chance (Traps Involving Vampires), Tracking

Powers:
"Vampire-Specific Fighting Abilities"
Enhanced Fighting 2 (Flaws: Limited to vs. Vampires) [2]
Enhanced Skills 3: Perception 3 (+8) (Flaws: Limited to vs. Vampires) [1]
Enhanced Advantages 2: Ranged Attack 2 (Flaws: Limited to vs. Vampires) [1]
Enhanced Dodge & Will 2 (Flaws: Limited to vs. Vampires) [2]

Offense:
Unarmed +5-7 (+2 Damage, DC 17)
Stakes +5-7 (+4 Damage, DC 19)
Vibro-Knife +5-7 (+7 Damage, DC 22)
Guns +5-7 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +5 (+7 vs. Vampires, DC 15-17), Parry +5 (+7 vs. Vampires), Toughness +2 (+8 Armor), Fortitude +4, Will +5

Complications:
Motivation (Killing Vampires)- Vampire Hunters begin hunting for many reasons, but all are fairly implacable.

Total: Abilities: 36 / Skills: 32--16 / Advantages: 9 / Powers: 6 / Defenses: 9 (76)

-Well you had to know one of these guys was coming. Coming from various places (from thrill-seeking gunslingers to those wronged by Vampires in the past), Vampire Hunters are the real pros, but you could describe the entire class in a single sentence, instead of just going on like it does here ("They study the WEAKNESSES and how to best approach their quarry!"-type stuff). They're said to be a growing movement across Mexico and the Southwest, as more and more people become aware of how widespread the Vampire problem is.

-Vampire Hunters are... fine. Just a generic "Guy who fights ____" kind of class, though get solid bonuses to hit and defend against the Undead creatures they hunt. You can have "Mega-Damage body armor of choice", which can mean god knows what (as usual in Rifts), plus usually have a Nodosaurus
Last edited by Jabroniville on Mon Apr 20, 2020 3:21 am, edited 1 time in total.
Jabroniville
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Re: Jab's Rifts Builds (Master Vampire! Vampire Intelligence!)

Post by Jabroniville »

Sidious wrote: Fri Apr 17, 2020 11:40 am I like how you're writing up the Vampires for this. I can't wait until you get to the Yucatan part of the book and do the Were-Jaguars. If I did have to play a monster class in Rifts a were beast would be high on my list of preferred options. I just like them better in Rifts.

It's been a dogs age since I actually read the updated version of this book, is that Cyberknight and his Ice Dragon girlfriend still around in Reid's Rangers?
They are not described, pictured, or statted in the PDF I have, save one side-thing that mentions Lazarious (searching Carlotta's name turns up nothing). Thankfully, I also have the original book on PDF, which has the full bios.
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JDRook
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Re: Vampire Hunter

Post by JDRook »

Jabroniville wrote: Sun Apr 19, 2020 6:28 am VAMPIRE HUNTER O.C.C.
...
Advantages:
Equipment 5 (Vampire-Hunting Gear- Vibro-Knife, Silver-Tipped Crossobow, Silver Knife, Wooden Stakes), Ranged Attack 1, Second Chance (Traps Involving Vampires)

Powers:
"Vampire-Specific Fighting Abilities"
Enhanced Fighting 2 (Flaws: Limited to vs. Vampires) [2]
Enhanced Skills 3: Perception 3 (+8) (Flaws: Limited to vs. Vampires) [1]
Enhanced Advantages 2: Ranged Attack 2 (Flaws: Limited to vs. Vampires) [1]
Enhanced Dodge & Will 2 (Flaws: Limited to vs. Vampires) [2]
This seems like the perfect opportunity to use the oft-maligned Favored Foe Advantage. The +2 Insight bonus alone would cover most of the "gut feelings and hunches," especially using the subskills like Detect Influence to pick out thralls.

I'd be tempted to make a Danger Sense, too, but that would require some kind of Mental Vampire Sense to base it on.
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Reid's Rangers

Post by Jabroniville »

Image

I was reading the Cyber-Knight's description and figured he must look cool or proud-looking and instead he's some douche with a spiky hat, lol. Not Kevin Long's best work.

REID'S RANGERS:
-Reid's Rangers are a thing mentioned near-constantly throughout the early Rifts books, as it's another "we fell in love with this idea" thing from Kevin & Co. They're a band of Vampire hunters founded by the obsessive, probably insane "Doc Reid", whose four-armed appearance shows up a few times in Vampire Kingdoms. They are said to be the most famous heroes of Mexico, and enemy #1 of the Vampire Kingdoms. Fort Reid is a small town and their base, and Reid himself sends his trainees out there will-nilly, where most of them die in their first year. Favoring this bold approach over caution, he's fueled by an absolute hatred of Vamps and all they stand for.

-Their single-minded hatred of Vampires makes them proud allies of Cyber-Knights (Main Rulebook), Lyn-Srial (New West), Atlantean Undead Slayers (Atlantis), Lemurians, and more. It also gives them a good reputation among normal people, many of whom fall into line as soon as one arrives.

Image

Hahahaha this looks so dumb.

Doc Reid: Reid is explicitly called out as being delusional and literally thinking of himself as a god, to the point where if people don't treat him like one, he will begin to resent them. As a Cyber-Doc, even a high-level one, his stats aren't overly impressive physically (only five attacks), but has four arms and a LOT of good Mental Stats. A 29 Mental Affinity (Charisma) is borderline unimaginable, especially for a human. However, his hunting of vampires is in part just to create a legend for himself ("The Savior of the Land"), and his desire for the finer things in life. He is callous and unfeeling about the lives of others, and his experiments on Vampires (whom he considers demons unworthy of any compassion at all) go way beyond disturbing and are full-blown torture.

The Other Rangers: The first edition of the book contains a full roster of guys. One is a "Diabolic" (the most evil alignment) Necromancer who loves to inflict death and torture- Reid's Rangers are the perfect cover, as he can directly kill hundreds of Vampires on a mission, and even order THOUSANDS of humans to their deaths- a real delight for him. Sir Lazarious is the overall commander, but is contrary to the typical Cyber-Knight in that he's ALSO evil, and a giant bully who tears into people below him in the chain of command. One story detailing him features him watching as a village of innocents is wiped out by Wild Vampires, all because they refused his "price"- that his men could have any of the women in the village. Only after the massacre did he feel a "tragedy" had occured, and avenged the innocents by wiping out the Vamps.

Carlotta the White is Lazarious's lover, and appears to be a beautiful, powerful woman with some kind of super-durability... naturally, she is actually an ICE DRAGON. A lot of the early books in the setting featured "Secret Dragon" characters- you'll find them in the books about Africa (that Pharaoh), England (a few good guys in disguise), and the New West (one of the many gang-leaders). Pequita is a Changeling from the Palladium setting, creating an illusion that she is a powerful being as protection from those who hate her kind (who are notorious and are usually hunted down, as they can appear to be anyone). Another guy is a free-wheeling, boozing Psi-Stalker who finds himself getting along with his "goody two-shoes" partners.

Image

Psi-Stalkers... another "not as cool-looking as they should be" Rifts class.

Mii-Tarr is a powerful, 12-foot tall Headhunter who's a D-Bee from the Heroes Unlimited setting, and naively trusts his allies entirely. Meetal the Butcher is a younger Psi-Stalker who is idealistic and falling in love with her mentor, "Grizzly" Carter, a good-natured Elf with a ton of experience and know-how. The latter bunch are much more good-aligned than the earlier ones, but everyone seems to get along. Then there's a smaller bio of a "weasel" who joins the group as one of the self-described "New Elites", wanting his own position of power. It's actually a very interesting, wacky crew, and kind of the thing that Rifts was good at in terms of crafting "Kitchen Sink NPCs"- like CJ Carella's mercenaries where one's a Fairy or something.
Last edited by Jabroniville on Thu Apr 23, 2020 8:29 am, edited 1 time in total.
Jabroniville
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Re: Vampire Hunter

Post by Jabroniville »

JDRook wrote: Mon Apr 20, 2020 3:13 am
Jabroniville wrote: Sun Apr 19, 2020 6:28 am VAMPIRE HUNTER O.C.C.
...
Advantages:
Equipment 5 (Vampire-Hunting Gear- Vibro-Knife, Silver-Tipped Crossobow, Silver Knife, Wooden Stakes), Ranged Attack 1, Second Chance (Traps Involving Vampires)

Powers:
"Vampire-Specific Fighting Abilities"
Enhanced Fighting 2 (Flaws: Limited to vs. Vampires) [2]
Enhanced Skills 3: Perception 3 (+8) (Flaws: Limited to vs. Vampires) [1]
Enhanced Advantages 2: Ranged Attack 2 (Flaws: Limited to vs. Vampires) [1]
Enhanced Dodge & Will 2 (Flaws: Limited to vs. Vampires) [2]
This seems like the perfect opportunity to use the oft-maligned Favored Foe Advantage. The +2 Insight bonus alone would cover most of the "gut feelings and hunches," especially using the subskills like Detect Influence to pick out thralls.

I'd be tempted to make a Danger Sense, too, but that would require some kind of Mental Vampire Sense to base it on.
Yeah, I was thinking about that, but there are so many concrete "universal bonuses" I went this way. I can still stick it on there, though.
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catsi563
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Re: Vampire Hunter

Post by catsi563 »

Jabroniville wrote: Mon Apr 20, 2020 3:19 am
JDRook wrote: Mon Apr 20, 2020 3:13 am
Jabroniville wrote: Sun Apr 19, 2020 6:28 am VAMPIRE HUNTER O.C.C.
...
Advantages:
Equipment 5 (Vampire-Hunting Gear- Vibro-Knife, Silver-Tipped Crossobow, Silver Knife, Wooden Stakes), Ranged Attack 1, Second Chance (Traps Involving Vampires)

Powers:
"Vampire-Specific Fighting Abilities"
Enhanced Fighting 2 (Flaws: Limited to vs. Vampires) [2]
Enhanced Skills 3: Perception 3 (+8) (Flaws: Limited to vs. Vampires) [1]
Enhanced Advantages 2: Ranged Attack 2 (Flaws: Limited to vs. Vampires) [1]
Enhanced Dodge & Will 2 (Flaws: Limited to vs. Vampires) [2]
This seems like the perfect opportunity to use the oft-maligned Favored Foe Advantage. The +2 Insight bonus alone would cover most of the "gut feelings and hunches," especially using the subskills like Detect Influence to pick out thralls.

I'd be tempted to make a Danger Sense, too, but that would require some kind of Mental Vampire Sense to base it on.
Yeah, I was thinking about that, but there are so many concrete "universal bonuses" I went this way. I can still stick it on there, though.
Actually a danger sense wouldn't need be some sort of mental detection or the like,. it could ltieraly be pure instinct based on observation and experience dealing with vampires and other supernatural monsters. you get to recognizing the environmental changes made by a vampire or the subtle clues that someone is thralled or the pure instinct that something dangerous is hunting you. all that adds up to your FORF reflex screaming danger at you and stay alert.
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JDRook
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Location: The Calgary Rift - City of Monsters

Re: Vampire Hunter

Post by JDRook »

catsi563 wrote: Mon Apr 20, 2020 7:14 pm
Jabroniville wrote: Mon Apr 20, 2020 3:19 am
JDRook wrote: Mon Apr 20, 2020 3:13 amI'd be tempted to make a Danger Sense, too, but that would require some kind of Mental Vampire Sense to base it on.
Yeah, I was thinking about that, but there are so many concrete "universal bonuses" I went this way. I can still stick it on there, though.
Actually a danger sense wouldn't need be some sort of mental detection or the like,. it could ltieraly be pure instinct based on observation and experience dealing with vampires and other supernatural monsters. you get to recognizing the environmental changes made by a vampire or the subtle clues that someone is thralled or the pure instinct that something dangerous is hunting you. all that adds up to your FORF reflex screaming danger at you and stay alert.
So, what is that mechanically, since you still need a Check roll to make Danger Sense work. Expertise:Vamps? or maybe Insight?
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