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

Where in all of your character write ups will go.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Iron Zombie

Post by Jabroniville »

IRON ZOMBIE
Role:
NPC Monster
PL 11 (127)
STRENGTH
10 STAMINA -- AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -1 PRESENCE --

Skills:
None

Advantages:
Close Attack 3

Powers:
"Undead Monster"
Immunity 35 (Fortitude Effects, Mind Control) [35]
Protection 7 [7]
Regeneration 2 (Feats: Regrows Limbs & Head) [3]
Comprehend 2 (All Languages) [4]

"Bolted-On Dark Armor"
Protection 4 [4]
Immunity 20 (Energy Effects) (Flaws: Limited to Half-Effect) [10]
"Knuckle Spikes" Strength-Damage +2 (Feats: Affects Insubstantial) (Extras: Incurable 12- Limited to 24 Hours) Linked to Weaken Powers 12 (Extras: Incurable- Limited to 24 Hours) (Flaws: Limited to Magic & Psionics) [27]

"Dark Weapons" (Flaws: Easily Removable) [18]
Strength-Damage +2 (Feats: Affects Insubstantial, Split) (Extras: Incurable 12- Limited to 24 Hours) Linked to Weaken Powers 12 (Feats: Split) (Extras: Incurable- Limited to 24 Hours) (Flaws: Limited to Magic & Psionics) (29 points)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Dark Weapons & Knuckle Spikes +10 (+12 Damage & Weaken, DC 27 & 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +7 (+11 Dark Armor), Fortitude --, Will --

Complications:
Disabled (Cannot Swim)- Ironguard Zombies sink like bricks.

Total: Abilities: 12 / Skills: 00--0 / Advantages: 3 / Powers: 108 / Defenses: 4 (127)

-Soulcraft can also create minions- Iron Zombies and Iron Guard. A being burned alive in the Soul Forge may be taken out at the final moment before immolation and a unique spell is cast to prevent destruction, turning them into a quiet, fast Iron Zombie. And they are NOT like most fictional Zombies- they are ludicrously tough (the Dark Armor makes them around 200 M.D.C.), have five attacks, and do a LOT of damage with their Dark Armor and special bolted-on knuckle attachments, meaning they've got two ways to do +12 damage & Weaken to the enemies they fight. Yes, Rifts has PL 11 Mooks.
Jabroniville
Posts: 24695
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Iron Guard

Post by Jabroniville »

IRON GUARD
Role:
NPC Monster
PL 13 (175)
STRENGTH
10 STAMINA -- AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
(Same Skills as In Life, minus side-skills)

Advantages:
Close Attack 3, Ranged Attack 5

Powers:
"Undead Monster"
Immunity 35 (Fortitude Effects, Mind Control) [35]
Protection 7 [7]
Regeneration 8 (Feats: Regrows Limbs & Head) [9]
Comprehend 2 (All Languages) [4]

"Anti-Life Blast" Blast 10 (Flaws: Source- Dark Weapons) [10]

"Bolted-On Dark Armor"
Protection 6 [6]
Immunity 20 (Energy Effects) (Flaws: Limited to Half-Effect) [10]
"Knuckle Spikes" Strength-Damage +2 (Feats: Affects Insubstantial) (Extras: Incurable 12- Limited to 24 Hours) Linked to Weaken Powers 12 (Extras: Incurable- Limited to 24 Hours) (Flaws: Limited to Magic & Psionics) [27]

"Dark Weapons" (Flaws: Easily Removable) [18]
Strength-Damage +2 (Feats: Affects Insubstantial, Split) (Extras: Incurable 12- Limited to 24 Hours) Linked to Weaken Powers 12 (Feats: Split) (Extras: Incurable- Limited to 24 Hours) (Flaws: Limited to Magic & Psionics) (29 points)

Offense:
Unarmed +14 (+10 Damage, DC 25)
Dark Weapons & Knuckle Spikes +14 (+12 Damage & Weaken, DC 27 & 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +7 (+13 Dark Armor), Fortitude --, Will --

Complications:
Disabled (Cannot Swim)- Iron Guard sink like bricks.
Disabled (Requires Soulcrafter)- If the Soulcrafter who created them dies, the Iron Guard are reduced by -2 to -4 in almost all their stats. They will also now die at twice the normal rate of their base species.

Total: Abilities: 36 / Skills: 00--0 / Advantages: 8 / Powers: 126 / Defenses: 5 (175)

-Iron Zombies are powerful but foolish and require leadership- the Iron Guard command them. The Iron Guard are mortals who WILLINGLY subjected themselves to the Soul Forge, either due to the torture of it (pledging eternal servitude to the Craftsman) or because of sheer loyalty, being recreated into super-warriors. They turn out as Chaotic Evil monsters, regardless of prior alignment, and delight in the torture and demise of innocents. Ultra-loyal to their Soulcrafters, they have EIGHT ATTACKS and huge amounts of M.D.C., becoming PL 13 monsters on offense, and PL 10.5 on defense. Because of the way Rifts works, they oddly don't do much more damage than Iron Zombies do- they just get more attacks.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Bone Werejaguar

Post by Jabroniville »

Image
Image

Can Chuck Walton just draw everything in Rifts, forever?

BONE WEREJAGUAR R.C.C.
Role:
Vampire-Hunter
PL 10 (157)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 6 (+10)
Expertise (Demons & Monsters) 6 (+5)
Expertise (Survival) 6 (+6)
Intimidation 6 (+7)
Perception 6 (+6)
Stealth 6 (+9)

Advantages:
Close Attack 1, Ranged Attack 6

Powers:
Senses 3 (Low-Light Vision, Acute Scent, Extended Hearing) [3]
"Claws" Strength-Damage +5 [5]
Regeneration 3 [3]
Leaping 2 (30 feet) [2]

"Shapechange"
"Jaguar Form" Morph 1 (Feats: Metamorph) (6) -- [7]
AE: "Human Form" Morph 1 (Feats: Metamorph) (6)

Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]

"Bone Weapon" (Feats: Concealable Form) (Flaws: Easily Removable) [3]
Strength-Damage +5 (5 points)

"Magic" (Tongues, Chameleon, Cleanse, Life Source, Repel Animals, All Hunting Magic Spells)
"Psionics" (Psionic Invisibility, Death Trance, See Invisible, Mind Block)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Claws & Teeth +11 (+9 Damage, DC 24)
Bone Weapon +11 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +8, Will --

Complications:
Resonsibility (The Balance)- Bone Werejaguars are keenly attuned to the "Balance" of all living things- destructive and chaotic elements must be removed.
Enemy (Vampire Kingdoms)- The Bone Werejaguars see Vampires as the biggest enemy to the Balance.
Rivalry (Jaguar People)- Jaguar People, who'd lived in Palenque for generations, refer to the Bone Werejaguar tribe as "The False Ones" and consider them dangerous and possibly untrustworthy.

Total: Abilities: 46 / Skills: 40--20 / Advantages: 7 / Powers: 73 + Magic & Psionics / Defenses: 11 (157)

-The Bone Werejaguars are a band of were-creatures from another world, and have since "adopted" the region aroung Palenque as their new home, and defend it against evil. On their old world, they learned to rein in their predatory instincts and allow "Balance" to thrive. Because of this "Balance", they have decided to hunt Vampires to extinction, seeing them as a threat to everything. They use special magic to shrink their weapons into bone-shaped jewelry and adornments, then rapidly turn them into vampire-killing weapons. Some allies of the Bone Werejaguars are given these weapons, but as they subtly feed upon their wearers/owners, many decline.
Last edited by Jabroniville on Tue May 19, 2020 7:48 pm, edited 4 times in total.
Jabroniville
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Hunting Magic

Post by Jabroniville »

HUNTING MAGIC:
* This is a particular list of very cheap, low-level spells that enhanced a Bone Werejaguar's hunting capabilities. You can tell that this is from a later book because it solves a lot of the issues with spellcasting in Rifts, as they don't cost a lot of points to cast, and are useful to a character in a way that enhances them without just blasting away at the foe.

"Clean Strike" Inflicts double-damage with a single strike.
"Conceal Trap" Makes a trap invisible to all detection if the victim fails a save. Only works outdoors.
"Detect a Trail" Detects a regular "game trail".
"Enhanced Nightvision" Adds extra range to vision at night.
"Healing Gift" May heal himself through the killing of a "challenging" prey item (bear, python, monster, etc.), absorbing their P.P.E. at the moment of death.
"Mark Prey" Touch or thrown object may "mark" something, which may be tracked thereafter.
"Mark a Trail" Makes a visible trail for others of the tribe to follow.
"One With The Forest" Renders invisible to all detection in the forest.
"Sense Worthy Opponent" Allows Werejaguar to compare someone's abilities to his own, in order to test himself against that target.
"Reveal Hidden Danger" Detects traps outdoors.
"Trap Scenting" Makes a trap smell like something the target wants (Vampires smell fresh human blood, etc.).
"Track" Finds a trail to prey after first finding one clue.
Jabroniville
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Werewolf

Post by Jabroniville »

Image

Okay, not from Rifts. But close enough.

WEREWOLF R.C.C.
Role:
Shapechanger
PL 10 (163 + Magic & Psionics)
STRENGTH
6 STAMINA 6 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+12)
Deception 3 (+4)
Expertise (Survival) 7 (+8)
Intimidation 7 (+8)
Perception 7 (+8)
Stealth 3 (+8)
Technology 2 (+2)
Vehicles 3 (+5)

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

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]
Regeneration 5 (Feats: Regrows Limbs) [6]
"Claws & Teeth" Strength-Damage +3 (Feats: Split) [4]

"Shapechange"
"Wolf Form" Morph 1 (Feats: Metamorph) (6) -- [7]
  • AE: "Human Form" Morph 1 (Feats: Metamorph) (6)
"Psionics" (Mind Block, Sixth Sense, See the Invisible)
"Magic" (Summon & Control Canines, Repel Animals, See the Invisible, Tongues)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Claws & Teeth +10 (+9 Damage, DC 24)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude --, Will +7

Complications:
Motivation (Bloodlust)- Werewolves enjoy the thrill of the hunt.

Total: Abilities: 62 / Skills: 38--19 / Advantages: 6 / Powers: 73 + Magic & Psionics / Defenses: 3 (163 + Magic & Psionics)

-Rifts: Vampire Sourcebook elaborates upon Werecreatures, typically not used much since Rifts: South America came out. It mostly brings up the old stuff, but lists several R.C.C.s for players to utilize. Werewolves are said to be the most vicious, with their favorite prey being humans and humanoids. Their brutality and cunning makes them natural allies to Werewolves, and may be found leading packs of Wild Vampires or living among Vampire cities. In general, they are nearly always villains.

-Werewolves boast five attacks, +2 to hit & dodge, and do a good bit of damage- +9 or so. With the usual Werecreature Immunities, they are very difficult to bring down, but are nowhere near as mighty or as versatile as Secondary Vampires.
Last edited by Jabroniville on Thu Jun 09, 2022 1:42 am, edited 2 times in total.
Jabroniville
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Werejaguar

Post by Jabroniville »

Image

WEREJAGUAR/JAGUAR PEOPLE R.C.C.
Role:
Vampire-Hunting Werepeople
PL 10 (156)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 6 (+10)
Expertise (Demons & Monsters) 6 (+5)
Expertise (Survival) 6 (+6)
Intimidation 6 (+7)
Perception 6 (+6)
Stealth 6 (+9)

Advantages:
Close Attack 1, Ranged Attack 6, Tracking

Powers:
Senses 3 (Low-Light Vision, Acute Scent, Extended Hearing) [3]
"Claws" Strength-Damage +4 [4]
Regeneration 3 [3]
Speed 2 (8 mph) [2]
Leaping 2 (30 feet) [2]

"Shapechange"
"Jaguar Form" Morph 1 (Feats: Metamorph) (6) -- [7]
  • AE: "Human Form" Morph 1 (Feats: Metamorph) (6)
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]

"Magic" (Tongues, Heal Wounds, Repel Animals, Chameleon)
"Psionics" (Astral Projection, Sixth Sense, See Invisible, Mind Block)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Claws & Teeth +11 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +8, Will --

Complications:
Enemy (Vampires)- Werejaguars hate Vampires and always seek to destroy them.
Rivalry (Bone Werejaguars)- Jaguar People, who'd lived in Palenque for generations, refer to the Bone Werejaguar tribe as "The False Ones" and consider them dangerous and possibly untrustworthy.

Total: Abilities: 46 / Skills: 40--20 / Advantages: 8 / Powers: 71 + Magic & Psionics / Defenses: 11 (156)

-Werejaguars are depicted as a race of chase-loving Super-Hippies who defend the rainforest and tend to dislike outsiders snooping around. Worshipped by many humans in the Yucatan, they oppose the Vampire expansion through Mexico, and stand as the largest single "political body" among supernatural good-natured creatures. They stat out pretty well exactly like Bone Werejaguars, minus the Hunting Magic stuff. At PL 10, they are very powerful attackers.
Last edited by Jabroniville on Tue May 19, 2020 7:48 pm, edited 2 times in total.
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Davies
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Re: Werejaguar

Post by Davies »

Jabroniville wrote: Tue May 19, 2020 5:55 am -Werejaguars are depicted as a race of chase-loving Super-Hippies who defend the rainforest and tend to dislike outsiders snooping around.
<sigh> Yes, because nothing says "ecology" quite like being a super-powered carnivorous ambush predator. <shakes head>
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Sidious
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Re: Werewolf

Post by Sidious »

Jabroniville wrote: Mon May 18, 2020 8:24 am Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Wood/Silver/Moving Water/Sunlight/Holy Water Attacks) [40]
Think there's a small typo in werewolf. Shouldn't they be vulnerable to just magic, psionics, and silver?
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Re: Werewolf

Post by Jabroniville »

Sidious wrote: Tue May 19, 2020 12:25 pm
Jabroniville wrote: Mon May 18, 2020 8:24 am Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Wood/Silver/Moving Water/Sunlight/Holy Water Attacks) [40]
Think there's a small typo in werewolf. Shouldn't they be vulnerable to just magic, psionics, and silver?
oh right. They lack that part of the Vampire issues :).
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Wereocelot

Post by Jabroniville »

Image

WEREOCELOT R.C.C.
Role:
Scouts
PL 10 (159)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 8 (+12)
Expertise (Demons & Monsters) 6 (+5)
Expertise (Survival) 8 (+8)
Intimidation 6 (+7)
Perception 8 (+8)
Stealth 8 (+11)

Advantages:
Close Attack 1, Ranged Attack 6, Tracking

Powers:
Senses 3 (Low-Light Vision, Acute Scent, Extended Hearing) [3]
"Claws" Strength-Damage +4 [4]
Regeneration 3 [3]
Speed 2 (8 mph) [2]
Leaping 2 (30 feet) [2]

"Shapechange"
"Ocelot Form" Morph 1 (Feats: Metamorph) (6) -- [7]
  • AE: "Human Form" Morph 1 (Feats: Metamorph) (6)
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]

"Magic" (Tongues, Cleanse, Cloak of Darkness, Heal Wounds, Levitation, Chameleon)
"Psionics" (Telepathy, Sixth Sense, See Invisible, Psionic Invisibility, Mind Block)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Claws & Teeth +11 (+8 Damage, DC 23)
Bone Weapon +11 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +8, Will --

Complications:
Enemy (Vampires)- Wereocelots hate Vampires and always seek to destroy them.

Total: Abilities: 46 / Skills: 46--23 / Advantages: 8 / Powers: 71 + Magic & Psionics / Defenses: 11 (159)

-Wereocelots are the rarest Werecats, and ally with the Jaguar People & Werepanthers. Since they have so many Stealth-based powesr, they are ideal "scouts" and sentries, moving through the Yucatan unseen to deliver reports an information. Curiously, despite all this stuff about how stealthy and small they are, they have identical physical stats to Werejaguars, including fighting capability. Hell, with the talk of "disappear like a puff of smoke" I was anticipating some specific power keyed around that, but instead they just have good Skill in it, are fast, and have Magic & Psionics set up for it. Kind of same-y, honestly.
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Werepanther

Post by Jabroniville »

Image

WEREPANTHER R.C.C.
Role:
Vampire-Hunting Werepeople
PL 12 (159)
STRENGTH
5 STAMINA 4 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 6 (+10)
Expertise (Demons & Monsters) 6 (+5)
Expertise (Survival) 6 (+6)
Intimidation 6 (+7)
Perception 6 (+6)
Stealth 6 (+9)

Advantages:
Close Attack 1, Ranged Attack 6, Tracking

Powers:
Senses 3 (Low-Light Vision, Acute Scent, Extended Hearing) [3]
"Claws" Strength-Damage +7 [7]
Regeneration 3 [3]
Leaping 2 (30 feet) [2]

"Shapechange"
"Panther Form" Morph 1 (Feats: Metamorph) (6) -- [7]
  • AE: "Human Form" Morph 1 (Feats: Metamorph) (6)
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Psionic/Silver Attacks) [50]

"Magic" (Chameleon, Charismatic Aura, Repel Animals, Sense Evil, Sense Magic, Tongues)
"Psionics" (Mind Block, Presence Sense, See the Invisible, Sixth Sense)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Claws & Teeth +11 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +8, Will --

Complications:
Enemy (Vampires)- Werepanthers hate Vampires and always seek to destroy them.
Motivation (Thrills)- Werepanthers love to chase and fight prey, and will leave sentient victims alive- the battle is just for fun.

Total: Abilities: 48 / Skills: 40--20 / Advantages: 8 / Powers: 72 + Magic & Psionics / Defenses: 11 (159)

-Werepanthers are... odd. A "Panther" is typically a name for a black Jaguar or Leopard, but these are given the alternate name "Werecougar" and said to be sandy-colored the more North you go. They're said to love fighting so much they "mock battle" others or leave defeated foes alive, unless they're Vampires. They are a bit stronger than the others (+4 in Palladium stats, +1 in M&M), but do MUCH more damage with their Claws, for some reason adding 3D6 to the Mega-Damage instead of 2D4, meaning these actually become PL 11.5 creatures on offense!
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Wereserpent

Post by Jabroniville »

Image

WERESERPENT R.C.C.
Role:
Vampire-Hunting Werepeople
PL 11 (159)
STRENGTH
10 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

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

Advantages:
Close Attack 1, Fast Grab, Improved Hold, Improved Trip, Ranged Attack 4, Tracking

Powers:
Senses 3 (Low-Light Vision, Acute Scent, Extended Hearing) [3]
"Claws" Strength-Damage +7 [7]
Morph 1 (Human or Serpent Forms) (Feats: Metamorph) [6]
Regeneration 3 [3]
Leaping 2 (30 feet) [2]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Movement 1 (Slithering) [2]

Immunity 80 (All Damage) (Flaws: Limited to Non-Magical/Wood/Silver/Moving Water/Sunlight/Holy Water Attacks) [40]

"Magic" (Befuddle, Chameleon, Charismatic Aura, Distant Voice, Repel Animals, Tongues, Trance)
"Psionics" (Ectoplasm, Empathy, Death Trance, Hypnotic Suggestion, Mind Block, Remote Viewing, See the Invisible)

Offense:
Unarmed +11 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +8, Will --

Complications:
Motivation (Hunting)- Wereserpents love to seduce and fight prey.

Total: Abilities: 52 / Skills: 34--17 / Advantages: 9 / Powers: 67 + Magic & Psionics / Defenses: 13 (159)

-Given only a paragraph of bio, the Wereserpents are said to be the "rarest and most elusive" of the Werebeasts. Their "primitive reptile brains" make them prefer Full Serpent Form, and they love to seduce and hunt humanoid prey. They have pretty basic stats and nothing really special about them- they don't have Venomous bites or anything. They end up PL 10.5 on offense thanks to their damaging attacks and high baseline Strength (WAY above most Werecreatures), but are otherwise quite plain.
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Re: Jab's Rifts Builds (Werejaguar! Werepanther! Wereserpent!)

Post by Jabroniville »

A as bad the Wereserpent does it for my set on the Vampires of Rifts! Hopefully I hit all the sections you guys cared about :).

Next up, a look at Rifts Canada!
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Re: Jab's Rifts Builds (Werejaguar! Werepanther! Wereserpent!)

Post by Davies »

Jabroniville wrote: Sun May 24, 2020 1:38 am]
Next up, a look at Rifts Canada!
Oh, boy. :roll:
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Rifts- Hand To Hand Combat

Post by Jabroniville »

Image

HAND TO HAND COMBAT:
-So I figured I'd actually take a look at the various rules for hand-to-hand combat in Rifts, which gives each character a "tier" to choose from. Some classes have a different baseline than others (Cyber-Knights have "Martial Arts" as their baseline, for example), while others are stuck with the basics. My builds tend to reflect a character at Level 1-2 to start. Only my early Main Rulebook builds attempted to flesh characters out more fully. This assumes the character probably took "Boxing" and the other accuracy-boosting skills, so I have FIGHTING 5 and Dodge & Parry +5 as the baseline.

About Improved Critical: In Rifts, Improved Critical is a universal thing that affects all of your attacks.


HAND TO HAND- BASIC:
Level 1: FIGHTING 5, Ranged Accuracy 5
Level 2: Dodge +5
Level 3
Level 4: FIGHTING +2 (accuracy 7), Dodge +1 (6), Ranged Attack +2 (7)
Level 5: Close Attack 1 (accuracy 8), Ranged Attack +1 (8)
Level 6: Improved Critical (choice)
Level 7
Level 8: Improved Trip
Level 9: FIGHTING +2 (accuracy 10), Dodge +2 (8), Ranged Attack +2 (10)
Level 10
Level 11: Dodge +1 (9)
Level 12: Close Attack 1 (accuracy 11), Ranged Attack +1 (11)
Level 13
Level 14: ST +1
Level 15: FIGHTING +2 (accuracy 13), Dodge +2 (10), Ranged Attack +2 (13)

-The level of fighting everyone gets automatically; going any higher typically costs you some precious skills. If you get to the maximum level, you only get to be "pretty above average" at fighting by M&M standards, but that's still likely PL 11 with all your gear, PL 12-ish with the kinds of powerful guns you get!

HAND TO HAND- EXPERT:
Level 1: FIGHTING 5, Ranged Accuracy 5
Level 2: Parry +1 (6), Dodge +6
Level 3: Close Attack 2 (accuracy 7), Ranged Attack +2 (7)
Level 4: FIGHTING +2 (accuracy 9), Dodge +1 (7), Ranged Attack +2 (9)
Level 5
Level 6: Improved Critical (choice) 2
Level 7
Level 8: Improved Trip
Level 9: FIGHTING +2 (accuracy 11), Dodge +2 (9), Ranged Attack +2 (11)
Level 10: ST +1
Level 11
Level 12: Parry +2 (12), Dodge +2 (11)
Level 13
Level 14: FIGHTING +2 (accuracy 13), Dodge +2 (13), Ranged Attack +2 (13)
Level 15

-Curiously, "Expert" is only a little better than "Basic", hitting most of the tiers one stage higher, though they get one more Dodge overall.

HAND TO HAND- MARTIAL ARTS:
Level 1: FIGHTING 5, Defensive Roll, Ranged Accuracy 5
Level 2: Parry +1 (6), Dodge +6, Close Attack 2 (accuracy 7), Ranged Attack +2 (7)
Level 3
Level 4: FIGHTING +2 (accuracy 9), Dodge +2 (8), Ranged Attack +2 (9)
Level 5: Weapon Bind
Level 6: Improved Critical (choice) 2
Level 7
Level 8
Level 9: FIGHTING +2 (accuracy 11), Dodge +2 (10), Ranged Attack +2 (11)
Level 10: Improved Trip
Level 11: ST +1
Level 12: +2 Parry (11), +2 Dodge (12)
Level 13
Level 14: FIGHTING +2 (accuracy 13), Dodge +2 (14), Ranged Attack +2 (13)
Level 15

-"Martial Arts" actually only matches "Expert" mostly, but gives you more Dodge eventually, plus Defensive Roll & Weapon Bind.

HAND TO HAND- ASSASSIN:
Level 1: FIGHTING 3, Close Attack 2 (accuracy 5), Ranged Accuracy 5
Level 2: FIGHTING +2 (accuracy 7), Dodge +5, Ranged Attack +2 (7)
Level 3: Defensive Roll
Level 4: ST +1
Level 5: FIGHTING +2 (accuracy 9), Dodge +2 (7), Ranged Attack +2 (9)
Level 6: Parry +3 (10), Dodge +3 (10), Weapon Bind
Level 7
Level 8: FIGHTING +2 (accuracy 11), Dodge +2 (12), Ranged Attack +2 (11)
Level 9
Level 10: Improved Critical (choice)
Level 11: Close Attack 2 (accuracy 13), Ranged Attack +2 (13)
Level 12
Level 13: FIGHTING +2 (accuracy 15), Dodge +2 (14), Ranged Attack +2 (15)
Level 14
Level 15: Close Attack 2 (accuracy 17), Ranged Attack +2 (17)

-"Assassin" is the much-feared tier, going only to evil-aligned characters. Curiously, it starts off worse than the others, but you get better by Level 2-3 and never look back. Your final accuracy to melee AND ranged combat is +17, which is "Shang-Chi" tiers.
Last edited by Jabroniville on Tue May 26, 2020 3:10 am, edited 2 times in total.
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