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

Where in all of your character write ups will go.
Jabroniville
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Scavenger Model Mark 2

Post by Jabroniville »

SCAVENGER MODEL MARK 2
Role:
Kill-O-Bots, Frontline Fighters
PL 12 (190)
STRENGTH
11 STAMINA -- AGILITY 0
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 0 PRESENCE 0

Skills:
Perception 5 (+5)
Technology 3 (+5)
Vehicles 4 (+8)

Advantages:
Improved Critical (Cannon) 2, Ranged Attack 7

Powers:
"Killer Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 9 (Total 15) [9]
Leaping 1 (15 feet) [1]
Growth 4 (Str & Toughness +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Senses 9 (Infravision, Ultra-Vision, Extended Vision 2, Ultra-Hearing, "Radar" Ranged Radius Radio Sense) [9]
Communication (Radio) 3 (Extras: Selective) [15]

Speed 6 (120 mph) [6]

"Ion Cannon" Blast 13 (Extras: Penetrating 8) (34) -- [35]
AE: "Mini-Missiles" Blast 12 (Extras: Area- 30ft. Burst) (36)

Offense:
Unarmed +11 (+11 Damage, DC 28)
Ranged Attacks +11 (+13 Ranged Damage, DC 28)
Initiative +0

Defenses:
Dodge +13 (DC 23), Parry +11 (DC 21), Toughness +13, Fortitude --, Will +4

Complications:
Motivation (Programming)

Total: Abilities: 36 / Skills: 12--6 / Advantages: 9 / Powers: 99 / Defenses: 21 (171)

-Scavengers are designed to fix a problem the Manhunters have- without the Aglians to build them, they don't have the scientific knowledge to create more Manhunters. Therefore, they rebuild captured enemy robots with the parts of wrecked Manhunters- Scavengers exist to carry this out. And of course they're 16 feet tall and devastating fighters.
Jabroniville
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Manhunter Races

Post by Jabroniville »

MANHUNTER RACIAL TEMPLATES:
* So Manhunter has a solid number of alien races, though unlike standard Rifts, most of them are "like Humans, only slightly different"- the priciest Template here is only 14 points. Nobody is made of M.D.C. and most of the races are pretty equivalent, with many having at least one bad stat. They're all detailed pretty well, with notes on their history, race relations, technology level, and more. Annoyingly, the Templates are in a different section than the racial descriptions. The number here is pretty ideal for a start-up game, too- not too many to overwhelm things, but enough that you're not just "stuck with the main five" or something.

AGLIAN: STA -1, INT +2, AWA +1, Technology +5, Science +3 [8]
-Tall grey beings with a rigid bureacracy- created the Manhunters but are now allied with humanity against them. Your "Vulcans" of the setting.

CHIROPTI: INT -1, PRE -1, Speed 1, Acute Scent- Tracking [-1]
-Bat-eared Warrior Race with low levels of technology but enhanced senses. They actually cost LESS points with this template!

DERKOSIAN: ST +1, STA +2, AGI +1, Protection +4 [12]
-Strong, gross-looking "slave race" with piglike snouts.

GORUSHAN: ST +2, INT -1, AWA -1, Strength-Damage +1 [1]
-Monstrous warriors with Aglian-level tech, despite being kinda dumb. Look like Predators and have enslaved others. A big source of "Space Pirates" & stuff.

KIRN: INT -1, AWA -1, FIGHTING +2, "Tail" Extra Limb [1]
-Sexy Catgirls with sharp claws and a love of nature.

MALATRANI (Female): ST +1, STA +1, AGI +1, Speed 1, Swimming 2, Adaptation- Aquatic, Immunity (Drowning), "Ink Attack" Dazzle Visuals 6 (1/day) [14]
MALATRANI (Male): INT +2, AGI +2, Speed 1, Swimming 2, Adaptation- Aquatic, Immunity (Drowning), "Ink Attack" Dazzle Visuals 6 (1/day) [16]
-Aquatic blue people with tentacles for hair. Males were a discriminated-against caste, and gladly led the Gorushan to take over the homeworld, but were mostly slaughtered and used for breeding new slaves.

QULAK: STA +3, INT -2 [2]
-Barrel-shaped simple folk from a world that was largely destroyed by plague and is climbing out of the muck.

SHIGAT: ST +2, STA +2, INT -1, AWA -2, PRE -1, Claws +1 (Split), Immunity (Vacuum, Pressure, Half-Effect) [3]
-Giant Mantis-people from a homeworld wracked with natural disasters. Get along well with other races, whom they credit with their salvation (ie. new colonies).

SIM: ST +1, STA +1, AWA -1, PRE -1, Speed 1, +1 to Any Stat [3]
-Sims are an offshoot of humanity (based off of Aglian tech and teh Qulaki "Blue Plague")- genetic supermen with a fatal flaw- they are doomed to die after fifteen years, because their creators feared they were too superior to humans. Enraged, they formed the "Sim Rebellion" and create new generations to fight, all hoping to unlock the secret of a natural aging process.

TERRAN: AWA +1 [2]
-Humans. Terra itself has been gutted of all its culture and left as a "preserve" by the Aglians, with humans spread out across the universe. Their relations with others depend on where they live- they often distrust others.

TURZIG: STA +1, AWA -1, Speed [xx]
-Lizard people with two subraces- one nocturnal, one diurnal. Low-tech, but want more.

ULAR: AGI -1, Claws +1 (Split), Growth 2 (Innate), Reach [6]
-11-foot Wolverine-People from a desolate, frozen world. Despite this, they are beloved and respected by most other races as great fighters.
Spectrum
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Re: Jab's Rifts Builds (Assorted Gear! Mindwerks Done! Rifts Manhunter!)

Post by Spectrum »

Sorry for not making very many comments this time around. Manhunters is actually a pretty cool setting with some really interesting artwork.

However, its also not as known. It's from a small press, that as far as I can find, isn't around anymore and haven't released an official pdf.

The artwork is one of the high points for me. I'm not sure that you'd call of it great but its very distinctive. One of the things that I had to check out when this project was announced was that the Carella wasn't involved. Many of the artists in the Rifts version are the same as his later projects Witchcraft and Armageddon.
We rise from the ashes so that new legends can be born.
Jabroniville
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Re: Jab's Rifts Builds (Assorted Gear! Mindwerks Done! Rifts Manhunter!)

Post by Jabroniville »

Spectrum wrote: Sat Nov 07, 2020 2:03 pm Sorry for not making very many comments this time around. Manhunters is actually a pretty cool setting with some really interesting artwork.

However, its also not as known. It's from a small press, that as far as I can find, isn't around anymore and haven't released an official pdf.

The artwork is one of the high points for me. I'm not sure that you'd call of it great but its very distinctive. One of the things that I had to check out when this project was announced was that the Carella wasn't involved. Many of the artists in the Rifts version are the same as his later projects Witchcraft and Armageddon.
The art is very much "90s Comics" to me, with characters evoking a lot of the Marc Silvestri stuff with wiry appendages and the scrappy "Cyberpunk" aesthetic. There's a class here and there that's clearly meant to look like Lady Deathstrike or Decker from Blade Runner, and more. Even the aliens are more "Low Space Fantasy" than Star Wars crazy-races- everything here is humanoid and pretty simple.

One thing I notice is that there is 25+ O.C.C.s, but most of them are pretty same-y, being "Space Guy" types. Most even have only a paragraph or two as a description! As a result, I'll probably post 2 a day and use a pretty generic "Template" for most of them- they really don't differentiate very much, save for having a specific focus here or there.
Jabroniville
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Manhunter Organizations

Post by Jabroniville »

ORGANIZATIONS:
-Manhunter provides a bunch of different groups, most of whom are Terran in origin. The Aglian-Terran Planetary Defense System is the "basic good guys"- an Earth/Aglian alliance of generic guys. The Consortium are a Magic-based secret society with roots in the 1970s. The Damocles Society is a band of "Kingslayers", said to have slain the Czars of Russia and J.F.K. in Dallas- their representative is a black James Bond-type guy. The Bloodhounds are Chiroptis who fell in love with Terran Samurai codes and became warrior-monk mercenaries. They hate the Damocles for killing ANYONE for a price. The Dodecahedron Compact are a criminal alliance only out for a profit.

The Holy Order of the Void are a band descended from a lost Terran colony- they fell into Cybernetics that take hold of their minds, and are religious zealots- only 4% are said to have gained this cybernetic "gift"- the rest are poorer followers. They attempt to convert people from other races, and have an uncomfortable relationship with the ATPDS. A large number of powerful enemies are Void creations. People Against The Termination of Constructed Humans (PATCH) are pro-Sim freedom fighters who combat the ATPDS for their cruel construction of doomed superhumans. And finally we have the Wreckers- a conglomeration of unallied "Space Pirates".
Jabroniville
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Bloodletter

Post by Jabroniville »

Image

I'm tired of no art! Here's a generic Space Ninja!

BLOODLETTER O.C.C.
Role:
Swordfighters
PL 7 (73)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+6)
Athletics 6 (+8)
Deception 4 (+5)
Expertise (Space Guy) 5 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 4 (+5)
Perception 4 (+5)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Sword, Shield Projector- Toughness +4, Space Gear)

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3 (+7 Shield), Fortitude +5, Will +5

Complications:
Motivation (Greed)- Bloodletters are swordsmen-for-hire.

Total: Abilities: 40 / Skills: 36--18 / Advantages: 5 / Powers: 0 / Defenses: 10 (73)

-Right away we get something a bit odd- spacefaring Swordsmen, owing to the fact that ranged weapons "punch holes in spaceships" and are thus too dangerous, as well as being picked up easily on scans. So swordsmen are highly desired troops. Because of course giant metal blades are famously easy to smuggle past authorities.
Jabroniville
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Cannibal

Post by Jabroniville »

CANNIBAL O.C.C.
Role:
Ex-Cons Who Fight Cons, Skillmonkeys
PL 7 (74)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Deception 4 (+6)
Expertise (Space Guy) 5 (+6)
Expertise (Criminal) 5 (+6)
Insight 2 (+3)
Investigation 4 (+6)
Intimidation 2 (+4)
Perception 3 (+5)
Stealth 4 (+6)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Sword, Shield Projector- Toughness +4, Space Gear)

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Shield), Fortitude +5, Will +5

Complications:
Motivation (Greed)- Cannibals were once criminals.

Total: Abilities: 44 / Skills: 38--19 / Advantages: 5 / Powers: 0 / Defenses: 8 (74)

-Cannibals are described via a long bio of one dude who fell onto the wrong side of the tracks, served half of his sentence, and has since been used to hunt his own kind- therefore, they are "Cannibals"- cons who hunt cons as a form of indentured labor. They're streetwise Skillmonkeys of a sort.
Jabroniville
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Charlatan

Post by Jabroniville »

Image

CHARLATAN O.C.C.
Role:
Gamblers
PL 7 (75)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Deception 6 (+8)
Expertise (Space Guy) 5 (+6)
Expertise (Criminal) 5 (+6)
Insight 2 (+3)
Investigation 4 (+6)
Perception 3 (+5)
Stealth 4 (+6)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Daze (Deception), Equipment 5 (Sword, Shield Projector- Toughness +4, Space Gear)

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Shield), Fortitude +5, Will +5

Complications:
Motivation (Greed)- I mean, it's practically in their name.

Total: Abilities: 44 / Skills: 38--19 / Advantages: 6 / Powers: 0 / Defenses: 8 (75)

-Charlatans are a common thing in Palladium games- professional liars. They actually get a lot of skills, but aren't otherwise special.
Jabroniville
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Choirboy

Post by Jabroniville »

Image

CHOIRBOY O.C.C.
Role:
Bounty Hunters, Rules-Obsessed Warrior-Monks
PL 7 (78)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 5 (+7)
Deception 4 (+6)
Expertise (Space Guy) 5 (+6)
Expertise (Bounty Hunter) 6 (+7)
Insight 3 (+4)
Investigation 6 (+7)
Intimidation 3 (+5)
Perception 3 (+5)
Stealth 4 (+6)
Technology 5 (+6)
Vehicles 2 (+7)

Advantages:
Equipment 5 (Sword, Armor- Toughness +4, Space Gear)

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Armor), Fortitude +5, Will +5

Complications:
Motivation (Bounties)- Choirboys are bounty-hunters.
Responsibility (Ryooshido Code)- Choirboys follow this code strictly.

Total: Abilities: 44 / Skills: 46--23 / Advantages: 5 / Powers: 0 / Defenses: 8 (78)

-Choirboys are the name for "Bloodhood" bounty hunters who strictly follow the "Ryooshido Code", originated when Zen-like monks mixed with the Chiropti. Apparently "Choirboy" is a somewhat sarcastic name- people on the frontiers who require on the Choirboys for justice call them "Knights of the Bloodhood". They get a +3 bonus to ten skills, plus the "Karmic Power" from Heroes Unlimited. They have a TON of skills, and good armor.
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JDRook
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Re: Choirboy

Post by JDRook »

Jabroniville wrote: Tue Nov 10, 2020 2:57 am CHOIRBOY O.C.C.
Role:
Bounty Hunters, Rules-Obsessed Warrior-Monks

Powers:
None

Motivation (Bounties)- Choirboys are bounty-hunters.
Responsibility (Ryooshido Code)- Choirboys follow this code strictly.

... They get a +3 bonus to ten skills, plus the "Karmic Power" from Heroes Unlimited. They have a TON of skills, and good armor.
Karmic Power is kind of a clunky Luck-based power in HU. It would probably give the equivalent of Diehard, Teamwork, Uncanny Dodge, Immunity to Critical Hits and enough bonus offense and defense to push up a PL or 2. It also makes any opponents lose all of their combat bonuses when fighting the Karmic character, and there's an option to "buff" or "debuff" other people's luck. The kicker is that the bonuses require the character to be motivated by good or selflessness, and selfish or evil acts causes Power Loss, potentially permanently. Possibly yet another reason they're called Choirboys.
Jabroniville
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Re: Choirboy

Post by Jabroniville »

JDRook wrote: Tue Nov 10, 2020 3:31 am
Jabroniville wrote: Tue Nov 10, 2020 2:57 am CHOIRBOY O.C.C.
Role:
Bounty Hunters, Rules-Obsessed Warrior-Monks

Powers:
None

Motivation (Bounties)- Choirboys are bounty-hunters.
Responsibility (Ryooshido Code)- Choirboys follow this code strictly.

... They get a +3 bonus to ten skills, plus the "Karmic Power" from Heroes Unlimited. They have a TON of skills, and good armor.
Karmic Power is kind of a clunky Luck-based power in HU. It would probably give the equivalent of Diehard, Teamwork, Uncanny Dodge, Immunity to Critical Hits and enough bonus offense and defense to push up a PL or 2. It also makes any opponents lose all of their combat bonuses when fighting the Karmic character, and there's an option to "buff" or "debuff" other people's luck. The kicker is that the bonuses require the character to be motivated by good or selflessness, and selfish or evil acts causes Power Loss, potentially permanently. Possibly yet another reason they're called Choirboys.
Weird. I can't seem to find that book in my totally-legal collection of Palladium books (I forgot to check before posting the build, lol).
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JDRook
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Re: Choirboy

Post by JDRook »

Jabroniville wrote: Tue Nov 10, 2020 5:28 amWeird. I can't seem to find that book in my totally-legal collection of Palladium books (I forgot to check before posting the build, lol).
It's the Revised Second Edition HU they released in 1998 that has a bunch of new stuff, including more powers and the optional Mega-Hero category.
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catsi563
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Re: Jab's Rifts Builds (Bloodletter! Charlatan! Choirboy!)

Post by catsi563 »

can also be found In villains unlimited as well if i recall
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Jabroniville
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Chrome Warrior

Post by Jabroniville »

Image

CHROME WARRIOR O.C.C.
Role:
Space Super-Cyborgs, Adventure-Seekers
PL 9 (93)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Shield Projector- Toughness +4, Space Gear)

Powers:
"The Fist" Blast 13 (Flaws: Half-Unreliable- 12 shots) [20]
"Armor" Protection 5 [5]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
The Fist +5 (+13 Ranged Damage, DC 28)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +5

Complications:
Motivation (Adventure)- Chrome Warriors are great risk-takers, adoring great power and adventure.

Total: Abilities: 40 / Skills: 28--14 / Advantages: 5 / Powers: 25 / Defenses: 9 (93)

-Chrome Warriors are wild, risk-taking individuals who have stolen cybernetic enhancements (ie. "chrome") from The Void, which hasn't been explained yet. They get more "Chrome" than others typically get, gathering a cybernetic arm with a hidden weapon. It's said to be capable of "Destroying a Manhunter", which is TOTAL garbage given the amount of toughness those things have- hundreds of M.D.C. and tons of attacks versus a simple guy with a Rail Gun-tier weapon. I mean, it's Blast 13, but still.
Jabroniville
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Drivejock

Post by Jabroniville »

Image

DRIVEJOCK O.C.C.
Role:
Super-Pilots
PL 7 (83)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 9 (+14)

Advantages:
Equipment 15 (Starship, Shield Projector- Toughness +4, Space Gear), Ultimate Vehicles Skill

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Shield), Fortitude +5, Will +5

Complications:
Motivation (Greed)- Drivejocks typically fly mercenaries around.

Total: Abilities: 42 / Skills: 36--19 / Advantages: 16 / Powers: 0 / Defenses: 8 (83)

-Drivejocks are starship-flying specialists who are a necessity for Bounty Hunters, Space Pirates, etc. They're a bit light on other Skills, but come with their own ships and can fly pretty much everything- the bio describes them as like... a specific ORDER or something, having spent "centuries" perfecting their craft.
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