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

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Sidious
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Re: Jab's Rifts Builds (The Famous Rifts Ad Picture, A.R.C.H.I.E.-Three)

Post by Sidious »

To this day... I still want a Botweiler as a pet.
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Re: Jab's Rifts Builds (The Famous Rifts Ad Picture, A.R.C.H.I.E.-Three)

Post by catsi563 »

heh my glitter gal had one we reprogrammed and rebuilt after are own archie shenanigans that Dwarf Operator really was a miracle worker
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Jabroniville
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Bottweiler

Post by Jabroniville »

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AA-10 BOTTWEILER
Role:
Kill-O-Bot, Robo-Dog
PL 10 (89)
STRENGTH
7 STAMINA -- AGILITY 2
FIGHTING 9 DEXTERITY 4
INTELLIGENCE -2 AWARENESS 0 PRESENCE --

Skills:
Perception 7 (+7)
Stealth 3 (+3)

Advantages:
Improved Trip

Powers:
"Labor Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 10 [10]
Speed 6 (120 mph) [6]
Leaping 1 (15 feet) [1]
Senses 7 (Infravision, Ultravision, Extended Hearing, Ultra-Hearing, Acute & Extended Scent, Tracking) [7]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Bite +9 (+10 Damage, DC 25)
Initiative +2

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

Complications:
Motivation (Programming)
Disabled (Mute)- Bottweilers are not programmed with speech.

Total: Abilities: 20 / Skills: 10--5 / Advantages: 1 / Powers: 54 / Defenses: 9 (89)

-Explicitly designed "for fun" by Archie & Hagan, the Bottweiler is a robot attack-dog. Two accompany Hagan at all times. They are actually remarkably tough and strong, being PL 10 on offense and defense, but lack ranged weapons like most Kill-O-Bots in this setting. They're just powerful attack dogs and nothing more.
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Monst-Rex

Post by Jabroniville »

Image

lol this looks absolutely nothing like the rest of the robots in the "Archie-Three" line.

MONST-REX A-001 & A-002
Role:
Kill-O-Bot, Robo-Dinosaur
PL 11 (140)
STRENGTH
7 STAMINA -- AGILITY 2
FIGHTING 9/11 DEXTERITY 4
INTELLIGENCE -2 AWARENESS 0 PRESENCE --

Skills:
Perception 7 (+7)
Stealth 3 (+3)

Advantages:
Improved Initiative, Improved Trip

Powers:
"Labor Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 9 (total 12) (Extras: Impervious 7) [16]
Speed 6 (120 mph) [6]
Leaping 2 (30 feet) [2]
Movement 1 (Wall-Crawling) [2]
Senses 10 (Infravision, Ultravision, Extended Hearing, Ultra-Hearing, Ranged Radius Radio Sense, Acute & Extended Scent, Tracking) [10]
Growth 3 (Str & Toughness +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Prehensile Tail" Extra Limb 1 [1]
"Sensors" Enhanced Fighting 2 & Dodge 2 [6]
"Motion Detector" Senses 2 (Radius Motion Awareness) [2]

"Plasma Ejector" Blast 11 (Feats: Accurate 3, Extended Range 2) (27) -- [28]
  • AE: "Claws & Spines" Strength-Damage +4 (4)
Offense:
Unarmed +11 (+7 Damage, DC 22)
Claws & Spines +11 (+11 Damage, DC 26)
Plasma Ejector +10 (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12, Fortitude --, Will --

Complications:
Motivation (Programming)
Disabled (Mute)- Monst-Rexes are not programmed with speech.

Total: Abilities: 14 / Skills: 10--5 / Advantages: 2 / Powers: 110 / Defenses: 9 (140)

-Inexplicably, following page after page of Kevin Long on art, we get a Newton Ewell picture featuring one of his distinctive, hyper-detailed, multi-faceted inhuman beasts. With a whip-tail, four spikes, a head out of H.R. Geiger's imagination, and more, this thing is pretty freaky and has a good look, if a bit too similar to Ewell's Rifts Atlantis stuff. The A-001 model is a solitary monster, while the A-002 is a riding beast, typically ridden by a Shemarrian Female Warrior.

-Huge fighters, the Monst-Rexes are PL 11 owing to sensors that boost their accuracy and dodge.
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Re: Jab's Rifts Builds (Kill-O-Bots, Bottweiler, Robo-Rex!)

Post by catsi563 »

Theres a reason it doesnt look anything like Archies standard stuff
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Re: Jab's Rifts Builds (Kill-O-Bots, Bottweiler, Robo-Rex!)

Post by Jabroniville »

catsi563 wrote: Mon Jul 13, 2020 1:07 am Theres a reason it doesnt look anything like Archies standard stuff
Oh right- the Shemarrions are supposed to be an "Alien Race"- I forgot.
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Re: Jab's Rifts Builds (Kill-O-Bots, Bottweiler, Robo-Rex!)

Post by catsi563 »

yeah archie and hagan deliberately made them that way so they could have a ""heroic good guy/gal"" to beat the spluggorth with and join heroes and spy on them
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Jabroniville
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Shemarrian Warrior

Post by Jabroniville »

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SEXY ROBO-VALKYRIES- Rifts in a nutshell.

SHEMARRIAN WARRIOR
Role:
Kill-O-Bot, Sexy Fembots
PL 13 (157)
STRENGTH
9 STAMINA -- AGILITY 2
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Expertise (Survival) 6 (+6)
Perception 5 (+5)
Stealth 3 (+3)
Vehicles 4 (+8)

Advantages:
Equipment 6 (Shemarrion Rail Gun +14- Improved Critical & Ext. Range 2), Improved Critical (Unarmed), Improved Critical (Rail Guns), Improved Initiative, Languages 2 (Dragonese & 8 Splugorth Languages), Ranged Attack 7

Powers:
"Labor Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 11 [11]
Speed 5 (60 mph) [5]
Leaping 1 (15 feet) [1]
Senses 4 (Infravision, Ultravision, Extended Hearing, Ultra-Hearing) [4]
Communication (Radio) 3 (Extras: Area) [15]

"Wrist Lasers" Blast 10 [20]

Offense:
Unarmed +12 (+9 Damage, DC 24)
Rail Gun +11 (+14 Ranged Damage, DC 29)
Initiative +6

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +10, Fortitude --, Will --

Complications:
Motivation (Programming)

Total: Abilities: 34 / Skills: 18--9 / Advantages: 18 / Powers: 86 / Defenses: 12 (157)

-One of the more clever ideas in the book, these are Archie & Hagan's robot creations designed to look like an alien race of beautiful female warriors, thus fooling many opponents. They are often send in groups of 2-4 to hunt Splugorth Slavers. They sport high-powered Shemarrion Rail Guns (like Mini-Boom Guns), which turns them into PL 12.5 Blasters, especially when you add in their terrifying six attacks and +7 to hit, plus +9 to Defenses! This adds up to make a robot warrior that's very hard to hit and packs a massive punch- one of the underscored powerful units in the game.
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Sidious
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Re: Jab's Rifts Builds (Bottweiler, Robo-Rex! Shemarrian Warriors!)

Post by Sidious »

I just finished re-reading the Shemarrian sourcebook. They openly say there are logic holes in the Shemarrian Nation and then blame ARCHIE and Hagan. So far there's Shemarrian Berserkers (hand to hand type bots), Warmasters (leader bots), and Wargoddesses (hero bots). They also came out with Male Shemarrians. There's now a She-mar Wolf (robot dire wolf) and a new mount or two.

It spends a lot of time going over and over how the robots don't know they are really robots and will never reveal ARCHIE to anyone. Also how he can slip in and monitor and control the robots without them even knowing it. Seriously, there's multiple parts of the book dedicated to saying it.

Between hammering home those points, we see how they get resupplied and what happens to bots that need repair or have been destroyed. The overall lack of a central Shemarrian city is a main problem that is never addressed.
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AA-50 Insecton

Post by Jabroniville »

Image

AA-50 INSECTON
Role:
High-Tier Kill-O-Bot
PL 13 (164)
STRENGTH
9 STAMINA -- AGILITY 2
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Acrobatics 6 (+6)
Athletics 4 (+13)
Perception 5 (+5)
Stealth 3 (+3)
Vehicles 4 (+8)

Advantages:
Ranged Attack 8

Powers:
"Labor Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 11 (total 13) [11]
Speed 4 (30 mph) [4]
Senses 4 (Infravision, Ultravision, Extended Hearing, Ultra-Hearing) [4]
Movement 1 (Wall-Crawling) [2]
Communication (Radio) 3 (Extras: Area) [15]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Ion Body Blasters" Blast 14 (Feats: Improved Critical, Extended Range 2) (31) -- [32]
  • AE: "Claws" Strength-Damage +2 (Feats: Improved Critical) (Extras: Multiattack 11) (13)
Offense:
Unarmed +9 (+9 Damage, DC 24)
Claw Attacks +9 (+11 Damage, DC 26)
Ion Body Blasters +12 (+14 Ranged Damage, DC 29)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +13, Fortitude --, Will --

Complications:
Motivation (Programming)

Total: Abilities: 28 / Skills: 22--11 / Advantages: 8 / Powers: 103 / Defenses: 14 (164)

-Coming off like a "Hey, what do you wanna do with this piece of art?" thing that was added at the last second, the Insecton is another Kill-O-Bot that looks like a bug-man. Though they REALLY cranked up its stats- giving it an insane EIGHT attacks and a viciously powerful "Ion Body Blaster" array that can fire simulteously at a single target and hit with Rail Gun-level damage. This overall turns them into PL 13 fighters on offense and defense, again being top-tier.
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Re: Jab's Rifts Builds (Bottweiler, Robo-Rex! Shemarrian Warriors!)

Post by catsi563 »

yeah those things were NOPE level nasty. When the group did the archie portion of the campaign the insectobots were the worst things we ended up facing. Fortunately Boom guns make relatively short work of them
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Re: Jab's Rifts Builds (Bottweiler, Robo-Rex! Shemarrian Warriors!)

Post by Jabroniville »

What I find curious is how overwhelmingly powerful so many of the early book baddies are, with the PCs usually being MUCH weaker. This must be a Kevin thing, which would explain why he was so mad at CJ Carella boosting the hitting power of PCs so heavily.
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Sourcebook Gear

Post by Jabroniville »

GEAR:
* The book includes some Northern Gun stuff, like robots & armor.

POWER ARMOR:
Image

The book uses "Bad-Ass Looking Guy Robot" so much that I kind of love the Gun-Head 'Bots.

"NG-V7 Hunter Mobile Gun": Toughness +13, ST 9, Speed 5 (60 mph), Howitzer Rail Gun +14, Belly Gun +12, Mini-Missiles, 32 feet tall.
-A robot armor with a gun for a head, it's said to be widely popular. Armed to the teeth and HUGE, but pretty basic. Seats three.

Image

Vent-Nipple McLaserCock, I can do without.

"NG-M56 Multi-Bot": Toughness +12, ST 9, Speed 4 (30 mph), Missile Launchers, Mini-Missiles, Ion Cannon +12, Light Rail Gun +13, 26 feet tall, Head is a Hover-Craft and can detach.
-A top-heavy robot with vent-nipples and a dick-laser, this is pretty classic "Early Rifts". It's so odd-looking that the writing itself seems to sass-talk poor Kevin Long for drawing it, suggesting that it's "too unconventional" and thus sells for cheap on the open market, despite being powerful. Like, just get him to re-draw it, guys. You don't HAVE to use his weird art.

Image

LOL it's the same art as the W-10 Heavy Duty Robot.

"NG-V10 Super Robot Vehicle": Toughness +13, ST 10, Speed 5 (60 mph), Burrowing 4, Leaping 1, Laser Claw Hand +13 (Ext. Range 2), Great sensors, 20 feet tall.
-This is a larger version of the Heavy Labor Bot listed above, but is a piloted robot instead of an A.I. Intended for use in mines and labor, it's become a popular wilderness explorer, too.
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AA-60 Hunter-Destroyer

Post by Jabroniville »

Image

AA-60 HUNTER-DESTROYER
Role:
Elite Kill-O-Bot
PL 12 (101)
STRENGTH
7 STAMINA -- AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Perception 5 (+5)
Perception 6 (+6)
Stealth 3 (+3)
Vehicles 4 (+8)

Advantages:
Ranged Attack 6

Powers:
"Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 12 [12]
Speed 5 (60 mph) [5]
Leaping 1 (15 feet) [1]
Senses 8 (Infravision, Ultravision, Extended Hearing, Ultra-Hearing, "Radar" Radius Radio Sense- Ranged 2) [8]

"Plasma Cannons" Blast 14 (Feats: Extended Range 2) (28) -- [29]
AE: "Vibro-Blades" Damage 8 (Feats: Split) (9)

Offense:
Unarmed +10 (+7 Damage, DC 22)
Vibro-Blades +10 (+8 Damage, DC 23)
Plasma Cannons +10 (+14 Ranged Damage, DC 29)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12, Fortitude --, Will --

Complications:
Motivation (Programming)

Total: Abilities: 22 / Skills: 18--9 / Advantages: 6 / Powers: 54 / Defenses: 10 (101)

-These are elite Anti-Mechanoid fighters used by Hagan and deliberately made to look different from Archie's other designs (probably because the artist made them look different, lol). They have the same six attacks and bonuses to hit that most Elite Robots do.
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Re: Jab's Rifts Builds (Bottweiler, Robo-Rex! Shemarrian Warriors!)

Post by catsi563 »

Jabroniville wrote: Wed Jul 15, 2020 7:55 pm What I find curious is how overwhelmingly powerful so many of the early book baddies are, with the PCs usually being MUCH weaker. This must be a Kevin thing, which would explain why he was so mad at CJ Carella boosting the hitting power of PCs so heavily.
Yeah kevin seems to have designed rifts as one of those things where Gear is the key factor. A first level CS solider is a solid AT as skills go. But a first level character can theoretically end the first session with a High level power armor armed with a greater rune weapon and some magic item that transforms them into a super being. while wielding a railgun

it can be a bit crazy

and then you have dragon hatchlings :P
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