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

Where in all of your character write ups will go.
Curbludgeon
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Re: Jab's Rifts Builds (Knight! Supreme Nexus Knight! Ghost Knight!)

Post by Curbludgeon »

There are several other palladium books which deal with vampires, although their value varies considerably.

Vampire Kingdoms had a revised edition in 2011, 20 years after the original. It maintains a lot of the original headings, while almost astoundingly spending three times as long talking about vampire basics. Most of the sections about gangs and border towns are similar enough, there are seven or so new monsters, a couple of slayer OCCs, and ten pages of equipment, but the section about traveling circuses was removed. Among the changes made is that it's made fairly explicit which d-bees can become vampires (basically most flesh-and-blood sdc non-shapechanger non-Atlanteans excluding cyborgs, mutant animals, crazies and juicers).

The Vampire Sourcebook, published in 2013, adds several more variant hunter OCCS and about 15 pages of hunting equipment, including some items and creatures of Lemurian origin. There are updated sections on cities in the region and the doc reid band of NPCs. The anti-hunter organization deathspike is detailed, which includes goofy stuff like cyborgs designed to appear as vampires. Soulcrafting, a EEVIL form of super-rare magic crafting for NPCs, gets 18 pages of soul-sucked zombies in black spiked armor. The Bone Werejaguars are a variant lycanthrope that get two types of unique magic; one for hunting which is about as detailed as dolphin magic, and the ability to craft bone weapons which they carry as shunken body piercings. Finally there is about 18 pages on the Yucatan Peninsula, which is depicted as existing in multiple dimensions with all the assorted hijinks that entails.

Rifter 25(2004)contains a Psi-Stalker vampire which if one didn't want to just go with the updated rules in the revised edition does provide a power bump with a couple of additional psychic powers and less harsh traditional penalties, with the downside of needing both blood and PPE. The guy who wrote this put together at least one book I know of with palladium, and seems nice from what I've seen on their forum.

Rifter 49(2010) has a 36 page article changing vampires from being the servants of a Vampire Intelligence into something more akin to popular fiction. Written for the Nightbane setting (but not really requiring any conversion), it describens 11 types of vampire as well as an age point system by which ability specialization is possible, as well as giving suggestions for things like martial artists manipulating a vamp's negative chi. Making a character like Blade is probably the most cheesy use of these rules, and most of the vampires start out perhaps a little weaker than the palladium standard, but it's probably one of the better overall rifter articles.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Kingdoms Overview

Post by Jabroniville »

VAMPIRE KINGDOMS:
-So a big to-do is made about Erin Tarn going down into Mexico to find out if this whole "Vampire" thing is real, getting stuck, and coming back and clamming up about it. But her actual correspondence is that these things are TERRIFYINGLY real and way more widespread than anyone had guessed. And she keeps quiet so as to not set off a mass panic, or lure in powers like the Coalition (it's said they just beat Tolkeen, so this has been added to the book later). She elaborates upon the powers & weaknesses of Vampires, and Doc Reid, a probably-insane Vampire Hunter, goes into the types:

1) Vampire Intelligence: The "deific" Alien Intelligence that creates all Vampires.
2) Master Vampire: The most powerful and rare. Can create more Vampires.
3) Secondary Vampire: Generic Vampires, subservient to the Master who created them.
4) Wild Vampire: Created by the Secondaries, they are flawed, savage, animalistic beasts. Cannon fodder.

It's also made clear by both Tarn & Reid that Vampires are a DISEASE- something that's 100% evil and must be destroyed. Even the peacenik Tarn is like this. It's also clear that turning someone into a Vampire kills that person for good, and they can't be brought back.


List o' Vampire Powers:
* Here's a list I made of the stuff Vampires get. The three major sets all have pretty well the same abilities, with the Wild Vampires having a bit less, and the Masters a lil' more:

Athletics
Persuasion
Stealth

"Undead Monster"
Immunity 30 (Fortitude Effects) [30]
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 xx [xx]
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)
Master: Five Attacks
Secondary: Six Attacks
Wild: Five Attacks. Never improves. Do not Negate Powers.

Bite: 2D6 Damage, 4D6 Power Bite

"Psionics" (Alter Aura, Induce Sleep, Death Trance, Mind Block, Deaden Pain, Presence Sense, Empathy, Sense Evil, Hypnotic Suggestion)

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.
Noticeable- Vampires have no reflection.
Jabroniville
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Re: Jab's Rifts Builds (Knight! Supreme Nexus Knight! Ghost Knight!)

Post by Jabroniville »

Curbludgeon wrote: Thu Apr 09, 2020 4:34 am There are several other palladium books which deal with vampires, although their value varies considerably.

Vampire Kingdoms had a revised edition in 2011, 20 years after the original. It maintains a lot of the original headings, while almost astoundingly spending three times as long talking about vampire basics. Most of the sections about gangs and border towns are similar enough, there are seven or so new monsters, a couple of slayer OCCs, and ten pages of equipment, but the section about traveling circuses was removed. Among the changes made is that it's made fairly explicit which d-bees can become vampires (basically most flesh-and-blood sdc non-shapechanger non-Atlanteans excluding cyborgs, mutant animals, crazies and juicers).
Ah, so THAT's where some of that's from. I could definitely tell the dinosaurs (with Ramon Perez on art) were later additions, but enhanced rules I didn't know- that makes sense, particularly the stuff that probably came from later "George Lucas"-style edicts of "NO VAMPIRE JUICERS!" and such.
The Vampire Sourcebook, published in 2013, adds several more variant hunter OCCS and about 15 pages of hunting equipment, including some items and creatures of Lemurian origin. There are updated sections on cities in the region and the doc reid band of NPCs. The anti-hunter organization deathspike is detailed, which includes goofy stuff like cyborgs designed to appear as vampires. Soulcrafting, a EEVIL form of super-rare magic crafting for NPCs, gets 18 pages of soul-sucked zombies in black spiked armor. The Bone Werejaguars are a variant lycanthrope that get two types of unique magic; one for hunting which is about as detailed as dolphin magic, and the ability to craft bone weapons which they carry as shunken body piercings. Finally there is about 18 pages on the Yucatan Peninsula, which is depicted as existing in multiple dimensions with all the assorted hijinks that entails.
I might have to check out some of this stuff- especially as it's on-theme to this set here. Thanks!
Jabroniville
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Wild Vampire

Post by Jabroniville »

Image
Image

WILD VAMPIRE
Role:
The Bottom-Tier Vampire, Feral Savages
PL 10 (207 + Psionics)
STRENGTH
6 STAMINA -- AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2

Skills:
Athletics 6 (+12)
Deception 4 (+2)
Expertise (Survival) 8 (+9)
Intimidation 8 (+6)
Perception 5 (+6)
Stealth 5 (+7)

Advantages:
Startle, Teamwork

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 5 [5]
Regeneration 5 (Feats: Regrows Limbs) [6]
Senses 5 (Low-Light Vision, Extended Scent 2, Tracking, Awareness of Maker & Masters) [5]
Movement 1 (Wall-Crawling) [2]
Leaping 1 (15 feet) [1]

"Vampiric Powers"
"Summon Canines & Vermin" Mind Control 6 (Extras: Area- 120ft Burst +3) (Flaws: Touch Range -2, Limited to Canines, Bats, Insects & Rodents) (24) -- [27]
  • 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: "Vampiric Claws & Teeth" Strength-Damage +5 (5)
"Slow Kill" Affliction 6 (Fort; Impaired & Entranced/Disabled & Controlled/Transformed to Vampire & 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)

Offense:
Unarmed +9 (+6 Damage, DC 21)
Claws & Teeth +9 (+11 Damage, DC 26)
Summons & Mind Control +6 Area (+6 Affliction, DC 16)
Vampire Mind Control/Seduction -- (+6 Perception-Ranged Affliction, DC 16)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +9 (DC 19), Toughness +5, Fortitude --, Will +3

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.
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.
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.

Total: Abilities: 24 / Skills: 36--18 / Advantages: 2 / Powers: 159 + Psionics / Defenses: 4 (207 + Psionics)

-Bottom-tier of the Vampires are "Wild Vampires"- the menacing, animalistic, bestial ones seen in some Vamp-themed media. Vicious and cruel, they are either created by Secondary Vampires, or were driven insane by hunger or something else. Wild Vampires typically inhabit packs like wolves, and are given a HUGE set of text describing just how these gangs work, but it's mostly a lot of lines to say "they're wild, kinda crazy, and unpredictable". Though they're stereotyped as stupid, the book is clear that they're as cunning and dangerous as animals, and can communicate, if for only a little while (most at-best look like homeless people). They are typically incapable of enough self-control to not just slaughter their victims outright, and thus won't do the "Slow Kill" stuff.

-Wild Vampires show right away the danger of these things- adding Claw-Damage to their Supernatural Strength (typically +5-6) renders them hitting with five attacks at a great bonus. This makes them PL 10 offensively, in addition to being invincible against everything from lasers to Vibro-Weapons! The only flaw is that Vampires have very low Toughness if hit by something they're weak against- wooden weapons or even squirt guns will do horrendous damage, since they're only PL 7 defensively.
Jabroniville
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Secondary Vampires

Post by Jabroniville »

Image

SECONDARY VAMPIRE
Role:
The Middle-Tier Vampire, Stereotypical Vampire
PL 11 (243 + 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)
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.

Total: Abilities: 48 / Skills: 40--20 / Advantages: 6 / Powers: 161 + Psionics / Defenses: 8 (243 + Psionics)

-The Secondary Vampires are the most "generic" Vampire in the book, and stated to be the kind most people think of when they hear the term. Cunning, finely-dressed killers, they are actually as corpse-like as the others, but disguise this with their Morph ability. They are created either by Master Vampires, or by Secondary Vampires who got lucky (otherwise they're born as Wild Vampires, and are much dumber). Most retain some memory of their past lives (typically half-power Skills, or the vestiges of Magical knowledge if they were a Magic-based O.C.C.), though most get a few weeks at-best of being somewhat in control of themselves when "replaced" by a Vampire- the rest are completely evil after that point.

-Secondary Vampires have a ridiculously impressive SIX ATTACKS, doing the same damage that Wild Vampires do (roughly +9-10, plus the Natural Weapons boosting that), +2 to hit, and more, making them actual PL 11 beings offensively, with their defense still being a mere PL 8 by contrast. Given they're immune to most stuff PCs regularly have access to, they're absolutely nightmares, but a Super-Soaker can wipe them out, so it's a bit balanced in that sense.
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JDRook
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Re: Jab's Rifts Builds (Blood Druid! Vampire Kingdoms!)

Post by JDRook »

All that looks familiar. Vampire Kingdoms came out in 1991 and Nightspawn/bane in '95, so most of the basics are transferred over wholesale: Master, Secondary and Wild, with the Wampyr being the only new variant in the first NB book.

I did buy VK back in the 90's when it came out. I was actually really interested in the 3 cities they came up with, playing out the variant combinations of human/vampire relations on a mass scale. I'm looking forward to your take on that.
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catsi563
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Re: Jab's Rifts Builds (Blood Druid! Vampire Kingdoms!)

Post by catsi563 »

Should also be noted that Secondary Vampires are the only ones that can be a PC class
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Jabroniville
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Master Vampire

Post by Jabroniville »

Image
Image

MASTER VAMPIRE
Role:
The Elite Vampire
PL 12 (274 + Psionics)
STRENGTH
10 STAMINA -- AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Athletics 2 (+12)
Deception 7 (+12)
Expertise (Survival) 6 (+11)
Insight 6 (+11)
Intimidation 6 (+11)
Perception 6 (+11)
Persuasion 4 (+9)
Stealth 5 (+9)

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 7 [7]
Regeneration 5 (Feats: Regrows Limbs) [6]
Senses 9 (Low-Light Vision, Extended Scent 2, Tracking, Communication Link- Mind Slaves, Awareness of Maker & Masters, Infravision, Extended Vision 2) [9]
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 +2 (2)
"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 +12 (+10 Damage, DC 25)
Claws & Teeth +12 (+12 Damage, DC 27)
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 +8 (DC 18), Parry +11 (DC 21), Toughness +7, 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)- Master Vampires are less vulnerable to sunlight than their spawn, but are at 25% of their power in the direct sun.
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.
Motivation (Creating More Vampires)- A Master Vampire's job is to create more Vampires- enough links to allow the Vampire Intelligence that created him to enter the world.

Total: Abilities: 74 / Skills: 42--21 / Advantages: 6 / Powers: 165 + Psionics / Defenses: 8 (274 + Psionics)

-Master Vampires are the true "elites" of the Vampires who walk the Earth- they are chosen by the Vampire Intelligences to be the means by which they can interact with the Earth. Master Vampires are the only ones that always choose their fate- some even seek it out! Those people are evil beings who so desire power they'll sell out their own race to do it. They are so respected that other Vampires in their lineage instinctively do what they say (though some Secondary Vampires rebel), and a new Master may be created for every thousand Vampires in a lineage- with the original being a "Supreme Master". Even Vampire Hunters rarely encounter Master Vampires, who are literally one in a thousand, and tend to live only where thousands of Vampires congregate.

-A Master Vampire is a stronger, faster, smarter, more charismatic version of a Secondary Vampire, and is a fair bit pricier as a result. With six attacks, remarkable Supernatural Strength (doing +12 damage overall), great bonuses to strike & parry, and more, they are PL 12 beings (but only PL 9 on defense).
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Re: Jab's Rifts Builds (Blood Druid! Vampire Kingdoms!)

Post by Jabroniville »

JDRook wrote: Sat Apr 11, 2020 4:48 pm All that looks familiar. Vampire Kingdoms came out in 1991 and Nightspawn/bane in '95, so most of the basics are transferred over wholesale: Master, Secondary and Wild, with the Wampyr being the only new variant in the first NB book.

I did buy VK back in the 90's when it came out. I was actually really interested in the 3 cities they came up with, playing out the variant combinations of human/vampire relations on a mass scale. I'm looking forward to your take on that.
I'll have to actually read those sections instead of skimming them then, lol.
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Vampire Intelligence

Post by Jabroniville »

Image

VAMPIRE INTELLIGENCE
Role:
NPC Alien God
PL 14 (342 + Psionics)
STRENGTH
12 STAMINA -- AGILITY 0
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 6 PRESENCE 6

Skills:
Deception 6 (+12)
Expertise (Magic) 6 (+12)
Expertise (Supernatural Monsters) 6 (+12)
Expertise (Music) 4 (+10)
Insight 6 (+12)
Intimidation 4 (+10, +18 Size)
Perception 6 (+12)
Persuasion 6 (+12)

Advantages:
Close Attack 1, Daze (Persuasion), Fast Grab, Improved Initiative, 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 2 [2]
Regeneration 5 (Feats: Regrows Limbs) [6]
Senses 10 (Low-Light Vision, Radius Sight, Extended Scent 2, Tracking, Communication Link- Mind Slaves, Infravision, Ultravision, Extended Vision 2, Vision Counters Concealment) [15]
Movement 1 (Slithering) [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 +2 (2)
"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]

Remote Sensing (Vision, Hearing) 20 (Flaws: Limited to Through Demonic Familiar) [40]
"Giant Blob" Growth 16 (Str & Toughness +16, +16 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -16 Stealth) -- (120 feet) (Feats: Innate) (Extras: Permanent +0) [33]
Features 1: Knows When A Vampire In Its Lineage is Destroyed or Staked [1]
Communication (Mental) 3 (Flaws: Limited to With Master Vampires, Limited to Those In Its Lineage) [6]
"Tentacles" Extra Limbs 6 [6]

"Psionics" (All Sensitive & Healing Powers, Empathic Transmission, Group Mind Block. Hypnotic Suggestion, Psi-Shield, Psi-Sword)
"Magic" (All Ley Line Magic, All Summoning Spells, Anti-Magic Cloud, Calm Storms, Close Rift, Create Magic Scroll, Dimensional Portal, Negate Magic, Re-Open Gateway, Restoration, Teleport- Superior, Time Hole)

Offense:
Unarmed +13 (+12 Damage, DC 27)
Claws & Teeth +13 (+14 Damage, DC 29)
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 +4

Defenses:
Dodge +7 (DC 17), Parry +12 (DC 22), Toughness +18, 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 (Sunlight)- Vampire Intelligences are weakened by 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.
Motivation (Power)- Vampire Intelligences seek to gain power across dimensions by spreading the line of Vampires under their control.
Motivation (For the Evulz)- Vampire Intelligences seek to spread misery for its own sake.
Responsibiltiy (Vampire Minions)- A Vampire Intelligence requires at least 2,500 Vampires from its own line in order to enter Earth, and needs massive amounts of P.P.E. to remain there (typically by building a citadel on a Ley Line Nexus Point).

Total: Abilities: 46 / Skills: 44--22 / Advantages: 7 / Powers: 242 + Psionics & Magic / Defenses: 26 (342 + Psionics & Magic)

-The Vampire Intelligence is the ultimate form of the Vampires in the setting, and represent that early idea that felt like it was universal to early Rifts books- the "Alien Intelligence". Kevin & Co. LOVED these things. Said to be "malignant forces of evil dedicated to the propagation of misery", Vampire Intelligences act as living viruses, placing part of their essence into Master Vampires, which propogate into Secondary & Wild Vampires, eventually creating enough that the Intelligence is able to gain a foothold into Earth. Gaining 2,500 followers allows them access to Earth, and currently, at least six are known to have crossed the dimensional divide- four living in Mexico, one in the Yucatan Peninsula, and one in South America.

-Vampire Intelligences are 100-200 feet wide, and 12-24 feet tall- blobs of slime covered in eye-stalks and mouth-stalks, with eight attacks, great bonuses to hit & parry, and more. Possessing all that, plus ALL THE MAGIC, tons of Psionics, and more, makes for completely bonkers creatures to fight, but the Vampiric vulnerabilities are there, too. Overall, a Vampire Intelligence is PL 13.5/14 and incredibly versatile.
greycrusader
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Re: Jab's Rifts Builds (Wild, Secondary & Master Vampires!)

Post by greycrusader »

Wasn't there also Camazotz, the death-bat-god of the Mayans, present in Central America, with yet another variant of vampire followers? I could be wildly mis-remembering, but wasn't Camazotz specifically said to NOT be related to the Vampire Alien Intelligences? Because in RIFTS, all the myths were real?

All my best.
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catsi563
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Re: Jab's Rifts Builds (Wild, Secondary & Master Vampires!)

Post by catsi563 »

greycrusader wrote: Mon Apr 13, 2020 2:05 pm Wasn't there also Camazotz, the death-bat-god of the Mayans, present in Central America, with yet another variant of vampire followers? I could be wildly mis-remembering, but wasn't Camazotz specifically said to NOT be related to the Vampire Alien Intelligences? Because in RIFTS, all the myths were real?

All my best.
Yes hes there. He rules CHitzen itza he believe Vampires and their intelligences should bow down to him as lord of bats and darkness
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Curbludgeon
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Re: Jab's Rifts Builds (Wild, Secondary & Master Vampires!)

Post by Curbludgeon »

I obliquely refer to the vampire minions of Camazotz above in mentioning the Vampire Sourcebook. Their Intelligence was enslaved by Camazotz, and while the individual vampires aren't different mechanically they follow the Mayan god. They're the ones that have access to Soulcrafting, which consists of black iron weapons which simultaneously do damage and drain both ISP and PPE with each hit, armor which can let the wearer use abilities gleaned from the sacrifice of someone that has it (so a Cosmo-Knight might be used to add abilities to travel in space, or to emit energy blasts), and two levels of minions.

I came across one more damn book that brings up vampires. The Arzno book (WB28) details a 50K pop. territory in and around the Grand Canyon, much of which is Technowizardry focused. There are some TW weapons/power armor/vehicles, a couple of which being vamphunting-related, but a portion of the book is about a Vampire Intelligence not yet manifested trying to clandestinely establish itself near Tombstone. In addition to regular vampires hiding in a Potemkin village there is also a blood cult, led by a Blood Priest OCC. The class is basically a Witch of a Vamp Intelligence, gaining su. strength, toughness (+10/11, half immunity to conventional mega damage weapons), extended lifespan, a horror factor, a bonus to M.A., and three blood-based rituals (commune with intelligence, blood rift, use blood as a scrying device), but loses any psionics and only has access to spells learned before making the pact.

I agree with Jab's sentiment that vampires are pretty boring.
Jabroniville
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Demonic Vampire Familiar

Post by Jabroniville »

Image

DEMONIC VAMPIRE FAMILIAR
Role:
Vampire Intelligence's Familiar
PL 11 (315 + Magic & Psionics)
STRENGTH
9 STAMINA -- AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 6 PRESENCE 6

Skills:
Deception 6 (+12)
Expertise (Magic) 6 (+12)
Expertise (Supernatural Monsters) 6 (+12)
Expertise (Music) 4 (+10)
Insight 6 (+12)
Intimidation 4 (+10, +12 Size)
Perception 6 (+12)
Persuasion 6 (+12)

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 2 [2]
Regeneration 5 (Feats: Regrows Limbs) [6]
Senses 6 (Low-Light Vision, Extended Scent 2, Tracking, Communication Link- Vampire Intelligence, 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]
Flight 2 (8 mph) (Flaws: Winged) [2]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Extras: Permanent +0) [10]
Remote Sensing (Vision, Hearing) 20 (Flaws: Limited to Through Demonic Familiar) [40]
"Echolocation" Senses 4 (Extended, Ultra & Accurate Hearing) [4]

"Psionics" (All Sensitive & Healing Powers, Empathic Transmission, Group Mind Block. Hypnotic Suggestion, Psi-Shield, Psi-Sword; Half the Level of Vampire Intelligence)
"Magic" (All Ley Line Magic, All Summoning Spells, Anti-Magic Cloud, Calm Storms, Close Rift, Create Magic Scroll, Dimensional Portal, Negate Magic, Re-Open Gateway, Restoration, Teleport- Superior, Time Hole; Half the Power of Vampire Intelligence)

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 +8 (DC 18), Parry +10 (DC 20), Toughness +7, 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)- Familiars are badly weakened by sunlight, losing 75% of their capability.
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.

Total: Abilities: 64 / Skills: 44--22 / Advantages: 6 / Powers: 210 + Psionics / Defenses: 13 (315 + Magic & Psionics)

-The "Demonic Vampire Familiar" is the living extension of the Vampire Intelligence, who manifests them in the worlds it invades. 17 feet tall and looking like giant bat-monsters, they are meant to give the Intelligences a feel for the dimensions they're invading, as well as protecting things the Intelligence holds dear. They are known to be snarky, sarcastic creatures who enjoy putdowns, and then the bio starts to describe the annoying "Crazy Random" stuff that Kevin LOVES and most smart players hate. But these things are cruel, bullying things to be sure.

-A Demonic Vampire Familiar is very, very similar to a Vampire Intelligence, having the same Mental Abilities & Skills, but is a more mobile melee fighter, making it extraordinarily expensive.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Vampire PCs

Post by Jabroniville »

VAMPIRE PLAYER CHARACTERS:
-Though there's a bunch of stuff about how totes evil Vampires are, the makers do recognize that players definitely going to want to play them, and so a couple of playable types were created. However, strong limits were put in place; neither Vampire Intelligences nor Master Vampires are selectable as PCs. They say you can play a Secondary or Wild Vampire as well as the two new R.C.C.s available, but that naturally this can affect the game- Vampires can't go out in daylight. Naturally, there's a ton of space given to what you can do to work around vampiric weaknesses, but this one comes with a description of a "playtest group", which REALLY dates this- since when does Palladium still do playtesting? So there's this big chunk about buying a specialized M.D.C. van with booby-traps for would-be thieves, and also an incident where a Secondary Vampire got up and beat on some thieves.
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