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

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catsi563
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Re: Jab's Rifts Builds (Wereserpent! Rifts Canada! Tundra Rangers!)

Post by catsi563 »

if you mean Headhunters its a bit of a throwback to Star Wars Bounty Hunters, BHs in Star Wars weren't just people who hunted criminals it was a catch all term for mercs and assassins etc etc. basically anyone who did that sort of job for money was a BH aka Headhunnter
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Re: Jab's Rifts Builds (Wereserpent! Rifts Canada! Tundra Rangers!)

Post by Davies »

Head hunter to me is someone who literally collects heads. Calling them Bounty Hunters, or even just Hunters, would have made much more sense.
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Re: Jab's Rifts Builds (Wereserpent! Rifts Canada! Tundra Rangers!)

Post by JDRook »

There's also the current usage of headhunter, which is more like a talent scout searching for people of particular skillsets to hire them for other companies, occasionally "poaching" them from their current employers.

With the Necromancer OCC, you could have a character who does both of those at once: collects heads and then uses their skillsets when needed. I can just picture his bone-decorated rolodex.
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Headhunter Techno-Warrior

Post by Jabroniville »

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HEADHUNTER TECHNO-WARRIOR O.C.C.
Role:
Bounty Hunter, Mercenary, The Baseline Guy
PL 8 (127)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Mercenary) 8 (+10)
Expertise (Streetwise) 4 (+6)
Insight 3 (+5)
Intimidation 4 (+6)
Investigation 5 (+7)
Perception 5 (+7)
Technology 6 (+8)
Vehicles 3 (+8)

Advantages:
Benefit (Recognizes Weapons), Contacts, Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Tracking

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

"Bioinic Arm"
Strength-Damage +3 [3]
"Fingerjack & E-Clip" Features 2: Plugs Into Machines, Extra E-Clip for Guns [2]
"Finger Blaster" Blast 6 (Feats: Subtle) (13) -- [14]
AE: "Vibro-Blades" Strength-Damage +4 (Extras: Penetrating 6) (10)

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)

"NG-L5 Northern Gun 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 +5 (+3 Damage, DC 18)
Bionic Arm +5 (+5 Damage, DC 20)
Vibro-Blade +5 (+9 Damage, DC 24)
Laser Pistol/Finger Blaster +5 (+6 Ranged Damage, DC 21)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Motivation (Greed)

Total: Abilities: 50 / Skills: 42--21 / Advantages: 21 / Powers: 28 / Defenses: 7 (127)

-This O.C.C. is almost a literal reprint of the Headhunter O.C.C. from the Main Rulebook- the generic "Guy With Gun" Headhunter- the book even explicitly calls out that this is "what most people think of when they think 'Headhunters'" just in case it's not clear. However, a couple of things have been added and emphasized, to separate them from the other "Prestige Class" types.

-This build is mostly the Headhunter O.C.C. build I already did, but drawn back to a more "start character" position- my early Rifts builds made most of the first classes a bit more "elite". They add a couple of things, like "natural weapon familiarity" (I went with a Benefit, but it could also be a Skill- many classes have similar things and it doesn't make sense that ONLY a Headhunter would have this as a Skill), Contacts, and Streetwise. They have a very solid Skill selection (arguably the best of any Men At Arms O.C.C.s), but technically aren't much better fighters than many others in the early levels- Rifts is peculiar in that attack bonuses rarely change.
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Headhunter Anti-Robot Specialist

Post by Jabroniville »

Image

HEADHUNTER ANTI-ROBOT SPECIALIST O.C.C.
Role:
Bounty Hunter, Robot-Hunter
PL 8 (132)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Mercenary) 6 (+8)
Expertise (Streetwise) 4 (+6)
Expertise (Demolitions) 6 (+8)
Insight 3 (+5)
Intimidation 4 (+6)
Investigation 3 (+5)
Perception 5 (+7)
Sleight of Hand 2 (+7)
Technology 6 (+8)
Vehicles 5 (+10)

Advantages:
Contacts, Diehard, Equipment 13 (Gear), Favored Foe (Robots), Favored Foe (Power Armor Guys), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Tracking

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

"Bioinic Arm"
Strength-Damage +3 [3]
"Fingerjack & E-Clip" Features 2: Plugs Into Machines, Extra E-Clip for Guns [2]
"Finger Blaster" Blast 6 (Feats: Subtle) (13) -- [14]
  • AE: "Vibro-Blades" Strength-Damage +4 (Extras: Penetrating 6) (10)
"Robophile"
Enhanced Advantages 4: Eidetic Memory, Improved Critical (Lasers) 2, Well-Informed (Flaws: Limited to Power Armor/Robots) [2]

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)

"NG-L5 Northern Gun 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 +5 (+2 Damage, DC 17)
Bionic Arm +5 (+5 Damage, DC 20)
Vibro-Blade +5 (+9 Damage, DC 24)
Laser Pistol/Finger Blaster +5 (+6 Ranged Damage, DC 21)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +5, Will +7

Complications:
Motivation (Greed)

Total: Abilities: 48 / Skills: 48--24 / Advantages: 22 / Powers: 30 / Defenses: 8 (132)

-This is... okay, so in a setting full of Kill-O-Bots, I guess "Guy Who Specializes In Killing Kill-O-Bots" is actually a pretty solid idea, as unnecessary as it might be to create an entire O.C.C. specifically around doing that. Their nickname is "Robot Slammers" which is MUCH COOLER than the giant mouthful that is "Headhunter Anti-Robot Specialist" (I mean, the setting includes a Juicer O.C.C. and Crazy O.C.C.- why not "Robot Slammer", too?). Also, they immediately bring Power Armor guys into the deal, as those are often described as wearing "Robot Armor". The narration in the class description is all about how you should just take out the joints and cripple things, letting the "techs spend millions of credits" fixing stuff- after all, disabling the enemy is as good as killing them in a fight, right? Note: this is actually part of why land-mines are more crippling than fatal- a dead enemy is just a new grave; a crippled enemy usually has to be carted back to base, fed, rehabbed, etc.- killing them is fine, but crippling them costs the enemy MONEY.

-Often dismissed as "robotics nerds", they're said to master technology to a ridiculous level, and constantly seek new rewards and discoveries, often by comandeering more and more dangerous Robot Power Armor suits, like Glitter Boy Killers, UAR-1 Enforcers, Hellraisers, etc.- the big daddies of the Coalition forces. The CS actually plans on hiring a lot of them for the war against Free Quebec, owing to the pride these weirdos take in bringing down Glitter Boys, so that's probably a thing going forward (until they drop that arc entirely during the Siege of Tolkeen). Honestly though, I kinda like the idea of this one- less Generic Man At Arms like the regular Headhunter, and more about one specific kind of thing, with unique bonuses and an excuse to do a lot of Robot-themed stuff.

-Their "Robophile" ability is given a TON of focus, and could either be a Skill (Expertise in Robots, I guess), but a single point kind of makes sense, as it's like Well-Informed but just for 'Bots- they know the make, model, typical tactics and uses, weaknesses, creation date and origin of pretty much every kind of robot or armor in existence, to the point of obsession. This also throws in Eidetic Memory (the knowledge is truly extensive), plus Improved Critical for later Robot-Fighting bonuses, and Favored Foe against both Robots & Armored opponents.

-This O.C.C. gets an extra-special bonus: RANDOM ARMOR! This is typically wildly unbalanced and can bone a player immediately if they roll poorly, but that's Palladium for you- you can either get an old SAMAS Armor, light to medium Northern Gun Power Armor, a Northern Gun Robot Vehicle, Triax Power Armor (no Ulti-Max), or "some other brand" of Power Armor, or two less-likely options: a Heavy Northern Gun Robot Armor (remember, all other options are light-medium) or an "Exotic" Power Armor or 'Bot, like Kittani or Naruni. Everything is subject to GM approval, but this contains some pretty good stuff.
Last edited by Jabroniville on Fri Jun 05, 2020 9:49 am, edited 1 time in total.
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Headhunter Assassin

Post by Jabroniville »

Image

HEADHUNTER ASSASSIN O.C.C.
Role:
Assassin, Mercenary
PL 9 (136)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+6)
Expertise (Mercenary) 8 (+10)
Expertise (Streetwise) 4 (+6)
Insight 3 (+5)
Intimidation 4 (+6)
Investigation 5 (+7)
Perception 5 (+7)
Technology 4 (+6)
Vehicles 3 (+8)

Advantages:
Contacts, Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Improved Disarm, Ranged Attack 2, Tracking

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

"Bioinic Arm"
Strength-Damage +3 [3]
"Fingerjack & E-Clip" Features 2: Plugs Into Machines, Extra E-Clip for Guns [2]
"Finger Blaster" Blast 6 (Feats: Subtle) (13) -- [14]
  • AE: "Vibro-Blades" Strength-Damage +4 (Extras: Penetrating 6) (10)
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)

"NG-L5 Northern Gun 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 +7 (+2 Damage, DC 17)
Bionic Arm +7 (+5 Damage, DC 20)
Vibro-Blade +7 (+9 Damage, DC 24)
Laser Pistol/Finger Blaster +7 (+6 Ranged Damage, DC 21)
NG Rifle +7 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Motivation (The Job)- "Brutal Killers" exclusively care about their target- complexities in the mission are usually ignored, and they will waste anyone who gets in their way. They will not be paid off by their targets- only "The Job" matters.

Total: Abilities: 56 / Skills: 40--20 / Advantages: 23 / Powers: 28 / Defenses: 9 (136)

-Though I tend to think of a Headhunter as an assassin by default (I mean... they hunt heads!), this is an Assassin-specific O.C.C. variant. Also called the "Brutal Killer", which is a ridiculous class name. Like, who would actually word it that way? "Watch out for those Brutal Killers" is bizarre to say out loud. The class is "Edgelord 101", with cold-hearted killers refusing to take any assignments but those that involve killing people, and refusing any instructions kept more complex than "try to keep innocent bystander deaths to a minimum". Their entire thing is killing, killing, and ONLY killing, and they're rude and brusque to anybody else, and never stick around for things like thievery and what-not. They just coldly walk in, waste their target, and walk out.

-Headhunter Assassins get +1 attack and Improved Disarm, making them more elite than regular Headhunters at fighting.
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Re: Jab's Rifts Builds (Headhunter Techno-Warrior, Anti-Robot, Assassin)

Post by Davies »

Now, see, this guy I can see being called a Headhunter, but I don't understand why anyone would want to associate themselves with him.
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Headhunter Techno-Hound

Post by Jabroniville »

Image

HEADHUNTER TECHNO-HOUND O.C.C.
Role:
Bounty Hunter, Mercenary, Techno-Fetishist
PL 8 (128)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Mercenary) 8 (+10)
Expertise (Streetwise) 4 (+6)
Insight 3 (+5)
Intimidation 4 (+6)
Investigation 5 (+7)
Perception 5 (+7)
Technology 8 (+10)
Vehicles 3 (+8)

Advantages:
Benefit (Recognizes Weapons), Contacts, Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Tracking

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

"Bioinic Arm"
Strength-Damage +3 [3]
"Fingerjack & E-Clip" Features 2: Plugs Into Machines, Extra E-Clip for Guns [2]
"Finger Blaster" Blast 6 (Feats: Subtle) (13) -- [14]
  • AE: "Vibro-Blades" Strength-Damage +4 (Extras: Penetrating 6) (10)
"Find Contraband" Enhanced Skills 3: Expertise (Streetwise) 3 (+9) (Flaws: Limited to Finding Contraband) [1]
"Jury-Rig Mechanics" Enhanced Skills 3: Technology 3 (+13) (Flaws: Limited to Temporary Fixes- Roll Randomly) [1]

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)

"NG-L5 Northern Gun 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 +5 (+2 Damage, DC 17)
Bionic Arm +5 (+5 Damage, DC 20)
Vibro-Blade +5 (+9 Damage, DC 24)
Laser Pistol/Finger Blaster +5 (+6 Ranged Damage, DC 21)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Addiction (Technology)- Techno-Hounds are obsessive hunters of new, obscure, and rare technology- they thrive in being near major tech-centers (even dangerous places like the Coalition States), and must constantly have the latest gear.

Total: Abilities: 48 / Skills: 44--22 / Advantages: 21 / Powers: 30 / Defenses: 7 (128)

-Hey, look! Another techno-fetishist Headhunter class! However, instead of loving weapons or Power Armor, they adore cybernetics and random gear, which the book describes in a way that makes them seem more like nerdy toy collectors than men at arms. Like, it barely mentions that they also engage in mercenary activities at all- just that they like to hang around major tech-centers. It reminds me a little bit of how some real-life soldiers are notorious for constantly wanting to upgrade their stuff to the best and most recent (they're called "Geardos" by their peers). Most are said to distrust Techno-Wizard items, however.

-Techno-Hounds are mostly like regular Headhunters, with two additional Limited Skills- Finding Contraband & Jury-Rigging stuff. The Jury-Rig ability naturally has a chart detailing how long things will last- one round to several days. Most are said to adore cybernetics, and so many have even more gear than this- the book lists the Triax "Striker" and others as popular current choices. They roll randomly for vehicles, as well- Robot Horses, Hovercycles, Tanks, Techno-Wizard stuff, and even stolen CS Vehicles.
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Momano Headhunter

Post by Jabroniville »

Image

MOMANO HEADHUNTER O.C.C.
Role:
Psionic Headhunter, Super-Weeb
PL 8 (129)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Mercenary) 6 (+8)
Expertise (Magic) 4 (+6)
Expertise (Demons & Monster Lore) 6 (+8)
Expertise (Art) 4 (+6)
Insight 3 (+5)
Intimidation 4 (+6)
Investigation 5 (+7)
Perception 5 (+7)
Technology 6 (+8)
Vehicles 3 (+8)

Advantages:
Benefit (Recognizes Weapons), Contacts, Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Tracking

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

"Bioinic Arm"
Strength-Damage +3 [3]
"Fingerjack & E-Clip" Features 2: Plugs Into Machines, Extra E-Clip for Guns [2]
"Finger Blaster" Blast 6 (Feats: Subtle) (13) -- [14]
  • AE: "Vibro-Blades" Strength-Damage +4 (Extras: Penetrating 6) (10)
"Psionics" (50% shot; random powers)

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)

"NG-L5 Northern Gun Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
Silver-Plated Vibro-Sword +7 (Feats: Silver-Plated) (Extras: Penetrating 6) (14)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Bionic Arm +5 (+5 Damage, DC 20)
Vibro-Blade +5 (+9 Damage, DC 24)
Laser Pistol/Finger Blaster +5 (+6 Ranged Damage, DC 21)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +5, Will +6

Complications:
Motivation (Greed)
Reputation (Oddballs)- Momano Headhunters are total weebs obsessed with the culture of the Orient, and take a philosophical view to killing monsters. Other folks think they're weird.

Total: Abilities: 48 / Skills: 50--25 / Advantages: 21 / Powers: 28 + Psionics / Defenses: 7 (129)

-Oh well, you had to know there'd be a Psionic variant at some point. Momano Headhunters (or "Devil Killers") are specialists in hunting down and killing D-Bees, Demons & supernatural entities. They act as cocky mercenaries and heroic champions of the people, and use Techno-Wizard items to engage in battle. They are scholars of the supernatural, knowing almost as much as real Mages, and have a tendency to "posess rudimentary knowledge of ancient Eastern philosophy" and a love for calligraphy, Haiku, Go, etc. (translation: THEY'RE WEEBS).

-"A large number of Momano Headhunters are Psychics" it says, but it's only 50/50. Most Psychic ones are Minor or Major Psionics, with a small chance of hitting "Burster", and a 2% chance of rolling "Mind-Melter". All powers are reduced by half if you use bionics (for "balance", I guess- Cybernetics AND Psionics are "too good"). The Skill selection is higher for baseline stuff (a lot of Monster/Mage-fighting things), but they have GARBAGE for Secondary Skills- only five between the two categories. So they ancillary things that I typically don't include in these builds would be non-existant. They have all the good Headhunter gear, plus a silver-plated sword and other Vampire-specific weapons, and there's a ton of options for salt spray, garlic spray, etc.- all for various supernatural foes with weaknesses.
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Re: Jab's Rifts Builds (Headhunter Anti-Robot, Assassin, Tech-Hound, Momano))

Post by Davies »

No, he can't possibly have ...

It's Siembieda. Yes he can.

Mamono. The word he was aiming for was mamono As in Mamono Hanta Yoko/Devil Hunter Yohko.
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TW Bionics

Post by Jabroniville »

Image

TECHNO-WIZARD BIONICS:
-SWEET, MORE PEREZ ART!! Though this section is just a bunch of scratched-up hands and whatever, I love that he actually creates a visual motif for TW-gear that's not "Dorky-Ass Smiling Pilot", because that was SO DUMB. I love the notion that all this magical stuff is well-used and slapped together instead of polished and delicate.
-This gear is super-rare and mostly it's only the Momano Headhunters using it. Bionics typically have a negative reaction to Psionics & Magic, so these are carefully-applied to non-essential gear, like forearm weapons, and won't work on more-completely-cyberized people.

The Gear:
"TW Magical Silver-Plated Blades" Adds the "Silver" descriptor to the typical S.D.C., so they kill supernatural stuff better. Another variant adds on to Vibro-Blades.
"TW Finger Blaster" Fire a magical bolt of energy (Blast 10).
"TW Hydraulic Stake Driver" Fires wooden stakes out of thin air.
"TW Sunbeam Blaster" Does basic, minor damage to Vampires & such.
"TW Watergun" Basic water-shooter- twice the damage of Sunbeam Blaster.
"Flaming Knuckle Spikes/Bullets" Ordinary ordinance turns into fireballs and such (Blast 10). Seen as low-tech in the New West setting (which has better TW gear), but Momano Headhunters love them, because reasons.
"TW Electro-Blaster" Does Damage 9 or Blast 9.
"Flaming Retractable Sword" Damage 11 super-rad sword that comes out of the knuckle.
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Re: Jab's Rifts Builds (Headhunter Anti-Robot, Assassin, Tech-Hound, Momano))

Post by Jabroniville »

Davies wrote: Sun Jun 07, 2020 3:44 am No, he can't possibly have ...

It's Siembieda. Yes he can.

Mamono. The word he was aiming for was mamono As in Mamono Hanta Yoko/Devil Hunter Yohko.
LOL, oh geez.

Gotta love their weird thing with anime where they'll trace stuff, and even take a name here or there, but sometimes just accidentally butcher something that they probably just saw last week.
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Re: Jab's Rifts Builds (Headhunter Anti-Robot, Assassin, Tech-Hound, Momano))

Post by Jabroniville »

D-BEES OF CANADA:
-So after 70 pages of Snow & Geography, a bunch on the Tundra Rangers, and a random splatbook for Headhunters, here's some filler D-Bees!
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Aardan Tek

Post by Jabroniville »

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AARDAN TEK: AGI +1, INT +1, AWA +1, "Prenensile Nose" Extra Limb 1, Extended Scent 2, Acute & Analytical Scent, Tracking- Scent, +2 Defenses, Psionics (All are Minor Psionics) [17 + Psionics]

-Aardan Tek are vaguely-reptilian creatures with long tendril-noses, and willingly came to Rifts Earth in the name of exploration. Intelligent creatures, they are defined by their extraordinary sense of smell, letting them track people, tell what they've eaten and where they've been. Most take Spellcasting classes, but all have Psionics, too. They are probably named after Canadian singer Jann Arden.
Last edited by Jabroniville on Wed Jun 10, 2020 4:32 am, edited 1 time in total.
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Grackle Tooth

Post by Jabroniville »

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GRACKLE TOOTH R.C.C.: ST +6, STA +6, AGI +2, FIGHTING +2, PRE +3, Bite +2, Regeneration 2, "Prehensile Tail" Extra Limb [43]
-The Grackle Tooth is something that I swear appears in Rifts New West, and is an awesome-looking Ramon Perez design- a pointy-chinned, sharp-toothed, heavily-muscled alien warrior carrying real-world-looking armaments with Perez's distinctive "scratched up" style. So finally we see what it is. They are said to be boisterous and cheerful D-Bees with Southern accents (... in Canada), prone to action-based careers, most of which are carried out with good-natured humor, even if they're evil killers. Well, points for not being Edgelords about it. Their prehensile tail gives them an extra attack, and they do enough damage to average out to PL 8, regardless of what O.C.C. they take.
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