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

Where in all of your character write ups will go.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Zone Boy

Post by Jabroniville »

ZONE BOY O.C.C.
Role:
Space Rangers
PL 7 (68)
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 4 (+6)
Intimidation 2 (+3)
Perception 5 (+6)
Stealth 2 (+4)
Technology 4 (+5)
Vehicles 1 (+6)

Advantages:
Equipment 5 (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 (Duty)- Zone Boys guard the spaceways.

Total: Abilities: 40 / Skills: 32--16 / Advantages: 5 / Powers: 0 / Defenses: 9 (70)

-Despite the "Cyberpunk"-style name, Zone Boys are effectively "Space Rangers" who act as guards, judges, juries, and executioners in distant space lanes. So like a Justice Ranger but with worse gear and not against Robots. Only good-aligned Terrans may be Zone Boys.
Spectrum
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Re: Jab's Rifts Builds (MUTT! Smoker! TRASHMan! Widowmaker!)

Post by Spectrum »

I know that its way too late and there just isn't enough artwork out there, would love to hear a commentary about the races.
We rise from the ashes so that new legends can be born.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (MUTT! Smoker! TRASHMan! Widowmaker!)

Post by Jabroniville »

Spectrum wrote: Fri Nov 20, 2020 3:26 am I know that its way too late and there just isn't enough artwork out there, would love to hear a commentary about the races.
There's not really much to most of them other than what I've already listed. Just a page here or there about how one is a "Warrior Race" and uninteresting stuff about their interactions with other races.
Spectrum
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Re: Jab's Rifts Builds (MUTT! Smoker! TRASHMan! Widowmaker!)

Post by Spectrum »

Needs more Kirn?

Image
We rise from the ashes so that new legends can be born.
slade the sniper
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Joined: Sat Dec 24, 2016 11:15 pm

Re: Jab's Rifts Builds (MUTT! Smoker! TRASHMan! Widowmaker!)

Post by slade the sniper »

Spectrum wrote: Fri Nov 20, 2020 7:24 pm Needs more Kirn?

Image
What book is that from? What OCC is that?

-STS
Spectrum
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Re: Jab's Rifts Builds (MUTT! Smoker! TRASHMan! Widowmaker!)

Post by Spectrum »

That's one of the Manhunter races- the Kirn.
We rise from the ashes so that new legends can be born.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Void Cyberworm

Post by Jabroniville »

Image

VOID CYBERWORM
Role:
Cybernetic Guard Dogs
PL 11 (181)
STRENGTH
6 STAMINA 9 AGILITY 4
FIGHTING 13 DEXTERITY 5
INTELLIGENCE -1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+10)
Intimidation 6 (+7)
Perception 6 (+7)
Stealth 2 (+6)

Advantages:
Ranged Attack 6, Tracking

Powers:
Immunity 50 (Magic, Psionics, Visual Dazzles, Aging, Poison, Disease, Sleep, Suffocation 2, Starvation & Thirst) [50]
Senses 3 (Infra & Ultravision, Extended Vision) [3]
Burrowing 3 [3]

"Mouth Cannon" Blast 11 (22) -- [23]
AE: "Bite" Strength-Damage +3 (3)

Offense:
Unarmed +13 (+6 Damage, DC 21)
Bite +13 (+9 Damage, DC 24)
Mouth Cannon +11 (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +9, Fortitude +10, Will +5

Complications:
Responsibility (The Void)- Cyberworms don't think much for themselves- they are agents of The Void.

Total: Abilities: 76 / Skills: 18--9 / Advantages: 7 / Powers: 79 / Defenses: 10 (181)

-Void Cyberworms are fast, durable "Guard Dogs" constructed out of cybernetic additions to snake-like creatures. They sport six attacks and a Mouth Cannon, hitting PL 9 overall. Quite powerful, but nowhere close to Manhunters, though they have a ton of Immunities.
Spectrum
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Re: Jab's Rifts Builds (MUTT! Smoker! TRASHMan! Widowmaker!)

Post by Spectrum »

That's pretty cool. Where did you borrow the art from?
We rise from the ashes so that new legends can be born.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (MUTT! Smoker! TRASHMan! Widowmaker!)

Post by Jabroniville »

First thing “cyber snake” got me on Google :): https://www.pinterest.ph/pin/369576713173708383/
Jabroniville
Posts: 24801
Joined: Fri Nov 04, 2016 8:05 pm

Cybernaut

Post by Jabroniville »

CYBERNAUT
Role:
Void Agent
PL 7 (84)
STRENGTH
6 STAMINA 8 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE -1 AWARENESS -1 PRESENCE 1

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

Advantages:
Equipment 5 (Space Gear), Improved Critical (Blasters) 2

Powers:
"Heavy Cybernetics"
Immunity 2 (Sleep, Poison) (Flaws: Limited to Half-Effect) [1]
Senses 2 (Extended & Infravision) [2]
"Large" Features 2: Increase Mass, Reach [2]

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 +8, Fortitude +8, Will +5

Complications:
Responsibility (The Void)- Cybernauts don't think much for themselves- they are agents of The Void.

Total: Abilities: 50 / Skills: 28--14 / Advantages: 7 / Powers: 5 / Defenses: 8 (84)

-Cybernauts are big, strong agents of The Void. A bit thick-headed, but mighty in a game system without M.D.C. aliens for the most part.
Jabroniville
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Void Cyber Priest

Post by Jabroniville »

VOID CYBER PRIEST O.C.C.
Role:
Elite Agents of The Void
PL 11 (122 + Psionics)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Space Guy) 8 (+11)
Insight 2 (+3)
Investigation 2 (+3)
Intimidation 4 (+5)
Perception 4 (+5)
Stealth 2 (+4)
Technology 8 (+11)
Treatment 8 (+11)
Vehicles 1 (+6)

Advantages:
Benefit 2 (Agents of The Void), Equipment 5 (Shield Projector- Toughness +4, Space Gear), Ranged Attack 8

Powers:
"At Least One Cybernetic Component"
"Cyber Eye- Most Typical" Senses 7 (Extended, Infra, Micro & Ultravision) [7]

"Psionics" (Major: 6 regular + 1 Super-Psionic powers; Minor: 2 powers from 1 category)

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

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +3 (+7 Shield), Fortitude +5, Will +5

Complications:
Responsibility (The Void)- Cyber Priests don't think much for themselves- they are agents of The Void.

Total: Abilities: 60 / Skills: 46--23 / Advantages: 15 / Powers: 7 + Psionics / Defenses: 17 (122 + Psionics)

-Void Cyber Priests are the elite agents of The Void, and are all Psionic Cybernetic guys with a whole swack of skills (all listed in the high 80s, which is IMMENSELY rare for Rifts) and the same "Six Attacks Per Melee" given to all the elites in the Manhunter setting. This makes them a horde of Abberant Evil melee warriors.
Jabroniville
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Manhunter Gear

Post by Jabroniville »

MANHUNTER GEAR:
GUNS & STUFF:
-Yup, it's the mandatory gear section. At least in a standalone game it's kinda necessary. The guns are hella-wimpy, fitting the lower power of the setting- typiaclly Blast 7-9 at best. The Terrans and Kirn have super-powered Blast 11-12 weapons as the top ATPDS members. Ular get a Blast 11 one, too, and the Turzigs get some good stuff. There are S.D.C. blades from the more martial races, and the Ular get some comparatively-damaging M.D.C. ones- only Damage 6-7, but still.

ARMOR:
-The options shown in the O.C.C. section are listed here. There's also:

"Assorted Gear": Toughness +7-8.
-A variety of weak, often cheaply-made, full environmental suits.

"Mus-Tak Ballam": Toughness +12, ST 9, Speed 6, Leaping 2, Neutron Blasters +13, Gun +9, Claws +2, 10 feet tall.
-Gorushan heavy power armor. It has the only 1D10x5 weapon I've ever seen in the game with the Neutron Blasters.

"Conudyne Power Armor": Toughness +14, ST 9, Speed 4, Leaping 2, Pulse Cannon +14.
-The wealthiest corporation in the world has 450 M.D.C. Power Armor.

VEHICLES:
-There's vehicles, as you'd expect, plus "Build Your Own Vehicle" rules. There's a flying car with +9 Toughness, shuttles with +13-14 Toughness, and Star Cruiser-type giants with +16 Toughness and up. Actually, this section is at least ten times shorter than I was expecting- I was thinking there'd be 20+, as that's the usual "Rifts Page Bloat", but they keep this very, VERY simple, with only two cars, a few transport shuttles and a couple of big ships. They really don't waste much space here!
Jabroniville
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Re: Jab's Rifts Builds (Rifts Manhunter Complete- Void Agents!)

Post by Jabroniville »

And this does it for the Rifts Manhunter builds! It was kind of a lot of same-y stuff, making for easy spam-building, but it at least looks like a complete universe. Too bad it never really mattered to the setting, and seems to have been the end of the "franchise", as it were.

Next up... Rifts Phase World Sourcebook! Which means yay! More CJ Carella!
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Sidious
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Re: Jab's Rifts Builds (Rifts Manhunter Complete- Void Agents!)

Post by Sidious »

Phase World Sourcebook... isn't that the one with the TGE Invincible Guard? Love to see what you come up with on this. :)
Jabroniville
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Re: Jab's Rifts Builds (Rifts Manhunter Complete- Void Agents!)

Post by Jabroniville »

Sidious wrote: Mon Nov 23, 2020 1:41 pm Phase World Sourcebook... isn't that the one with the TGE Invincible Guard? Love to see what you come up with on this. :)
Yeah, that's the one. Looks like the book is half-gear, so it'll be a quick one, but it's got that Carella-tier "weird ideas" going for it, definitely.
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