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

Where in all of your character write ups will go.
Jabroniville
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Re: Jab's Rifts Builds (Phase World- In'Valians! Cyberai! Oni Ninja!)

Post by Jabroniville »

Ares wrote: Tue Dec 01, 2020 5:12 pm Not sure how I feel about the Dweller, honestly. I mean, besides the fact that it looks like a deformed, hairy penis with an eye in the tip.

It just cements the Kreeghor as being "the bad empire" of the setting, which is honestly fine, especially for Rifts. At the same time, I'd probably want something more akin to how Marvel has their space empires with the Kree, the Skrull and the Shi'Ar. Though in this case, I'd have the Kree be more like CCW/Star Trek Federation, while the Kreeghor are more like the Shi'Ar where it's a full on Empire, but not a 100% evil one. Seems to me that with space being as big as it is, in addition to all of the independent systems, there should be at least a half dozen major space government/empires with their own agendas and complex relationships.
Yeah, their space setting so far seems to only have 3-4 major factions in it, but given that there's like 4-5 other "Space Books" I've never touched, they probably added more eventually.
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Sidious
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Re: Jab's Rifts Builds (Kreeghor Witch! Invincible Guardsman!)

Post by Sidious »

I love the write-ups you're doing. Phase World has to be the better of the Rifts settings with so much potential.
You could include Scraypers, both Alien's Unlimited books, Manhunters and still have 2 more books just dealing with Phase World space (not including Mutants in Orbit).

I kinda want to play in a Phase world game now...
Jabroniville
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Monro

Post by Jabroniville »

Image

MONRO R.C.C.: ST +4, STA +5, FIGHTING +4, INT +1, PRE -1, Extra Limbs 4, Ranged Attack +4, Protection 2, See the Invisible, Infravision, Regeneration 6, Immunity 10 (Fire & Heat, Half-Only) [52]

-The Monro are another interesting thing by CJ Carella- a race of technologically-gifted creatures that look more like repulsive monsters. They have pig-like bodies, tentacles and cycloptic features, resembling a D&D monster more than anything, yet are said to fear magic (despite coming from a world rife with magical energy) and prefer tech. They were conquered thousands of years ago by the Kreeghor, but have since become respected techies and administrators across the galaxy. One of Vince Martin's more unique ideas, they are also vulnerable to the usual "Good-Aligned" weaponry. They have supernatural stats and solid baseline M.D.C., too, but their main advantage is the HUGE boost that extra limbs always gives creatures in Palladium games. Seriously, Extra Limbs may be the most powerful regular thing in the game.
Jabroniville
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Re: Jab's Rifts Builds (Kreeghor Witch! Invincible Guardsman!)

Post by Jabroniville »

Sidious wrote: Thu Dec 03, 2020 1:25 pm I love the write-ups you're doing. Phase World has to be the better of the Rifts settings with so much potential.
You could include Scraypers, both Alien's Unlimited books, Manhunters and still have 2 more books just dealing with Phase World space (not including Mutants in Orbit).

I kinda want to play in a Phase world game now...
Thanks :)! Yeah, the Phase World stuff has been kind of a surprise- I heard so much about Carella's bad rep for power-creep and the infamous Cosmo-Knights that it kind of took me by surprise. At least Fatal & Friends seems to enjoy his work, or at least appreciate what he did with it.
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UWW

Post by Jabroniville »

UNITED WORLDS OF WARLOCK:
-The United Worlds of Warlock now get a bit more focus, explaining their Navy (made up of volunteers from all the UWW worlds, which are generally more loosely affiliated than other groups). There's mention of the threats they fight- usually major stuff like Splugorth, Supernatural Intelligences, pirate fleets, Dominators, and more! They're said to be "successful most of the time". The True Atlanteans have formed a colony that's now part of the UWW, as they terraformed a wild-rifting planet called Alexandria to be more stable. There's also a bio for Inglix the Mad- a power-crazed magically-powered dwarf who travels the Megaverse gaining more and more magical power. He's important to the UWW but a bit crazy, and is clearly here to be a reason for the PCs to be adventuring for things that he wants. He has tolerable M.D.C. (400) and amazing physical stats, and is way beyond the PCs in terms of magical experience, hitting high levels in four different magical O.C.C.s.
Jabroniville
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Warlock Marine

Post by Jabroniville »

Image

WARLOCK MARINE O.C.C.
Role:
Space Navy
PL 11 (159)
STRENGTH
4/13 STAMINA 5 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Space Guy) 5 (+6)
Expertise (Navy) 6 (+7)
Expertise (Magic) 2 (+3)
Insight 2 (+3)
Intimidation 4 (+5)
Investigation 3 (+4)
Perception 4 (+5)
Technology 2 (+3)
Vehicles 2 (+7)

Advantages:
Benefit 1 (Rank), Equipment 5 (Space Gear, Volcano Mark-I Plasma Discharger +14), Ranged Attack 1

Powers:
"Warlock Combat Armor" (Feats: Restricted 2) (Flaws: Removable) [74]
Enhanced Strength 9 (18)
Protection 8 (Extras: Impervious) (16)
Enhanced Fighting 1 (2)
Enhanced Dodge 1 (1)
Ranged Attack +1 (1)
"Armor of Ithan" Protection +1 (Extras: Impervious 2) (Flaws: Unreliable- 3/day) (2)
Speed 4 (30 mph) (4)
Senses 12 (Infra & Ultravision, Radar- Ranged Radius Radio Sense, Vision Counters Concealment, Detect Evil- Ranged) (12)

"Missile Launchers" Blast 11 (Extras: Area- 30ft. Burst) (33) -- (34)
  • AE: "Wrist Blaster" Blast 11 (22)
-- (90 points)

Offense:
Unarmed +6 (+5 Damage, DC 20)
Combat Armor +7 (+13 Damage, DC 28)
Plasma Discharger +7 (+14 Ranged Damage, DC 29)
Initiative +4

Defenses:
Dodge +6 (+7 Armor, DC 16-17), Parry +6 (+7 Armor, DC 16-17), Toughness +5 (+13 Armor, +15 Armor of Ithan), Fortitude +7, Will +5

Complications:
Responsibility (The UWW)- Warlock Marines cannot even attack the UWW without their armor self-destructing. Most are obsessed with their brotherhood and are deeply loyal.

Total: Abilities: 54 / Skills: 32--16 / Advantages: 7 / Powers: 74 / Defenses: 8 (159)

-The Warlock Marines are one of those ever-so "Maximize the Use of the Setting" things- they're UWW Space Navy agents who are drawn up from various fantasy races, but IN SPACE, and use Space Armor that's powered by Magic! Much is made of their camaraderie and love of their lifestyle, and you can be Elves, Dwarves, Humans, Giants, etc.- even DRAGONS! Their training is extreme- taking place in all environments and designed to weed out unsuitable candidates- most drop out and become part of the Support Corps, while only 25% move on to active Marine duty. Those accepted are far and above the best physical candidates from their respective races, and take drugs & magical potions to become even BETTER!

-Carella adds more and more stuff- their suits are bonded to the users in a mystical ritual, and their connections can run deep- various Marines become extremely attached to their suits, even talking to them. They are allowed to retain their gear after leaving the Marines, but if they attack their own nation, the suit automatically explodes thanks to a magical ritual! Honestly, these guys are a pretty great idea, though the gear and options are pretty typical. They get solid physical upgrades (pretty meaningless in Rifts, though) and a pedestrian set of Skills (typical Space Soldier stuff). And of course both their O.C.C. and the Gear section have the exact same half-page image of art for the suit, lol.

-Oh yeah, this is a Carella creation, alright. Warlock Marines are IMMENSELY powerful, packing the "usual Power Armor Guy" stuff onto crazy things like a Blast 14 sidearm and ST *13* as a natural function of the suit! This means these guys can do incredible damage at all times, and get solid bonuses to hit as well, both from their training (+1) and their gear (+1). So overall, these guys hit PL 11 and are an incredible threat.

-There is an option for a less-durable suit that can fly- it loses a rank of Toughness and adds Flight 6.
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Davies
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Re: Jab's Rifts Builds (Invincible Guardsman! Warlock Marine!)

Post by Davies »

I do believe I have found a replacement image for the Crimson Imperium Marines in my thread!
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Sidious
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Re: Jab's Rifts Builds (Kreeghor Witch! Invincible Guardsman!)

Post by Sidious »

Jabroniville wrote: Sat Dec 05, 2020 5:33 am
Sidious wrote: Thu Dec 03, 2020 1:25 pm I love the write-ups you're doing. Phase World has to be the better of the Rifts settings with so much potential.
You could include Scraypers, both Alien's Unlimited books, Manhunters and still have 2 more books just dealing with Phase World space (not including Mutants in Orbit).

I kinda want to play in a Phase world game now...
Thanks :)! Yeah, the Phase World stuff has been kind of a surprise- I heard so much about Carella's bad rep for power-creep and the infamous Cosmo-Knights that it kind of took me by surprise. At least Fatal & Friends seems to enjoy his work, or at least appreciate what he did with it.
If you ever get a chance, take a look at his Eden Studios work. It's really good as well.
Jabroniville
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Warlock Marine Magic Specialist

Post by Jabroniville »

Image

WARLOCK MARINE MAGIC SPECIALIST O.C.C.
Role:
Space Navy Wizard
PL 11 (152 + Magic)
STRENGTH
3/13 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Space Guy) 5 (+6)
Expertise (Navy) 4 (+6)
Expertise (Magic) 6 (+7)
Insight 2 (+3)
Intimidation 4 (+5)
Investigation 3 (+4)
Perception 4 (+5)
Technology 1 (+2)
Vehicles 1 (+6)

Advantages:
Benefit 1 (Rank), Equipment 5 (Space Gear, Volcano Mark-I Plasma Discharger +14)

Powers:
"Warlock Combat Armor" (Feats: Restricted 2) (Flaws: Removable) [74]
Enhanced Strength 9 (18)
Protection 8 (Extras: Impervious) (16)
Enhanced Fighting 1 (2)
Enhanced Dodge 1 (1)
Ranged Attack +1 (1)
"Armor of Ithan" Protection +1 (Extras: Impervious 2) (Flaws: Unreliable- 3/day) (2)
Speed 4 (30 mph) (4)
Senses 12 (Infra & Ultravision, Radar- Ranged Radius Radio Sense, Vision Counters Concealment, Detect Evil- Ranged) (12)

"Missile Launchers" Blast 11 (Extras: Area- 30ft. Burst) (33) -- (34)
  • AE: "Wrist Blaster" Blast 11 (22)
-- (90 points)

"Magic" (Globe of Daylight, See the Invisible, Sense Evil, Chameleon, Detect Concealment, Armor of Ithan, Invisibility: Simple, Magic Net)

Offense:
Unarmed +5 (+5 Damage, DC 20)
Combat Armor +6 (+13 Damage, DC 28)
Plasma Discharger +6 (+14 Ranged Damage, DC 29)
Initiative +4

Defenses:
Dodge +6 (+7 Armor, DC 16-17), Parry +6 (+7 Armor, DC 16-17), Toughness +5 (+13 Armor, +15 Armor of Ithan), Fortitude +6, Will +5

Complications:
Responsibility (The UWW)- Warlock Marines cannot even attack the UWW without their armor self-destructing. Most are obsessed with their brotherhood and are deeply loyal.

Total: Abilities: 46 / Skills: 32--16 / Advantages: 6 / Powers: 74 + Magic / Defenses: 10 (152 + Magic)

-The few (1%) of Warlock Marines who show magical talent are assigned a different section of the Corps- the Magic Division. They are trained in the use of their magic, though the O.C.C. even confesses that this leaves them sub-par at either compared to real specialists.

-These guys are among the few Wizards who can cast spells through M.D.C. armor regardless (though... that's a rule that was kind of shoved into The Federation of Magic and was never a thing in the Main Rulebook, as it devalues Mages by EVEN MORE), albeit at half-range. Similarly-diminished are some physical stats and their accuracy, but their defenses remain the same. Their Skills are sligthly rearranged to boost Magic at the expense of the rest, but they have the same gear.
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Ares
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Re: Jab's Rifts Builds (Invincible Guardsman! Warlock Marine!)

Post by Ares »

The United Worlds of Warlock is a concept I wish would get used more in settings where magic is a thing: namely that of an intergalactic empire who favors magic over science. Between things like Spelljammer ships from D&D, the ability for mages to create portals and potentially create Stargate-style fixed planetary portals, to even World of Warcraft having magical spaceships, it'd honestly make sense for some kind of fantasy empire doing stuff in outer space. Hell, it'd honestly make sense for a few planets in a Federation-style intergalactic government to have at least a few members where magic had prominence.
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Sidious
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Re: Jab's Rifts Builds (Invincible Guardsman! Warlock Marine!)

Post by Sidious »

Ares wrote: Mon Dec 07, 2020 5:50 am The United Worlds of Warlock is a concept I wish would get used more in settings where magic is a thing: namely that of an intergalactic empire who favors magic over science. Between things like Spelljammer ships from D&D, the ability for mages to create portals and potentially create Stargate-style fixed planetary portals, to even World of Warcraft having magical spaceships, it'd honestly make sense for some kind of fantasy empire doing stuff in outer space. Hell, it'd honestly make sense for a few planets in a Federation-style intergalactic government to have at least a few members where magic had prominence.
Plus their armor is really good looking.
Jabroniville
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Turbo-Jockey

Post by Jabroniville »

Image

TURBO-JOCKEY O.C.C.
Role:
Flying Hotshot Space Pilot
PL 8 (79)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Space Guy) 5 (+6)
Expertise (Soldier/Merc/Criminal) 6 (+7)
Insight 2 (+3)
Investigation 3 (+4)
Intimidation 2 (+3)
Perception 6 (+7)
Technology 5 (+6)
Vehicles 8 (+13)

Advantages:
Equipment 5 (Space Gear), Improved Initiative

Powers:
"Natural Pilots"
Enhanced Advantages 2: Ranged Attack 2 (Flaws: Source- Vehicles) [1]
Enhanced Dodge 2 (Flaws: Source- Vehicles) [1]
"If It Flies, I Can Pilot It" Features: Only -2 to Skill Checks on Unfamiliar Vehicles [1]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ranged Attacks +5 (+10 Ranged Damage, DC 25)
Initiative +7

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+10 Body Armor), Fortitude +5, Will +5

Complications:
Responsibility (Honor)- Honor is immensely important in Oni society- Cyberai will risk their lives in suicidal missions to preserve it, and will kill themselves by ritual if they fail.
Responsibility (Leader)- Cyberai who work for corporations or government agents have equal fervor for their job.
Rivalry (Oni Ninjas)- Cyberai and Oni Ninajs almost never work together- they despise each other.

Total: Abilities: 42 / Skills: 40--20 / Advantages: 6 / Powers: 3 / Defenses: 8 (79)

-Yup, second sentence in is "hotshot pilots", so this is your Space Pilot O.C.C.- an elite group made up of various races, some for sport, some for their job. They can be mercenaries, soldiers, outlaws, etc. Oddly, they're treated less like a random group of guys and more like some kind of innate calling that is recognized by others, resulting in them getting the training to become pilots. They actually have a pretty solid Skill selection (10 "Other" skills is typically only for specialist Tech guys and Scholars), and get bonuses to dodge and shoot while piloting vehicles.
Jabroniville
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TMS

Post by Jabroniville »

TRI-GALACTIC MILITARY SERVICES:
-It's time for my actual favorite Rifts game- "CJ Carella actually creates a unique idea". Here, TMS reflects a real-world problem- the notion of forming a massive army and then not knowing what to do with it when the war is over. In real life, this has led to resentment, disenfranchisement, and worse- most societies screwed over their soldiers, save the Romans, and that's because they were afraid of them! The TMS was formed from the armies the CCW formed to face the Kreeghor in their massive four-year war. Returning home to decimated worlds with poor jobs, and the possibility that the CCW would "re-educate" their retired soldiers in camps, a canny General formed a mercenary company on a barren world.

-Thanks to alliances made during the war, careful negotiations with the Naruni and other weapons suppliers, and a partnership with the settlers of the world they landed on (which was desolate and was happy to have soldiers helping out- they are apparently all millionaires now owing to the TMS's services), the TMS have become a major force. 500,000 troops, a 5,000-person "supernatural division" of Dragons, Wizards & Super-Cyborgs, etc. They typically follow CCW laws and so far refuse to engage in genocide or cruelty- kind of a happy "good guy" organization with a few "Mary Sue" traits, though it's noted that their soldiers blow a lot of money and cause a lot of trouble on the three cities of their base-world.

-A lot of potential stories can come from something like this: an enormous mercenary army of varied bad-asses. My only issue is the name- in a setting with the Transgalactic Empire, Tri-Galactic anything is a poor choice.
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The Invaders

Post by Jabroniville »

Image

THE INVADERS:
-Carella now creates a "Choose Your Own Adventure" path for Rifts GMs- it turns out these mysterious invaders have arrived from unknown space, and seem to annihilate everything they come across. Both the CCW & Transgalactic Empire have been attacked, and the ships the Invaders use are the highest technology ever encountered! Diamond-shaped ships using "physical energy" technology that allows them to replicate solid surfaces that can fire energy blasts, then replicate themselves by simply using more energy! One of the only wins picked up involved a huge CCW armada just happening across a battle that took the Invaders a bit too long, and the diamond-ships were all destroyed. This has scared the hell out of the CCW, and many people are desperate to find out the origins.

-So now GMs are left with various choices, as new wrinkles are added: the TE have been attacked far worse than anyone else, and there are rumors the Invaders have allied with the rebel Free World Council against the TE- did they piss off some aliens from far away? The Cosmo-Knights' Energy Resistance is faltering against their weapons- is something behind the Invaders after their Cosmic Forge? The SPLUGORTH are even afraid, as they have no idea what these things are- are they a rival Alien Intelligence? There's even the possibility that these are just a Chaotic Evil "destroy everything" race, or that there are good Invaders and bad ones, and they're in a civil war over what happens to the Three Galaxies.

-There's some interesting stuff here, especially with the totally random ships, but unfortunately everything falls kinda flat because the artist has drawn a pair of ridiculous-looking Muppets as the aliens behind these ships. Both have identical "central-eye" faces with three huge fangs in an "overbite & underbite" configuration, and it just doesn't work. That one looks like a stupid brute and the other a dwarf with a huge head doesn't help.
Jabroniville
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The Beast

Post by Jabroniville »

Image

Aaaaaaaaaaaand there goes your players taking this threat seriously.

INTRUDER TYPE ONE- THE BEAST R.C.C.: ST +7, STA +6, AGI +2, FIGHTING +2, INT -1, Regeneration 2, Darkvision, See the Invisible, Infravision, "Psionics" (Mind Block Auto-Defense) [39 + Psionics]

-The first type of Invaders are called "Beasts", and are semi-dumb and have weird hands, with various sorts implying that they might be a slave race of the Mind Creatures. They look like big, hairy walrus-muppets and have small amounts of M.D.C., and weak Skills keyed around being pilots and sensor-readers. They wear armor that gives them +13 Toughness.
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