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

Where in all of your character write ups will go.
Jabroniville
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Psi-Bloodhound

Post by Jabroniville »

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PSI-BLOODHOUND O.C.C.
Role:
Crazy With a Difference
PL 9 (91)
STRENGTH
5 STAMINA 4 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE -2 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 6 (+10)
Athletics 4 (+8)
Expertise (Survival) 6 (+6)
Expertise (Military) 4 (+2)
Perception 10 (+10)
Vehicles 4 (+8)

Advantages:
All-Out Attack, Equipment 6 (Gear), Fearless, Ranged Attack 1

Powers:
"Psi-Hunter" Senses 4 (Detect Psionics- Ranged 2, Tracking, Acute) [5]
"Mage-Hunter" Senses 4 (Magical Awareness- Ranged 2, Tracking, Acute) [5]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged 2, Acute) [4]
"Bonuses" Enhanced Will 4 (Flaws: Limited to Psionics) [2]
"Minimal Food Requirements" Immunity 2 (Starvation & Thirst) (Flaws: Limited to Half-Effect) [1]
"Psionic Empathy With Animals" Features 2: Immediately Accepted by Domesticated Animals, Animals Treat Like Another Woodland Creature [2]

Offense:
Unarmed +5 (+5 Damage, DC 20)
Weapons +5 (+8-12 Ranged Damage, DC 23-27)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +5 (DC 15), Toughness +11, Fortitude +6, Will +4

Complications:
Disabled (Crazy)- Psi-Bloodhounds are effectively drooling, slobbering animals, easily provoked and simplistic in mindset.
Responsibility (Mindwerks)- Most Psynetic Crazies are the minions of Mindwerks, and have chips installed into them to ensure loyalty- they may put them under remote control or simply blow them up if they disobey orders.

Total: Abilities: 36 / Skills: 36--18 / Advantages: 8 / Powers: 20 / Defenses: 9 (91)

-The Psi-Bloodhound is effectively a Crazy mixed with a Psi-Stalker (though it includes Dog Boys). These are the slaves of the Brodkil, who use them as bloodhounds & trackers. This turns them into slobbering animals, incapable of learning or remembering any but the most basic Skills, so aren't really good for PCs. The M.O.M. enhancements boost the range of their Tracking abilities by double. This is more or less a basic O.C.C. you can attack to the Psi-Stalker or Dog Boy R.C.C., then.
Jabroniville
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D-Bees & Monsters

Post by Jabroniville »

D-BEES OF GERMANY & POLAND:
-As this is still early in the line, they more or less mention every single D-Bee race introduced thus far, pointing out whether or not they live in Germany or much of Europe.
Jabroniville
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Azverkan

Post by Jabroniville »

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THE AZVERKAN R.C.C.: ST +2, STA +6, AGI +2, FIGHTING +2, AWA +1, Expertise (Demons & Monsters) 8, Supernatural Evil Awareness (Ranged), Low-Light Vision, See Invisible, Acute Scent, Tracking, Immunity 2 (Posession), +4 Will (Limited to vs. Magical Stuff) [43]

-"The Knights of True Vision" are a race of D-Bees who are part-Cyber-Knight and part Psi-Stalker. They have the natural ability to see supernatural evil, which makes them the enemy of all Undead, Splugorth and others, all of whom give off that stuff like crazy. Most Azverkan belong to the "pseudo-religious" Knights of the True Vision, who are dedicated to eradicating all of this evil. Most humans still hate all D-Bees, leaving these guys to work in solo or in small groups and earn the respect of D-Bee communities all over.

-Azverkan have minor amounts of M.D.C., but many become Partial or Full Conversion Cyborgs. They're in that weird zone where they get their own R.C.C. Skills & abilities, but are able to join other O.C.C.s like Headhunters & stuff, but can't be Cyber-Knights, Juicers or any kind of Mage.
Jabroniville
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Seeker

Post by Jabroniville »

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SEEKER R.C.C.: Growth 5, ST +6, STA +2, FIGHTING +2, INT -2, AWA +1, Defenses +4, Tracking, Survival +5, Perception +5, Regeneration 6 (Regrows Limbs), Speed 2, Leaping 1, Low-Light Vision, Infravision, Ultravision, Extended Vision 2, Benefit (Ambidexterity), May Use Feet as Hands, "Psionics" (Presence Sense, Detect Psionics, See Aura, See the Invisible, Sense Evil, Sense Magic, Psychic Diagnosis, Telepathy, Mind Block), "Magic" (5/day- Invisibility, Escape, Teleport Self Greater, Reduce Self to 6 feet) [59 + Magic & Psionics]

-Seekers are 20-foot tall cycloptic beings who are often used as trained agents by others- the Naruni have cornered the market on using them as slaves. They have about +10 Toughness and hit pretty hard, doing +11 or so unarmed.
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Lycanmorph

Post by Jabroniville »

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LYCANMORPH R.C.C.: ST +5, STA +5, AGI +2, INT -2, AWA -1, Speed 2, Survival +6, Extended Vision 3, Low-Light Vision, "Healing Metamorphosis" Healing 6 (Limited to Self, Requires Cocoon), Morph 1 (Metamorph)- one Alt-Effect, "Psionics" (Empathy, Telepathy, Sense Evil, Sense Magic, Mind Block, Electrokinesis) [37 + Psionics]
Bipedal Morph: FIGHTING +4, Protection 2, Dodge +4, Leaping 1 [15]
Flyer Morph: ST +3, FIGHTING +6, Protection 5, Dodge +6, Flight 5, Infravision, Radius Sight, See the Invisible, "Huge Size" Reach, Increased Mass 2 [47]
Battler Morph: ST +5, FIGHTING +8, Protection 2, Dodge +3, Blast 11, AE: "Toxic Spray" Dazzle Visuals 11, Flight 5, "Huge Size" Reach, Increased Mass 2 [66]

-A pretty bizarre "Alien" design, the Lycanmorph is a shapeshifting alien that starts out with bug-eyes and a Xenomorph-like skull. They are friendly, vegetarian creatures that often "adopt" communities as their own, and are not great in number. Their are naive, foolishly trusting and overly curious, but not stupid, and can sense evil. They are said to be pouty and whiny when not getting their way, and like eight-year old children, which is one of those "oh god this is for annoying players to harass their friends with, isn't it?" moments.

-The key aspect of a Lycanmorph is that it has three different forms, each of which is unlocked by forming a cocoon for several minutes and metamorphing. The Bipedal Form is the most useful for Skills, and has +10 toughness and does +7 damage. The Flyers are much stronger (+10 damage) and more durable (+15 Toughness- 600 M.D.C.!), and even better fighters (five attacks and good bonuses to hit). And the Battler Morph is even better than THAT, to the point of being completely redundant since it can ALSO fly- it has seven attacks and +6 to hit, which is up there with some of the best fighters in the entirety of Rifts! It's only "flaw" is having only 300-ish M.D.C. and being less effective at dodging.
Jabroniville
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Ugakwa Explorer

Post by Jabroniville »

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UGAKWA EXPLORER R.C.C.: ST +8, STA +1, AGI +2, Explorers +6, Vehicles +2, Ultravision [27]

-This is a race of extradimensional travelers who've discovered Earth and have arrived in a bit less than a thousand to explore the world. Most are adventures and mercenaries, and have strange bodies that are strong on top and weak at the bottom, since they're from a world with a thick, gaseous atmosphere that allowed them to "swim" through the air and not touch the ground (... I guess they don't use their legs to swim, like almost literally everything else?). They wear special air tanks to survive on Earth, making them look like weird alien astronauts.

-Ugakwa hit with about +10-level damage and have Triax-tier technology, including a Force Field generator, an absolute TON of stuff that fires out energy blasts, and a Plasma Net. Like, they have a LOT of unique gear, and it's all buried in here instead of the various "Gear" sections throughout this book.

UGAKWA GEAR:
"Force Field Generator" Toughness +11.
"Life Support System" Immunity 2 (Suffocation 2).
"Jet Pack" Flight 7 (250 mph).
"Flight Suit" Protection +1, Knuckle Laser (Blast 10).
"Plasma Spear" Blast 11.
"Plasma Net" Snare 8.
Jabroniville
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Srrynn Cannibal

Post by Jabroniville »

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SRRYNN CANNIBAL R.C.C.: ST +3, STA +5, FIGHTING +6, Benefit (Ambidextrous), Extra Limb 1, Low-Light Vision [31]

-So these are cannibalistic, monstrous D-Bees that act like demons, and are transdimensional scavengers and raiders who add to the "generically-evil races" of Rifts. 4,000 are part of the Gargoyle Empire, and others act as mercenaries throughout Europe and abroad. They'll likely be about +8 Toughness, being M.D.C. creatures, and many become cyborgs, but their big deal is having two extra attacks owing to a third arm. Humorously, they don't do Mega-Damage unarmed, which means they can literally not hurt each other!
Jabroniville
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Eurotorpid

Post by Jabroniville »

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EUROTORPID
Role:
Huge Dominant Herbivore
PL 11 (85)
STRENGTH
8 STAMINA 10 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Expertise (Survival) 3 (+4)
Intimidation 13 (+13 Size)
Perception 2 (+3)

Advantages:
Close Attack 2, Diehard, Improved Critical (Horn), Interpose, Power Attack

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
"Ceratopsian Horns" Strength-Damage +2 (Feats: Penetrating 7) [9]
"Ceratopsian Neck Frill" Enhanced Dodge 1 & Parry 2 [3]
Speed 2 (8 mph) [2]

"Dino-Sized" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +2 [2]
Protection 4 [4]
Impervious Toughness 9 [9]
"Automatic Sixth Sense" Senses 1 (Danger Sense) [1]

"Psionics" (Sixth Sense, Empathy, Sense Evil)

Offense:
Unarmed +9 (+10 Damage, DC 25)
Horn +9 (+12 Damage, DC 27)
Initiative +0

Defenses:
Dodge +3 (+4 Frill, DC 14), Parry +7 (+9 Frill, DC 19), Toughness +14 (+5 Impervious), Fortitude +12, Will +7

Complications:
Disabled (Animal)- Dinosaurs cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Cold Climates)- The Age of Reptiles was a much hotter time period than our own. Creatures from that era will be more susceptible to Cold and Ice-based attacks.

Total: Abilities: 14 / Skills: 18--9 / Advantages: 6 / Powers: 45 + Psionics / Defenses: 11 (85 + Psionics)

-The Eurotorpid just has the picture of a buglike, horned head, but it's said to be Triceratops-like (it’s on a different page-good old Rifts “cut n paste”). Around 500 M.D.C., they travel in occasionally MASSIVE herds throughout Europe, and have Danger Sense, making them impossible to catch unawares. They are very popular mounts for the Simvan Monster Riders, as you might expect, but also Psi-Stalkers enjoy riding them. Most humanoids, not having the proper Animal-Handling R.C.C. traits, will be badly trampled if they try, but the creatures are usually fine, since they can sense evil intent or danger.
Spectrum
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Re: Jab's Rifts Builds (Psynetic Crazy! Ecto Traveler! Psi-Bloodhound!)

Post by Spectrum »

If the mounts can sense evil intent, and their riders are always evil, how does that work?
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Re: Jab's Rifts Builds (Psynetic Crazy! Ecto Traveler! Psi-Bloodhound!)

Post by catsi563 »

Simvan arent evil persay theyre closer to WOW orcs, Tribal behavior with some shamanistic beliefs

Wild Psi stalkers are similar in some ways not evil but very predatory
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Spectrum
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Re: Jab's Rifts Builds (Psynetic Crazy! Ecto Traveler! Psi-Bloodhound!)

Post by Spectrum »

As a long time Alliance player, orcs are evil.

On the other hand, I'm looking forward to the new expansion because it'll make it easier for me to play through the Horde quest lines...
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Jabroniville
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Re: Jab's Rifts Builds (Psynetic Crazy! Ecto Traveler! Psi-Bloodhound!)

Post by Jabroniville »

Spectrum wrote: Tue Oct 20, 2020 6:49 pm If the mounts can sense evil intent, and their riders are always evil, how does that work?
I kinda wondered that, too, given how the Brodkil make a thing out of eating vanquished foes. I mean, it's not evil TO THEM, but still.
Jabroniville
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C’Ro Demon Mage

Post by Jabroniville »

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C'RO DEMON MAGE R.C.C.: ST +2, STA +11, AGI +2, FIGHTING +7, INT +1, AWA +2, PRE +2, Parry +3, Ranged Attack 7, Pincers +6 (Linked to Dazed/Stunned Affliction 10, Cumulative), Low-Light Vision, See the Invisible, Regeneration 8, Immunity (Fire, Cold, Heat, Disease, Possession, Vampiric Attacks), Comprehend 3 (Languages), Dimensional Travel 2, "Magic" (All Necromancer Spells, Levels 1-6 of African Magic) [111 + Magic]

-An NPC race of supernatural monsters that are classified as "Greater Demons" owing to their great power and scarcity. Despite being super-powerful, power-hungry and eager to set themselves up as rulers, warlords of GODS, they have a bio literally a single paragraph long and almost nothing to them. The art is of a generic, evil-looking robed guy with arthropod claws on his back. They average to about +13 (350 M.D.C.), but "never use body armor" for no reason whatsoever. With seven attacks and +3 to hit, they have extremely good combat capabilities. They have lots of magic and decent damage, but because Magic is pretty weak in Rifts, they're about PL 11 offensively, PL 12 defensively.
Jabroniville
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Mega-Foot Mastika

Post by Jabroniville »

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MEGA-FOOT MASTICA
Role:
Weirdly-Shaped Monster
PL 10 (80)
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE --

Skills:
Athletics 4 (+10)
Expertise (Survival) 8 (+9)
Perception 9 (+10)
Stealth 3 (+5, +2 Size)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Startle, Uncanny Dodge

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent 2, Low-Light Vision, Extended Vision, Scent-Tracking) [6]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]
Regeneration 3 [3]
Leaping 2 (30 feet) [2]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Strength-Damage +2 (Feats: Reach) [3]
"Armored Plates" Protection 2 [2]
Immunity 6 (Cold, Fire Damage) (Flaws: Limited to Half-Effect) [3]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Natural Weapons +10 (+10 Damage, DC 25)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +4

Complications:
Disabled (Animal)- Mastica cannot speak to humans, nor use their claws to easily manipulate objects.
Responsibility (Feeding Frenzy)- Eating in packs may cause the Mastica to go wild, consuming everything in sight, even fallen Mastica. They lose half their fighting ability and will fight over even the tiniest scraps.

Total: Abilities: 18 / Skills: 24--12 / Advantages: 7 / Powers: 28 / Defenses: 15 (80)

-Where else but in Rifts can you see an artist go out of his way to make this wild, unique, alien-looking best, then have Kevin S immediately ruin it by giving it a stupid name like "Mega-Foot Mastica" and a bio that indicates they're gross, stupid and suck at fighting? Looking like a weird crescent-shaped but with tons of pincers and randomly enormous digitigrade legs ending in large clawed feet, this is a giant scavenger. It is infamous for attacking sick, injured, young and helpless individuals, so most intelligent creatures will attack them on sight. They are skittish and shy in small groups, but will rapidly gather in large ones, suddenly becoming bold and aggressive. Unlike most Rifts animals, it will not fight to the death, and will actually flee if the opponent puts up too much of a fight, like a real predator would.

-With only 35 M.D.C. on average, but five attacks, they are iffy combatants focusing more on accuracy and overwhelming the foe that crushing them.
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Stone-Claw

Post by Jabroniville »

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THE STONE-CLAW
Role:
Giant Lobster-Man
PL 10 (86)
STRENGTH
6 STAMINA 8 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Athletics 4 (+10)
Expertise (Survival) 8 (+9)
Intimidation 13 (+12 Size)
Percpetion 9 (+10)
Stealth 6 (+8, +5 Size)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Startle

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking) [4]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]
Regeneration 1 [1]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Strength-Damage +2 (Feats: Reach) [3]
"Armored Plates" Protection 3 [3]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Natural Weapons +8 (+10 Damage, DC 25)
Initiative +5

Defenses:
Dodge +5 (DC 15), Parry +8 (DC 18), Toughness +11, Fortitude +10, Will +8

Complications:
Disabled (Animal)- Stone-Claws cannot speak to humans, nor use their claws to easily manipulate objects.

Total: Abilities: 26 / Skills: 40--20 / Advantages: 6 / Powers: 20 / Defenses: 14 (86)

-Looking like a big, screaming Lobster-Bear, this is another wild animal. Naturally, it's a predator that hunts in small groups, and will even attack giants like Gargoyles, Bots and monsters. The Simvan like to use them as watchdogs or infantry attack animals. They're PL 9-10- tolerable creatures, but hardly that mighty in the world of Rifts.
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