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

Where in all of your character write ups will go.
greycrusader
Posts: 1179
Joined: Fri Nov 04, 2016 11:25 pm
Location: Pittsburgh, PA

Re: Jab's Rifts Builds (Neuron Beast! Thornhead! The Mechanoids!)

Post by greycrusader »

Wow! Kevin S. generally deserves the various criticisms he gets, but the Mechanoids are like a the Daleks DONE RIGHT. A vast horde of planet-raping cyborgs waging genocide against organic intelligence, some inhabiting absolutely gigantic robotic war machines. And having ARCHIE oppose them is a rather nice twist as well.
User avatar
Ares
Site Admin
Posts: 4963
Joined: Fri Nov 04, 2016 8:40 am

Re: Jab's Rifts Builds (Neuron Beast! Thornhead! The Mechanoids!)

Post by Ares »

Yeah, the Mechanoids are a solid Rifts idea, though it's kind of hilarious how underpowered they wound up being compared to later Rifts stuff. Still, the adventure ideas with Archie make for great gaming.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Neuron Beast! Thornhead! The Mechanoids!)

Post by Jabroniville »

They actually remind me of my "Mechanons" faction in my superhero universe, but more inventive and better, which annoys me tremendously.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mechanoid Oracle

Post by Jabroniville »

Image

MECHANOID ORACLE
Role:
Investigators, Idea-Men
PL 13 (194 + Psionics)
STRENGTH
11 STAMINA 10 AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 6 PRESENCE 6

Skills:
Expertise (Science) 9 (+15)
Expertise (Perform) 6 (+12)
Perception 4 (+10)
Technology 9 (+15)
Treatment 4 (+10)
Vehicles 6 (+10)

Advantages:
Equipment 5 (Various Gear), Fearless, Power Attack, Ranged Attack 8

Powers:
"Protective Cybernetic Chambers"
"Huge Size" Growth 8 (Str & Toughness +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]

Immunity 5 (Poison, Gas 2, Visual Dazzles 2) [5]
Senses 11 (Infravision, Ultravision, Extended Vision 2, "Radar" Radius Radio Detection- Extended, Radiation Detection- Ranged, "Molecular Analyzer" Analytical Touch) [11]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]
Protection 5 [5]
Flight 8 (500 mph) [16]
"100+ tons" Features 2: Increased Mass 2 [2]

"Psionics" (All Psionic Powers, Period!)

Offense:
Unarmed +10 (+11 Damage, DC 26)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +15, Fortitude +12, Will +9

Complications:
Vulnerable (Outside of Suit)- Oracles will die after a short time (5D6 days) being outside of their protective chambers.
Reputation (Human-Lovers)- The old style of Oracles were the most sympathetic towards humanoids, and may have created the "Aberrant" Mechanoids. Though this is now apparently impossible for the newly-reconstructed models, the others still give them the odd eye now and then.
Disabled (No Hands)- Oracles must use their Telekinesis to use weapons.

Total: Abilities: 72 / Skills: 38--19 / Advantages: 15 / Powers: 66 + Psionics / Defenses: 22 (194 + Psionics)

-Mechanoid Oracles were once the token "Good" Mechanoids, loving art and various other forms of humanoid culture. They were said to be the most sympathetic of the Mechanoids, and the ones who believed there was some saving them. One probably even created the "Aberrant" types! However, things have changed- new Oracles are subject to genetic reconstruction and adherence to the "cause". This has made them more focused and hateful towards humanoids, but has lost them their compassion and care towards the arts- they now seek out humanoids and find new ways to torture them.

-Oracles are very tough, but lack their own Cybernetic Weapons, instead using gear. They DO, however, possess every single Psionic power available! This is a remarkable spread of powers, even as Rifts kind of over-assumes Psionics are very powerful.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mechanoid Brain

Post by Jabroniville »

Image

MECHANOID BRAIN
Role:
Leader, Scientist
PL 11 (200 + Psionics)
STRENGTH
7 STAMINA 9 AGILITY 0
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 4 PRESENCE 3

Skills:
Technology 10 (+16)
Treatment 10 (+16)
Vehicles 10 (+14)

Advantages:
Equipment 6 (Whatever Gear Necessary), Fearless, Ranged Attack 4

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Protective Cybernetic Chambers"
Protection 3 [3]
Immunity 12 (Poison, Gas 2, Visual Dazzles 2, Radiation, Cold, Heat, Pressure, Vaccum, Drowning & Suffocation) [12]
Speed 5 (60 mph) [5]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

"Forward Plasma Generating Sphere" Blast 14 (Feats: Extended Range 2) [30]

"Anti-Gravity Flight Platform" (Flaws: Removable) [12]
Flight 7 (250 mph) (14 points)

"Psionics" (All Healing & Physical Powers, Super Telekinesis, Telepathy, Empathy, Empathic Transmission, Bio-Manipulation, Hypnotic Suggestion, Mentally Possess Others, Mind Bond, Mind Wipe, Mind Block Auto-Defense)

Offense:
Unarmed +8 (+6 Damage, DC 21)
Plasma Generating Sphere +8 (+14 Ranged Damage, DC 29)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +12, Fortitude +9, Will +4

Complications:
Vulnerable (Outside of Suit)- AbM Brains will die after a short time (5D6 days) being outside of their protective chambers.

Total: Abilities: 74 / Skills: 30--15 / Advantages: 11 / Powers: 89 + Psionics / Defenses: 11 (200 + Psionics)

-Mechanoid Brains are generals and head scientists of Mechanoid forces, and to the average human, appear to be the overall leaders, as the Oracles & others are rarely ever seen. Horrifyingly cruel creatures, they often lead torture and experiments on living beings. They have very cool appearances as well- looking like weird alien mecha-bugs with bulbous "eyes" and scrawny limbs (the plainer "Abberant" version appears to be an ancient model by comparison).

-Mechanoid Brains are geniuses that sport impressive cybernetic attachments, including a Hover-Harness that links to their lower body and can separate.

Image

"Multi-Brain Combat Vehicle": Toughness +13, Flight 8, Ranged Attack +6, "Plasma Turrets & More" (Blast 15- Extended Range 6 & Multiattack), Missiles, 40 feet long.
-These are incredibly-powerful vehicles designed for the Brains to pilot- this boosts the attacks to ridiculous numbers, equalling TWELVE in total! At least three Brains are required to pilot the thing, which can do damage equivalent to some of the Murexes and Overlords in Rifts Atlantis- its only major flaw is the durability, which is lower than many human-piloted Power Armors.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

AbM Brain

Post by Jabroniville »

Image

ABBERANT MECHANOID BRAIN
Role:
Leader, Scientist
PL 10 (175 + Psionics)
STRENGTH
7 STAMINA 9 AGILITY 0
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 4 PRESENCE 3

Skills:
Technology 10 (+16)
Treatment 10 (+16)
Vehicles 10 (+14)

Advantages:
Equipment 6 (Whatever Gear Necessary), Fearless, Ranged Attack 3

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Protective Cybernetic Chambers"
Immunity 12 (Poison, Gas 2, Visual Dazzles 2, Radiation, Cold, Heat, Pressure, Vacuum, Suffocation & Drowning) [12]
Speed 4 (30 mph) [4]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

"Multi-Purpose Laser" Blast 10 (Feats: Accurate, Extended Range 2) [24]

"Psionics" (All Healing & Physical Powers, Super Telekinesis, Telepathy, Empathy, Empathic Transmission, Bio-Manipulation, Hypnotic Suggestion, Mentally Possess Others, Mind Bond, Mind Wipe, Mind Block Auto-Defense)

Offense:
Unarmed +7 (+6 Damage, DC 21)
Multi-Purpose Laser +9 (+10 Ranged Damage, DC 25)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +9, Fortitude +9, Will +4

Complications:
Vulnerable (Outside of Suit)- AbM Brains will die after a short time (5D6 days) being outside of their protective chambers.

Total: Abilities: 72 / Skills: 30--15 / Advantages: 9 / Powers: 67 + Psionics / Defenses: 11 (175 + Psionics)

-AbM Brains are the leaders of the AbM operations. Generals & scientists, they are brutal, cunning, and smart. They're a bit light on Skills, but are maxed out on what they have, and are PL 9.5 fighters with PL 8.5 defenses- low M.D.C. overall. Some have "Hover Platforms" that boost their toughness WAY higher, 300 M.D.C., about to Toughness +13.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mechanoid Runner

Post by Jabroniville »

Image

MECHANOID RUNNER
Role:
Second-In-Command, Troop Commander, Torturer
PL 11 (185 + Psionics)
STRENGTH
10 STAMINA 9 AGILITY 0
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Survival) 7 (+10)
Perception 4 (+7)
Technology 8 (+13)
Vehicles 9 (+13)

Advantages:
Equipment 6 (Whatever Gear Necessary, Hover Platform- Flight 7), Fearless, Ranged Attack 5

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Protective Cybernetic Chambers"
Protection 3 [3]
Immunity 5 (Poison, Gas 2, Visual Dazzles 2) [5]
Speed 5 (60 mph) [5]
Leaping 1 (15 feet) [1]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

"Multi-Purpose Forearm Laser Rod" Blast 12 (Feats: Extended Range 2) [26]

"Psionics" (All Sensitive Powers, Hypnotic Suggestion, Telekinetic Force Field, Telemechanics)

Offense:
Unarmed +9 (+10 Damage, DC 25)
Multi-Purpose Laser Rod +9 (+12 Ranged Damage, DC 27)
Rail Gun +9 (+13 Ranged Damage, DC 28)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12, Fortitude +9, Will +4

Complications:
Vulnerable (Outside of Suit)- Runners will die after a short time (5D6 days) being outside of their protective chambers.

Total: Abilities: 76 / Skills: 32--16 / Advantages: 12 / Powers: 67 + Psionics / Defenses: 14 (185 + Psionics)

-Mechanoid Runners are the "free thinkers" who serve as assistants to the Brains and Overlords, handling research, development and tactics. They also engage in the torture of captives themselves, taking the direct approach. They are hulky, AT-AT-looking beasts with big laser arms. They are MUCH stronger fighters than the Brains, packing a +12 Laser Rod, but are only slightly less fragile- oddly about as weak as most humans in heavy M.D.C. Armor- and have way less Psionics to fall back on. It's expected that they will also use Rail Guns, I suppose, boosting them to +13-14 damage, depending.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

AbM Runner

Post by Jabroniville »

Image

ABBERANT MECHANOID RUNNER
Role:
Second-In-Command, Troop Commander
PL 11 (182 + Psionics)
STRENGTH
10 STAMINA 9 AGILITY 0
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Survival) 7 (+10)
Perception 4 (+7)
Technology 8 (+13)
Vehicles 9 (+13)

Advantages:
Equipment 6 (Whatever Gear Necessary), Ranged Attack 5

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Protective Cybernetic Chambers"
Protection 2 [2]
Immunity 5 (Poison, Gas 2, Visual Dazzles 2) [5]
Speed 5 (60 mph) [5]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

"Multi-Purpose Forearm Laser Rod" Blast 12 (Feats: Extended Range 2) [26]

"Psionics" (All Sensitive Powers, Hypnotic Suggestion, Telekinetic Force Field, Telemechanics)

Offense:
Unarmed +9 (+10 Damage, DC 25)
Multi-Purpose Laser Rod +9 (+12 Ranged Damage, DC 27)
Rail Gun +9 (+13 Ranged Damage, DC 28)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +11, Fortitude +9, Will +4

Complications:
Vulnerable (Outside of Suit)- AbM Runners will die after a short time being outside of their protective chambers.

Total: Abilities: 76 / Skills: 32--16 / Advantages: 11 / Powers: 65 + Psionics / Defenses: 14 (182 + Psionics)

-AbM Runners are the "Captains" of the AbM Mechanoids, and coordinate the troops for the Brains. They are exactly like the Mechanoid version, but are one point less durable and not quite as Leap-happy.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mechanoid Wasp

Post by Jabroniville »

Image

MECHANOID WASP
Role:
Intelligent Flying Predator
PL 13 (197 + Psionics)
STRENGTH
10 STAMINA 9 AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Survival) 5 (+8)
Perception 4 (+7)
Technology 7 (+12)

Advantages:
Fearless, Improved Initiative, Ranged Attack 7, Uncanny Dodge

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Protective Cybernetic Chambers"
Protection 2 [2]
Immunity 8 (Poison, Gas 2, Visual Dazzles 2, Pressure, Drowning & Suffocation) [8]
Flight 9 (1,000 mph) [18]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

"Particle Beam Forearm Cannons" Blast 14 (Feats: Extended Range 4) [32]

"Psionics" (All Physical Powers, Telepathy, Mind-Block Auto-Defense)

Offense:
Unarmed +9 (+9 Damage, DC 24)
Particle Beam Forearm Cannons +11 (+14 Ranged Damage, DC 29)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +11, Fortitude +9, Will +4

Complications:
Vulnerable (Outside of Suit)- AbM Wasps will die after a short time (5D6 days) being outside of their protective chambers.
Responsibility (Boredom)- Wasps crave action, and will become disruptive and grouchy if not given any.

Total: Abilities: 70 / Skills: 26--13 / Advantages: 9 / Powers: 88 + Psionics / Defenses: 17 (197 + Psionics)

-Mechanoid Wasps are the "Air Force", and are essentially "intelligent predators"- they love to hunt and kill. This has not been extinguished from the Abberant version, though it's a bit more calm and not as berserk as things like Executioners. AbM Wasps are thus prone to boredom, complaining, and hyperactivity if not shown any action. Unlike the previous two, these incredibly powerful, boasting six attacks, huge bonuses to hit, and weapons equal to the basic Mechanoid Wasps. This makes them PL 12.5 ranged fighters with PL 11.5 defenses.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

AbM Wasp

Post by Jabroniville »

Image

ABERRANT MECHANOID WASP
Role:
Intelligent Flying Predator
PL 13 (199 + Psionics)
STRENGTH
9 STAMINA 9 AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Aerobatics 10 (+10)
Expertise (Survival) 5 (+8)
Perception 4 (+7)
Technology 7 (+12)

Advantages:
Fearless, Improved Initiative, Ranged Attack 7, Uncanny Dodge

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Protective Cybernetic Chambers"
Protection 4 [4]
Immunity 8 (Poison, Gas 2, Visual Dazzles 2, Pressure, Drowning & Suffocation) [8]
Flight 9 (1,000 mph) [18]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

"Particle Beam Forearm Cannons" Blast 14 (Feats: Extended Range 4) [32]

"Psionics" (All Physical Powers, Telepathy, Mind-Block Auto-Defense)

Offense:
Unarmed +9 (+10 Damage, DC 25)
Particle Beam Forearm Cannons +11 (+14 Ranged Damage, DC 29)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +13, Fortitude +9, Will +4

Complications:
Vulnerable (Outside of Suit)- Wasps will die after a short time (5D6 days) being outside of their protective chambers.
Responsibility (Boredom)- Wasps crave action, and will become disruptive and grouchy if not given any.

Total: Abilities: 70 / Skills: 26--13 / Advantages: 10 / Powers: 89 + Psionics / Defenses: 17 (199 + Psionics)

-Mechanoid Wasps are exceptionally bold, aggressive and courageous air-fighters, flying about at insane speeds. They are the bulk of the Mechanoid Air Force, and typically are given free reign to do what they want, despite being seventh in the chain of command (behind Brutes). These are IMMENSELY powerful physical combatants, with six attacks, huge bonuses to hit, and weapons that match most Rail Guns, attached right to their cybernetic chassis! This makes them PL 12.5 ranged fighters with PL 11.5 defenses.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mechanoid Brute

Post by Jabroniville »

Image

LOL this is the most unbalanced thing ever- it's like a Space Shuttle with feet on one end.

MECHANOID BRUTE- TYPE ONE
Role:
Troop Commander, Walking Tank
PL 13 (209 + Psionics)
STRENGTH
9 STAMINA 11 AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Military) 3 (+6)
Expertise (Survival) 2 (+5)
Intimidation 6 (+8)
Perception 2 (+5)
Stealth 4 (+0 Size)
Technology 3 (+6)
Vehicles 2 (+6)

Advantages:
Close Attack 2, Equipment 6 (Whatever Gear Necessary), Fearless, Improved Critical (Cannons), Power Attack, Ranged Attack 8

Powers:
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Protective Cybernetic Chambers"
Protection 2 [2]
Immunity 5 (Poison, Gas 2, Visual Dazzles 2) [5]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

Flight 5 (60 mph) (10) -- [11]
  • AE: Speed 5 (60 mph) (5)
Leaping 1 (15 feet) [1]

"Mini-Missiles" Blast 12 (Feats: Extended Range 6) (Extras: Area- 30ft. Burst) (42) -- [43]
  • AE: "Plasma Cannon/Tri-Laser Cannon" Blast 14 (Feats: Extended Range 2) (30)
"Psionics" (All Physical Powers, Telepathy, Empathy, Electrokinesis, Psi-Sword, Mind Block Auto-Defense)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Tri-Laser Cannon +12 (+14 Ranged Damage, DC 29)
Mini-Missiles +12 Area (+12 Ranged Damage, DC 27)
Initiative +0

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +13, Fortitude +11, Will +4

Complications:
Vulnerable (Outside of Suit)- Brutes will die after a short time (5D6 days) being outside of their protective chambers.

Total: Abilities: 68 / Skills: 22--11 / Advantages: 19 / Powers: 90 + Psionics / Defenses: 18 (209 + Psionics)

---

Image

MECHANOID BRUTE- TYPE TWO
Role:
Troop Commander, Walking Tank
PL 12 (209 + Psionics)
STRENGTH
9 STAMINA 11 AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Military) 3 (+6)
Expertise (Survival) 2 (+5)
Intimidation 6 (+8)
Perception 2 (+5)
Stealth 4 (+0 Size)
Technology 3 (+6)
Vehicles 2 (+6)

Advantages:
Close Attack 1, Equipment 6 (Whatever Gear Necessary), Fearless, Improved Critical (Cannons), Power Attack, Ranged Attack 7

Powers:
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Protective Cybernetic Chambers"
Protection 1 [1]
Immunity 5 (Poison, Gas 2, Visual Dazzles 2) [5]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

Flight 6 (120 mph) (Quirks: Must Leave Legs Behind -2) (10) -- [11]
  • AE: Speed 5 (60 mph) (5)
Leaping 2 (30 feet) [2]
Extra Limbs 2 [2]

"Mini-Missiles" Blast 12 (Feats: Extended Range 6) (Extras: Area- 30ft. Burst) (42) -- [43]
  • AE: "Plasma Cannon" Blast 13 (Feats: Extended Range 2) (28)
"Psionics" (All Physical Powers, Telepathy, Empathy, Electrokinesis, Psi-Sword, Mind Block Auto-Defense)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Tri-Laser Cannon +11 (+13 Ranged Damage, DC 28)
Mini-Missiles +12 Area (+12 Ranged Damage, DC 27)
Initiative +0

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +12, Fortitude +11, Will +4

Complications:
Vulnerable (Outside of Suit)- Brutes will die after a short time (5D6 days) being outside of their protective chambers.

Total: Abilities: 68 / Skills: 22--11 / Advantages: 17 / Powers: 91 + Psionics / Defenses: 18 (209 + Psionics)

-Mechanoid Brutes are sergeants & lieutenants in the Mechanoid forces, leading lower-ranked units. They are calm, methodical, loyal creatures. Two different kinds exist- the first is hilariously top-heavy and ungainly-looking, with a projecting "torso", a huge armament off to one side, a large missile chamber box to another, a massive cannon on top, and large limbs. The other is more streamlined, lurching forward and sporting a massive set of shoulders and large arms. Both are "walking tanks", though.

-The Type One Brute is a massive, PL 13 attacker with five attacks and great bonuses to hit and defend (+5 each, mostly)- the huge guns are Rail Gun-quality and have good accuracy. Each weapon adds an extra attack, giving it Splugorth Minion-tier stats (eight attacks at maximum!), at the cost of -1 to hit per weapon, so I averaged it out to a +12 to-hit attacker. The Type Two Brute is a notch less durable and is barely faster, dropping the Tri-Laser Cannon and thus some hitting power as a result. Hilariously, both have STEALTH for whatever reason.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Mechanoid Brain

Post by Spectrum »

Jabroniville wrote: Fri Jul 24, 2020 7:41 am MECHANOID BRAIN


They're Pinky and The (Mechanoid) Brain, (Mechanoid) Brain, (Mechanoid) Brain, (Mechanoid) Brain
(Mechanoid) Brain, (Mechanoid) Brain, (Mechanoid) Brain
We rise from the ashes so that new legends can be born.
User avatar
Sidious
Posts: 1610
Joined: Fri Nov 11, 2016 12:27 am

Re: Mechanoid Brute

Post by Sidious »

Jabroniville wrote: Mon Jul 27, 2020 11:11 pm Image

LOL this is the most unbalanced thing ever- it's like a Space Shuttle with feet on one end.
It's almost like the arms were added after the picture was completed.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Aberrant Mechanoid Brute

Post by Jabroniville »

Image

THICC.

ABERRANT MECHANOID BRUTE
Role:
Troop Commander, Walking Tank
PL 12 (189 + Psionics)
STRENGTH
9 STAMINA 11 AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Military) 3 (+6)
Expertise (Survival) 2 (+5)
Intimidation 6 (+8)
Perception 2 (+5)
Stealth 4 (+0 Size)
Technology 3 (+6)
Vehicles 2 (+6)

Advantages:
Equipment 6 (Whatever Gear Necessary), Fearless, Improved Critical (Cannons), Power Attack, Ranged Attack 6

Powers:
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Protective Cybernetic Chambers"
Protection 1 [1]
Immunity 5 (Poison, Gas 2, Visual Dazzles 2) [5]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

Flight 5 (60 mph) (10) -- [11]
AE: Speed 5 (60 mph) (5)
Leaping 1 (15 feet) [1]

"Plasma Cannon" Blast 13 (Feats: Extended Range 2) [28]

"Psionics" (All Physical Powers, Telepathy, Empathy, Electrokinesis, Psi-Sword, Mind Block Auto-Defense)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Plasma Cannon +10 (+13 Ranged Damage, DC 28)
Initiative +0

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +12, Fortitude +11, Will +4

Complications:
Vulnerable (Outside of Suit)- Brutes will die after a short time (5D6 days) being outside of their protective chambers.

Total: Abilities: 68 / Skills: 22--11 / Advantages: 15 / Powers: 73 + Psionics / Defenses: 18 (189 + Psionics)

-The Abberant Brute is given the most hilariously-bad art by Kevin- instead of Ewell's blockier robots it’s this big, plain AT-AT knockoff with no detail at all. They are lower-grade versions of the Type One Mechanoid Brute, with 1 less Toughness and lacks the extra attacks the regular Brutes get from their extra gear- they only have the Plasma Cannon.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mechanoid Exterminator

Post by Jabroniville »

Image

MECHANOID EXTERMINATOR
Role:
Hunter-Killer
PL 13 (175 + Psionics)
STRENGTH
9 STAMINA 11 AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 1 PRESENCE -1

Skills:
Expertise (Military) 3 (+2)
Expertise (Survival) 4 (+5)
Intimidation 8 (+9 Size)
Perception 7 (+8)
Stealth 4 (+0 Size)

Advantages:
Fearless, Improved Critical (Cannons), Power Attack, Ranged Attack 8

Powers:
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Protective Cybernetic Chambers"
Protection 1 [1]
Immunity 5 (Poison, Gas 2, Visual Dazzles 2) [5]
Senses 6 (Infravision, Ultravision, Extended Vision, "Radar" Radius Radio Detection- Extended) [6]
"Sensor Tower" Senses 1 (Extended Vision +1) [1]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]

Speed 5 (60 mph) [5]
Leaping 1 (15 feet) [1]

"Mini-Missiles" Blast 12 (Feats: Extended Range 6) (Extras: Area- 30ft. Burst) (42) -- [43]
  • AE: "Particle Beam & Rapid-Fire Laser Cannons" Blast 14 (Feats: Extended Range 4) (32)
"Psionics" (All Physical Powers, Telepathy, Empathy)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Particle Beam Cannons +12 (+14 Ranged Damage, DC 29)
Mini-Missiles +12 Area (+12 Ranged Damage, DC 27)
Initiative +0

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +12, Fortitude +11, Will +4

Complications:
Vulnerable (Outside of Suit)- Exterminators will die after a short time (5D6 days) being outside of their protective chambers.
Obsession (Battle)- Exterminators have an unquenchable lust for combat.

Total: Abilities: 50 / Skills: 26--13 / Advantages: 11 / Powers: 83 + Psionics / Defenses: 14 (175 + Psionics)

-Okay this one I don't like so much. The Mechanoid Exterminator is just a wobbly-looking, two-legged thing with a big central eye and no arms. They are said to be aggressive and fight at the drop of a hat, though will also be treacherous and lay traps. They work in tandem with Seeker Pods to ferret out the enemy- they were meant to be exterminators on big spaceships, but proved so efficient they were made troops in the army, too!

-Exterminators are PL 13 Blasters like most other Mechanoids, but are less resistant to damage and are easier to hit (some of the weakest bonuses to parry & dodge among their army, in fact).
Post Reply