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

Where in all of your character write ups will go.
Jabroniville
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Re: Jungle Elves

Post by Jabroniville »

JDRook wrote: Fri Mar 29, 2019 12:13 am
Jabroniville wrote: Thu Mar 28, 2019 12:50 pm ...
"Calm Animal" Enhanced Skills 4: Persuasion 4 (Flaws: Limited to Calming Animals) [1]
...
Why not just give them Animal Empathy so they can Persuade animals without penalty? AnEm is basically designed for use by tree-hugging naturist characters like this.
i almost never use Animal Empathy, to the point where I forget it exists :). In this case, it gives him a +11, as I like the Persuasion being higher (AE only renders it equal in cases of animals and humans). I guess I should still include the Advantage, though. Necessary for the skill to work.
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Biomancers

Post by Jabroniville »

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BIOMANCER O.C.C.
Role:
Magical Hippy
PL 6 (82 + Biomancy & Psionics)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Survival) 9 (+10)
Perception 7 (+7)
Persuasion 5 (+7)
Stealth 3 (+5)
Treatment 6 (+8)

Advantages:
Animal Empathy, Close Attack 2, Equipment 3 (Biomancer Weapons & Armor), Fast Grab, Ranged Attack 4, Tracking

Powers:
"Communicate With Plants & Animals" Senses 4 (Postcognition) (Flaws: Limited to On Plants & Animals) [2]
"Calm Animal" Enhanced Skills 4: Persuasion 4 (Flaws: Limited to Calming Animals) [1]
"The Gift of Nature" Features 1: May Generate One Full Day's Meal From a Plant [1]

"Sense Supernatural Evil" Senses 3 (Detect Evil- Ranged, Acute) [3]
"The Gift of Peace" Features 2: Animals Will Not Attack Biomancers [2]

"Healing Touch" Healing 2 [4]

"Biomancy Powers" (6-20 Biomancy Spells)
"Major Psionics" (6 Psionic Powers)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Biomancy Natural Weapons +5 (+6 Damage, DC 21)
Biomancer Weapons +5 (+10 Damage, DC 20)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+8-9 Biomancer Armor), Fortitude +5, Will +3

Complications:
Responsibility (Alien Hippies)- Jungle Elves worship trees, and will not allow living things to be harmed. Biomancers are expected to be the same way.
Hatred (Technology)- Biomancers typically despise and mistrust technology.

Total: Abilities: 36 / Skills: 30--15 / Advantages: 10 / Powers: 13 + Powers / Defenses: 8 (82)

-Biomancy is said to be "one of the most powerful systems of magic ever devised", because CJ Carella was writing and probably realized how wimpy magic was in the Main Rulebook. However, Biomancers are typically guardians of their own ecosystems and not world travellers. There are said to be three types: Accepters will put up with crimes against nature and live in technological cities; The Patient Ones will not and thus live far away from cities; and The Defenders are militant defenders of nature who will kill polluters and others like them, and will never use technology.

-Biomancers copy a lot of the Jungle Elf's stats (including the Gift of Nature & Communication bits, which is annoying, since that's literally two pages earlier and it's another big chunk of text). They get six Biomancy Spells to start with, then add four, then four, then two per level. There's comparatively few spells, however, so I think most Biomancers would end up looking the same, unless they select a lot from the regular Magic Spell list (also an option). The breadth of these powers aren't terrific, but the high-end spells are awesome. You can start doing +9 Damage eventually, which is more than most baseline Wizards.

BIOMANCY SPELLS:
* Typical spells including Leaping 3, Plant-Shaping, Move Plant, Weather Sense, Remote Sensing (Through Plants), Grow & Shrink Plants, Blending With Plants, Turning Plants into MDC Structures, Transforming into a Plant, Illusory Animals, Undo Undead, Suspended Animation, Revive the Recently-Dead, Undo Pollution, a Bio-Blast (SDC to living, MD to non-living- +4 to +12 Damage, as it's 1D6 MD per level of the caster), and the creation of a "Tree Warrior" with 200 MDC (+10-11 Toughness) and equivalent hitting & blasting power. The only Level Ten spell available (you have to be Lvl. 10 to even get it) is "Woodland Entity", transforming the Biomancer into a +12-ish powerhouse with +13 Damage with unarmed strikes!

Animal Weaponry: This variety of spells elevates itself with time. SDC weaponry (+2-3) soon gives way to Mega-Damage stuff like Horns & Antlers, hitting at least +9 in Damage (3D6 MD).
Armor: 40 MDC (+8) and up.

Bio-Weapons: Weapons that are typically SDC, but a five-minute "Aura" can turn them into +11 Damage weapons! Bio-Armor is +8-9 Toughness, in total. They are form-fitting and made from either wood or the chitin of insects. Bio-Energy Bows do +11 ranged, and the greater suits of armor (cost a TON of physic energy points) can hit +11 Toughness.
Jabroniville
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Lizard Men

Post by Jabroniville »

Image

LIZARD MEN R.C.C.
Role:
Lizard People
PL 4 (50)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Expertise (Soldier) 4 (+4)
Intimidation 4 (+4)

Advantages:
Fast Grab, Improved Hold

Powers:
Swimming 2 [2]
Immunity (Drowning) [1]
Senses 1 (Low-Light Vision) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]
"Tail" Extra Limb 1 [1]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +3

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

Complications:
Responsibility (Lagarto)

Total: Abilities: 30 / Skills: 12--3 / Advantages: 2 / Powers: 7 / Defenses: 8 (50)

-Lizard Men hail from Lagarto, one of the cooler "World Building" parts of South America. It's basically the northern tip of the mainland continent, and ruled entirely by DRAGONS AND LIZARD-PEOPLE. Their high king, called "The Hitler of Dragonkind", is a Dragon-Supremacist called Melastirth (an ancient Great Horned Dragon packing 7500 MDC (about +20 Toughness in M&M), and the largest concentration of Dragons on Earth outside of Atlantis (over 800). Melastirth tricked the Lizard Men into subjugation with great promises of prosperity and dominance in the future. The Cult of Dragonwright has links to Atlantis, and Lagarto is highly-prosperous and dangerous, but not actively at war with anyone.

-Lizard Men, humorously, are more of a "Fantasy Race" than Rifts one, because they have strictly human-like stats in the interest of... hee... GAME BALANCE for Palladium Fantasy. A baseline nobody with nothing added to him, this fellow costs 50 points, but they can take nearly any kind of job- they notably don't disclude Juicers, which is an entertaining prospect.
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Raptor Armor

Post by Jabroniville »

Image

KITTANI RAPTOR POWER ARMOR PILOT
Role:
Dinosaur Power Armor Guy, Most Metal Thing Ever
PL 11 (150)
STRENGTH
2/8 STAMINA 2 AGILITY 3
FIGHTING 5/9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Expertise (Soldier) 4 (+4)
Intimidation 4 (+4)
Perception 4 (+3)
Vehicles 2 (+6)

Advantages:
Fast Grab, Improved Hold, Ranged Attack 2

Powers:
Swimming 2 [2]
Immunity (Drowning) [1]
Senses 1 (Low-Light Vision) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]
"Tail" Extra Limb 1 [1]

"Raptor Power Armor" (Flaws: Removable) [88]
Enhanced Strength 6 (12)
"Better Fighter For Some Reason" Enhanced Fighting 4 (8)

Features 2: Increased Mass 2 (2)
Speed 6 (120 mph) (6)
Leaping 2 (30 feet) (2)
Protection 11 (Extras: Impervious) (22)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)

"Laser Mounts" Blast 13 (Feats: Ranged 3) (Extras: Penetrating 10, Multiattack) (49) -- (51)
  • AE: "Mini-Missile Launchers" Blast 10 (Feats: Reach 3) (Extras: Area- 30ft. Burst) (33)
  • AE: "Ludicrously-Powerful Claws" Strength-Damage +4 (Feats: Improved Critical 2) (Extras: Multiattack 12) (17)
-- (110 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Raptor Armor Unarmed +9 (+8 Damage, DC 23)
Raptor Claws +9 (+12 Damage, DC 27)
Mini-Missiles +10 Area (+10 Ranged Damage, DC 25)
Laser Mounts +6 (+13 Ranged Damage, DC 28)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +5 (+9 Raptor, DC 15-19), Toughness +2 (+13 Raptor Armor), Fortitude +4, Will +5

Complications:
Responsibility (Lagarto)

Total: Abilities: 30 / Skills: 18--9 / Advantages: 4 / Powers: 95 / Defenses: 12 (150)

-Because Rifts is the GREATEST SETTING EVER, books deliver monstrosities like this- DINOSAUR POWER ARMOR! DINOSAUR ROBOT VEHICLES!!! Everything with crap-tons of MDC, ludicrously-powerful Mega-Damage attacks, and more! And these things are actually quite well-drawn for "Early Rifts Stuff", being given reasonable mechanical designs by Kevin Long, who is CLEARLY using actual dinosaurs as reference (I'm actually pretty sure the T-Rex pose is taken from something I've seen elsewhere)- they are sleek, accurately-anatomical, and actually reasonably-hardwared up, with only a handful of guns visible on their bodies. Clearly Vince Martin hadn't taken to them with 9,000 spikes and guns by this point in the setting.

-These things are MIGHTY, too- just for starters, this Deinonychus-themed Power Armor is a single-suit vehicle, and despite being ground-based, would beat the ever-loving piss out of a Coalition SAMAS Pilot with ease, doing more damage in every respect and being 90 MDC tougher.

-In one of those things that might have been overlooked, this thing has the most INSANELY POWERFUL KICKS EVER- simply by sacrificing an additional melee attack, a "Leap Kick" delivers a ridonkulous 3D6x10 M.D.- the equivalent of a friggin' BOOM GUN. In MELEE!!! The rest of the attacks do a mere +9-12 damage in M&M, though of course, being Rifts, there's no reason why you would vuluntary do the lower damage attacks. Though I guess you can target the feet or whatever and prevent the claw attacks from working.
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catsi563
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Re: Jab's Rifts Builds (DINOSAUR POWER ARMOR!)

Post by catsi563 »

God those things id almost forgotten them. they were terrors bloody absolute terrors.

that Glittergirl I made she and her group ended up south of the border as part of a rescue mission to find Erin tarn whod gone missing. Group ran into a patrol of 3 of the freaking things.

By the time we were done the FC Cyborg was in pieces--still alive but ouch-- the Headhunter was in need of medical attention and her Glitterboy suit was missing a leg--hers was intact thankfully Shed taken out two of them and the Cyberknight had decapitated the last one after the boomgun blasted the legs out from under it, Poor operator was working overtime to repair the Glitterboy because it was the best weapon we had.

then the T-rex suit came at us.

but that's a whole other story =^_^=
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Re: Jab's Rifts Builds (DINOSAUR POWER ARMOR!)

Post by Jabroniville »

Looking through South America, I can see the “C.J. over-powered Rifts” argument. Sooooo much of his stuff is top-tier, even today. I notice that even current books are lower-powered. Siembieda’s probably at fault for creating the damn Glitter Boy (every other writer wanting to play “catch up” and make GB Killers).

The Naruni being wiped out in a single paragraph is still hilarious, though.
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Allosaurus Power Armor

Post by Jabroniville »

Image

KITTANI ALLOSAURUS POWER ARMOR PILOT
Role:
Dinosaur Power Armor Guy, Most Metal Thing Ever(er)
PL 11 (164)
STRENGTH
2/12 STAMINA 2 AGILITY 3
FIGHTING 5/8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Expertise (Soldier) 4 (+4)
Intimidation 4 (+4, +8 Suit)
Perception 4 (+3)
Vehicles 2 (+6)

Advantages:
Fast Grab, Improved Hold, Ranged Attack 2

Powers:
Swimming 2 [2]
Immunity (Drowning) [1]
Senses 1 (Low-Light Vision) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]
"Tail" Extra Limb 1 [1]

"Allosaurus Power Armor" (Flaws: Removable) [102]
Enhanced Strength 10 (20)
"Better Fighter For Some Reason" Enhanced Fighting 3 (7)

Features 4: Increased Mass 4 (4)
Speed 6 (120 mph) (6)
Leaping 1 (15 feet) (1)
Protection 12 (Extras: Impervious) (23)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"14 feet tall" Reach 2 (2)
Power Attack (1)
Intimidation +4 (2)
Stealth -6 (-3)

"Tri-Barrel Super Rail Guns/Mouth-Mounted Plasma Projector" Blast 14 (Feats: Ranged 3) (Extras: Penetrating 10, Multiattack) (55) -- (57)
  • AE: "Missile Launchers" Blast 11 (Feats: Reach 5) (Extras: Area- 30ft. Burst) (38)
  • AE: "Ludicrously-Powerful Claws" Strength-Damage +0 (Feats: Improved Critical) (Extras: Multiattack 10) (11)
-- (127 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Allosaurus Armor Unarmed +8 (+12 Damage, DC 27)
Missiles +11 Area (+11 Ranged Damage, DC 26)
Laser Mounts +6 (+13 Ranged Damage, DC 28)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +5 (+8 Allosaurus, DC 15-18), Toughness +2 (+14 Allosaurus Armor), Fortitude +4, Will +5

Complications:
Responsibility (Lagarto)

Total: Abilities: 30 / Skills: 18--9 / Advantages: 4 / Powers: 109 / Defenses: 12 (164)

-Even MORE METAL is the gigantic Allosaurus Power Armor, which is still only one-pilot and only slightly tougher than the Raptor Armor (90 MDC, but doing nearly the same damage in most every regard). It isn't quite as good a fighter, but a bit more survivable and with more powerful armaments. Humorously, the "2D4x10" Plasma Project draws a "!" exclaimer on it, even though it has worse range and firepower than two of its other weapons (I fold it into the Rail Guns, here).
Last edited by Jabroniville on Mon Apr 01, 2019 5:49 am, edited 1 time in total.
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Re: Jab's Rifts Builds (DINOSAUR POWER ARMOR!)

Post by Woodclaw »

That's really... random.
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Re: Jab's Rifts Builds (DINOSAUR POWER ARMOR!)

Post by catsi563 »

Woodclaw wrote: Sun Mar 31, 2019 2:12 pm That's really... random.
It gets worse the T-rex is still coming :P
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Tyrannosaurus Robot Vehicle

Post by Jabroniville »

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"In retrospect, I should have known when a Tyrannosaurus shot me with his cock, that today was going to be a bad day."

KITTANI TYRANNOSAURUS ROBOT VEHICLE PILOT
Role:
Dinosaur Power Armor Guy, Most Metal Thing Ever(est)
PL 12 (166)
STRENGTH
2/14 STAMINA 2 AGILITY 3
FIGHTING 5/8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Expertise (Soldier) 4 (+4)
Intimidation 4 (+4, +10 Suit)
Perception 4 (+3)
Vehicles 2 (+6)

Advantages:
Fast Grab, Improved Hold, Ranged Attack 2

Powers:
Swimming 2 [2]
Immunity (Drowning) [1]
Senses 1 (Low-Light Vision) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]
"Tail" Extra Limb 1 [1]

"Tyrannosaurus Power Armor" (Flaws: Removable) [104]
Growth 6 (Str & Toughness +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) (13)
Enhanced Strength 6 (12)
"Better Fighter For Some Reason" Enhanced Fighting 3 (7)
"Remove Defensive Penalties" Enhanced Dodge & Parry 3 (6)

Features 4: Increased Mass 4 (4)
Speed 5 (60 mph) (5)
Protection 7 (Extras: Impervious 12) (19)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Power Attack (1)
Intimidation +4 (2)
Stealth -6 (-3)

"Twin-Barrelled Pulse Cannon & Belly Rail Gun" Blast 14 (Feats: Ranged 3) (Extras: Penetrating 10, Multiattack) (55) -- (57)
  • AE: "Missile Launchers" Blast 12 (Feats: Reach 5) (Extras: Area- 30ft. Burst) (41)
  • AE: "Ludicrously-Powerful Claws" Strength-Damage +0 (Feats: Improved Critical) (Extras: Multiattack 10) (11)
-- (130 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Tyrannosaurus Armor Unarmed +8 (+14 Damage, DC 29)
Missiles +12 Area (+12 Ranged Damage, DC 27)
Laser Mounts +6 (+14 Ranged Damage, DC 29)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +5 (+8 T-Rex, DC 15-18), Toughness +2 (+15 T-Rex Armor), Fortitude +4, Will +5

Complications:
Responsibility (Lagarto)

Total: Abilities: 30 / Skills: 18--9 / Advantages: 4 / Powers: 111 / Defenses: 12 (166)

-While unquestionably THE MOST AMAZING THING IN THE HISTORY OF RIFTS, the Tyrannosaurus Robot Vehicle (two pilots instead of one) is well-drawn by Kevin Long, but suffers from the malady of being given a REALLY stupid weapon- a "Belly Rail Gun" that is quite clearly a long tube sticking out of a rounded "ball" right at crotch-level. So the art features a ROBOTIC T-REX... shooting a tank with his robotic penis.

-In any case, though, this thing is fearsome. With 600 MDC, it can take on anything just short of a Glitter Boy, does a ton of damage in melee AND at range, and even has some of the best hardware CJ Carella could write for this series. The thing is MONSTROUS, has a ton of options in combat, and has almost twice the MDC of the Raptor Armor. In terms of raw power and toughness, I'd put it above the heavy-hitters of the early Coalition stuff, such as the UAR-1 Enforcer or the Spider-Skull Walker, and only the Hellraiser and Skull-Smasher are its equal. You'd need to be a Dragon Hatchling or Glitter Boy Pilot to be equal to this as a PC.
Last edited by Jabroniville on Mon Apr 01, 2019 5:50 am, edited 1 time in total.
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Re: Jab's Rifts Builds (DINOSAUR POWER ARMOR!)

Post by Spam »

catsi563 wrote: Sun Mar 31, 2019 8:02 pm
It gets worse the T-rex is still coming :P
Considering where the Rex's gun is placed, an unfortunate choice of words.
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Re: Jab's Rifts Builds (DINOSAUR POWER ARMOR!)

Post by catsi563 »

Spam wrote: Sun Mar 31, 2019 10:48 pm
catsi563 wrote: Sun Mar 31, 2019 8:02 pm
It gets worse the T-rex is still coming :P
Considering where the Rex's gun is placed, an unfortunate choice of words.
It could've been worse instead of a railgun it could have been a plasma ejecting flamethrower :lol:
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Re: Jab's Rifts Builds (DINOSAUR POWER ARMOR!)

Post by Sidious »

Nothing will beat the Blood Riders & Blood Lizards in South America 2(?). They ride Dinosaurs! Let the fun commence!
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Re: Jab's Rifts Builds (DINOSAUR POWER ARMOR!)

Post by Jabroniville »

Sidious wrote: Sun Mar 31, 2019 11:47 pm Nothing will beat the Blood Riders & Blood Lizards in South America 2(?). They ride Dinosaurs! Let the fun commence!
My friend Paul's second character was actually a Felinoid (he's an anime fan) Blood Rider, with a dino named "Reecher" :). Alas, I don't have that book.

Buzzing through some various books, I find that Cyber-Knights is actually a super-short one that really only features the new version of the Cyber-Knight, so that one will be easy to do.

Rifts Atlantis seems like the big dog, and is arguably the one most responsible for the legendary "Power Creep", much as Siembieda apparently likes to blame CJ Carella. Multiple things in here have THOUSANDS of MDC, Look at all that Kittani crap in the second part of the book. Making that the "Upper Tier" just made later writers want to equal it.

That said, it's funny that Carella's "Islands of Adventure" stuff is more powerful than most of the rest of the world. And that his "South America" setting has art featuring a mostly-Caucasian-looking crowd. Or monsters.

Triax and the NGR appears to be horrendously-mighty, as well. I only have the second book, but the shop close to me has the first, and most of the Power Armor in it is SIGNIFICANTLY better than anything the Coalition got until Coalition War Machine, and even THEN, they have 50-foot-tall super-mechs with thousands of MDC. And their Gargoyles are actually tougher than DRAGONS from the looks of things, hitting 1D6x100 MDC! NGR 2, which features ADVANCED versions of all this tech (and fits the usual Palladium M.O. of "Well, our artist drew it, so..." with literally dozens of similar-looking suits with the same general attacks and stats), is even higher. Then even have stronger versions of the GLITTER BOYS!!

It's actually kind of neat that while the writers are clearly in love with the Coalition States, Tolkeen and Atlantis, that the Triax/NGR thing is actually the source of most of the world's super-powered stuff. Most writers would have made America the center of power, but both South America & Germany seem to have its number.
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Re: Jab's Rifts Builds (DINOSAUR POWER ARMOR!)

Post by Woodclaw »

Jabroniville wrote: Mon Apr 01, 2019 4:13 am Rifts Atlantis seems like the big dog, and is arguably the one most responsible for the legendary "Power Creep", much as Siembieda apparently likes to blame CJ Carella. Multiple things in here have THOUSANDS of MDC, Look at all that Kittani crap in the second part of the book. Making that the "Upper Tier" just made later writers want to equal it.
Given Simbieda's legendary reputation for being a self-entitled asshole, I take anything he said with a crapton of salt.
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