Jab's Rifts Builds (Rifts- A Final Summation!)
Re: Jab's Rifts Builds (Mechanoid Robots! Mutants In Orbit!)
yep thats the one made a fiull on bad guy out of him, He may have jobbed fairly regularly but he gave the heroes a fight whenever he did
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare
Showdown at the Litterbox
Catsi stories
Showdown at the Litterbox
Catsi stories
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Mutant Praying Mantis
MUTANT PRAYING MANTIS: ST +10, STA +5, AGI +1, FIGHTING +6, INT -2, PRE -2 Winged Flight 5 (60 mph), AE: Speed 2 (8 mph), Protection +8, Wall-Crawling, Polarized- Immunity to Visual Dazzles, Chemical Alarm- Features, Radius Sight, Antennae (Tracking-Scent, Acute Scent, Accurate Hearing, Ultra-Hearing, Communication 1- Ultrasonics), Improved Initiative, +3 Defenses, +1 Dodge [49]
-Mutant Praying Mantises are IMMENSELY strong, and based on what are said to be the most "sinister" of insects. With 400 M.D.C., they are the toughest of the Mutants Bugs, and with six attacks and 4D6+24 Strength, the best fighters. I would imagine a Mutant Mantis to have +11 accuracy and +12 hitting power, making them PL 11.5 creatures.
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KLS Glitter Boy- Mark III
KLS GLITTER BOY O.C.C.- MARK III
Role: The First Game-Breaker, Ultimate Mechs
PL 12 (180)
STRENGTH 2/8 STAMINA 2 AGILITY 2
FIGHTING 7/9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2
Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+8)
Intimidation 3 (+5, +6 Suit)
Perception 4 (+6)
Technology 6 (+8)
Treatment 2 (+4)
Vehicles 6 (+10)
Advantages:
Equipment 2 (Assorted Gear), Power Attack, Ranged Attack 5
Powers:
"Glitter Boy Power Armor" (Flaws: Removable) [60]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) (5)
Enhanced Strength 4 (8)
Protection 11 (Extras: Impervious 13) (24)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)
Senses 8 (Infravision, UV Vision, Extended Vision 2, Distance Sense, "Radar"- Ranged Radius Radio Sense) (8)
Speed 6 (120 mph) (6) -- (8)
- AE: Leaping 3 (60 feet) (3)
- AE: Movement 1 (Space Travel) (2)
Enhanced Fighting 2 (4)
Enhanced Dodge 2 (2)
Features 1: Food Compartments (1)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
-- (68 points)
"Boom Gun" (Flaws: Easily Removable) (Features: Limited to ST 5+) [47]
"Rail Gun" Blast 15 (Feats: Improved Critical, Ranged 2) (Extras: Penetrating 12) (Quirks: Requires Planting in the Ground) (44)
Linked to
"BOOM!" Dazzle Hearing 8 (Extras: Area- 120ft. Burst +3) (Flaws: Touch Range) (32)
-- (76 points)
Offense:
Unarmed +7 (+2 Damage, DC 17)
Glitter Boy Punch +9 (+8 Damage, DC 23)
Boom Gun +9 (+15 Ranged Damage, DC 30)
Initiative +2
Defenses:
Dodge +8 (+9 Armor, DC 19), Parry +8 (+9 Armor, DC 19), Toughness +2 (+15 Armor), Fortitude +4, Will +7
Complications:
Motivation (Adventure)
Total: Abilities: 46 / Skills: 30--15 / Advantages: 8 / Powers: 107 / Defenses: 14 (180)
-The evil KLS corporation has several Glitter Boys at its disposal, as the model pre-dates the Coming of the Rifts. It is slightly less durable than a Rifts Earth version, being a "Mark III" old model, but is more agile, has space flight systems, and an optional Laser Gun instead of the Boom Gun (it does less damage, but can harm more laser-resistant armor). The "Extra Agility" is actually hidden in the "Combat Bonuses" section, as unlike most Glitter Boys (who have only minor bonuses to hit), these have *+4* to strike, parry and dodge, making them far greater fighters!
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KLS Glitter Boy- Mark IV
Our cover boy!
KLS GLITTER BOY O.C.C.- MARK IV
Role: The First Game-Breaker, Ultimate Mechs
PL 12 (178)
STRENGTH 2/8 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2
Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+8)
Intimidation 3 (+5, +6 Suit)
Perception 4 (+6)
Technology 6 (+8)
Treatment 2 (+4)
Vehicles 6 (+10)
Advantages:
Equipment 2 (Assorted Gear), Power Attack, Ranged Attack 5
Powers:
"Glitter Boy Power Armor" (Flaws: Removable) [56]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) (5)
Enhanced Strength 4 (8)
Protection 12 (Extras: Impervious 13) (25)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)
Senses 8 (Infravision, UV Vision, Extended Vision 2, Distance Sense, "Radar"- Ranged Radius Radio Sense) (8)
Speed 6 (120 mph) (6) -- (8)
- AE: Leaping 3 (60 feet) (3)
- AE: Movement 1 (Space Travel) (2)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
-- (69 points)
"Boom Gun" (Flaws: Easily Removable) (Features: Limited to ST 5+) [48]
"Rail Gun" Blast 15 (Feats: Improved Critical 3, Ranged 2) (Extras: Penetrating 12) (Quirks: Requires Planting in the Ground) (46)
Linked to
"BOOM!" Dazzle Hearing 8 (Extras: Area- 120ft. Burst +3) (Flaws: Touch Range) (32)
-- (78 points)
Offense:
Unarmed +7 (+2 Damage, DC 17)
Glitter Boy Punch +7 (+8 Damage, DC 23)
Boom Gun +9 (+15 Ranged Damage, DC 30)
Initiative +2
Defenses:
Dodge +9 (+8 Armor, DC 18), Parry +8 (+7 Armor, DC 17), Toughness +2 (+16 Armor), Fortitude +4, Will +7
Complications:
Motivation (Adventure)
Total: Abilities: 46 / Skills: 30--15 / Advantages: 8 / Powers: 104 / Defenses: 15 (178)
-Oh god, there's even more models. The "Mark IV" is actually MORE durable than a Glitter Boy (the second or third year of the system and they're already power-creeping up the GLITTER BOYS! But no- CJ CARELLA is the guy they blame for this!). It's only a notch pricier thanks to the durability boost, but also has a gun that does 4D6x10 M.D.C., one higher than the Glitter Boy's Boom Gun! In M&M terms, this is a neglible difference as it's already immensely powerful, but I'll throw in two ranks of Improved Critical onto the Blast power.
Last edited by Jabroniville on Tue Jun 14, 2022 10:02 am, edited 1 time in total.
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KLS Glitter Boy- Mark V
KLS GLITTER BOY O.C.C.- MARK V
Role: Space Fighters
PL 12 (196)
STRENGTH 2/8 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2
Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+8)
Intimidation 3 (+5, +6 Suit)
Perception 4 (+6)
Technology 6 (+8)
Treatment 2 (+4)
Vehicles 6 (+10)
Advantages:
Equipment 2 (Assorted Gear), Power Attack, Ranged Attack 5
Powers:
"Glitter Boy Power Armor" (Flaws: Removable) [74]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) (5)
Enhanced Strength 4 (8)
Protection 12 (Extras: Impervious 13) (25)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)
Senses 8 (Infravision, UV Vision, Extended Vision 2, Distance Sense, "Radar"- Ranged Radius Radio Sense) (8)
Speed 6 (120 mph) (6) -- (8)
- AE: Leaping 3 (60 feet) (3)
- AE: Movement 1 (Space Travel) (2)
"Guns on the Head" Blast 10 (20)
Features 1: Food Compartments (1)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
-- (92 points)
"Boom Gun" (Flaws: Easily Removable) (Features: Limited to ST 5+) [48]
"Rail Gun" Blast 15 (Feats: Improved Critical 3, Ranged 2) (Extras: Penetrating 12) (Quirks: Requires Planting in the Ground) (46)
Linked to
"BOOM!" Dazzle Hearing 8 (Extras: Area- 120ft. Burst +3) (Flaws: Touch Range) (32)
-- (78 points)
Offense:
Unarmed +7 (+2 Damage, DC 17)
Glitter Boy Punch +7 (+8 Damage, DC 23)
Boom Gun +9 (+15 Ranged Damage, DC 30)
Initiative +2
Defenses:
Dodge +9 (+8 Armor, DC 18), Parry +8 (+7 Armor, DC 17), Toughness +2 (+16 Armor), Fortitude +4, Will +7
Complications:
Motivation (Adventure)
Total: Abilities: 46 / Skills: 30--15 / Advantages: 8 / Powers: 122 / Defenses: 15 (196)
-The latest Glitter Boy design set in space, these have "hammerhead" helmets with extra lasers on them. It is more maneuverable in space, but this only really gives it a boost to Dodge in-game. The low-powered Head Lasers actually boost the cost by 16 points- the price of throwing laser beams onto the robot instead of its Easily Removable gear.
Re: Jab's Rifts Builds (Mutants Insects! KLS Glitter Boys!)
Hang on, how does their space operations interact with the Boom Gun's need to be planted?
"I'm sorry. I love you. I'm not sorry I love you."
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Mutants in Orbit Gear
GEAR:
"CAN Hard Suit" Protection +10, Speed 1, Leaping 1, Space Travel 1, ST +4
-Bog-standard space-worthy Power Armor used by Cyberworks.
"VRRDS Samurai" ST 9, FIGHTING 10, Parry +2, Dodge 12, Toughness +13, Pulse Cannon +14 (Imp. Critical), Vibro-Sword +5, Laser Eyes +13, Speed 6, Flight 3, Leaping 2, Space Travel 1, 20 feet tall.
-A remote-controlled Samurai Robot. More toughness than a SAMAS and even better gear- Rifts Power Creep at its finest! It has two attacks, plus those of the pilot, PLUS a +6 bonus to hit and +8 defenses, and it's a 20-foot-tall robot with a Vibro-Katana, so this is just bitching.
"VRRDS Mikado" ST 9, FIGHTING 10, Dodge 10, Toughness +15, Super Cannon +15 (Imp. Critical), Vibro-Sword +5, Laser Eyes +13, Flight 6, Speed 5, Leaping 2, Space Travel 1, 25 feet tall.
-HOLY SHIT THIS ONE LOOKS COOL- Nelson Ewell doing his best "organic Mecha design" with tons of bits sticking off, and a gigantic gun- it's probably swiped from some anime, but it rocks. It has Glitter Boy-tier weapons and durability, making it Cyberworks' big rival to the KLS Glitter Boys.
"The Steel Dragon" ST 10, Toughness +17, Pulse Cannon +14 (Imp. Critical), Missile Launcher, Lasers +13, Speed 4, Space Travel 1, 25 feet long.
-Piloted by three men, this 1,000 M.D.C. tank is a true elite unit for Cyberworks. Unfortunately, it's kinda dumb-looking, being big and bulky (despite the smooth edges) and having a tiny robot head stuck on the end of a long neck.
"L-7 Explorer" ST 9, Toughness +13, Laser Pulse Cannon +14, Lasers +11, Missiles, 22 feet tall.
-A three-man suit used to travel across space by Laika Station. Very peculiar-looking, as it looks like an anime swipe, but is ludicrously broad and top-heavy, with odd features throughout.
SHUTTLES:
-The various spaceships in Mutants In Orbit are pretty standard. One is Toughness +14. Ewell draws an AMAZING "Space Yacht" that has 10,000 little tiny details on it, yet it for some reason goes without statting. There's a big section on building a ship and the different costs associated with armor, speed, weapons, etc.- sort of like the "Build A Robot" mechanic in Rifts Sourcebook One.
"CAN Hard Suit" Protection +10, Speed 1, Leaping 1, Space Travel 1, ST +4
-Bog-standard space-worthy Power Armor used by Cyberworks.
"VRRDS Samurai" ST 9, FIGHTING 10, Parry +2, Dodge 12, Toughness +13, Pulse Cannon +14 (Imp. Critical), Vibro-Sword +5, Laser Eyes +13, Speed 6, Flight 3, Leaping 2, Space Travel 1, 20 feet tall.
-A remote-controlled Samurai Robot. More toughness than a SAMAS and even better gear- Rifts Power Creep at its finest! It has two attacks, plus those of the pilot, PLUS a +6 bonus to hit and +8 defenses, and it's a 20-foot-tall robot with a Vibro-Katana, so this is just bitching.
"VRRDS Mikado" ST 9, FIGHTING 10, Dodge 10, Toughness +15, Super Cannon +15 (Imp. Critical), Vibro-Sword +5, Laser Eyes +13, Flight 6, Speed 5, Leaping 2, Space Travel 1, 25 feet tall.
-HOLY SHIT THIS ONE LOOKS COOL- Nelson Ewell doing his best "organic Mecha design" with tons of bits sticking off, and a gigantic gun- it's probably swiped from some anime, but it rocks. It has Glitter Boy-tier weapons and durability, making it Cyberworks' big rival to the KLS Glitter Boys.
"The Steel Dragon" ST 10, Toughness +17, Pulse Cannon +14 (Imp. Critical), Missile Launcher, Lasers +13, Speed 4, Space Travel 1, 25 feet long.
-Piloted by three men, this 1,000 M.D.C. tank is a true elite unit for Cyberworks. Unfortunately, it's kinda dumb-looking, being big and bulky (despite the smooth edges) and having a tiny robot head stuck on the end of a long neck.
"L-7 Explorer" ST 9, Toughness +13, Laser Pulse Cannon +14, Lasers +11, Missiles, 22 feet tall.
-A three-man suit used to travel across space by Laika Station. Very peculiar-looking, as it looks like an anime swipe, but is ludicrously broad and top-heavy, with odd features throughout.
SHUTTLES:
-The various spaceships in Mutants In Orbit are pretty standard. One is Toughness +14. Ewell draws an AMAZING "Space Yacht" that has 10,000 little tiny details on it, yet it for some reason goes without statting. There's a big section on building a ship and the different costs associated with armor, speed, weapons, etc.- sort of like the "Build A Robot" mechanic in Rifts Sourcebook One.
Re: Jab's Rifts Builds (Insects! KLS Glitter Boys! Space Shuttles!)
the GB doesnt just have the spikes but it also has thrusters the thrusters provide the counter push to the booms guns rail shot
plus i think a lot fo them use heavy Laser cannons not just the boom guns
plus i think a lot fo them use heavy Laser cannons not just the boom guns
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare
Showdown at the Litterbox
Catsi stories
Showdown at the Litterbox
Catsi stories
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Rifts Wormwood
RIFTS DIMENSION BOOK ONE: WORMWOOD (1993):
-Coming out WAY earlier than I suspected is the first of the "Dimension Books" (showing the greater world outside of Earth)- Rifts Wormwood! This one... had really no effect on the rest of the line whatsoever, but has a unique vision of its own. The book, written by Kevin Siembieda by himself, oddly (since it doesn't show up elsewhere), is visually similar to Nurgle, the Chaos God of plagues and such in the Warhammer mythos- the concept is all about mutated unfortunates, pus-filled boils, and assorted "Body Horror" stuff.
We start off with a grim comic, actually drawn decently well (poor art on the humans, but the monsters are appropriately lumpy and gross), featuring a generic-looking "freelancer" Wizard casting demons out of a possessed child, but being helpless as he watches some hobos get carried away by lumpy demons for food and "soul sustenance" for hellish war machines. Meanwhile, a female Peasant Knight named Char fighters her way across lizard-like hordes. Finally, everything comes together in a big fight, as Char takes a Soul Crystal and uses it to empower a giant "Saint" that battles demons, while the freelancer takes out a witch that was leading goblins. In short, this reads like something out of Heavy Metal (which almost ABSOLUTELY was a huge "inspiration" here for Mr. Intellectual Property).
Erin Tarn has a HUUUUUUUUUUGE thing describing the lay of the land and various towns. She theorizes that Wormwood may have once been a bio-genetic creation of some sort, as even the buildings appear to be part of the living material of the world. Pastels and organic colors dot the landscape, and two rival orders of Knights compete- the Templar and Hospitallers (named for English orders). There is a very "Medieval/Dark Fantasy" vibe to everything, but Because Rifts, they also found motorcycles while rifting to Earth, and have developed fleets of Techno-Magic Bikes, which is terrific.
Re: Jab's Rifts Builds (Insects! KLS Glitter Boys! Space Shuttles!)
I think this was more Timothy Truman's project than Siembieda's, despite the writing credit, with the latter basically gamifying the artist's creations.
"I'm sorry. I love you. I'm not sorry I love you."
Re: Jab's Rifts Builds (Insects! KLS Glitter Boys! Space Shuttles!)
Jab- thank you for starting this project. It has been my favorite Rifts setting since it came out. It is such a perfect slamming together of biopunk, body horror, and heavy metal album covers! It is a living world with its own grotesque gifts to its inhabitants that is being invaded by a demonic cancer.
And.. because everything is MDC, effectively- nothing is!
And.. because everything is MDC, effectively- nothing is!
We rise from the ashes so that new legends can be born.
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Re: Jab's Rifts Builds (Insects! KLS Glitter Boys! Space Shuttles!)
Yeah, Fatal and Friends made a similar assertion from what I can see. Looks like the two writers were convinced by Kevin to make their planned Palladium game a Rifts thing instead. Which could have extended its survivability, but I don’t think it ended up being referred to much again.
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Wormwood
WORMWOOD ITSELF:
-Wormwood is, in fact, a "Living Planet", one that constructs buildings, complete with doors, rooms, etc., for people. All vegetation and most life on the planet has been rifted there from other worlds, as it produces none on its own. About half the size of Earth, Wormwood is a gateway to many worlds (but again, not as much as Earth has become). The planet's history is unknown, but people tell tales of decadent, lazy rulers who let the world go to pot. Demons now infest it, and there are no Ley Lines to speak of.
Opposing "The Unholy", the demonic infestation, is The Cathedral- a large, religious military institution that is often as corrupt as the monsters that they fight. A hierarchy is included, with Sainted heroes & High Priests at the top, and Apoks at the bottom. The Cathedral is often clandestine, having to hide from The Unholy, but also has standing armies in some places. What was once many different religious organizations is now contained mostly within a single one.
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Priest of Light
THE PRIEST OF LIGHT O.C.C.
Role: Good Guy Priest, Planet-Talker
PL 7 (79 + Powers)
STRENGTH 2 STAMINA 7 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3
Skills:
Athletics 3 (+5)
Expertise (Survival) 4 (+6)
Expertise (History) 4 (+6)
Expertise (Demon & Monster Lore) 5 (+7)
Insight 2 (+4)
Perception 4 (+6)
Advantages:
Equipment 6 (Monster-Hunting Gear), Ranged Attack 1
Powers:
"Communion With Wormwood" (Create & Close Openings, Life Fuel, Create a Burial Place & Fountain of Water, Impervious to Symbiotes, Locate Bodies of Water)
Offense:
Unarmed +5 (+2 Damage, DC 17)
Modern Guns +5 (+6-9 Ranged Damage, DC 21-24)
Initiative +3
Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7 (+8 Armor), Fortitude +7, Will +5
Complications:
Enemy (The Unholy)
Total: Abilities: 56 / Skills: 22--11 / Advantages: 7 / Powers: 0 + Wormwood Powers / Defenses: 5 (79 + Powers)
-The Priests of Light are actually sorta like Jack Hawksmoor in The Authority, in that they're weird shamen who can "talk" to the planet itself, thus shifting it about and getting it to do things. As the very buildings of Wormwood are comprised of the Living Planet itself, this makes them rather versatile, able to open doors, create water fountains, etc. Priests of Light thus often lead the charge against the Unholy, parting walls and allowing the freedom fighters access. They are just below High Priests on the hierarchy.
-The Priests of Light have basic gear, plus the natural M.D.C. bodies common to Wormwood, making them PL 7- their main power is the versatility of the "Communion With Wormwood".