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

Horned Demon-Fish

Post by Jabroniville »

HORNED DEMON-FISH
Role:
Sea Monster
PL 14 (162)
STRENGTH
14 STAMINA 12 AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Natural Weapons) 5 (+9)
Expertise (Survival) 6 (+6)
Intimidation 10 (+7, +17 Size)
Perception 5 (+5)

Advantages:
Fast Grab, Improved Hold, Improved Grab, Startle, Power Attack, Takedown 2

Powers:
"Animal Senses" Senses 6 (Low-Light Vision, Infravision, Ultravision, Extended & Acute Scent, Tracking) [6]
Unarmed Reach 10 (Reach: 150 feet) [10]

"Sea Creature"
Swimming 6 (120 mph) [6]
Immunity 2 (Pressure, Cold) [2]
Immunity 10 (Cold Effects) (Flaws: Limited to Half-Effect) [5]

"Natural Size" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
"Body Ram" Damage 12 (Extras: Area- 120ft. Burst +3) (48) -- [51]
  • AE: "Single Strike" Damage 12 (Extras: Area- 120ft. Line +2) (36)
  • AE: "Whirlpool Wake" Move Object 12 (Extras: Area-120ft. Burst +3) (Flaws: Touch Range, Limited to Dragging Into Water) (36)
  • AE: "Bite" Strength-Damage +1 (1)
Protection 8 (Extras: Impervious 15) [20]

Offense:
Unarmed +9 (+14 Damage, DC 29)
Bite +9 (+15 Damage, DC 30)
Area Attacks +12 (+12 Damage, DC 27)
Initiative -2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +20 (+8 Impervious), Fortitude +19, Will +8

Complications:
Disabled (Animal)- Fish cannot speak to humans, nor use their flippers to easily manipulate objects.
Responsibility (Cruelty)- Horned Demon-Fish are so cruel that they are easily led to distraction or unwise tactics in their desire to cause more torment.

Total: Abilities: -32 / Skills: 26--13 / Advantages: 7 / Powers: 131 / Defenses: 43 (162)

-Drawn by a totally different artist, the Horned Demon-Fish is a 600-ton leviathan covered in spikes. It has an evil cunning and will kill for pleasure, but is still an animal. So basically it's a cat in the body of a monster. They are said to sometimes ally with the Indian god Uktena, or hang about beings with magical power.

-This is one of those trademark "Super-Huge Threats" in Rifts, as this thing is PL 13-14 overall, with enormous hitting power. Individual body parts are Toughness +13-15, but their full M.D.C. is insane- P.E. x400! That's around 8,400 M.D.C.! For this guy, I modified the Leviathan build I did for my Monster In My Pocket set, reducing its hitting power (it "merely" does 3D6x10 with its bite) but boosting Toughness a notch- it has reasonable attacks (four) and defenses, but is lacking the numerous attacks often given to big threats, relying instead on incredible toughness.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Horned Whale

Post by Jabroniville »

Image

HORNED WHALE
Role:
Sea Monster
PL 12 (182 + Psionics & Magic), PL 14 (182 + Psionics & Magic) by Ley Lines
STRENGTH
13 STAMINA 12 AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Close Combat (Natural Weapons) 6 (+10)
Expertise (Survival) 6 (+6)
Intimidation 10 (+7, +17 Size)
Perception 6 (+8)

Advantages:
Fast Grab, Improved Hold, Improved Grab, Startle, Power Attack, Takedown 2

Powers:
"Animal Senses" Senses 8 (Low-Light Vision, Vision Counters Concealment, Accurate Hearing, Direction Sense) [8]
Unarmed Reach 10 (Reach: 150 feet) [10]
Regeneration 8 (Feats: Regrows Limbs) [9]

"Sea Creature"
Swimming 6 (120 mph) [6]
Immunity 13 (Pressure, Cold Effects, Disease, Poison) [13]
Immunity 10 (Fire & Heat Effects) (Flaws: Limited to Half-Effect) [5]

"Natural Size" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
"Body Ram" Damage 12 (Extras: Area- 120ft. Burst +3) (48) -- [50]
  • AE: "Single Strike" Damage 12 (Extras: Area- 120ft. Line +2) (36)
  • AE: "Horn" Strength-Damage +1 (1)
Protection 3 (Extras: Impervious 15) [20]

"Ley Line Boost"
"Doubles M.D.C." Protection 3 (Flaws: Source- Ley Lines) [1.5]
"Doubles Speed" Swimming 1 (Flaws: Source- Ley Lines) [0.5]
"Doubles Damage" Enhanced Strength 1 (Flaws: Source- Ley Lines) [1]
"Adds Two Hand-To-Hand Attacks" Enhanced Fighting 2 (Flaws: Source- Ley Lines) [2]

"Psionics" (Telepathy- costs no I.S.P., Detect Psionics, Resist Fatigue, Object Read, Presence Sense, See Aura, Telekinesis, Mind Block Auto-Defense, Group Mind Block; Double range by Ley Lines)
"Magic" (All Water Elemental Magic 1-4, Air Swim, Breathe Air, Communicate with Sea Creature, Sound Ssponge, Astral Projection, Calm Storms, Heal Wounds, Ley Line Transmission, Turn Dead; Double range by Ley Lines)
"Whale Singer Spellsongs" (Song of Calling, Song of Danger)

Offense:
Unarmed +10 (+13 Damage, DC 28)
Ley Line Strength +12 (+14 Damage, DC 29)
Horn +10 (+14 Damage, DC 29)
Ley Line Horn Ram +12 (+15 Damage, DC 30)
Area Attacks +12 (+12 Damage, DC 27)
Initiative -2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +14 (+17 by Ley Lines, +8 Impervious), Fortitude +15, Will +8

Complications:
Responsibility (Doing Good)- Horned Whales see themselves as defenders of the weak, given power to protect others.
Disabled (Animal)- Horned Whales cannot easily manipulate objects with their flippers.

Total: Abilities: -12 / Skills: 28--14 / Advantages: 7 / Powers: 152 + Psionics & Magic / Defenses: 41 (182 + Psionics & Magic)

-Given an epic drawing by Ramon Perez, the Horned Whale is a titanic Sperm Whale-like creature with dinosaur-like armor on its back, and a gigantic nose-horn. Just the kind of wild D&D-ish stuff I love to see as a monster in Rifts. They are intelligent, if temperamental, creatures, and can and will ram and upend giant ships with their horns. They see themselves as mighty defenders of the weak, and are so concerned about Earth's chances (as aquatic creatures, they have regularly encountered Splugorth Minions & Slavers) that they are considering creating a permanent portal to their homeworld by beseeching Earth's Ocean Mages to create one. Otherwise, they are likely to ally with good creatures and fight evil ones on-sight. They are uneasy around humans and others, given how much their actions can differ- the New Navy seem good, but the Coalition and others are evil.

-Horned Whales are extremely strong and durable, but less so than Horned Demon-Fish, hitting PL 12 offensively & defensively, averaging about 500 M.D.C. However, they add some Whale-like Ley Line abilities to the mix, doubling damage, toughness & Speed, then piling on TWO extra attacks, boosting them to PL 14 creatures in these situations! They also pile on tons of Magic powers, good Psionics, and Regeneration- true powerhouses in the right hands.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Maelstrom-Maker

Post by Jabroniville »

Image

MAELSTROM-MAKER
Role:
NPC Monster, Worship-Seeker, Torture-Lover
PL 15 (251 + Magic & Psionics)
STRENGTH
7 STAMINA 6 AGILITY 0
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 4 PRESENCE 4

Skills:
Close Combat (Unarmed) 4 (+16)
Expertise (Survival) 5 (+5)
Intimidation 8 (+5, +7 Size)
Perception 5 (+5)
Stealth 14 (+14, +9 Size)

Advantages:
Fast Grab, Improved Hold, Improved Grab

Powers:
"Animal Senses" Senses 10 (Low-Light Vision, Direction Sense, Time Sense, Water Awareness- Acute, Detect Electricity- Accurate, Ranged & Tracking) [10]
"Commune With The Environment" Remote Sensing (Visual) 5 [10]

"Squid Features"
"2D6+10 Arms" Extra Limbs 13 [13]
Unarmed Reach 5 [5]
"Boneless Body" Insubstantial 1 (Flaws: Half-Effect- Requires Some Space) [3]

"Sea Creature"
Swimming 3 (4 mph) [3]
Immunity 5 (Aging, Pressure, Cold, Disease, Drowning) [5]

"Natural Size" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Strength-Damage +7 [7]
Protection 7 [7]
Regeneration 8 (Feats: Regrow Limbs) [9]

"Create Maelstrom" Move Object 8 (Extras: Area- 250ft. Cone +3) (Flaws: Limited to Towards Self) Linked to Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 250ft. Cone +3) Linked to Damage 15 (Extars: Area- 30ft. Burst) (Flaws: Limited to Things Dragged to the Creature's Position) [71]

"Magic" (All Water Elemental & Ocean Magic Spells)
"Psionics" (Telepathy- costs no I.S.P., All Healing & Sensitive Powers, Levitation, Telekinesis- Super, Hydrokinesis, Empathic Transmission, Hypnotic Suggestion, Mentally Possess Others, Mind Bind, P.P.E. Shield)

Offense:
Unarmed +16 (+14 Damage, DC 29)
Maelstrom +8-15 Area (+8 Move, +8 Affliction & +15 Damage, DC 18, 18 & 30)
Initiative +0

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +13, Fortitude +8, Will +8

Complications:
Responsibility (Evil)- Maelstrom-Makers commit evil acts for their own sake.

Total: Abilities: 50 / Skills: 38--19 / Advantages: 3 / Powers: 153 + Magic & Psionics / Defenses: 26 (251 + Magic & Psionics)

-"Maelstrom-Makers are evil psychic creatures of pure evil"- some Editor thought this was okay as the first sentence. These are extremely powerful beasts similar to the Old Ones, who specialize in dragging small ships and boats to the floor of bodies of water via a giant whirlpool they can create. Do you even need to ask if it prefers to torture its prey first? They also make "Witchery Pacts" with sentient beings, giving them great power so long as they devote themselves to committing evil acts- they get one per level of the monster's experience. Naturally, beings of good (Cyber-Knights, True Atlanteans, Horned Whales) oppose them immensely, while Splugorth, Pirates and others will ally with them. They are known to live in most of the major waterways in North America- usually only one per body of water.

-Key to the Maelstrom-Maker is, expectedly, the making of a maelstrom- they create a cone-shaped vortex that draws ships under 20 feet towards itself, crushing them once they reach the center- this is a vast Area Effect (Affliction & Move Object), ending with a "Crush" that's a Limited Burst Damage effect closer to the center. This is of course massively expensive, but pales before the insane amount of Magic Spells & Psionics the creatures get.

-Oh, and they also have TWELVE ATTACKS, solid bonuses to hit & parry, Rail Gun-tier damage, and the ability to create Sea Witches (you COULD just make all the Witch O.C.C.'s powers "Affects Others" but this is better off just used as a story convenience). Overall, the creature is PL 14 unarmed and defensively (the toughness is actually rather low considering the rest of it, so it actually relies more on its Defenses), but the "Crush" effect is PL 15.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Swamp-Sludger

Post by Jabroniville »

Image

SWAMP-SLUDGER
Role:
Nuisance Creatures
PL 7 (67 + Psionics)
STRENGTH
5 STAMINA 7 AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Survival) 8 (+6)
Perception 6 (+4)
Sleight of Hand 4 (+4)
Stealth 4 (+5)

Advantages:
Close Attack 1, Fast Grab

Powers:
"Animal Senses" Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]

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

"Psionics" (Presence Sense, Sixth Sense, Sense Evil, Empathy, Resist Hunger, Resist Fatigue, Mind Block)

Offense:
Unarmed +6 (+5 Damage, DC 20)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +5 (DC 15), Toughness +7, Fortitude +7, Will +3

Complications:
Responsibility (Socially Inept)- Swamp-Sluders are not good with people- they have different customs, often steal shiny things, and might urinate in public.
Weakness (Aquatic)- Aquatic creatures are heavily-dependent upon the water.

Total: Abilities: 26 / Skills: 20--10 / Advantages: 2 / Powers: 18 + Psionics / Defenses: 11 (67 + Psionics)

-Swamp-Sludgers are almost like a Rifts version of a cryptid, being unintelligent, shy creatures who sneak about and only steal food and shiny objects (which can include gems or magic items), and are known to sometimes rescue lost children and pets and return them to safety. They are given as an "Optional R.C.C." with the usual notes about how this can be a "fun role-playing" type of thing, though its penchant for thievery and ransacking gives me Kender flashbacks, never mind the note about its tendency to "urinate in public". Despite the kind of comedic tendencies, they are rather cool-looking and monstrous in the art.

-Swamp-Sludgers are pretty basic Low-M.D.C. stuff, fitting more of a "flavor" background race in the books. PL 5.5 offensively, PL 6 to parry, PL 7 to dodge.
Spectrum
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Joined: Fri Nov 04, 2016 8:08 pm

Re: Jab's Rifts Builds (Horned Whale! Maelstrom-Maker! Swamp-Sludger!)

Post by Spectrum »

... how exactly does the book say 'urinate in public'? That's not something that I tend to see in gaming books.
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 (Horned Whale! Maelstrom-Maker! Swamp-Sludger!)

Post by Jabroniville »

Spectrum wrote: Wed Dec 30, 2020 4:35 pm ... how exactly does the book say 'urinate in public'? That's not something that I tend to see in gaming books.
Worse,
they see nothing wrong with taking anything they find attractive. This means, on one hand the character is likely to share its food, defend a friend and fight evil, but on the other hand, eat other people's food, steal items, urinate in public, accidentally fire a weapon into a crowd or accidentally start a vehicle or machine, innocently offend people (start a brawl), and break the law in simple ways without a thought.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Water Serpent

Post by Jabroniville »

Image

WATER SERPENT
Role:
Huge Constrictor
PL 10 (93)
STRENGTH
8 STAMINA 9 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -4

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 4 (+7)
Expertise (Survival) 6 (+7)
Intimidation 13 (+10 Size)
Perception 5 (+6)
Stealth 8 (+5)

Advantages:
Chokehold, Close Attack 3, Fast Grab, Improved Hold, Improved Initiative, Startle

Powers:
Movement 1 (Slithering) [2]
Senses 4 (Low-Light, Acute Scent, Extended Scent, Tracking) [4]
"Sheer Length" Reach 3 [3]

"Built for Underwater Travel"
Swimming 4 [4]
Movement 1 (Environmental Adaptation- Underwater) [2]
Immunity 1 (Drowning) [1]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Strength-Damage +2 [2]
Regeneration 3 [3]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +9, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Serpents cannot speak to humans, nor use their tails to easily manipulate objects.
Weakness (Cold-Blooded)- Reptiles are cold-blooded- that is, their bodies are the same temperature as the air around them. As such, they are slow & sluggish in cold temperatures, and will die quickly if left in winter-like conditions. They must warm up before they are any good.

Total: Abilities: 18 / Skills: 40--20 / Advantages: 8 / Powers: 26 / Defenses: 21 (93)

-Water Serpents are good "flavor" to the setting- freshwater relatives of Sea Serpents, they are a constant nuisance in the 'Burbs of Chi-Town and other industrial areas, as they will hang about in sewers. This has the effect of keeping PCs on their toes when they try to move about the underground of major cities, hoping to escape notice. They are said to be "cowardly", typically fighting in groups of three and preying upon mostly weak and solitary creatures- however, they will lash out at anything that comes close to their lair. The art is pretty cool and not over-loaded- just a standard-issue snakelike monster.

-Water Serpents are PL 10 attackers (four attacks and +3 to hit) with PL 8-ish defenses- in groups of three, definitely a solid challenge for PCs.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Jab's Rifts Builds (Horned Whale! Maelstrom-Maker! Swamp-Sludger!)

Post by Spectrum »

Jabroniville wrote: Wed Dec 30, 2020 11:11 pm
Spectrum wrote: Wed Dec 30, 2020 4:35 pm ... how exactly does the book say 'urinate in public'? That's not something that I tend to see in gaming books.
Worse,
they see nothing wrong with taking anything they find attractive. This means, on one hand the character is likely to share its food, defend a friend and fight evil, but on the other hand, eat other people's food, steal items, urinate in public, accidentally fire a weapon into a crowd or accidentally start a vehicle or machine, innocently offend people (start a brawl), and break the law in simple ways without a thought.
My goodness, that screams disruptive player.
We rise from the ashes so that new legends can be born.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Giant Waterstrider

Post by Jabroniville »

GIANT WATERSTRIDER
Role:
Giant Bug
PL 10 (83)
STRENGTH
8 STAMINA 9 AGILITY 0
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -1 PRESENCE -4

Skills:
Expertise (Survival) 6 (+5)
Perception 6 (+5)
Stealth 8 (+7 Size)

Advantages:
Close Attack 2, Fast Grab, Improved Hold, Improved Initiative, Startle

Powers:
Movement 1 (Slithering) [2]
Senses 4 (Low-Light Vision, Acute Scent, Extended Scent, Tracking) [4]
Flight 4 (30 mph) (Flaws: Winged) [4]
Movement 1 (Water-Walking) [2]
Immunity 2 (Disease, Poison) [2]

"Built for Underwater Travel"
Movement 1 (Environmental Adaptation- Aquatic) [2]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Strength-Damage +1 [1]
"Blood Drain" Weaken Strength 4 [4]

Offense:
Unarmed +11 (+9 Damage, DC 24)
Initiative +4

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

Complications:
Disabled (Animal)- Insects cannot speak to humans, nor use their limbs to easily manipulate objects.
Phobia (Fire)- Giant Waterstriders are afraid of fire.

Total: Abilities: 26 / Skills: 20--10 / Advantages: 5 / Powers: 30 / Defenses: 15 (83)

-Your token "Giant Version of a Regular Animal" from this book, the Giant Waterstrider is a 15-foot-tall super-bug. They're so thin and lightweight that they're only about 200-400 lbs. despite their great stature... but they're actually just giant MOSQUITOS, as they all have a huge proboscis that can pierce living bodies and drain them of fluids. They usually attack animals, but will sometimes target humanoids, which they will pin down and bleed dry. They are occasionally ridden by Simvan and pirates.

-Giant Waterstriders are solid, but unspectacular monsters, hitting PL 10 offensively thanks to some VERY high attack values (five attacks and +2 to hit), and PL 9 defensively.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Pirate (CS Navy Version)

Post by Jabroniville »

Image

PIRATE O.C.C.
Role:
Scurvy Scalawags
PL 8 (73)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 3 (+5)
Deception 4 (+6)
Expertise (Pirate) 6 (+6)
Expertise (Survival) 5 (+5)
Intimidation 3 (+5)
Perception 4 (+4)
Technology 4 (+4)
Treatment 2 (+2)
Vehicles 3 (+7)

Advantages:
Equipment 11 (Gear), Ranged Attack 1

Equipment:
"Trooper Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor (1)

"AT-88 Energy 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 +4 (DC 14), Parry +3 (DC 13), Toughness +3 (+9 Trooper Armor), Fortitude +4, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 36 / Skills: 36--18 / Advantages: 12 / Powers: 0 / Defenses: 7 (73)

-... okay there's a Pirate O.C.C. in the South America book, too- I'm not sure why they came up with ANOTHER one. I guess if you didn't buy that book? Because yeah, the entire back portion of Coalition Navy is all Pirates, all the time, with multiple variations of this same concept. They go in to explain how pirates work, and the necessity of advanced tactics in a world where most coasts are heavily protected by airborne vehicles. They employ feints to draw escort vessels away, lay traps, make ambushes, etc.- the mission is to get in and get out quickly. Others will sink ships and return in undersea power armor to unload the booty. Most leave their targets alive because murderers get hunted down with much greater speed because they draw so much attention. The best pirates will use magic and other means to engage in their craft. The CS Navy naturally spends most of its time either hunting down pirates or escorting cargo & merchant vessels from port to port.

-The art is CLASSIC Rifts- just an exact duplicate of a 1600s pirate, but with a high-tech futuristic gun. Literally everything else in the picture could be Blackbeard or whatever. It's said that many Pirates engage in the slave trade, while others hate them. Some are "Robin Hoods" who fight tyranny, but most are scum best used for NPCs. Orcs, Ogres, Simvan and other races make up most of the D-Bees in pirate bands, which can be made up of just about anybody- they make repeated mentions of DRAGONS engaging in piracy, but confess these are in low supply.

-This build is simply the Pirate O.C.C. I already built for South America, but upgraded to the +5 accuracy PC stuff that I do these days. I dunno why I made all the "Mook" classes so weak back when I first started this, but whatever- everyone in Rifts kinda starts with the same baseline. Skills are pretty basic and what you'd expect- light tech skills, vehicle-related stuff and interrogation techniques.
Jabroniville
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Pirate Slaver

Post by Jabroniville »

PIRATE SLAVER O.C.C.
Role:
Slavers
PL 8 (74)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 3 (+5)
Deception 4 (+6)
Expertise (Pirate) 6 (+6)
Expertise (Survival) 5 (+5)
Intimidation 3 (+5)
Perception 6 (+6)
Technology 4 (+4)
Vehicles 3 (+7)

Advantages:
Equipment 11 (Gear), Ranged Attack 1, Tracking

Equipment:
"Trooper Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor (1)

"AT-88 Energy 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 +4 (DC 14), Parry +3 (DC 13), Toughness +3 (+9 Trooper Armor), Fortitude +4, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 36 / Skills: 36--18 / Advantages: 13 / Powers: 0 / Defenses: 7 (74)

-Rifts is extremely preoccupied with slavery, which appears in nearly all of the books as a common thing in the crapsack world that's become Earth. Various rich folk, monsters, warlords, etc., all maintain stocks of slaves. And this modification of the Pirate O.C.C. is based around catching said slaves. Though it's rather pointless "Class Bloat" given how you could have easily just used the regular Pirate here. These guys are said to sell 60-80% of their catches to the Splugorth, and are evil enough to not care that their victims are probably going to be eaten and stuff.

-A Pirate Slaver is effectively the same guy as the regular Pirate O.C.C., but is better at tracking and noticing things, dropping Treatment.
Jabroniville
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River Pirate

Post by Jabroniville »

RIVER PIRATE O.C.C.
Role:
Scurvy Scalawags, Suckier Pirates
PL 8 (71)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 3 (+5)
Deception 4 (+6)
Expertise (Criminal) 6 (+6)
Expertise (Survival) 4 (+4)
Intimidation 3 (+5)
Perception 4 (+4)
Technology 4 (+4)
Vehicles 2 (+6)

Advantages:
Equipment 11 (Gear), Ranged Attack 1

Equipment:
"Trooper Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor (1)

"AT-88 Energy 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 +4 (DC 14), Parry +3 (DC 13), Toughness +3 (+9 Trooper Armor), Fortitude +4, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 36 / Skills: 32--16 / Advantages: 12 / Powers: 0 / Defenses: 7 (71)

-Yes, there is I guess a necessity of making separate O.C.C.s for regular Pirates and RIVER Pirates! This book has 130 pages to fill, after all, and it can't all be boats (but by god, they'll try)! Hilariously, these guys are effectively "Suckier Pirates", as they are stated to be worse pilots and more like generic bandits... though their Piloting skill is only slightly worse than a regular Pirate O.C.C., as they have two types of vehicle to choose from instead of three (M&M, of course, has no comparison to that as "Vehicles" is a broad skill to pilot EVERYTHING, so I just dropped a single rank). The other skills are the same basic "whatever".
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Privateer

Post by Jabroniville »

PRIVATEER O.C.C.
Role:
Mercenary Pirates
PL 8 (73)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 3 (+5)
Deception 4 (+6)
Expertise (Streetwise) 6 (+6)
Expertise (Survival) 5 (+5)
Intimidation 3 (+5)
Perception 4 (+4)
Technology 4 (+4)
Vehicles 3 (+7)

Advantages:
Equipment 11 (Gear), Jack Of All Trades, Ranged Attack 1

Equipment:
"Trooper Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor (1)

"AT-88 Energy 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 +4 (DC 14), Parry +3 (DC 13), Toughness +3 (+9 Trooper Armor), Fortitude +4, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 36 / Skills: 34--17 / Advantages: 13 / Powers: 0 / Defenses: 7 (73)

-Yay, more "Class Bloat"! Privateers are dismissed as "pirates with diplomatic immunity", but the book points out that Privateering is a catch-all for a lot of jobs, many of them legitimate. They can serve as mercenaries, bodyguards, escorts to other vessels, basic crewmen, and more. Others engage in espionage and thievery. Most work for nations or businesses, but many just switch back to piracy based off of their opportunities. Like the Pirate Slaver, this guy is barely different from the Pirate O.C.C. at all. I threw in "Jack of All Trades" just to showcase the "fluff" that they tend to go from job to job.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Techno-Magic Pirate Gear

Post by Jabroniville »

Image

PIRATE TECHNO-MAGIC GEAR:
* The book shoves some Techno-Wizardry stuff right at the end, largely because there's a "City of Crime"-style pirate-loyal city around Thunder Bay.

"Talisman of Armor" Belt buckle with the Armor of Ithan spell.
"TW Firebolt Musket" Old-school musket. Blast 13!
"TW Firebolt Pistol" Blast 11.
"Kisentite Bayonets & Swords" Damage +9. +1 to strike & +2 to parry when wielding, and are almost unbreakable. Discovered in another dimension by Queen Lilia, a True Atlantean pirate queen.
"Windjammer TW Grigate" Toughness +16 ship w/ Blast 12 "Thunderballs". 130-foot frigates with Armor of Ithan (+1 Toughness) & protective circles to prevent supernatural creatures from coming aboard.
"Dome of the Elements" Device with a ton of spells, both Elemental and regular.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Swamp-Sludger! Waterstrider! Pirate!)

Post by Jabroniville »

Alright- that does it for Rifts Coalition Navy! This was an interesting little aside, though I can't imagine buying this book for any one thing. The best bit by far was the Bestiary, which has some high-level threats, a lot of unique concepts, and some very cool art. Like, this is some of Perez's best stuff, and giant aquatic monsters always felt more "justifiable" in the setting than rampaging land-beasts did. The rest of the book felt very "Bloat-y", and like they just piled on stuff that wouldn't fit in Coalition War Campaign and Rifts Underseas. In effect, it's a "Runoff Book", filled with superfluous stuff to justify making a whole new book. Spending such a HUGE chunk of the book on boats & submarines was wasteful (a full third!), and then there's four different Aquatic Coalition O.C.C.s and then four PIRATE O.C.C.s- it's just an unnecessary amount of stuff. Pirates, RIVER Pirates, Pirate Slavers, and Privateers? This needs to be one class, at maximum- all the rest is just filling pages.

Next up... Rifts Psyscape!
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