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

Where in all of your character write ups will go.
Jabroniville
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Mechanoid Seeker Pod

Post by Jabroniville »

Image

(it's that little thing in the top corner)

MECHANOID SEEKER POD
Role:
Aides to Exterminators, Reconnaissance
PL 10 (150 + Psionics)
STRENGTH
3 STAMINA 9 AGILITY 0
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Military) 3 (+3)
Expertise (Survival) 4 (+5)
Investigation 5 (+6)
Perception 7 (+8)
Stealth 7 (+7)

Advantages:
Equipment 5 (Assorted Gear), Fearless, Improved Initiative, Power Attack, Ranged Attack 5

Powers:
"Protective Cybernetic Chambers"
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]
"Metallic Punches" Strength-Damage +3 [3]

Flight 5 (60 mph) [11]
"Mini-Laser Turret" Blast 9 (Feats: Extended Range 2) [20]

"Psionics" (Telepathy, Empathy, Presence Sense, See the Invisible, Object Read, Sixth Sense, Mind Block)

Offense:
Unarmed +9 (+6 Damage, DC 21)
Mini-Laser Turret +9 (+9 Ranged Damage, DC 24)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +9, Fortitude +9, Will +4

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

Total: Abilities: 56 / Skills: 16--8 / Advantages: 12 / Powers: 61 + Psionics / Defenses: 13 (150 + Psionics)

-Seeker Pods are partners to Exterminators, and also solo recon operatives, and are among the smallest of the Mechanoids, and least-durable. They are intelligent and crafty, and will hang back, despite seeking action like most Mechanoids do. Their Psionics aren't as mighty as that of most Mechanoids (who have "All _____ Powers", typically). They are PL 9 in every way expect Dodge, which is PL 9.5.
Jabroniville
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AbM Exterminator

Post by Jabroniville »

Image

ABBERANT MECHANOID EXTERMINATOR
Role:
Hunter-Killer
PL 12 (167 + Psionics)
STRENGTH
9 STAMINA 11 AGILITY 0
FIGHTING 8 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 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"
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 +8 (+9 Damage, DC 24)
Particle Beam Cannons +10 (+14 Ranged Damage, DC 29)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +11, 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: 46 / Skills: 26--13 / Advantages: 9 / Powers: 82 + Psionics / Defenses: 13 (167 + Psionics)

-Hahahah oh my god this one is TERRIBLE- just a lil' guy on top of spindly-ass legs! What a horrible picture by Kevin Siembieda! This is so bad! The Aberrant version of the Executioner is just as crazy for battle as the other one, to the point where the nicest alignment you can have is anarchist. Like most Abberants, they reduce stats by a bit and drop the Mini-Missiles.
Jabroniville
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AbM Seeker Pod

Post by Jabroniville »

ABERRANT MECHANOID SEEKER POD
Role:
Aides to Exterminators, Reconnaissance
PL 10 (150 + Psionics)
STRENGTH
3 STAMINA 9 AGILITY 0
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Military) 3 (+3)
Expertise (Survival) 4 (+5)
Investigation 5 (+6)
Perception 7 (+8)
Stealth 7 (+7)

Advantages:
Equipment 5 (Assorted Gear), Fearless, Improved Initiative, Power Attack, Ranged Attack 5

Powers:
"Protective Cybernetic Chambers"
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]
"Metallic Punches" Strength-Damage +3 [3]

Flight 5 (60 mph) [11]
"Mini-Laser Turret" Blast 9 (Feats: Extended Range 2) [20]

"Psionics" (Telepathy, Empathy, Presence Sense, See the Invisible, Object Read, Sixth Sense, Mind Block)

Offense:
Unarmed +9 (+6 Damage, DC 21)
Mini-Laser Turret +9 (+9 Ranged Damage, DC 24)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +9, Fortitude +9, Will +4

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

Total: Abilities: 56 / Skills: 16--8 / Advantages: 12 / Powers: 61 + Psionics / Defenses: 13 (150 + Psionics)

-Aberrant Mechanoid Seeker Pods are effectively identical to their regular versions, sporting only a 10 M.D.C. difference- not enough to differentiate them in M&M terms. Seriously, they spent almost a whole page on reprinting this. With the SAME ART!
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KorokoMystia
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Re: Jab's Rifts Builds (The Mechanoids- Brain! Runner! Wasp! Brutes!)

Post by KorokoMystia »

I wouldn't be surprised if some of these designs were inspired by the Battle Pods from Robotech/Macross, too.

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Jabroniville
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Re: Jab's Rifts Builds (The Mechanoids- Brain! Runner! Wasp! Brutes!)

Post by Jabroniville »

Hm, yeah- they do give off a sense of "The best Kevin could do" of redrawing those.
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Davies
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Re: Jab's Rifts Builds (The Mechanoids- Brain! Runner! Wasp! Brutes!)

Post by Davies »

You'd think so, wouldn't you, but The Mechanoid Invasion came out in 1981, about a year before Superdimensional Fortress Macross went on air in Japan. It's more likely that they share the common ancestor of The Empire Strikes Back's briefly seen AT-ST. (Of course, I don't know that the design in question doesn't come from the 1985 revision of same, which almost certainly was influenced by Macross.)
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
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Re: Jab's Rifts Builds (The Mechanoids- Brain! Runner! Wasp! Brutes!)

Post by Jabroniville »

Davies wrote: Thu Jul 30, 2020 9:17 pm You'd think so, wouldn't you, but The Mechanoid Invasion came out in 1981, about a year before Superdimensional Fortress Macross went on air in Japan. It's more likely that they share the common ancestor of The Empire Strikes Back's briefly seen AT-ST. (Of course, I don't know that the design in question doesn't come from the 1985 revision of same, which almost certainly was influenced by Macross.)
yeah, I don't quite know when all the artwork came out- I wrote the first builds assuming that Kevin was redrawing Ewell's designs until I realized that Ewell was taking Kevin's work and making superior ones.
Jabroniville
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Mechanoid Tunnel Crawler

Post by Jabroniville »

MECHANOID TUNNEL CRAWLER
Role:
Tunnel Crawlers (I mean, duh)
PL 11 (163 + Psionics)
STRENGTH
3 STAMINA 9 AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Military) 3 (+3)
Expertise (Survival) 4 (+5)
Investigation 5 (+6)
Perception 7 (+8)
Stealth 7 (+7)

Advantages:
Equipment 5 (Assorted Gear), Fearless, Improved Initiative, Power Attack, Ranged Attack 6

Powers:
"Protective Cybernetic Chambers"
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]
"Metallic Punches" Strength-Damage +3 [3]
Protection 3 [3]
"2.4 tons" Features 2: Increased Mass 2 [2]

Flight 5 (60 mph) [11]
"Ion Pulse Blasters" Blast 11 (Feats: Extended Range 2) (24) -- [25]
  • AE: "Nerve Gas" Weaken Strength 8 (Extras: Area- 15ft. Burst) (16)
"Psionics" (Telepathy, Empathy, Presence Sense, See the Invisible, See Aura, Sense Magic, Detect Psionics, Mind Block)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Ion Pulse Blasters +10 (+11 Ranged Damage, DC 26)
Nerve Gas +8 Area (+8 Weaken, DC 18)
Initiative +4

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

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

Total: Abilities: 58 / Skills: 16--8 / Advantages: 13 / Powers: 71 + Psionics / Defenses: 13 (163 + Psionics)

-Looking like a tiny, metallic tick, the Tunnel Crawlers are exterminators who hunt humanoids and other pests in the pipelines of Mechanoid motherships. They are "sadistic killers", and generally allowed to do whatever they want. They are PL 10.5 blasters and PL 11 defense-oriented heavyweights.
Jabroniville
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Aberrant Mechanoid Tunnel Crawler

Post by Jabroniville »

Image

ABERRANT MECHANOID TUNNEL CRAWLER
Role:
Tunnel Crawlers (I mean, duh)
PL 11 (163 + Psionics)
STRENGTH
3 STAMINA 9 AGILITY 0
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Military) 3 (+3)
Expertise (Survival) 4 (+5)
Investigation 5 (+6)
Perception 7 (+8)
Stealth 7 (+7)

Advantages:
Equipment 5 (Assorted Gear), Fearless, Improved Initiative, Power Attack, Ranged Attack 6

Powers:
"Protective Cybernetic Chambers"
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]
"Metallic Punches" Strength-Damage +3 [3]
Protection 3 [3]
"2.4 tons" Features 2: Increased Mass 2 [2]

Flight 5 (60 mph) [11]
"Ion Pulse Blasters" Blast 11 (Feats: Extended Range 2) (24) -- [25]
  • AE: "Nerve Gas" Weaken Strength 8 (Extras: Area- 15ft. Burst) (16)
"Psionics" (Telepathy, Empathy, Presence Sense, See the Invisible, See Aura, Sense Magic, Detect Psionics, Mind Block)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Ion Pulse Blasters +10 (+11 Ranged Damage, DC 26)
Nerve Gas +8 Area (+8 Weaken, DC 18)
Initiative +4

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

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

Total: Abilities: 58 / Skills: 16--8 / Advantages: 13 / Powers: 71 + Psionics / Defenses: 13 (163 + Psionics)

-The Aberrant Tunnel Crawlers are the exact same build as the regular version, but at least swaps out the art for a black-colored bug-bot. Seriously, SO WEIRD.
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Davies
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Re: Jab's Rifts Builds (The Mechanoids- Brain! Runner! Wasp! Brutes!)

Post by Davies »

The original rationalization for the existence of these guys is that the remaining human population and resistance in The Mechanoid Invasion was headquartered in caves. Also the Crawlers were in the process of tearing the planet to pieces.
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
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Mechanoid Mantis

Post by Jabroniville »

Image

MECHANOID MANTIS
Role:
Variable-Use Drones
PL 12 (172 + Psionics)
STRENGTH
11 STAMINA 10 AGILITY 0
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Perception 4 (+5)
Technology 6 (+7)

Advantages:
Fearless, Power Attack, Ranged Attack 4

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, "X-Ray Vision" Vision Counters Concealment, "Ultrasound Probing" Hearing Counters Concealment, Microvision) [23]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]
Protection 4 [4]
"100+ tons" Features 2: Increased Mass 2 [2]

Flight 6 (120 mph) [12]
"Plasma Cannon, Forearm Laser & Ion Blasters" Blast 14 (Feats: Extended Range 2) [30]

"Psionics" (Telepathy, Empathy, Mind Block, Object Read, Speed Reading, See the Invisible, Total Recall, Electrokinesis, Super Telekinesis, Telemechanics)

Offense:
Unarmed +8 (+11 Damage, DC 26)
Ranged Weapons +8 (+14 Ranged Damage, DC 29)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +14, Fortitude +10, Will +4

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

Total: Abilities: 38 / Skills: 10--5 / Advantages: 6 / Powers: 103 + Psionics / Defenses: 20 (172 + Psionics)

-Mechanoid Mantises are variable-use "tool-bots" who can be used for a variety of purposes. They are meant to mine, refine, repair, and build things for the Mechanoid armies. They also plot and coordinate Mechanoid dissection of worlds. They are intelligent, but so focused on their assignment, and ONLY their assingment, that most are considered "drones". The Mantis is not only INCREDIBLY huge (30 feet tall and over a hundred tons!), but has an excessive number of guns, doing from +11-14 Ranged Damage, despite the thing only having four attacks.

-With a lower number of attacks, Mechanoid Mantises are PL 11 Blasters with PL 11.5 defenses. They're tougher than most Mechanoids, but slower.
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Mechanoid Octopus 1 & 2

Post by Jabroniville »

Image

MECHANOID OCTOPUS- TYPE ONE
Role:
Cyberneticists, Doctors
PL 13 (196 + Psionics)
STRENGTH
10 STAMINA 10 AGILITY 0
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Science) 6 (+7)
Perception 4 (+5)
Technology 6 (+7)
Treatment 4 (+5)

Advantages:
Fearless, Power Attack, Ranged Attack 9

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, "X-Ray Vision" Vision Counters Concealment, "Ultrasound Probing" Hearing Counters Concealment, Microvision) [23]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]
Protection 3 [3]
"100+ tons" Features 2: Increased Mass 2 [2]
"Four Arms, Mini-Arm & Clamp" Extra Limbs 4 [4]
Flight 8 (500 mph) [16]

"Fusion Torch" Blast 13 (Feats: Extended Range 2) (28) -- [29]
  • AE: "Precision Laser" Damage 10 (Feats: Precise) (11)
"Psionics" (All Sensitive Powers, Telekinesis, Nightvision, Telemechanics)

Offense:
Unarmed +13 (+10 Damage, DC 25)
Precision Laser +13 (+10 Damage, DC 25)
Ranged Weapons +13 (+13 Ranged Damage, DC 28)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +13, Fortitude +10, Will +4

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

Total: Abilities: 46 / Skills: 20--10 / Advantages: 11 / Powers: 109 + Psionics / Defenses: 20 (196 + Psionics)

-The Mechanoid Octopus is designed for surgery and cybernetic augmentation, so is of course fifty feet tall and weighs around a hundred tons. The first, an extremely dorky-ass flying saucer with arms drawn by Kevin Siembieda, looks unimpressive, but is highly durable. Typically absorbed in their work, they rarely attack unless provoked or ordered to, but they have a remarkable EIGHT attacks, and stats enough to tangle with Metlzas, Splugorth Overlords, and other powerful creatures in the setting.

Image

MECHANOID OCTOPUS- TYPE TWO
Role:
Cyberneticists, Doctors
PL 14 (208 + Psionics)
STRENGTH
10 STAMINA 10 AGILITY 0
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Science) 6 (+7)
Perception 4 (+5)
Technology 6 (+7)
Treatment 4 (+5)

Advantages:
Fearless, Power Attack, Ranged Attack 9

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, "X-Ray Vision" Vision Counters Concealment, "Ultrasound Probing" Hearing Counters Concealment, Microvision) [23]
Communication 3 (Radio) [12]
Comprehend (Languages) 2 [4]
Protection 3 [3]
"100+ tons" Features 2: Increased Mass 2 [2]
"Six Arms, Retractible Tentacles, Mini-Arm & Clamp" Extra Limbs 8 [8]
Flight 8 (500 mph) [16]
Features 1: Can Detach Upper Robot From Lower Platform [1]

"Remote Drone" Enhanced Advantages 4: Minion 4 (Toughness +8, Flight 6, FIGHTING 7) (Quirks: Loses Two Arms in the Process) [3]

"Fusion Torch" Blast 14 (Feats: Extended Range 2) (30) -- [31]
  • AE: "Precision Laser" Damage 10 (Feats: Precise) (11)
"Psionics" (All Sensitive Powers, Telekinesis, Nightvision, Telemechanics)

Offense:
Unarmed +13 (+10 Damage, DC 25)
Precision Laser +13 (+10 Damage, DC 25)
Ranged Weapons +13 (+14 Ranged Damage, DC 29)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +13 (DC 23), Toughness +13, Fortitude +10, Will +4

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

Total: Abilities: 46 / Skills: 20--10 / Advantages: 11 / Powers: 119 + Psionics / Defenses: 21 (208 + Psionics)

-Okay, now THIS one rules- it's like someone told Nelson Ewell to "make a better version of the one Kevin drew" and he went above and beyond the call of duty to create this menacing, alien-looking creature with limbs all over the place, a hulking appearance, and more. The stats are similar enough- they have the same Toughness, but +1 to Parry, more effective weapons (8D6 M.D. instead of 6D6), and extra arms, along with a detachable "Remote Drone", making them PL 13.5 fighters.
Jabroniville
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Mechanoid Gear

Post by Jabroniville »

Image

MECHANOID TECHNOLOGY:
-Mechanoid technology is said to be very alien and advanced even by the standards of Rifts Earth- as Mechanoids are psionic, many of the components of their gear can only be operated via telepathy or telekinesis, and lacks physical things to touch- they don't even have viewscreens! The book mentions an old playthrough of the Mechanoids RPG that featured the team realizing this, and having to cut away a portion of the wall to reveal the switch to an elevator.

-Mechanoid computers are "Brain Pools" that are alive, and typically number ten in Spider Fortresses, but millions on giant motherships- only Overlords, Oracles, Brains & Runners have access to these. Psionic characters may interact with them via physical contact (usually while naked). This is time-consuming and can have effects like leaving the person stunned for days, but can allow them to access quality information. It will also read the mind of the psionic accessing it, sharing it with other Mechanoids. Mechanoid Bases also have "Master Computer Brains" that control everything. These Brains have an average of 7,000 M.D.C. (typically +19-21 Toughness!) and are very well-protected.

MECHANOID SPIDER FORTRESS:
-An entire Mechanoid Spider Fortress has been rifted to Earth- this giant 1,598-foot high super-structure is thus the setting of a potential adventure. Badly-damaged and with diminished staff, it is still a deadly threat to the human race.
Armaments: There are hundreds of weapons on such a monstrosity- each could likely fire separately. The smaller ones are Blast 13. The Particle Beam Cannons are probably Blast 14 and have huge range- 6000 feet or so. Pretty much everything around it would do similar amounts of damage. 24 attacks are possible from the Fortress in-game!

Durability: Each leg is Toughness +15. The upper and lower body are each Toughness +17. Each gun is around Toughness +9. The deactivated Energy Barrier, if active, would be +18 or so.
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Mechanoid Robots

Post by Jabroniville »

MECHANOID ROBOTS:
-Now here's a list of robots the Mechanoids built to serve them. Unemotional drones. The "Mock Men" are designed to look like humanoids- their idea of a sick joke. Manufactured in the billions, they are the bulk of the Mechanoid work force. They build things, work in factories, and aide in scientific & medical research. They're also front-line military troops, being completely expendable.
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The Thinman

Post by Jabroniville »

Image

THE THINMAN
Role:
High-Tier Kill-O-Bot
PL 12 (138)
STRENGTH
9 STAMINA -- AGILITY 0
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Perception 5 (+5)
Stealth 7 (+7, +6 Size)
Vehicles 4 (+8)

Advantages:
Equipment 6 (Plasma Rifle- Blast 13, Ion Pistol- Blast 7), Ranged Attack 7

Powers:
"Labor Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
Speed 6 (120 mph) [6]
Leaping 1 (15 feet) [1]
Senses 13 (Infravision, Ultravision, Extended Vision 3, Extended Hearing, Ultra-Hearing, "Radar" Radius Radio Detection- Extended, Detect Radiation- Ranged & Radius) [13]
Communication (Radio) 2 (Extras: Area) [8]

Growth 3 (Str & Toughness +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Offense:
Unarmed +11 (+9 Damage, DC 24)
Plasma Rifle +11 (+13 Ranged Damage, DC 28)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +10, Fortitude --, Will --

Complications:
Motivation (Programming)

Total: Abilities: 22 / Skills: 16--8 / Advantages: 13 / Powers: 72 / Defenses: 23 (138)

-Thinmen are general-purpose repair & infantry drones, meant to assist the Mechanoids- extremely common, they are abundant wherever Mechanoids are found. They have reasonable Toughness and an INSANE gun- their Plasma Rifle does 1D4x10, like a SAMAS Rail Gun! Overall, they are PL 10.5 defensively and sport a PL 12 gun! Not bad for friggin' Mooks!
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