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

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Spam
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Re: Jab's Rifts Builds (KLS Glitter Boys! Shuttles! Wormwood!)

Post by Spam »

Wormwood was the 90s cranked up to 11, then cubed.
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Re: Jab's Rifts Builds (KLS Glitter Boys! Shuttles! Wormwood!)

Post by Jabroniville »

Spam wrote: Tue Aug 25, 2020 1:11 am Wormwood was the 90s cranked up to 11, then cubed.
I was wondering what the appeal of a "Body Horror Universe" sitting on a fleshy planet was supposed to be, and then I zoomed in on like 80 straight pages of the shit I used to draw in the margins of my notebooks in high school, lol. "FLESH ZOMBIE WARRIOR ON MOTORCYCLE YEAHHHHHHHHHHHHHHHHHH!"
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Re: Jab's Rifts Builds (KLS Glitter Boys! Shuttles! Wormwood!)

Post by Ares »

Wormwood was kind of interesting in that it was this interesting combination of a legitimately alien world (no native plants, all of these parasites, buildings are literally shaped out of the ground) with this weird kind of Heavy Metal/Warhammer 40K "steampunk Catholic Church vs Demons" thing. It was like some kind of heavy metal album cover.

I remember those warriors with the masks (Apok?) were very cool as they were all "villains turned heroes" with some unique abilities.
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Re: Jab's Rifts Builds (KLS Glitter Boys! Shuttles! Wormwood!)

Post by Spectrum »

And of course The Church has become corrupted, not so much by demon invaders but in their own desperate self interests.

Pushing the 'only true heroes' towards being the much understood and maligned loner Apoks.
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Re: Jab's Rifts Builds (KLS Glitter Boys! Shuttles! Wormwood!)

Post by catsi563 »

A prime example of that is in the opening comic where the lone mage saves the child from possession but is promptly chased by followers of the church including the Childs own parents because the mage is considered an outsider and heretic against the grand religion etc etc

so even the heroes face persecution because they dont follow the ""right church""
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High Priest

Post by Jabroniville »

HIGH PRIEST O.C.C.
Role:
Elite 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, 2 others)

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 High Priests are the elites of The Cathedral, and there is typically one leading each city. They are Priests of the Light plus a bit- adding two extra powers and assuming higher base stats. Despite these only being minor upgrades, High Priests are said to be NPCs and not playable.
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Apok

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Image
Image

APOK, THE AVENGER O.C.C.
Role:
Redemption-Seekers
PL 10 (126 + Powers)
STRENGTH
5 STAMINA 8 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+8)
Expertise (Survival) 5 (+6)
Expertise (History) 5 (+6)
Expertise (Demon & Monster Lore) 6 (+7)
Insight 6 (+8)
Intimidation 8 (+9)
Perception 4 (+6)

Advantages:
Equipment 6 (Monster-Hunting Gear), Fearless, Ranged Attack 1

Powers:
Immunity 5 (Possession, Mind Control) [5]
Speed 2 (8 mph) [2]

"The Demon Mask"
"All Attacks Do Double Damage" Variable (Existing Power Boosts) 4 (Flaws: Limited to Boosting Powers, Limited to Against Supernatural Beings) [20]
Enhanced Fighting 2 [4]
Enhanced Ranged Attack 2 [2]
Protection 3 [3]

"Communion With Wormwood" (Create & Close Openings, Create Shelter, Heat Point, Hell Fire, Impervious to Symbiotes, Locate Hometown & Places of Evil, Repel Symbiotes)

Offense:
Unarmed +5 (+5 Damage, DC 20)
Demon Mask Unarmed +7 (+5 Damage, DC 20)
Modern Guns +5 (+6-9 Ranged Damage, DC 21-24)
Modern Guns w/ Mask +7 (+8-11 Ranged Damage, DC 23-26)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (+7 Mask, DC 15-17), Toughness +8 (+9 Armor, +12 Demon Mask), Fortitude +8, Will +5

Complications:
Enemy (The Unholy)
Responsibility (Traitors)- The Apok once betrayed the Light to the Unholy, and accept that many will never trust them again. They are also deeply mistrusted by selfish Priests, who know the Apok will turn on them.
Responsibility (Good)- The Apok are so obsessed with justice they will even turn on evil High Priests.
Power Loss (The Demon Mask)- An Apok's mask may only be removed by him, but if he does so, he loses the powers.

Total: Abilities: 58 / Skills: 38--19 / Advantages: 8 / Powers: 36 + Wormwood Powers / Defenses: 5 (126 + Powers)

-The lowest-ranked, yet most-feared, of the Champions of Light are the Apok- beings who have a complicated origin. They started out as Champions, fell to darkness, then turned on The Unholy and found their way back to the Light, now resolutely opposing evil in all its forms. They are feared by Unholy beings and evil Champions of Light alike, as they are blood knights who will do anything to make up for their past shame. Signature characters in Rifts Wormwood, they appear in TONS of art, as the whole "Masked Holy Avenger" thing is replicated constantly and was obviously supposed to be a major function of the setting.

-The Apok are truly mighty warriors, acting pretty typical of Anti-Magic Men at Arms in the setting, but possess the INSANE "Demon Mask" ability- a mask only they can remove, which merges to their face and allows them an extra attack and double damage with ALL WEAPONS against supernatural beings. Like, everything. This is COMPLETELY INSANE and can totally overwhelm the enemy if you get a good enough attack- a Blast 11 gun will turn into Blast 14 or so, for example! That, plus 200 M.D.C. makes them probably the toughest heroes in the book. Their skills are almost identical to those of the Priests.
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Re: Jab's Rifts Builds (Wormwood- Priests of Light! The Apok!)

Post by Spectrum »

Moar Metal for the Metal Gods!

and realizing/hoping that this is an equipment heavy section.
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Re: Jab's Rifts Builds (Wormwood- Priests of Light! The Apok!)

Post by catsi563 »

Yeah Apoks are pretty much the Pinnacle badasses in any Palladium game system. In the wormwood campaign i played one in it was pretty much a conan john wick style slaughter of monsters which included a greater demon and a dragon that was getting uppity. Apoks were nearly over the top insane in combat especially when you start tossing in holy weapons and such into the mix
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Monk

Post by Jabroniville »

Image

I don’t know why they used this picture for the Monk.

MONK O.C.C.
Role:
Independent Monster-Hunters, Community Builders
PL 8 (93 + Powers)
STRENGTH
5 STAMINA 8 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 5 (+10)
Expertise (Survival) 5 (+7)
Expertise (History) 5 (+5)
Expertise (Demon & Monster Lore) 6 (+6)
Expertise (Singing) 4 (+5)
Insight 2 (+4)
Intimidation 5 (+6)
Perception 4 (+6)
Treatment 6 (+6)

Advantages:
Equipment 6 (Monster-Hunting Gear, Armor +1), Ranged Attack 1

Powers:
"Communion With Wormwood" (Create & Close Openings, Create Water, Locate Places of Evil, Locate Food & Water, Summon Battle Saints & Orbs, Locate Hometown, Invisible to Magic Seeing)

Offense:
Unarmed +6 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +8 (+9 Armor), Fortitude +8, Will +5

Complications:
Enemy (The Unholy)
Responsibility (Good)- Monks are among the most devoted champions of good, and haters of evil.
Rivalry (The Cathedral)- Monks are independent agents who have rejected the Priests as decadent, greedy and excessively bureaucratic.

Total: Abilities: 58 / Skills: 46--23 / Advantages: 7 / Powers: 0 + Wormwood Powers / Defenses: 5 (93 + Powers)

-More noble, down-to-earth good guys than the Cathedral, Monks are guys who find the Priests to be too bureacratic and too greedy, and instead have becoming defenders of the people, devoted only to helping others and killing monsters. They spend ten years learning the martial arts and focusing their inner strength, but never find inner peace, because they're simply too devoted to kicking ass and oh my god my 14-year old self wrote this.

-Monks are noted to get one of three different options- a highly defensive "Tank" set-up, an offensive powerhouse, and a "Mage" variant with some very powerful abilities. With this, plus very good skills and "Martial Arts" as their basic fighting style, they're actually rather potent, save for some weak armor choices. This seems very much unlike the Monks in more "Traditional" Rifts Earth settings- clearly the developers here kind of wanted something different and more versatile, giving players options that are actually all rather decent.

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THE ART OF DEFENSE- PL 9 (107): STA +1, AGI +1, Acrobatics +4, Athletics +4, Improved Defenses, Uncanny Dodge, Defenses +1, "Body Hardening" Strength-Damage +3 (Limited to Against Supernatural Creatures) [14]
-Defensive Monks are calmer and more peaceful than their fellows, and have extra toughness and a fair amount of good defenses, making them PL 9.

THE ART OF OFFENSE- PL 8-10 (106): FIGHTING +1, Close Attack 2, Ranged Attack 2, Power Attack, Improved Critical (Unarmed) 2, Improved Disarm, "Spirit Punches & Kicks" Strength-Damage +6 (Flaws: Limited to Against Supernatural Creatures) [13]
-Offense-based Monks are incredibly powerful, doing GLITTER BOY-TIER damage to Supernatural foes, but must give up all of their other attacks in a round to do so- this is effectively the biggest kind of Power Attack you can get. Overall, they are PL 10 with their ultimate attack, but PL 8 normally unless they have really good weapons. Most are quite aggressive and hot-headed, but are among the most flamboyant and ardent of the enemies of The Unholy.

THE ART OF MEDITATION AND SPIRIT- PL 8-12 (120): Sleight of Hand +4, Stealth +4, "Spirit Strength" (Healing 10- Energizing; Unreliable- 3/day), AE: "Inner Strength" (ST +2, STA +2, Immunity to Fatigue, Heat, Cold; Unreliable- 3/day), AE: "Third Eye" (See Evil & Invisible, Sense Magic, Immunity to Possession & Mind Control; Unreliable- 3/day), "Death Strike" (Strength-Damage +13 Linked to Affliction 14- Dazed/Stunned/Incapacitated; Unreliable -2, Side-Effect: Exhaustion; Quirks: Half-Damage to Non-M.D.C. Beings) [27]
-These are introverts, artists and great debaters who are still focused on protecting others from bullies and the like. They have a handful of good powers to use, each limited to three times per day, along with a DEATH STRIKE, which is quite possibly the most devastating non-"Fire all your missiles" attack in the game, allowing a ridiculous 2d4x100 damage to M.D.C. foes- something that could kill a GLITTER BOY in one shot! This is appropriately limited to once per day, and gives you a Side-Effect of near-total exhaustion- effectively a one-shot kill that you can only use once.
Last edited by Jabroniville on Mon Aug 31, 2020 4:47 am, edited 1 time in total.
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Symbiotes

Post by Jabroniville »

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SYMBIOTES OF WORMWOOD:
-A big part of the setting is the existence of Symbiotes, which attach themselves to and boost beings they encounter. They come from the Living Planet itself, and may die if taken to another world. The only way to remove them is either to kill them or use a Priest or Wormspeaker. These are actually incredibly powerful in some cases, but have reasonably big drawbacks in most, so you actually have to think about what you're taking and can't just pile on the awesome stuff to overpower yourself. Many decrease your Skills, and others take away important stats.

"Spirits of Wormwood"- Flight 5, Immunity to Energy (Half-Effect), Immunity (Possession, Mind Control, Symbiotes), Sense Evil & Magic, Sixth Sense, Presence Sense, Clairvoyance, Toughness +1. Ectoplasmic being that encircles someone as a "haze" about them. Unlike the others, they are not permanent, and will disappear after 3D4 hours. They have no intellect of their own, and may appear during times of crisis, attaching themselves only to good beings.

CLAWS:
* Small claws that attach to the person's body- they are not melee weapons. They have 40 M.D.C. each (Toughness +8 or so) and regenerate from harm at the cost of P.P.E.

"Booster Claw" Increases durability by 50%! Also adds one level to Spell strength and See the Invisible. A 10% decrease to all Skills as you focus more and more on magic and psionics, and you grow cockier.
"Combat Claw" FIGHTING +2, Ranged Attack +2. Does +7 damage in melee (Boosts by 1D6, so normal humans get this). 5% decrease to all Skills as you obsess over fighting too much.
"Combat Feet" Does +7 damage in melee, like Combat Claw. Athletics +4, Speed +50%. 5% decrease in all Skills. Prefers the outdoors.
"Eye Claw" See the Invisible, See Aura, Radius Sight. The character gets nervous and jumpy often, and has big ol' eye stalks.

CRAWLERS:
* These resemble creepy-crawly insects and animals that attach themselves to the person. 50 M.D.C. each (Toughness +8 or so) and regenerate from harm at the cost of P.P.E.

"Brain Sucker" Immunity (Mind Control, Illusions, All Psionics), See the Invisible, Low-Light Vision. Lowers INT by 25% and decreases all Skills by the same. Resembles a tentacled salamander attached to your head, so you look like a dumbass in addition to being one.
"Chest Wrap" Immunity (Heat, Non-Mega-Damage Fire), +80 M.D.C. Looks like a coiled-up insect in the center of the chest.
"Crown" Immunity (Heat, Disease, Magic Disease/Curses), Immunity (Fire Damage- Half-Effect), Senses (Low-Light & Extended Vision 2), Regeneration 5. Reduces P.P.E. by a third. Looks like a plant crown.
"Half Mask" Increase M.D.C. by 50%. Immunity (Psionics), but this even includes positive ones. Makes half your face look like a skull with an eyeball in it, and scars even after removal.
"Medallion Heart" ST +2, Immunity (Fatigue). Reduces Speed by 25%. Looks like a beetle over the heart.
"Medallion Skull" Immunity (All Life & Energy Drains). 20% reduction in AWA.
"Necklace" Comprehend (Speak to & Understand All Languages), Immunity (Poison, Disease, Vampire Bite & Powers). Voice sounds hoarse and you lost 25% of your sense of taste because it's a golden centipede around your neck.
"Spider" Immunity (Poison), Venomous Bite (+7 Damage). It's a spider that attaches to your face or neck.

STARS:
* Starfish-like things that attach to your character. 30 M.D.C. each (Toughness +7 or so) and regenerate from harm at the cost of P.P.E.

"Glimmerstar" Turns away all undead, Vampires, Shadow Beasts & other things with a misty haze. Deflect 8 (Laser Beams Only), Immunity (Blinding), use as a signal. Tiny crystalline star in the palm.
"Mindstar" Empathy, Mind Block, Ectoplasm, Empathic Transmission, Telepathy. 5% reduction in Skills. Giant star on the top of the head.
"Magicstar" Detect Magical Rifts, Places of power, water fountains, P.P.E. Crystals & stones, Life Force batteries & cauldrons, etc. Adds 1D6x10 P.P.E. Draws this power from others around you- including allies, who will always have 10% less P.P.E. Glittery diamond star.

WORMS:
* Gross worms attached to people- the signature of the Wormspeaker. 10-30 M.D.C. each (Toughness +7 or so) and regenerate from harm every round at the cost of P.P.E.

"Worms of Armor" Adds 60 M.D.C. that Regenerates. They drop off dead once killed. Reduction in Stealth & Acrobatics. Resemble huge worms wrapped around the torso.
"Worms of Blood" Stops internal and external bleeding and all poisons when swallowed or placed on the wound. Tiny red worms.
"Worms of Mending" Prevents scarring and stops bleeding.
"Worms of Power" Gives you Magic Spells: Energy Bolt, Energy Field, Energy Disruption, Remove Magic Barriers, Impervious to Energy. All 4/day as a 5th Level caster. A giant grey worm in the mouth.
"Worms of Seeing" Gives you Magic Spells: See Aura, Eyes of Thoth, Eyes of the Wolf- all 4/day as a 7th Level caster. Locate & Oracle- 1/day. A giant white worm in the mouth.
"Worms of Speech" Permanent Spells: Commune With Spirits, Tongues, Calling. A giant, flat grey worm in the mouth.
"Worms of Spirit" Gives you Magic Spells: Turn Dead, Repel Animals, Constrain Being, Exorcism, Water to Wine, Remove Curse. All 4/day as a 5th Level caster. A giant purple worm in the mouth.

CORRUPTED OR EVIL SYMBIOTES:
* The "bad guy" ones, used by evil Priests and such.

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"Human Life Force Battery" Absorbs P.P.E. from a permanently-living victim so that Dark Priests and Unholy can use it. They're ST 4 and faster than many people. Killing them releases a Burst Damage 9 effect. Fear over being trapped this way mollifies much of the populace of Unholy-controlled Wormwood.
"Life Force Cauldron" These "Soul Vats" double the P.P.E. at moment of death of victims who drown when tossed in, and stores up to 2,000 P.P.E. for the use of Unholy and others. They have Toughness +12 and can Regenerate from harm.

SLIMES:
* Slimes are created from the Cauldrons, and can give access to both Potions & Ointments in a large list, all of which replicate Spells.

"Debilitation Slime" Affliction (Impaired & Dazed/Disabled & Stunned).
"Null Slime" Immunity to Magical Effects & Nullify Magical Effects, as none can get in or out.
"Restoration Slime" Full Regeneration, Healing & restoration of lost limbs & organs. Costs 1000 P.P.E.
"Stasis Slime" Completely holds living beings or food in stasis for one decade per level of the Cauldron's creator.
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Wormspeaker

Post by Jabroniville »

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WORMSPEAKER O.C.C.
Role:
Planet-Talker, Weirdo Class
PL 7 (85 + Powers)
STRENGTH
1 STAMINA 7 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Athletics 3 (+5)
Expertise (Survival) 4 (+6)
Expertise (History) 4 (+6)
Expertise (Demon & Monster Lore) 5 (+7)
Expertise (Singing) 4 (+8)
Insight 2 (+4)
Intimidation 4 (+8)
Perception 4 (+6)
Treatment 4 (+6)

Advantages:
Equipment 6 (Monster-Hunting Gear- Mostly Ancient or Magical), Ranged Attack 1

Powers:
"Communion With Wormwood" (Create & Close Openings, Create a Fountain of Water, Remove Symbiotes, Locate Hometown & Places of Evil, Destroy Life Force Cauldron, Ride Giant Parasites, Summon & Use Symbiotes, Summon Edible Grubs; +1 more)
"Symbiotic Organisms" (Can Start with ALL the Worm Symbiotes, and Add more later)

eg:
"Worms of Armor" Adds 60 M.D.C. that Regenerates. They drop off dead once killed. Reduction in Stealth & Acrobatics. Resemble huge worms wrapped around the torso.
"Worms of Blood" Stops internal and external bleeding and all poisons when swallowed or placed on the wound. Tiny red worms.
"Worms of Mending" Prevents scarring and stops bleeding.
"Worms of Power" Gives you Magic Spells: Energy Bolt, Energy Field, Energy Disruption, Remove Magic Barriers, Impervious to Energy. All 4/day as a 5th Level caster. A giant grey worm in the mouth.
"Worms of Seeing" Gives you Magic Spells: See Aura, Eyes of Thoth, Eyes of the Wolf- all 4/day as a 7th Level caster. Locate & Oracle- 1/day. A giant white worm in the mouth.
"Worms of Speech" Permanent Spells: Commune With Spirits, Tongues, Calling. A giant, flat grey worm in the mouth.
"Worms of Spirit" Gives you Magic Spells: Turn Dead, Repel Animals, Constrain Being, Exorcism, Water to Wine, Remove Curse. All 4/day as a 5th Level caster. A giant purple worm in the mouth.

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)
Prejudice (Hideous)- Wormspeakers have tongues literally made of worms, and can never gain the "Attractive" Advantage. They all look hideous.

Total: Abilities: 56 / Skills: 34--17 / Advantages: 7 / Powers: 0 + Wormwood Powers & Symbiotes / Defenses: 5 (85 + Powers)

-Another good-guy who talks to Wormwood itself, Wormspeakers are more like wandering Shamans than Clerics, as they come from humble origins and do not belong to any particular organization. Why wouldn't you want to play one? Well, your tongue is LITERALLY MADE OF WORMS with this O.C.C., as you gain various symbiotes that replace your tongue and other structures. This causes their AWA & PRE to go up, but loses them some looks. This is a flat-out bizarre O.C.C. that really puts a stamp of weirdness on the Wormwood setting, which is probably the point of it, as it's so absurdly gross it would belong on your most disgusting villains in any other setting. So I guess... points for originality?

-Wormspeakers have a bit more "Wormwood" powers than even High Priests do, and gain access to tons of Symbiotic Organisms, which would obviously add to their prices considerably, except most will die and leave forever if killed, and others are one-offs. Hard to add these to the final cost, as it's almost like Equipment. But you get a lot of good Spells, reasonable healing, and +1 Toughness with some Regeneration.
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Symbiotic Warrior

Post by Jabroniville »

Image

SYMBIOTIC WARRIOR O.C.C.
Role:
Symbiote User
PL 7 (77 + Powers)
STRENGTH
2 STAMINA 8 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 3

Skills:
Athletics 5 (+7)
Expertise (Survival) 6 (+7)
Insight 2 (+3)
Intimidation 4 (+7)
Perception 5 (+6)

Advantages:
Equipment 6 (Monster-Hunting Gear), Ranged Attack 1

Powers:
"Communion With Wormwood" (Create & Close Openings, Locate Home Town, Ride Giant Parasites)
"Symbiotes" (1 Claw, 1 Crawler, 1 Star, 1 Worm)

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 +8 (+9 Armor), Fortitude +7, Will +4

Complications:
Enemy (The Unholy)
Disabled (Slow)- Symbiotic Warriors tend to be a bit on the slow side because of all the Symbiotes, I guess.

Total: Abilities: 54 / Skills: 22--11 / Advantages: 7 / Powers: 0 + Wormwood Powers & Symbiotes / Defenses: 5 (77 + Powers)

-So with "Symbiotes" being a thing in Wormwood, I guess it makes sense there'd be an O.C.C. devoted entirely to that. They have almost zero description whatsoever- they're just "Guys who use Symbiotes" and are said to have average to below-average states as a rule. It's kind of odd. Most of the Symbiotes they can use are at least rather good- the Claws can boost your fighting skills, durability, etc. Others give Immunities, Magic Spells, etc. A Symbiotic Warrior is thus likely a kind of low-level guy who is somewhat versatile.
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Freelancer

Post by Jabroniville »

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FREELANCER O.C.C.
Role:
Generic Fighter, Peasant Warrior
PL 7 (61 + Powers)
STRENGTH
2 STAMINA 7 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Intimidation 4 (+5)
Perception 4 (+6)

Advantages:
Equipment 6 (Monster-Hunting Gear), Ranged Attack 1

Powers:
"Random Origin"
(High-Tech Gun From Another Dimension- likely self-recharging via Techno-Wizardry)
(Mid-Level Magic Weapon)
(Physical Strength & Endurance- ST +2, STA +1)
(Physical Prowess- AGI +1, Athletics +4)
(Symbiotes- 1 Star, 1 Worm, 1 Crawler or Claw)

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: 40 / Skills: 18--9 / Advantages: 7 / Powers: 0 + Random Powers / Defenses: 5 (61 + Powers)

-The Freelancers of Wormwood are stated to generally be low-born, undereducated, brave fighters allied with the Cathedral- a "Generic Fighter Class". Many look up to the Knights (especially Hospitalers) and take up arms against The Unholy. However, they're quite randomized- the idea of a "Ramshackle Warrior" is built right into the O.C.C.'s stats, as you roll randomly for the source of their fighting power- a high-tech gun, Magic Item, etc.! This is one of only two times I've ever seen that in Rifts- Rifts Mercenaries features one of the side-classes have a similar thing. Even the ORIGINS are varied, as you can be the suspected "bad seed" son of an Apok, the son of a KNIGHT, or just the child of hobos. There's also potential for D-Bees, laborers who want something more, etc.

-Freelancers can have a pretty good weapon, but are a pretty pathetic class all in all, as their Skills are very unimpressive, picking from a very small amount. They're barely above Vagabonds or City Rats.
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Davies
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Re: Jab's Rifts Builds (Wormwood- Priests! The Apok! Monks!)

Post by Davies »

Jabroniville wrote: Tue Sep 01, 2020 3:20 pm Image

-The Freelancers of Wormwood are stated to generally be low-born, undereducated, brave fighters allied with the Cathedral- a "Generic Fighter Class". Many look up to the Knights (especially Hospitalers) and take up arms against The Unholy. However, they're quite randomized- the idea of a "Ramshackle Warrior" is built right into the O.C.C.'s stats, as you roll randomly for the source of their fighting power- a high-tech gun, Magic Item, etc.!
... with the one illustrated wearing a breastplate with the Moorcockian symbol of Chaos on it, so you know where he's getting his mojo.
"I'm sorry. I love you. I'm not sorry I love you."
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