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

Where in all of your character write ups will go.
Jabroniville
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CS Navy Sailor

Post by Jabroniville »

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COALITION NAVY SAILOR O.C.C.
Role:
Mooks, Foot Soldiers
PL 8 (70)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 6 (+8)
Expertise (Sailor) 6 (+7)
Intimidation 2 (+3)
Perception 5 (+5)
Technology 4 (+5)
Treatment 2 (+3)
Note: Military Occupational Specialist- Tech or Treatment +4
Vehicles 3 (+7)

Advantages:
Benefit (Rank- CS Soldier), Equipment 12 (CS Gear), Ranged Attack 1

Equipment:
"CS Gear"
"Shark Boy Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

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

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+9 Shark Boy Armor), Fortitude +3, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 34 / Skills: 32--16 / Advantages: 14 / Powers: 0 / Defenses: 8 (70)

-Navy Sailors are the rank & file of the new CS Navy, and are serious professionals in a more demanding position than the "muscle-bound toughs" the book describes the Grunts as being. They get a solid baseline of Skills, plus a way to specialize (typically focusing in Computers, Communications, Repairs or Medicine), boosting four random Skill points in there. They're a bit more athletic than regular Grunts, and a tad smarter, but are mostly the same, with minimal skills outside of the military (only 5 other and 2 secondary skills).
Jabroniville
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CS Naval Infantryman

Post by Jabroniville »

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COALITION NAVAL INFANTRYMAN O.C.C.
Role:
Mooks, Ground Troops
PL 8 (66)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 6 (+8)
Expertise (Sailor) 6 (+6)
Intimidation 4 (+5)
Perception 5 (+5)
Technology 3 (+3)
Treatment 2 (+2)
Note: Military Occupational Specialist- Tech or Treatment +4
Vehicles 2 (+6)

Advantages:
Benefit (Rank- CS Soldier), Equipment 12 (CS Gear), Ranged Attack 1

Equipment:
"CS Gear"
"Shark Boy Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

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

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+9 Shark Boy Armor), Fortitude +3, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Rivalry (Army)- The Naval Infantry think of themselves as true elites, and look down upon others as lesser soldiers. Meetings between the two groups can get argumentative.

Total: Abilities: 32 / Skills: 28--14 / Advantages: 14 / Powers: 0 / Defenses: 8 (66)

-So... the CS Navy is based around nautical-themed Coalition soldiers... but they also have CONVENTIONAL troops... but instead of being Grunts like normal, they have their own entire O.C.C. Good ol' Rifts "Class Bloat", lol. Like these are just Grunts who fit on boats. Okay, so they do amphibious landings and stuff, so they have to be a bit better- the book explicitly calls them a comparison to the U.S. Marine Corps., and goes out of its way to treat them as a bit overly-proud and with their leaders considering them "certifiable maniacs".

-These guys are like Navy Sailors, but dumber and more keyed towards combat. Fewer skills (4 other and ONE secondary; one of the worst lists I've ever seen in this game) and an implication of better gear, for the most part. An option is to make them Power Armor Pilots, which Sailors don't get to choose, for example.
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Sidious
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Re: Jab's Rifts Builds (Phase World Armor! Coalition Navy!)

Post by Sidious »

I'll be honest. I own the hard copy of Coalition Navy... I don't think I've every really cracked it open.
Thorpocalypse
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Re: Jab's Rifts Builds (Phase World Armor! Coalition Navy!)

Post by Thorpocalypse »

I started re-reading this from the beginning and then I hopped around and the sheer breadth of genres in the Rifts universe is INSANE. :shock:

I really want to play this damn game now. I think. I'm a little afraid... ;)
Me fail English? That's unpossible. - Ralph Wiggum
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Phase World Armor! Coalition Navy!)

Post by Jabroniville »

Thorpocalypse wrote: Sat Dec 19, 2020 5:11 pm I started re-reading this from the beginning and then I hopped around and the sheer breadth of genres in the Rifts universe is INSANE. :shock:

I really want to play this damn game now. I think. I'm a little afraid... ;)
haha nice :). The breadth of stuff easily the game's biggest strength, even if the writers didn't ALWAYS dive all the way into it. Gods, roid-monsters, Dragons, power armor, etc. all being available options made for probably the wildest PC groups you'll ever see. The system is infamously hard to deal with and combat takes FOREVER, but I think converted like this, it'd be a ludicrously damage & toughness-heavy fun adventure.
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Davies
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Re: Jab's Rifts Builds (Phase World Armor! Coalition Navy!)

Post by Davies »

Thorpocalypse wrote: Sat Dec 19, 2020 5:11 pm I started re-reading this from the beginning and then I hopped around and the sheer breadth of genres in the Rifts universe is INSANE. :shock:

I really want to play this damn game now. I think. I'm a little afraid... ;)
The Savage Worlds adaptation is better than the original. This may be better than that, but ...
"I'm sorry. I love you. I'm not sorry I love you."
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Sidious
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Re: Jab's Rifts Builds (Phase World Armor! Coalition Navy!)

Post by Sidious »

Thorpocalypse wrote: Sat Dec 19, 2020 5:11 pm I started re-reading this from the beginning and then I hopped around and the sheer breadth of genres in the Rifts universe is INSANE. :shock:

I really want to play this damn game now. I think. I'm a little afraid... ;)
You are not the only one.
I've been re-reading my books as well.
Davies wrote: Sat Dec 19, 2020 11:23 pm The Savage Worlds adaptation is better than the original. This may be better than that, but ...
I agree.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

CS Nautical Commando Specialist

Post by Jabroniville »

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COALITION NAUTICAL COMMANDO SPECIALIST O.C.C.
Role:
Navy SEAL
PL 9 (92)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+8)
Expertise (Sailor) 7 (+8)
Expertise (Demolitions) 6 (+7)
Intimidation 5 (+7)
Perception 5 (+7)
Technology 6 (+7)
Treatment 4 (+5)
Vehicles 2 (+6)

Advantages:
Benefit (Rank- CS Soldier), Equipment 12 (CS Gear), Ranged Attack 3

Equipment:
"CS Gear"
"Shark Boy Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

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

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+9 Shark Boy Armor), Fortitude +5, Will +6

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Rivalry (Army)- The Naval Infantry think of themselves as true elites, and look down upon others as lesser soldiers. Meetings between the two groups can get argumentative.

Total: Abilities: 46 / Skills: 42--21 / Advantages: 16 / Powers: 0 / Defenses: 11 (92)

-Thankfully, the bio specifically mentions "Equivalent to a Navy SEAL" right at the top of the class's description, along with a bit about how two of these dudes easily killed some pirate sentry with a throat-cutting. The backstory details how the Coalition's shores used to be defended by under-funded, under-equipped nobodies, but got threaded into the new CS Navy and retrained, with the elites becoming these dudes. And here we get the usual description for CS elites; dropping the whole "Grunts are generic losers and can be kinda dumb bullies" or "weaklings can hide in the upper ranks" stuff and find the descriptions of "highly-disciplined warriors" and what-not. These guys are assassins, reconaissance troops, saboteurs, and more, making surgical strikes and all that stuff Military Fetishists love. Training takes six months, involves lots of SCUBA focus, demolitions, stealth stuff, and what-have-you. In short: These are the "Cool Guys" and the ones you want to play.

-The O.C.C. Requirements are nigh-impossible for most players to roll up, involving 12-15 minimums in five stats. In other words, you ain't playing one, but the GMs can toss them at you. They get the fabled EXTRA ATTACK, such is their specialness. Their skill-list is HUGE, and includes Power Armor piloting, so they have the full shebang.
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CS Navy Gear

Post by Jabroniville »

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CS NAVY GEAR:
-There is a bunch of gear explained, such as a "Sky Pack" that allows Flight 6, and a "Sea Pack" that enables Swimming at 30 mph. These can latch onto most of the available suits. There's a Speargun that does Blast 9, but has options for Frag, Plasma, and more, doing Blast 11. Plus we have a Torpedo Grenade Launcher (Blast 8), Limpet & CS Naval Mines that do Glitter Boy-tier damage and up (they hang in the water, making them an obstacle)- around +15-16 damage in a Burst when things move within 15 feet. Then there's a random bit about Nuclear Weapons- what set off the Great Cataclysm in the first place! The CS use more focused, "city-buster"-type nukes with a lower blast radius- Emperor Prosek and others are more "sane" about their use, and have limited them to the CS Navy, which, after all, is set up to defeat Splugorth, Atlantean, New Navy, etc.-type ships with their incredible toughness (20-30,000 M.D.C.). Hilariously, outside of the immediate blast radius (which you don't even roll for; stuff just dies), it does less damage than a Boom Gun.

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There are also Sea Spider-Walkers that resemble large, mechanical crabs. They're Toughness +15-16, with Rail Guns +14, Lasers +13 & Missiles.
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CS Navy Ships & Planes

Post by Jabroniville »

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SKULL-FACED JETSKIS! I love Rifts.

SHIPS:
* OH MY GOD SO MANY SHIPS! This book is just PACKED with ridiculous numbers of these things, and as we'll see, a lot are superfluous. Like, there's two kinds of Sea Sleds, multiple old warships, several kinds of submarines, etc. It's just ludicrous page-bloat, filling things with all sorts of junk most players would never need. I GUESS if the GM really wanted an Ohio-Class instead of a Shark-Class sub, or don't want to use the OLD kind of Aircraft Carrier, you at least have options. Many of these hit hard but are very vulnerable, while others have thousands of M.D.C. The book is careful to point out that the most devastating aspect of most of them is that they can hold hundreds of SAMAS suits or other kinds of things.

"Robot Shark Sled": 12 feet. Toughness +10, Torpedos +13. No art.

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"Death's Head Underwater Sea Sled": 3 feet. Toughness +10, Torpedos +13. Tiny sea sleds with a good Perez skull-head frontage.
"Jet Ski": 4 feet. Toughness +10, Torpedos +13. Hee- combat jet-skis.
"Wave Demon Combat Patrol Hydrofoil": 13 feet. Toughness +10, Blasts +13, Missiles. Generic Wayne Breaux boat. Two-man attack craft.
"Mark I Barracuda": 65 feet. Toughness +12, Enforcer Rail Gun +14, Blast +13, Missiles, Water Cannon. Heavily-armed patrol boats and "hunter-killers" (they love that term at Palladium), clearly meant to take on heavy threats. 9 billion weapon options listed, and I think you have to search through books to find them all.
"Mark IV Hurricane Submersible": 32 feet. Toughness +12, Particle Beam Cannon +15, Missiles, Torpedos. Built largely because others were building navies, too.

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"Fatal & Friends" is Right. It's pages of identical-looking battleships.

"IHA Sea King- Guided Missile Cruisers": Mobile "Bodyguards" for important ships and other targets. Only eight are in operation. The stats are in Rifts Mercenaries I guess.
"Iron Heart Destroyer": 485 feet. Toughness +18, Five-Inch Cannon Turret +15, Rail Gun +15, Torpedos +17, Missiles, Depth Charges. Three exist; they were captured from a small rival kingdom that was overtaken, and more are being built. The most high-tech thing in the Navy- rivalling the New Navy & NGR.
"Mark IV Hurricane Refitted Pre-Rifts Destroyer": 504 feet. Toughness +14, Five-Inch Cannon Turret +15, Rail Guns +15, Torpedos +15. Old refitted ships, soon to be replaced.
"Wasp-Class Amphibious Warfare Ship": 844 feet. Toughness +20, Blast +16, Missiles. Small but good aircraft carriers.
"Supply-Class Merchant Marine Transports": 276 feet. Toughness +13, Blast +13. Standard supply ships.
"Defiance-Class Refitted Ohio": 560 feet. Toughness +13, Torpedos +16, Missiles. Well-armed but ancient and fragile nuclear-missile-holding submarines.
"Shark-Class Submarine": 360 feet. Toughness +13, Torpedos +16. More refitted stuff.
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"Orca-Class Attack Submarine": 360 feet. Toughness +17, Ion Cannons +13, Torpedos +17, Missiles. The new submarines of the CS Navy, sporting death's head frontages.

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"Stingray Mini-Sub": 48 feet. Toughness +13, Blast +13, Torpedos +14. Numerous of these exist.
"Joseph Prosek Series Refitted Pre-Rifts Aircraft Carrier": 1110 feet. Toughness +21, Rail Guns +15, Missiles. Pre-Rifts Aircraft Carriers.
"Chi-Town-Class Multi-Purpose Aircraft Carrier": 910 feet. Toughness +21, Tri-Cannon Turret +20, Rail Guns +14, Torpedos +16.

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AIRCRAFT:
* OH GOD EVEN MORE STUFF! These are just aircraft, which are super-important to the Navy. Most look hyper-generic, and are Wayne Breaux designs so they just look boring and practical instead of like skull-faced death machines.

"Sea Striker": 63 feet. Toughness +14, Blast +14, Torpedos. A Stealth Bomber-looking ship meant for "quick response" and surgical strikes.
"Shrike Interceptor": 60 feet. Toughness +13, Blast +14, Torpedos. Designed to "intercept" enemy aircraft and thus protect ships.
"CSN-118 Dagger": 45 feet. Toughness +13, Blast +14. Stealth Bomber.
"Eagle Unmanned Aircraft": 11 feet. Toughness +9. Recon robots- essentially drones. Disposable and with no gear.
"GAW-F14 Improved Super-Tomcat": 64 feet. Toughness +7, Blast +15, Missiles. ... so an F-14 but refitted to modern times. They're venerable and will be phased out, as they're weaker than even the weakest suit of armor because this system is insane.
"CH-10N Sea Storm Attack Helicopter": 40 feet. Toughness +11, Blast +10, Rail Gun +15, Torpedos, Depth Charges. Similar to the basic CS Black Lightning choppter, but for the navy.
"CS-12N Sea Wasp Attack/Transport Helicopter": 64 feet. Toughness +11, Blast +14, Torpedos, Missiles.
Last edited by Jabroniville on Mon Dec 21, 2020 11:41 pm, edited 1 time in total.
Jabroniville
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CS Navy Armor

Post by Jabroniville »

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The Sea SAMAS.

ARMOR:
-The armor is pretty typical Coalition stuff, with the Vince Martin redesigns influencing the visuals here, though the art is by different people. All the gear is environmental, with some focus on Pressure-resistance and swimming speed- the former is trickier in Rifts than in M&M, which typically offers Immune to Pressure as a 1-point throwaway, whereas everything in Rifts, which is more granular, is at a different depth level.

"Shark Boy Armor": Toughness +9, Vibro-Blades +9.
-This is effectively the new CS "Dead Boy" armor, but with pointy fins on the shoulders, which are actually weapons.

"Nautical Commando Armor": Toughness +9, Vibro-Blades +8.
-Like in Coalition War Campaign, the Commandos get a more old-school looking skull-faced suit. It has slightly better depth-resistance than the other one.

"Lightning Strike SCUBA Armor": Toughness +8.
-For both SCUBA Divers and the "Sea Dogs". It's just less-durable gear more well-designed for swimming for a long period of time (it has more of an oxygen supply).

"Barracuda Commando Armor": Toughness +8, Concealment (Sonar, Electromagnetics; Limited), Infravision.
-This cool-looking armor is like Ramon Perez's own version of DC's Black Manta. It isn't very durable at all, but is semi-invisible to electronic detection, effectively appearing "scattered" or smaller than man-sized, like a school of fish. This stealth also works against sharks, which use electro-reception to detect prey.

"Sea SAMAS": Toughness +12, +1 Parry, +2 Dodge, Ranged Attack +2, Speed 5, Leaping 1, Flight 6, Swimming 7, Rail/Ion Gun +13, Variable Beam Laser Cannon +12, Mini-Missiles, Torpedos +12, Vibro-Blades +9.
-This SAMAS suit has a shark-like head resembling the fronts of WWII aircraft. It offers extra accuracy and a bunch of weapons.

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"Trident Power Armor": Toughness +11, Speed 4, Swimming 6, Leaping 1, Forearm Blaster +9, Mini-Missiles, Vibro-Blade +7.
-A very cool Perez-designed with a horned Boba Fett helmet and lots of scratches. It's designed to be more "all-purpose" than the heavy tank that the SAMAS is, being green and stealthy instead of the standard CS design.
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Aqua-Hydra

Post by Jabroniville »

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AQUA-HYDRA
Role:
Huge Underwater Creature, Torture-Loving Rifts Beast
PL 14 (194 + Magic)
STRENGTH
9 STAMINA 10 AGILITY 0
FIGHTING 16 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 5 (+5)
Intimidation 11 (+13 Size)
Perception 5 (+5)
Stealth 15 (+5 Size)
Ranged Attack (Breath Weapons) 12 (+12)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Bite) 2, Improved Hold, Power Attack, Startle

Powers:
"Animal Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment, Time Sense, Water Disturbance Awareness- Ranged 2, Analytical Taste 2) [11]

"Underwater Physiology"
Swimming 5 (16 mph) [5]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 4 (Drowning, Pressure, Disease, Poison) [4]
Immunity 10 (Cold & Fire Damage) (Flaws: Limited to Half-Effect) [5]

"Dino-Sized" Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (42 feet) (Feats: Innate) (Extras: Permanent +0) [21]
Strength-Damage +3 [3]
Protection 6 (Extras: Impervious 9) [15]
Regeneration 6 (Feats: Regrows Limbs) (Flaws: Source- Water) [4]

"Breath Attack- Acid Spray" Blast 13 (Extras: Secondary Effect) (39) -- [41]
  • AE: "Breath Attack- Toxic Vapors" Affliction 12 (Fort; Dazed & Impaired/Stunned & Disabled/Incapacitated) (Extras: Ranged, Extra Condition) (36)
  • AE: "Breath Attack- Fire" Blast 7 (14)
"Magic" (Sense Magic, Turn Dead, Change Current, Grow Tentacles, Water To Wine, Spoil, Tongues, Repel Animals, Call Lightning, Float in Air)

Offense:
Unarmed +16 (+12 Damage, DC 27)
Breath Weapons +12 (+7 Ranged Damage, DC 22)
Breath Weapons +12 (+12 Ranged Affliction, DC 22)
Initiative +0

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +16 (+5 Impervious), Fortitude +12, Will +6

Complications:
Weakness (Aquatic)- Aquatic reptiles are heavily-dependent upon the water. If left outside of it, the creatures will be unable to move, and quickly dehydrate.

Total: Abilities: 18 / Skills: 48--24 / Advantages: 7 / Powers: 111 + Magic / Defenses: 24 (194 + Magic)

-Aqua-Hydras are nasty, brutish and mean creatures known for stupidity and devouring their prey. Naturally, their favorite prey is humanoids, and they LOVVVVVVVVVVE torture. One of Perez's weaker creature designs in this book, as he clearly hid most of it under water and drew three random dragon heads poking out. They are likely related to Dragons, but are much dumber and very jealous, attacking Hatchlings since Adults are too strong.

-Aqua-Hydras are extremely tough and have a crap-ton of attacks (TEN, which is even more than the Octo Dragons of Rifts Lemuria!), making them very, very dangerous, and their Fire Breath attack goes from crappy to devastating with experience (1D6 M.D. per level), so an experienced one could be blasting away with +14-17 damage after a point. Overall, they are PL 14 creatures, high on attack and defense. But they're also really stupid and have some of the worst mental stats of any sentient.
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Crab Warriors

Post by Jabroniville »

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CRAAAAAAAABBBB PEOPLE, CRAAAAAAAAABBBB PEOPLE- talk like craaab, walk like people...

CRAB WARRIOR: ST +5, STA +7, AGI +2, FIGHTING +4, INT -2, PRE -2, Dodge +4, Survival +6, Improved Initiative, Claws +5 (Split), Swimming 2, Environmental Adaptation- Aquatic, Extended Hearing, Ultra-Hearing, Analytical Taste, Tracking, "Psionics" (Hydrokinesis, Empathy, Telepathy, Presence Sense, Levitation, Resist Hunger, Resist Thirst and Mind Block) [51 + Psionics]

-These guys are given some REALLY cool art by Ramon Perez, with these huge, scuffed-up, beefy dudes with head armor, spiked shoulder-pads, and fierce claws just lurching forward. They're "semi-intelligent" alien predators meant to be NPCs because Rifts is arbitrary that way, and of course eat humanoids. They live on shorelines, and are found mostly around the Southern U.S. & Mexico, but migrate as far north as Lake Ontario in the summer, where they're often nomads or pirate crew members. Pirates love to hire them because of their fighting ability and that they can do underwater stuff without costing the money that power armor suits would.

-Crab Warriors have around 100 M.D.C. (with some arbitrary numbers and adding their P.E.), and oddly their pincers are likely to be more durable than their bodies themselves. So they're probably Toughness +9, and their Claws do 5D6 M.D. (about +12)! With some good bonuses to hit and an extra attack, they're actually very potent fighters, especially for low-level PCs.
Last edited by Jabroniville on Fri Dec 25, 2020 3:08 am, edited 2 times in total.
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Dragonfish

Post by Jabroniville »

DRAGONFISH
Role:
Swarming Predators, "Miscreant" Animals
PL 9 (70)
STRENGTH
2 STAMINA 8 AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -1 PRESENCE -3

Skills:
Expertise (Survival) 6 (+5)
Intimidation 6 (+3)
Perception 5 (+4)
Stealth 5 (+6)

Advantages:
All-Out Attack, Close Attack 3, Fast Grab

Powers:
"Animal Senses" Senses 4 (Low-Light Vision, Infravision, Extended Vision 2) [4]
Regeneration 2 (Feats: Regrows Limbs) [3]
"Bite" Strength-Damage +10 [10]

"Underwater Physiology"
Swimming 5 (16 mph) [5]
Movement 1 (Environmental Adaptation- Aquatic) [2]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Bite +8 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +9 (DC 19), Parry +5 (DC 15), Toughness +8, Fortitude +8, Will +3

Complications:
Disabled (Animal)- Mosasaurs cannot speak to humans, nor use their paws to easily manipulate objects.
Weakness (Aquatic)- Aquatic reptiles are heavily-dependent upon the water. If left outside of it, the creatures will be unable to move, and quickly dehydrate.

Total: Abilities: 18 / Skills: 22--11 / Advantages: 5 / Powers: 24 / Defenses: 12 (70)

-Dragonfish are your everyday "Swarm Animal", being flying fish-beasts with wings and piranha-like teeth. Aaaaaaaand because it's Rifts, they are brazen creatures who will "attack any creature that moves, regardless of its size", meaning they're unrealistically suicidal, but at least the book indicates they'll call off the attack if their prey puts up too much of a fight. They typically stalk in packs of 5-11, though mass groups can number over a hundred.

-Dragonfish are about man-sized, with a ten-foot wingspan and light M.D.C., but have a good +4 bonus to hit and do +10 damage with their bite, meaning they're solid PL 9 offensive threats! Quite nasty considering they attack via numbers. They get no benefits to Parry, but their Dodge is very good.
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Giant Leech

Post by Jabroniville »

GIANT LEECH
Role:
Bloodsuckers
PL 6 (32)
STRENGTH
2 STAMINA 3 AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -2 PRESENCE --

Skills:
Expertise (Survival) 6 (+4)
Perception 6 (+4)
Stealth 4 (+5)

Advantages:
Chokehold, Close Attack 2, Fast Grab

Powers:
"Animal Senses" Senses 6 (Extended Taste- Analytical, Accurate, Tracking) [6]
Regeneration 2 (Feats: Regrows Limbs) [3]
"Leech's Draining Bite" Damage 6 (Feats: Subtle) [7]

"Underwater Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Drain +5 (+6 Damage, DC 21)
Initiative +0

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +8, Fortitude +8, Will --

Complications:
Disabled (Animal)- Leeches cannot speak to humans, nor use their bodies to easily manipulate objects.
Weakness (Aquatic)- Aquatic creatures are heavily-dependent upon the water. If left outside of it, the creatures will be unable to move, and quickly dehydrate.
Weakness (Salt)- Regular table salt will cause great damage to Giant Leeches- they will detach and escape if showered with it.

Total: Abilities: -2 / Skills: 16--8 / Advantages: 4 / Powers: 18 / Defenses: 4 (32)

-These are pretty handy "random monsters" found along all sorts of water-ways, given the cool art of an all-black leech feasting on a dead soldier in "Perez Armor". With little personality and a simple "feed" mentality, they aren't characters as much as obstacles, but their painless bite can drain a regular human in a single action round (15 seconds). PL 6 isn't much for a Rifts creature, of course, but they'd be a danger to anyone going for a drink without wearing armor.
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