Jab's Rifts Builds (Dinosaurs! Grigleapers! Brontodon! Dream Snakes!)

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catsi563
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Re: Jab's Rifts Builds (Triax & The NGR!)

Post by catsi563 » Thu Jun 06, 2019 5:59 pm

I had triax in at least one campaign where the PCs had to warn them of an impending invasion by the Gargoyles that was backed by Splybcrith, They had enough issues with NGRs prohuman policies as it was but this invasion was going to be a massacre with the Spugs help. they succeeded and got to warn them without getting shot and even aided in the battle. Their heroics lead to NGR easing up a bit on non humans

the Free Q campaign I played in we had NGR advisors aiding the FQ when the Coalition declared open war. That was part of how my GG got her GB suit upgraded some more

A GB with a boomgun is neat. A GB with a boomgun minimissiles arm mounted pulse lasers and vibroblades and a jump jet capacity that makes it nearly as mobile as a Samas is FUN

Triax is fun when you want mostly undiluted Robot and PA action against a mostly evil empire. how badly they go Anti Nonhuman is up to the GM of course.

In an interesting side note about them Unlike the coaltion and one of the sticking points between the two nations is the NGRs policy on literacy all of their citizens and even a few non citizens are literate and educated.

Thusly one of the NGRs big heroes? Erin Tarn CS public enemy #1 yep shes such a big deal within the NGR that they have all her books printed and even have stylized tv and movies series where shes played as thus hot action woman star.

Erin was simultaneously flustered and flattered to find all this out and Sir Thorpe didn't let her hear the end of it
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Jab's Rifts Builds (Triax & The NGR!)

Post by Jabroniville » Thu Jun 06, 2019 10:23 pm

Interesting note from an RPGnet thread from 2010 or so:
For me it's just what broke the setting. Up until Triax, every new Rifts book had its own distinct vibe about it, and while the vibe wasn't always good (I doubt people were tripping over themselves in a rush to run a Rifts Africa campaign), it was still always something new. It was secret vampire civilizations in Mexico, or an interdimensional slave empire on the lost continent of Atlantis, or England as a land of magic dotted with fairytale kingdoms, or high-tech space stations full of mutants hanging on for centuries without surface support, or whatever. And then along comes the Triax worldbook, about a high tech human nation duking it out in a desperate war for survival against an evil monster empire. Which is also pretty rad, and it doesn't matter that it's more a hardware catalog than a setting book because hey, they haven't done something like that before. And it's all good.

And then comes South America, which is all about a high tech human nation duking it out in a desperate war for survival against an evil monster empire. And Underseas, about a high tech human fleet duking it out against an evil monster empire. And Japan, about a high tech human nation duking it out for survival against an evil monster empire... And unlike the old pre-Triax books, they're always heavy on new robots and guns and monsters and character classes, and light on actual setting info. The first Triax book was a good title and deserved to sell well, but far too much of the Rifts catalog since then has been the same idea copied over and over again.

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Re: Jab's Rifts Builds (Triax & The NGR!)

Post by catsi563 » Fri Jun 07, 2019 5:49 am

pretty accurate there were a lot of isolated human outposts of civilization fighting against horrid alien invaders going around, they barely had any good guy kingdoms outside of Tolkien and even it fell victim to the were so desperate to survive well break every principle we have and become the very monsters the coalition accuse us of being making the coaltion right about us all along
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Gargoyle Mage

Post by Jabroniville » Fri Jun 07, 2019 11:40 am

Image

GARGOYLE MAGE
Role:
Powerful Demon
PL 11 (127 + Psionics)
STRENGTH
10 STAMINA 10 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Expertise (Demon) 4 (+3)
Intimidation 8 (+7, +9 Size)
Perception 5 (+5)
Stealth 1 (+4, +0 Size)

Advantages:
Favored Environment (Airborne), Languages (A Few), Ranged Attack 2

Powers:
"MDC Creature" Protection 4 [4]
Flight 5 (60 mph) (Flaws: Winged) [5]
Senses 2 (Nightvision) [2]
Regeneration 1 [1]
"Invisibility" Concealment (Vision) 2 [4]
"Fire Breath" Blast 11 (22) -- [23]
  • AE: Teleport 10 (Extras: Accurate, Extended) (Flaws: Unreliable -2) (20)
"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Psionics"
Meditation, Presence Sense, Mind Block, Telepathy, Exorcism, Resist Hunger, Thirst & Fatigue
"Magic"
Comprehend Elementals 1 [2]
Senses 2 (Elemental Awareness- Ranged) [2]
All Level 1-3 Earth Elemental Spells

Offense:
Unarmed +7 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +14, Fortitude +10, Will +5

Complications:
Enemy (Triax/New German Republic)

Total: Abilities: 46 / Skills: 22--11 / Advantages: 4 / Powers: 52 + Psionics / Defenses: 14 (127 + Psionics)

-Approximately one out of every 20,000 Gargoyles will be a "Gargoyle Mage", which have Elemental Magic akin to a human Warlock, in addition to slightly elevated stats. Only SLIGHTLY (like, 50 MDC and they don't have negatives to mental stats), but it's enough to make them independent and typically the LEADERS of their own enclaves, and the most likely Gargoyles to spring off and form kingdoms of their own.

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Gargoyle Lord

Post by Jabroniville » Sat Jun 08, 2019 1:33 am

Image

GARGOYLE LORD
Role:
Powerful Demon
PL 12 (128 + Psionics)
STRENGTH
11 STAMINA 10 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Survival) 4 (+4)
Expertise (Demon) 4 (+3)
Intimidation 8 (+7, +9 Size)
Perception 5 (+5)
Stealth 1 (+4, +0 Size)

Advantages:
Favored Environment (Airborne), Languages (A Few), Ranged Attack 2

Powers:
"MDC Creature" Protection 4 [4]
"Metamorphosis Into Living Stone" Protection 2 (Flaws: Unreliable- 3/day) [1]
Flight 5 (60 mph) (Flaws: Winged) [5]
Senses 2 (Nightvision) [2]
Regeneration 1 [1]
"Invisibility" Concealment (Vision) 2 [4]
"Fire Breath" Blast 11 (22) -- [23]
  • AE: Teleport 10 (Extras: Accurate, Extended) (Flaws: Unreliable -2) (20)
"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Psionics"
Meditation, Presence Sense, Mind Block, Telepathy, Resist Hunger, Thirst & Fatigue

Offense:
Unarmed +8 (+11 Damage, DC 26)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14 (+16 Metamorphosis), Fortitude +10, Will +5

Complications:
Enemy (Triax/New German Republic)

Total: Abilities: 50 / Skills: 22--11 / Advantages: 4 / Powers: 48 + Psionics / Defenses: 15 (128 + Psionics)

-The most powerful Gargoyles, the Lords are the leaders of various clans, and are said to be between 15-20 feet tall. They possess abilities such as... well... okay, they're basically the exact same as the other Gargoyles... but TOUGHER! Yup, yet another Rifts thing where they maxed out their creativity and just threw more MDC onto something rather than make it unique. This means that Gargoylites & Gargoyle LORDS are the only two with the "Stone Skin" power.

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Gargoyle Gear

Post by Jabroniville » Sat Jun 08, 2019 9:37 am

GARGOYLE GEAR:
* Gargoyles are among the VERY few mystical creatures on Rifts Earth allowed to wield TECHNOLOGY. It's actually rather amazing how the setting figured out how to mix D&D and Sci-Fi SO WELL in the very early phases of the game. Especially since so much Rifts stuff arbitrarily decides that Sci-Fi races aren't allowed magic, and Magic races aren't allowed technology. So seeing Gargoyles with POWER ARMOR is both fascinating, incredibly cool... and kind of dumb-looking, based off of the art.

Image

"Gargoyle Armor" Protection +1
-Only 25% of Gargoyles wear this "Confining" armor. I think it's because it looks stupid.

"Gurgoyle G-10 Power Armor" Protection +2, Fighting +1, Blast 13, Missiles
-This armor makes Gurgoyles equivalent to Gargoyles pretty easily, boosting 250 MDC!

ImageImage

"Gurgoyle G-20 Avenger Combat Robot" Protection +3, Fighting +2, Blast 13, Missiles
-One of the more obvious "So Kevin Long ALSO drew this one..." sets, this just boosts +100 MDC, but has the same gear otherwise.

Image

"Gurgoyle G-30 Wrecker Combat Robot" Protection +4, Fighting +2, Blast 13, Missiles, Mace (Damage 13)
-Slender, 30-foot tall Combat Robots, these are piloted by TWO Gurgoyles and have 450 MDC. And the same weapons. But a +11 Mace!

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"Weapons": Damage 9-11.
-Gargoyles have access to some gear that boosts their unarmed damage, making them among the very few supernatural creatures in the game that can boost their melee damage rather than swapping dice rolls entirely.

"Giant Guns" Blast 10-13
-Giant Gargoyle-sized guns are humorously not really any better than other guns.

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Re: Jab's Rifts Builds (Triax & The NGR!)

Post by Jabroniville » Sat Jun 08, 2019 8:45 pm

LOL, starting work on the Phase World builds in advance... and just looking through it, I can tell literally everyone's just gonna care about the Cosmo-Knights, right? There's like 80 different Space Guy O.C.C.s in here, and some silly alien races, but people are just going to wait for the Cosmo-Knights, aren't they?

ehh123
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Re: The Arts

Post by ehh123 » Sat Jun 08, 2019 8:57 pm

Jabroniville wrote:
Thu May 24, 2018 8:22 am
Wayne Breaux- Draws very blocky, boring-looking robots. His suits and vehicles are very blocky, with somewhat dull shading. His art becomes less and less common with time.
I think he was excellent with anthropomorphic animals. All my favorite illustrations from the second edition book of After the Bomb come from him.

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Triax O.O.C.s

Post by Jabroniville » Mon Jun 10, 2019 12:50 am

Image

NEW GERMAN REPUBLIC O.C.C.s
Role:
Mooks, Foot Soldiers
PL 7 (56)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 4 (+4)
Intimidation 2 (+3)
Perception 4 (+4)
Technology 4 (+4)
Treatment 2 (+2)
Vehicles 1 (+5)

Advantages:
Benefit (Rank- Soldier), Equipment 12 (Triax Gear)

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

"T-42 Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2 (+9 Armor), Fortitude +3, Will +2

Complications:
Responsibility (The New German Republic)
Enemy (The Gargoyle Empire)

Total: Abilities: 28 / Skills: 20--10 / Advantages: 13 / Powers: 0 / Defenses: 5 (56)

-The baseline of the NGR Military is pretty much like that of the Coalition's, though they are not illiterate. The book features a TON of "O.C.C. Bloat", but most of them use this as a baseline. Hell, most of them even have the same armanents. Yes, a book that gives Gurgoyles & Gargoyles the same statline with awkward notes in the middle differentiating the two features like seven classes copying the same information for their gear.

NGR O.C.C.s:
INFANTRY SOLDIER O.C.C.- PL 7 (57): Vehicles 2 (+7) [1]
-The baseline soldiers. Way more Piloting stuff than the others. Can't pilot Robot Armor, though.

COMMUNICATIONS OFFICER O.C.C.- PL 7 (64): INT +1, Technology 4 (+9), Minor Cybernetics (Headjack, Translator, etc.) [8]
-Like above, but with worse Vehicles skills... and he can USE A RADIO. Yeah, Rifts loves its communications skills. Like, a class specializing in it has four or five different variations of it. Which M&M just all plops into "Technology".

FIELD MECHANIC O.C.C.- PL 7 (64): INT +1, Technology 4 (+9), Skill Mastery (Technology), Minor Cybernetics [8]
-Basically like the Main Rulebook's mechanic classes, albeit without the fun psychic stuff. They just... fix stuff on the run.

MEDICAL OFFICER O.C.C.- PL 7 (71): INT +1, Expertise (Science) 6 (+7), Technology 4 (+9), Treatment 4 (+7), Minor Cybernetics, Will +3 [15]
-The team medics, also getting excellent gear... and a TON of technology & medicine-based abilities.

Image

CYBORG SOLDIER O.C.C.- PL 10-12 (57 + Cybernetics): Vehicles 2 (+7) [1]
-They have a huuuuuuuuuuuuuuuuuuuuuuge number of selections listed in the section for gear, putting them anywhere from +11-16 Toughness, and with all sorts of gear, generally topping out at around Blast 11. Like, there are WAY too many options here- just page after page of slightly-different designs and slightly-different gear. It's really superfluous. Hilariously, they spend like two pages on all the various gear the "Prowler" Cyborg has, then gives it the literal worst piece of art in the entire book, so NOBODY WOULD EVER PLAY THIS SKINNY-ASS PILE OF DUMB.

Image

Seriously, who would play this?

-The "Slasher" (or "Gold Type", because they're usually gold) has +9 Vibro-Blades, which aren't really better than what a Juicer or anybody else could get. The Blue Type is slightly tougher (500-ish MDC). The Red Type has +16 Toughness, which is just crazy. The later Marauders... are literally just the same thing as the Red Type, but with different gear and they explain the MDC a bit differently. WHAT IS IT WITH THIS PAGE BLOAT? Hell, they even have the Siembieda Layout Specialty: a piece of art that's just a cut-out from a piece of art on the next page, put at the top of the description.

POWER ARMOR COMMANDO O.C.C.- PL 7 (60): Vehicles 2 (+7), Minor Cybernetics [4]
-Basically the "Cool Class", these guys are like Infantry Soldiers in every way... except they swap basic Vehicles for Power Armor, and get the sexiest gear. And some Demolitions stuff. It's assumed they do front-line fighting and "search & destroy" missions.

ROBOT COMBAT PILOT O.C.C.- PL 7 (60): Vehicles 2 (+7), Minor Cybernetics [4]
-And... the unnecessary "Other Robot Pilot" class, which is said to have more versatile selection of gear. Basically same class, different options in gear.

ROBOT SOLDIER OPTIONAL O.C.C.- PL 7 (56 + Robot Stuff):
-A peculiar side class with a TON of insanity/atrophy/"this is hard for you to play" additions, Robot Soldiers are regular men and women who engage in Virtual Reality to place themselves within various robots under NGR control, fighting remotely. Not a bad idea, and you can tell that Siembieda actually puts some thought into the mechanics of actually DOING things like this, for "character" reasons. Despite all the risks, the characters are typically only in +9 Toughness Robots, barely stronger than a baseline soldier. "Killer Drones", however, are MUCH tougher at +13 Toughness, and are heavily-armed.

INTELLIGENCE OFFICER O.C.C.- PL 7 (70): INT +2, AWA +2, PRE +1, Expertise (Intelligence) 6 (+8), Vehicles 2 (+7) [14]
-The smart guys who lead missions and programs to engage in espionage, demolitions, etc.

INTELLIGENCE COMMANDO O.C.C.- PL 7 (63): INT +1, AWA +1, Expertise (Intelligence) 4 (+5), Vehicles 2 (+7) [7]
-Ugh, ANOTHER similar thing? Okay, this guy has fewer requirements and Skills, making him easier to play. He's also the "sexier" option, being sent out on the actual destructive missions.

POLICE O.C.C.- PL 7 (62): AWA +1, Expertise (Police) instead of (Soldier), Investigation 6 (+7) [6]
-Yep, another cop in the game. Well, I guess this one came BEFORE the plethora of other types. Basically like a Soldier, but with a different Expertise.

EURO-JUICER O.C.C.:
-Triax & The NGR introduces another kind of Juicer augmentation, via the JAEP ("Jape") system. You can pick only ONE kind of enhancement, and swap them out after a few months. It is less dangerous than Juicer Augmentation, but also somewhat addictive, and prone to developing all sorts of side effects.

Strength Enhancement: ST +2, STA +2, FIGHTING +1, Speed 1 [11]
Speed Enhancement: ST +1, STA +1, FIGHTING +2, Speed 4 [12]
Healing Enhancement: Regeneration 1, Fort +2 [3]
Mental Enhancement: Will +2, Improved Initiative, Luck [4]

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Re: The Arts

Post by Jabroniville » Mon Jun 10, 2019 11:08 am

ehh123 wrote:
Sat Jun 08, 2019 8:57 pm
Jabroniville wrote:
Thu May 24, 2018 8:22 am
Wayne Breaux- Draws very blocky, boring-looking robots. His suits and vehicles are very blocky, with somewhat dull shading. His art becomes less and less common with time.
I think he was excellent with anthropomorphic animals. All my favorite illustrations from the second edition book of After the Bomb come from him.
Oh hey- first time poster! Welcome and hello :)! Thanks for commenting! Glad you're watching these.

I agree he was decent at animals. Though I've made fun of his Dog Boy designs from the Main Rulebook, he was reasonably good at something that a LOT of professional artists struggle with.

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Gypsy O.C.C.s

Post by Jabroniville » Tue Jun 11, 2019 6:40 am

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GYPSY O.C.C.s (Wait, What the Fuck?)
Role:
Gypsy Thieves (OH SHIT ACTUAL CLASS NAME)
PL 4 (65)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+5)
Deception 4 (+7)
Expertise (Nomadic Traveler) 5 (+6)
Persuasion 4 (+7)
Vehicles 1 (+6)

Advantages:
Equipment 4 (Assorted Gear), Luck

Offense:
Unarmed +5 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +4, Will +4

Complications:
Motivation (Greed)
Hatred (Honest Work)

Total: Abilities: 44 / Skills: 18--9 / Advantages: 5 / Powers: 0 / Defenses: 7 (65)

-Hahahaha WHAT? Unquestionably the part of this book that has aged the least well, the group that includes an honest-to-god class named "Gypsy Thief O.C.C." basically adopts the worst aspects of Gypsy stereotypes (the "Roma" people descended from India's "Untouchable" caste, who have since become a stereotyped underclass in European society), combines them with Marvel's Gambit (complete with "Cheri" instead of "Chere" because somebody probably misread something) and just says "oh but these aren't THOSE Gypsies"- these are, in fact, just people who BEHAVE like some Creole Gypsy Thief or whatever. Some aren't even human! Like, D-Bees and stuff.

-Seriously, it's paragraph after paragraph about how they lie, cheat, and steal, avoid all honest work, and laugh off anyone attempting to get them to conform. Their "caravans" are said to bring great trouble, and more. Now, I don't know ANY Europeans with a positive experience with Roma, but haha, WOW.

Gypsy O.C.C.s:
GYPSY THIEF O.C.C.- PL 4 (72): Sleight of Hand 4 (+9), Expertise (Music) 4 (+7), Expertise (Criminal) 6 (+7) [7]
-Basically, you are Gambit minus the mutant powers. It even doesn't get much of a class description.

Image

GYPSY WIZARD THIEF O.C.C.- PL 4 (72 + Magic): Expertise (Magical Creatures) 6 (+7), Sleight of Hand 2 (+7), Expertise (Music) 2 (+5), Expertise (Criminal) 4 (+5), Line Walker Powers, Magic (Bunch of Spells) [7 + Magic]
-A less-good thief combined with a Line Walker.

GYPSY SEER O.C.C.- PL 4 (72 + Magic): Expertise (Magical Creatures) 6 (+7), Senses 2 (Detect Evil- Ranged), "Read Palms" Senses 3 (Analytical Detect Alignment- Requires Ritual), Magic (Oracle, Exorcism, See Invisible, Death Trance) [7 + Magic]
-Seers are born with the ability to detect magical beings of various types.

GYPSY- THE GIFTED O.C.C.- PL 4 (65 + Psionics): Minor to Master Psionics [Psionics]
-Psionics who roll randomly to determine how much they get- a little or quite a lot.

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Re: Jab's Rifts Builds (Triax & The NGR! An actual class called "Gypsy Thief")

Post by Sidious » Tue Jun 11, 2019 7:46 pm

I think at one point I did make Gambit off of the Gypsy Thief OOC. It was to obvious a combination to pass by.

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Brodkil

Post by Jabroniville » Wed Jun 12, 2019 9:49 am

Image

BRODKIL R.C.C.
Role:
Giant Space Ogres
PL 10 (91)
STRENGTH
8 STAMINA 8 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

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

Advantages:
Ranged Attack 4

Powers:
"MDC Creature" Protection 3 [3]
"Invisible At Will" Concealment (Visuals) [4]
Regeneration 3 [3]

Offense:
Unarmed +7 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +11, Fortitude +8, Will +4

Complications:
Enemy (Triax/New German Republic)
Responsibility (Lazy)- Brodkil are lazy brutes that hate to learn skills beyond what they need to fight.

Total: Abilities: 56 / Skills: 24--12 / Advantages: 4 / Powers: 10 / Defenses: 9 (91)

-The Brodkil are reprinted from a Rifts Sourcebook, and are arbitrarily shoved into the very back of the book as "Something to watch out for". Much is made of how they are MUCH larger and more well-organized than even the NGR spies believe- Brodkil have mastered technology (such as M.O.M. implants and other Rifts Earth gear), and have been lying in wait in Poland & Czechoslovakia, waiting for an opportunity to strike. They can have nearly any kind of gear or modifications.

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Re: Jab's Rifts Builds (Triax & The NGR! An actual class called "Gypsy Thief")

Post by Spectrum » Wed Jun 12, 2019 12:46 pm

Is Gipsy Danger better than Gypsy Danger?
We rise from the ashes so that new legends can be born.

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Triax Gear

Post by Jabroniville » Thu Jun 13, 2019 9:45 am

TRIAX GEAR (Book One):
-Triax offers some of the best gear in the early generation of the game. Though their suits are barely better than Coalition ones at first.

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"Cyclops" Body Armor: +8 Armor
-The baseline option of the NGR army, with 70 MDC (a bit worse than a Coalition Dead Boy). Both Medics and Mechanics get variations of this type, with the same toughness.

"T-11 Enhanced Body Armor": +9 Armor, +2 Strength, +1 Speed
-An enhanced power-suit with 100 MDC.

"Other Armors": Toughness +7-8
-Other suits of armor can be designed to look like regular clothes (pitiful MDC, but are stealthy), and Riot Police have 50 MDC armor, too.

POWER ARMOR:

Image

"T-21 Terrain Hopper": +10 Toughness, Flight 6, Leaping 8
-A civilian-ish unit, designed mostly for jumping really fast, as its top speed is pretty poor.

"TC-20 Terrain Hopper": +11 Toughness, Flight 6, Leaping 8, Blast 10, Missiles
-Pretty much the same suit, but a bit tougher (30 MDC-ish), and with built-in weapons.

Image

"T-31 Super Trooper": +11 Toughness, ST 9, Speed 2, "F4-Dual Fusion Shoulder Launchers" Blast 14, Missiles, Vibro-Blade 8
-A man-sized power armor unit that has INSANELY POWERFUL SHOULDER CANNONS, doing 2D6x10 damage, which is barely less than that of a Glitter Boy! These are the "foot soldier" Power Armors of the NGR, said to be harder to hit because they're man-sized, which is totally excellent and not at all part of Palladium's rules.

Image

"X-10A Predator": +13 Toughness, ST 9, Flight 7, Pulse Cannon 13, Missiles
-The NGR's version of a SAMAS, it's a LOT tougher (380 MDC!), but slower. Has a standard Rail Gun-ish weapon.

"X-60 Flanker Urban Defender": +13 Toughness, ST 8, Speed 4, Extra Limbs 2, Non-Lethal Armaments
-Urban combat/police mechs with goofy-looking hydraulic arms that extend. A pretty poor drawing.

"X-500 Forager": +13 Toughness, ST 10, Speed 4, Belly Gun 13, Missiles, 30 feet tall
-A wilderness explorer suit and an "old workhorse" type of thing said to be very popular, despite being THIRTY FEET TALL and the same MDC as a man-sized suit.

ImageImage

"X-535 Hunter": +13 Toughness, ST 10, +1 Fighting, Speed 6, Modular Armaments- Blast 13-15, 12 feet tall
-Also called a Jager (giant super-suits called Jagers? WTF is this nonsense?), this is another "workhorse" and sports a modular armament that can swap out weapons at will. Some of which are so truly insane that they actually MATCH THE GLITTER BOY, as the "Flak Gun" meant for Anti-Aircraft warfare does the infamous 3D6x10 damage. They're also REALLY fast at running, doing Speed 6.

Image

"X-545 Super Hunter": +14 Toughness, ST 10, Speed 5, Blast 13, Vibro-Sword 11, Missiles, 15 feet tall
-An "Armored Jager" is a newer type of unit, meant to hold back the enemy while NGR troops reposition themselves. It's tougher but slower than the Hunter.

"X-622 Bug": +13 Toughness, ST 9, Speed 5, Swimming 6, Blast 14
-A funny looking insectoid submarine with a hugely-powerful armament set-up.

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"X-821 Land-Crab": +14 Toughness, ST 10, Speed 5, Swimming 6, Blast 13, Missiles
-Tougher than the Bug, and stronger, but with weaker Blasts.

"Dragonwing": +14 Toughness, ST 8, Flight 11, Blast 13, Missiles, Maces 10
-One of the fastest things humanity has to offer, the Dragonwing is also EXTREMELY tough and is a one-man suit.

"Triax X-1000 Ulti-Max": +14 Toughness, ST 10, +1 Fighting, Speed 5, Maxi-Rail Gun 14, Missiles, 16 feet tall
-The ultimate powerhouse of the NGR army, the Ulti-Max is more akin to the mecha you see in Japanese animation- a tall, slender, piloted suit. 500 MDC total (100 of which is from a rechargeable Force Field), though not quite Glitter Boy-esque in damage output, despite what they say.

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"Triax X-2000 Dyna-Max": +15 Toughness, ST 10, +1 Fighting, Speed 5, Slammer Missiles 14, Vibro-Swords 11, Missiles, 25 feet tall
-"Because Kevin Long Drew a Bigger Thing" should be this guy's name, because he's basically the Ulti-Max with more MDC and different gear.

"Triax X-2500 Black Knight": +16 Toughness, ST 10, +1 Fighting, Speed 5, Slammer Missiles 14, Energy Mace 11, Missiles, 35 feet tall
-ANOTHER bigger robot, this one looks a lot plainer, and has a mace. 700+ MDC, though, making it one of the only things tougher than a Glitter Boy out there.

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"Triax X-5000 Devastator": +18 Toughness, ST 10, +1 Fighting, Speed 5, Super Laser/Ion Cannons 14, Missiles, 50 feet tall
-The BIGGEST bigger robot, the Devastator has an insane 1500 MDC, making it one of the toughest things ever. The book includes a description of it killing hundreds of Gurgoyles before being brought down, which seems a bit extreme, given how little damage you can actually do to high-toughness targets in Rifts.

"Gargoyle Infiltration Bots": +9-11 Toughness, ST 8, Blast 9-10.
-This robots, cyborgs, or suits are designed for infiltration missions- disguised as Gurgoyles or Gargoyles, they move into enemy nests and start blasting away. Most have VERY sub-par weaponry, making them pretty useless. Some of the game's biggest "bloat" is in this section, as creature after creature is described, given huge lists of all their attacks, etc. All for something I can't imagine most players use.

GUNS:
-The usual- Blast 8-11 boring stuff. "Uranium Rounds" are said to do 25% more damage to supernatural beings, and reduce their natural Regeneration, which is good. Their Pulse Rifles are INSANE, though, with things being 9 or 20 pounds sporting Blast 13-level stuff.

VEHICLES:
-One of the whole line's biggest sections on vehicles, which I have NO intention of even beginning to stat up or lay out, features all sorts of things, including, quite oddly... FIGHTER JETS!!! Jets being one of the very few military-based things that Rifts almost NEVER TOUCHES, preferring this weird land of "small units of highly-armored dudes and one tank" to a modern-day military conflict's array of tanks and fighter jets. But yes, here's some jets. Weaker than most suits of armor (about 300 MDC usually), armed more poorly... but hitting Mach 3 and stuff. There's tanks, transport stuff, etc.- some things hit +17 Toughness, even!

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