Jab's Rifts Builds (Dragon-Ape! Dragon-Cat! Necrophim!)

Where in all of your character write ups will go.
Jabroniville
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Rifts Phase World Sourcebook

Post by Jabroniville »

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RIFTS: PHASE WORLD SOURCEBOOK (1995):
-Yes, it's time for everyone's favorite Rifts concept: "SHIT WE COULDN'T FIT INTO THE REAL BOOK"! This Sourcebook to Phase World is pretty much exactly what you'd expect- a pile of R.C.C.s not included in the regular one, a few extra ships & gear for the groups and races the book DID include (including the Big Human Federation and Naruni), and a handful of scattered character classes. The book is VERY short- easily the shortest Rifts book I own, sporting only 110 pages or so, and is largely set into a couple of categories: There's a big section on the Oni R.C.C. (pre-Rifts Japan... and not only didn't they just copy all their text over to that, this appears to be a totally different thing), a few NPC Villains (including the "Invaders"), a couple O.C.C.s, an addition to the Space Wizards that include "Warlock Marines" who are Techno-Magic Spacesuit Guys... and shitlods of gear. Literally HALF THE BOOK is gear. The guns start on Page 52 and the final bit of rules for Spaceships is on Page 104- THAT'S how much gear is in this book. Granted, you're doing Space Stuff and there's a lot of races out there, but this is superfluous as hell.

That said, it's a C.J. Carella book, so it's probably got SOME good stuff in it, at least. He's there in the preface more or less copping to this book being an "overflow" book, but mentions that it elaborates further upon the CCW (the "good guys"), the Transgalatic Empire (the evil Kreeghor), and more. There are bits on the Monro's world, which hosts numerous ancient artifacts of the mythical "First Race"- weapons and more. The Kreeghor are given more detail, making them almost Rome-like in their soldier-worship (though the public HATE the military, those in charge know that the soldiers are their best chance at success, so treat them well). Soldiers are sent to handle any crimes, which results in bloody battles and grand mayhem. There's also a "Ghostworld" that blinks out of reality every ten years, taking all life with it- it's used as a prison planet for condemned criminals, and is host to numerous spiritual entities feasting on fear and madness that result from this. GMs are told to come up with the reason for the disappearances themselves.

The art is pretty, at least- though half the book is just "stuff you can put on and shoot at other things", it's got swaths of now-forgotten Vince Martin art, as he goes all-out with some spaceship and Power Armor designs, given more freedom to make things look inhuman and crazy. It's a bit of a shame that this book didn't amount to much in the overall setting. Carella implies that if this book sells well, we might see even MORE Phase World-related stuff, and... well, judging by the future books in the line:

Rifts Dimension Book 5: Anvil Galaxy (2002)
Rifts Dimension Book 6: Three Galaxies (2003)
Rifts Dimension Book 8: Naruni Wave 2 (2004)

So essentially, people DID like this setting and want more of it... but it was long after Carella was given the boot from Palladium. Reading between the lines, it's very clear to me that a TON of Rifts fanboys adored Carella's concepts and wanted more of them... so they THEMSELVES pitched stuff to Kevin Siembieda until he relented, giving us additional information of some of the Space Scene of Rifts.
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Re: Jab's Rifts Builds (Rifts Manhunter Complete- Void Agents!)

Post by Sidious »

I always thought the Manhunters would have been better than the "Invaders".
I think this is where the long running serialized story, "Hammer of the Forge", in the Rifter came from or got it's start.

Also Oni Ninja and a Seljuk Invincible Guardsman that could turn into metal (Iron Dinosaur anyone?) were very cool to a late teen Sidious.
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In'Valian

Post by Jabroniville »

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IN'VALIAN R.C.C.: ST -2, STA -1, INT +1, FIGHTING & Dodge +2 (Source- Exoskeleton) [-1]
-Elaborating upon the races making up the CCW, the In'Valian "Robo-Jockeys" have a tragic backstory- years ago, the ENTIRE RACE was crippled at the hands of a creature that burst forth from a Rift- their planetary defense force had killed a 500-foot tall creature, and an even BIGGER one (with an eye that was ten miles long) came along. The resulting bellow psychic anger killed all their Psychics and crippled the rest via a magical "Wasting Disease" that they still haven't figured out. The large, blue, strong creatures were replaced by dessicated pink ones, and no cure could be found- even cybernetics were rejected.

-The In'Valians decided to focus on prosthetics and robotics instead. Their robotic exoskeletons are very high-level, but some grow obsessed with them and never leave, since their bodies are so weak. They give them pet names, talk to them, and make them "walking homes", operating them via nerve impulses since their bodies would tire quickly from pulling levers. Other races view them "with a mix of pity and fear". Humorously, "In'Valian" comes from "invalid". Their suits are typical top-heavy Vince Martin designs, with the bulkier one having digitigrade legs and very "alien" physicality.

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IN'VALIAN GEAR:
"Light Exoskeleton": Toughness +8, ST 2.
-The lightest suit, more or less giving them human-level physical capabilities.

"Armored Exoskeleton": Toughness +8, ST 7.
-A slightly tougher, much stronger suit.

"Combat Exoskeleton": Toughness +12, ST 8, Any kind of built-in weapons.
-The toughest Exoskeleton.
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Oni

Post by Jabroniville »

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ONI R.C.C.: ST +5, STA +4, AGI +2, FIGHTING +1, Dodge +1, Low-Light Vision [26]

-VERY peculiarly, here are the Oni R.C.C... at the same time as Rifts Japan came out and featured THEIR Oni R.C.C. But the Japan ones are murderous alien Demons that rape, kill, and enslave humanity, while these ones are benevolent aliens that follow Japanese culture to the letter, like something out of Star Trek. They love technology, form "Zaibatsu" (mega-corporations), have Samurai, their major leaders are Daimyo, and their leader is a Shogun, etc. Their history includes the Shinto goddess Amaterasu, who took them to a planet and taught them many things- they have grown into a high-tech race. When they joined the CCW, they begrudgingly dropped some of the harsher aspects of their culture- Samurai could once execute peasants on the spot if they weren't reverent enough. They saw this as a decent trade for membership.

-So essentially, the Oni are "Space Japanese"- high-tech martial artists who can even use Chi Techniques and the like- they are obsessed with honor and following orders- they ALWAYS obey direct orders, even if they're stupid, and maybe become "Cyberai", giving up their bodies for the cause. They even have the Japanese "Quiet Racism" down pat- they view themselves as the greatest, smartest, and most honorable race. They admire and like the humans, Wolfen, Noro, etc., but feel they're not quite as "civilized" nor as noble. This leads some Oni businessmen to find that it's okay to cheat other races.
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Re: Jab's Rifts Builds (Phase World- In'Valians! Oni!)

Post by Ares »

In a funny bit of a recycling, the Oni use the same techniques as the Monks from Wormwood, but instead of having to pick one of three sets of techniques, the Oni can basically build their own "style" by selecting the techniques they want as they level up.
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Cyberai

Post by Jabroniville »

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CYBERAI
Role:
Cyber-Oni Samurai, Uber-Tanks
PL 13 (163)
STRENGTH
10 STAMINA 5 AGILITY 3
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Expertise (Samurai) 6 (+7)
Insight 2 (+3)
Investigation 3 (+4)
Intimidation 6 (+7)
Perception 5 (+6)
Technology 6 (+7)
Vehicles 1 (+6)

Advantages:
Close Attack 1, Equipment 5 (Space Gear), Ranged Attack 5

Powers:
"Heavy Cybernetics"
Senses 7 (Extended & Infravision, Ultra-Hearing, "Radar" Ranged Radius Radio Sense) [7]
"Large" Features 2: Increase Mass, Reach [2]
Speed 5 (60 mph) [5]
"Nano-Machine Katana" Strength-Damage +3 (Extras: Penetrating 8) [11]

"M.D.C. Armor" Protection 8 (Extras: Impervious 13) [21]
"Body Armor" Protection 4 [4]
"Nano-Machine Regeneration" Regeneration 2 [2]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Katana +10 (+13 Damage, DC 28)
Ranged Attacks +10 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +13 (+17 Body Armor), Fortitude +8, Will +5

Complications:
Responsibility (Honor)- Honor is immensely important in Oni society- Cyberai will risk their lives in suicidal missions to preserve it, and will kill themselves by ritual if they fail.
Responsibility (Leader)- Cyberai who work for corporations or government agents have equal fervor for their job.
Rivalry (Oni Ninjas)- Cyberai and Oni Ninajs almost never work together- they despise each other.

Total: Abilities: 70 / Skills: 38--19 / Advantages: 11 / Powers: 52 / Defenses: 11 (163)

-Given the Oni's status as "Space Japanese", these guys were inevitable. Crossing over with Rifts Japan's Cyber-Samurai, these are SPACE Cyber-Samurai, with Oni having undergone cybernetic reconstruction to better serve their duties. There are Corporate Cyberai (bodyguards for Zaibatsu heads) and Military Cyberai (warriors for Daimyo & Shoguns), as well as Ronin- masterless warriors who have either lost their lord or simply chosen the life of a drifter or mercenary (translation: Player Character). The CCW dislikes Cyborgs, but accept the Cyberai, as they are impressive enough warriors... which really, ALL 'Borgs kinda are, but whatever.

-Cyberai are INCREDIBLY-powerful, utterly-broken super-warriors, given Self-Healing Nanotechnology, a personal Force Field that combines with M.D.C. Body Armor to give them over a THOUSAND M.D.C., and hands that turn into Monomolecular Mega-Damage Blades! The Katanas are Rail Gun-tier, but it's that Toughness that really shifts things- with more durability than a Glitter Boy and much more defensive capability, these things can take on Dragons and win
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Oni Ninja

Post by Jabroniville »

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ONI NINJA R.C.C.
Role:
Ninja Oni
PL 9 (105 + Psionics & Techniques)
STRENGTH
6 STAMINA 10 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Deception 7 (+10)
Expertise (Space Guy) 5 (+6)
Expertise (Ninja) 7 (+8)
Insight 2 (+5)
Investigation 3 (+6)
Intimidation 3 (+6)
Perception 6 (+9)
Stealth 7 (+10)
Technology 2 (+3)

Advantages:
Equipment 5 (Space Gear)

Powers:
"Psionic Healing" Healing 6 (Flaws: Limited to Self, Limited to 1/Hour) [3]

"Three Oni Ninja Techniques"
"Psionics" (3 Sensitive Powers)

Offense:
Unarmed +5 (+6 Damage, DC 21)
Ranged Attacks +5 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +10 (+12 Armor), Fortitude +10, Will +5

Complications:
Responsibility (Honor)- Honor is immensely important in Oni society- Cyberai will risk their lives in suicidal missions to preserve it, and will kill themselves by ritual if they fail.
Prejudice (Ninja)- Regular Oni hate ninjas.
Rivalry (The Gun Brothers)- This rival organization of killers holds a rivalry with the Oni Ninja clans.
Rivalry (Cyberai)- Cyberai and Oni Ninajs almost never work together- they despise each other.

Total: Abilities: 72 / Skills: 42--21 / Advantages: 5 / Powers: 3 + Techniques & Psionics / Defenses: 4 (105 + Psionics & Techniques)

-Aaaaaaaaaaaand of course there's also a Ninja. But way more went into this that you might think- it's unfortuanate, however, that it was given such poor art. It's just Vince Martin drawing a guy with muscle-shaped armor and a codpiece over a guy dressed in black. Very plain. But these guys have a pretty deep history- the rare Oni who show Psychic potential are abducted and recruited into an elite secret society based around assassination and the dark arts. And the Bushi Federation and some Zaibatsu know how to contact them to get dirty work done! These ninjas are naturally given all sorts of elite ballyhoo, such as taking normal jobs to appear as regular citizens, while carrying on this fraternity of elite killers. All who are not ninja are prey or potential enemies, and the regular Oni hate them dearly. And there's a bunch of stuff for GMs- renegade Ninjas are hunted down, providing your PCs with constant challenges, and the clans "may" be teaching their skills to Non-Oni.

-Oni Ninja are overpowered like the Cyberai are- averaging to 120-ish natural M.D.C. because of Psionics. However, they have very few Psionic Powers, and instead learn Oni Ninja Techniques- starting and Level 3, they can learn one more per level. Eventually, an Oni Ninja can easily hit PL 11-12 with their combat-related Techniques- other powers are defensive and stealth-based in nature.

ONI NINJA TECHNIQUES:
* All of these cost I.S.P., of which a character may have 30-180. Most cost 5 per round. Any with permanent effects (like Automatic Dodge & Body Hardening) permanently cost some. While most are pretty cheap on points and are minor Advantages in M&M terms (boost to accuracy but losing defenses? That's just All-Out Attack), others are immensely-powerful unarmed strikes. Though Oni Ninja have no bonuses to hit, +5 accuracy combined with most of the Combat attacks deals damage on an extremely high level. Up to Glitter Boy-tier for the "Dragon Leap Kick", and ludicrously high for the one-off "Death Strike". Though the prerequisits mean that only a higher-level Oni Ninja can get those, you can very quickly become a PL 11-12 fighter.

"Automatic Dodge": Defenses +2, Uncanny Dodge [3]
"Art of Defense" Defenses +2, Defensive Attack [5]
"Art of Offense" Ranged & Close Attack +2, All-Out Attack [5]
"Art of Stealth" Concealment 5 (All Senses) [10]
"Aura of Defense" +1 Toughness [1] (needs Inner Strength)
"Body Hardening" +1 Toughness & +1 Unarmed Damage Permanently [2]
"Combat: Death Strike" Strength-Damage +12 (Flaws: Lose Other Powers All Day -2) & Affliction 12 (Dazed/Stunned/Paralyzed) (Flaws: Tiring) [12] (needs Dragon Leap Kick & Aura of Defense)
"Combat: Dragon Fist" Strength-Damage +7 (Inaccurate, Limited to Supernatural Creatures & Oni Ninja) [3] (needs Art of Offense)
"Combat: Dragon Kick" Strength-Damage +8 (Inaccurate, Limited to Supernatural Creatures & Oni Ninja) [4] (needs Dragon Fist)
"Combat: Dragon Leap Kick" Strength-Damage +9 (Inaccurate, Limited to Supernatural Creatures & Oni Ninja) [5] (needs Dragon Kick)
"Combat: Fast Hands" Parry +2 [2] (needs Art of Defense & Automatic Dodge)
"Combat: Spirit Fist" Reach on Strength-Damage +1 per level [1-10] (needs Art of Offense)
"Face of a Friend" Illusion 6 (Visual & Hearing) (Psionics-Based) [12]
"Inner Strength" Great Endurance, Fort +2 [3] (needs Art of Defense)
"Unnoticed Walker" Concealment 3 (Vision, Psionics) (Only When Not Attacking) [3] (needs Art of Stealth)
"Vanishing Act" Concealment 2 (Vision) (Gets Psionics Save) [2] (needs Unnoticed Walker & Face of a Friend)
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T'Zee

Post by Jabroniville »

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T'ZEE R.C.C.: AGI +1, PRE -1 [0]

-The T'Zee are given as an example that "The CCW ain't all perfect, y'know?" They hail from a "Malthus' World", named for the Earth scientist's Malthusian prophecy that all societies will some day overpopulate their worlds and run out of resources. Their world is a complete wasteland, as their race reproduces rapidly and has a culture based around the haves taking what they want and screw everyone else- resulting in 50 million people crammed onto a planet smaller than Earth. So millions of people starve, die of disease, etc., and the planet is ruled by a Military Junta of generals and is becoming a notorious smugglers' port. The T'Zee were supposed to clean up their act upon joining the CCW, but very little progress has been made, and the CCW was too eager to have their advanced medical and nano-technology to do much about it. Even worse, there is evidence that T'Zee captains of industry have made attempts at taking over the whole CCW (their "Survival Society" group believes the secret to their race's survival lie in taking over the Three Galaxies).

-T'Zee are short, ugly, hair creatures known for their immorality and selfishness. They're among the few Rifts races to have few bonuses at all.
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Gun Brother

Post by Jabroniville »

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GUN BROTHER O.C.C.
Role:
Biological Super-Warriors
PL 8 (96 + Psionics & Techniques)
STRENGTH
3 STAMINA 9 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Space Guy) 5 (+6)
Expertise (Assassin) 6 (+7)
Insight 2 (+5)
Investigation 3 (+6)
Intimidation 3 (+6)
Perception 6 (+8)
Stealth 6 (+8)
Technology 2 (+3)

Advantages:
Equipment 5 (Space Gear)

Powers:
Speed 4 (30 mph) [4]

"1D4 Bio-Borg Powers/3-6 Magic Tattoos/Gene-Slicer Modifications or Bio-Engineering"
"Psionics" (3 Sensitive Powers)

Offense:
Unarmed +5 (+6 Damage, DC 21)
Ranged Attacks +5 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +9, Fortitude +9, Will +5

Complications:
Responsibility (The Splugorth)- Gun Brothers are usually fanatical to their masters, having often been recruited from poor and desolate regions. Others realize the evil of their masters and become deadly adversaries to them.
Rivalry (Oni Ninja)- This rival organization of killers holds a rivalry with the Oni Ninja clans.

Total: Abilities: 60 / Skills: 38--19 / Advantages: 5 / Powers: 4 + Modifications / Defenses: 8 (96 + Modifications)

-The Gun Brothers add an interesting element to the Three Galaxies- they are super-powered Bio-Wizard/Tattoo Magic agents who were rescued from poverty and thus became an ultra-loyal honor guard of powerful killers. However, their true mission, unbeknownst to most, is to conspire against the CCW on behalf of their secret mastermind, Lord Norrek of the Splugorth! He wishes to take over the Three Galaxies for himself, and these guys are his means to do that. They are often paired with Sunaj Assassins and other Splugorth Minions, while some in the group have realized the evil plot and now fight against their former allies. Others wander the galaxy as independent agents.

-Gun Brothers are alright enough, mainly through access to solid armor and Kittani weaponry being available, but are minor superhumans for the most part. 20% have "Bio-Borg" stuff, 20% have Magical Tattoos, and 6% are modified genetically in some way, allowing you to cherry-pick stuff in various books- the image indicates that tails and the like are common. Some of this stuff can boost your attacks or Toughness significantly, so Power Levels and lethality can be all over the place.
Last edited by Jabroniville on Thu Dec 03, 2020 10:04 am, edited 1 time in total.
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The Dweller

Post by Jabroniville »

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THE DWELLER BENEATH
Role:
Genocidal World-Devourer
PL 19 (409)
STRENGTH
11 STAMINA 20 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 9 (+14)
Expertise (Business) 7 (+12)
Expertise (Magic) 11 (+16)
Expertise (Current Events) 7 (+12)
Insight 4 (+9)
Intimidation 6 (+11, +14 Size)
Perception 6 (+11)

Advantages:
Benefit (Ambidexterity), Close Attack 5, Improved Critical (Unarmed) 2, Fast Grab, Improved Hold, Languages 3 (Several), Ranged Attack 6, Ritualist

Powers:
Protection 7 (Extras: Impervious 13) [20]
Movement 1 (Slithering) [2]
Senses 3 (Low-Light Vision, Communication Link- Essences & Kreeghor Emperor) [3]
Regeneration 10 (Feats: Regrow Limbs) [11]
Immunity 12 (Fire Effects, Disease, Poison) [12]

Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]
"MDC Punch" Strength-Damage +3 [3]

"I Ain't Writing All This Magic Crap Down"
Variable 14 (Magic Powers) [98]
Variable 11 (Psychic Powers) [77]

(Knows All Spells 1-12, Close Rift, Dimensional Portal & Teleport: Superior)
(Psionics: Knows Every Psionic Power)

Offense:
Unarmed +16 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +26, Fortitude +20, Will +12

Complications:
Motivation (Suffering)- The Dweller consumes the suffering of sentient beings- this is why the Kreeghor Empire is so cruel.
Vulnerable (Millennium Tree Stuff, Rune Weapons)- Both types of weapons do double-damage.

Total: Abilities: 106 / Skills: 50--25 / Advantages: 20 / Powers: 239 + Magic/Psionics / Defenses: 19 (409)

-Interestingly, we only meet the true leader of the Kreeghor HERE, in the Sourcebook- The Dweller Beneath is an Alien Intelligence (oh yeah, this is an early Rifts book, alright) created the "Royal Kreeghor" and their Emperor to serve his needs, forming the Transgalactic Empire as well after helping the Kreeghor cast off the chains of the Splugorth. Only the Emperor & Kreeghor Witch know of its existence and the secret- it imbues each Emperor with a bit of its power. The Dweller is so evil that it wants to consume the entire universe, and is using the Empire to slowly attempt to subjugate and devour everything.

-The Dweller Beneath is IMMENSELY powerful, having basically "Every Spell 1-12" and "Every Psionic Power", combined with natural fighting ability and durability beyond all but the toughest Splugorth (120,000 M.D.C. with Regeneration is basically unkillable).

Summoned Life Essences: The Dweller has a few Life Essences it can spawn to do whatever. They can be somewhat independent and can learn, but are completely beholden to the Dweller. They are ST 12, STA 10, AGI 5, FIGHTING 9, INT 4, AWA 5, PRE 4, and about Toughness +18. They can Shapeshift into anything 20 feet or smaller, have Regeneration 6, Low-Light Vision, and Sense Magic, Ley Lines & Psionics.
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Re: Jab's Rifts Builds (Phase World- In'Valians! Cyberai! Oni Ninja!)

Post by Ares »

Not sure how I feel about the Dweller, honestly. I mean, besides the fact that it looks like a deformed, hairy penis with an eye in the tip.

It just cements the Kreeghor as being "the bad empire" of the setting, which is honestly fine, especially for Rifts. At the same time, I'd probably want something more akin to how Marvel has their space empires with the Kree, the Skrull and the Shi'Ar. Though in this case, I'd have the Kree be more like CCW/Star Trek Federation, while the Kreeghor are more like the Shi'Ar where it's a full on Empire, but not a 100% evil one. Seems to me that with space being as big as it is, in addition to all of the independent systems, there should be at least a half dozen major space government/empires with their own agendas and complex relationships.
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Re: Gun Brother

Post by Ares »

Jabroniville wrote: Mon Nov 30, 2020 5:32 am Image
Vince Martin seems born to draw these kinds of cool bio-armor characters.
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Re: Jab's Rifts Builds (Phase World- In'Valians! Cyberai! Oni Ninja!)

Post by catsi563 »

Ares wrote: Tue Dec 01, 2020 5:12 pm Not sure how I feel about the Dweller, honestly. I mean, besides the fact that it looks like a deformed, hairy penis with an eye in the tip.

It just cements the Kreeghor as being "the bad empire" of the setting, which is honestly fine, especially for Rifts. At the same time, I'd probably want something more akin to how Marvel has their space empires with the Kree, the Skrull and the Shi'Ar. Though in this case, I'd have the Kree be more like CCW/Star Trek Federation, while the Kreeghor are more like the Shi'Ar where it's a full on Empire, but not a 100% evil one. Seems to me that with space being as big as it is, in addition to all of the independent systems, there should be at least a half dozen major space government/empires with their own agendas and complex relationships.
Most of thats aliens unlimited they have a big bad evil empire the Atorians as well as the FAR federation of allied races and my personal favorite the TMC interstellar space cops
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Kreeghor Witch

Post by Jabroniville »

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KREEGHOR WITCH O.C.C.- Normal Kreeghor
Role:
NPC Villain, Chaotic Evil Monsters, Evil Experimenters
PL 10 (115 + Psionics & Magic)
STRENGTH
6 STAMINA 7 AGILITY 2
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Space Guy) 5 (+6)
Expertise (Assassin) 6 (+7)
Insight 2 (+5)
Investigation 3 (+6)
Intimidation 3 (+6)
Perception 6 (+8)
Stealth 6 (+8)
Technology 2 (+3)

Advantages:
Equipment 5 (Space Gear), Ranged Attack 1

Powers:
Speed 2 (8 mph) [2]
"Claws" Strength-Damage +5 [5]
Protection 5 [5]
Senses 6 (Vision Counters Concealment, Detect Magic- Ranged) [6]

"Psionics" (3 Powers from Sensitive, Physical or Healing, +1 from Super)
"Magic" (6 Spells Level 1-4; 10 if Royal Kreeghor)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Claws +6 (+11 Damage, DC 26)
Ranged Attacks +6 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +12, Fortitude +7, Will +8

Complications:
Responsibility (The Dweller Beneath)- Kreeghor Witches engage in chaotic evil acts to ensure the suffering of others.
Vulnabler (Holy, Millennium Tree & Rune Weapons)- Kreeghor Witches take triple damage from the former, and double-damage from the latter two.

Total: Abilities: 64 / Skills: 38--19 / Advantages: 6 / Powers: 18 + Magic & Psionics / Defenses: 8 (115 + Magic & Psionics)

-Kreeghor Witches are taken from regular & Royal Kreeghor, most of whom are on the lower rungs of society, or have been deemed cowards or criminals. The Dweller finds them and offers them tremendous power in exchange for loyalty, and the Witches thus become fanatical servants. They are given the typical Rifts-y traits from this- they love to experiment cruelly upon innocent beings, commit seemingly-pointless terrorist attacks, and more, all in the name of being evil for its own sake.

-Normal Kreeghor do +10 damage in combat and have about Toughness +9- Witches add 200 M.D.C. to that (about +12) and are a bit stronger. This leaves them as PL 9.5-ish creatures, but they are the only Kreeghor with access to Magic & Psionics.

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KREEGHOR WITCH O.C.C.- Royal Kreeghor
Role:
NPC Villain, Chaotic Evil Monsters, Evil Experimenters
PL 12 (139 + Psionics & Magic)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Space Guy) 5 (+6)
Expertise (Assassin) 6 (+7)
Insight 2 (+5)
Investigation 3 (+6)
Intimidation 3 (+6)
Perception 6 (+8)
Stealth 6 (+8)
Technology 2 (+3)

Advantages:
Equipment 5 (Space Gear), Ranged Attack 1

Powers:
Speed 2 (8 mph) [2]
"Claws" Strength-Damage +5 [5]
Protection 7 [7]
Senses 6 (Vision Counters Concealment, Detect Magic- Ranged) [6]
Immunity 2 (Mind Control) [2]
Regeneration 5 (Feats: Regrows Limbs) [6]

"Psionics" (6 Powers from Sensitive, Physical or Healing, +2 from Super)
"Magic" (6 Spells Level 1-4; 10 if Royal Kreeghor)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Claws +6 (+11 Damage, DC 26)
Ranged Attacks +6 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +16, Fortitude +7, Will +8

Complications:
Responsibility (The Dweller Beneath)- Kreeghor Witches engage in chaotic evil acts to ensure the suffering of others.
Vulnabler (Holy, Millennium Tree & Rune Weapons)- Kreeghor Witches take triple damage from the former, and double-damage from the latter two.

Total: Abilities: 78 / Skills: 38--19 / Advantages: 6 / Powers: 28 + Magic & Psionics / Defenses: 8 (139 + Magic & Psionics)

-If they are taken from Royal Kreeghor, they add ST +4, AGI +1, Regeneration +4, Regrow Limbs, Royal Kreeghor do about +10 damage & are Toughness +15, and adding +1 to THAT makes them ludicrously strong.
Jabroniville
Posts: 16205
Joined: Fri Nov 04, 2016 8:05 pm

Invincible Guardsman

Post by Jabroniville »

Image

INVINCIBLE GUARDSMAN O.C.C.
Role:
Bio-Engineered Super-Soldiers, Elites
PL 8 (95 + Super-Powers)
STRENGTH
8 STAMINA 8 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Space Guy) 5 (+6)
Expertise (Soldier) 6 (+7)
Insight 2 (+3)
Investigation 3 (+4)
Intimidation 4 (+5)
Perception 4 (+5)
Technology 2 (+3)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Space Gear)

Powers:
Regeneration 4 [4]

Offense:
Unarmed +5 (+8 Damage, DC 23)
Ranged Attacks +5 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +8, Fortitude +8, Will +5

Complications:
Responsibility (The Dweller Beneath)- Kreeghor Witches engage in chaotic evil acts to ensure the suffering of others.
Vulnabler (Holy, Millennium Tree & Rune Weapons)- Kreeghor Witches take triple damage from the former, and double-damage from the latter two.

Total: Abilities: 64 / Skills: 32--16 / Advantages: 5 / Powers: 4 + Super-Powers / Defenses: 6 (95 + Super-Powers)

-The Invincible Guardsman are the Kreeghor's version of "Bio-Wizardry"- unable to master that, they instead focused on Bio-Engineering, creating an army of specialized warriors. However, there is tremendous risk- half of their subjects end up horribly mutated or die. The remainder gained superhuman powers- effectively making them like the Shi'ar Imperial Guard. 50% of the Guardsmen are Kreeghor (Royal Kreeghor cannot be modified), 20% are human, 20% are Wolfen, and the rest are from other races. Most are incredibly-loyal to the Transgalactic Empire- the Guardsmen all volunteered for their roles. They are lavished with glory and luxuries, and answer only to the Emperor- they're even used to investigate Royals accused of treason, such is their importance. Royals, naturally, hate and despise the Guardsmen for this, and clashes are said to be "common and bloody".

-Invincible Guardsmen are given two Super-Powers- you may pick one from each, or roll one from each at random. All in all, they are quite good- Metal Form gives you 500 M.D.C., and the lesser hard-skin forms give solid bonuses as well, and there are multiple Element-Based Blasters, starting out at low levels and building up. The Minor Super-Powers are low-yield, but can combine with the other ones and boost hitting power by a ways. These seem like they're pretty cool, though there's largely only two kinds with a small bit of variability to them.

-Their role, naturally, is in opposition to the infamous Cosmo-Knights of the first Phase World book... though they are in no way capable of taking on those guys, having only "pretty good" abilities to start. However, their low-tier Blasts actually gain 1D6 in damage for every level, meaning that a Level 7 or so Electricity Form guy will do IMMENSE damage, likely around Blast 14 or so! A Cosmo-Knight would still thrash you, though.

MAJOR SUPER-POWERS:
"Metal Form" +2 ST, +6 Toughness, Regeneration +4, Increased Mass 1 [15]
"Electricity Form" Blast 10, +1 Toughness, Regeneration +1, Flight 7 (250 mph) [36]
"Stone Form" +2 ST, +5 Toughness, Regeneration +4, Increased Mass 1 [14]
"Flame Form" Blast 9, +1 Toughness, Regeneration +1, Flight 4 (30 mph) [28]
"Light Form" Blast 9, +1 Toughness, Regeneration +1, Flight 8 (500 mph), Space Travel 1 [38]
"Earth Form" +1 ST, +2 Toughness, Stone Blast 7, Regeneration +2, Flight 7 (250 mph) [34]
"Crystal Form" Blast 9, +2 Toughness, Immunity (Lasers, Half Only) [23]

MINOR SUPER-POWERS:
"Enhanced Senses" See Invisible, Sense Magic- Ranged, Infravision, Vision Counters Concealment (not lead) [11]
"Healing Factor" Regeneration +2 [2]
"Enhanced Strength" +3 ST [6]
"Enhanced Physical Prowess" +3 AGI [6]
"Enhanced Physical Endurance" +1 STA, Immunity (Disease), Immunity (Fatigue- Half Only) [4]
"Flight" Flight 4 (30 mph) or double existing flight [8/varies]
"Enhanced Speed" Speed +2 [2]
"Energy Resistance" Immunity 10 (Energy Damage, Half-Only) [5]
"Psionic Powers" (2 each from Physical, Sensitive, Healing; 1 from Super) [varies]
"Invulnerable to Psionics" Immunity 20 (Psionics) [20]
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