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

Where in all of your character write ups will go.
Jabroniville
Posts: 12009
Joined: Fri Nov 04, 2016 8:05 pm

Phase World Gear

Post by Jabroniville » Sun Jul 14, 2019 11:40 pm

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PHASE WORLD GEAR:
-Gear in Phase World is actually not as advanced as you'd think, with Carella submitting that since all the races aren't fighting desperately for survival against everything, that "innovation has stagnated" and nobody wants to spend the money to improve all their crap. Which is all well and good, except some of the races ARE fighting against each other. But whatever. Vince Martin gun time!

GUNS:
-The usual, smooth & shiny Martin guns- Blast 9-11. A Pulse Rifle can knock out Blast 13 for a burst, though, which is nuts for a 13-lb. gun (most things at that level need to be hefted by Cyborgs and Power Armor troops).

GRAVITY RAIL GUNS:
-Superior, smaller kinds of Rail Guns, allowing Blast 13-14-level stuff on gear small enough for humans to carry it.

PSIONIC CRYSTAL TECHNOLOGY:
-Created by the Noro, these use crystal tech to create Blast 9-12 effects or Paralysis Beams. There's a +11 Armor, as well, and something that gives you Telepathy.

PHASE TECHNOLOGY:
-Drawn mostly by Wayne Breaux, there are angular, pointy weapons are akin to the Prometheans' stuff, doing MDC to MDC targets, and SDC to SDC targets. So Limited Damage, typically akin to the guns- about Blast 11-13 normally. HOWEVER... they simply bypass inanimate objects, such as armor! So... Ranged Weaken Toughness/Nullify (Limited to Objects), too? They have melee weapons that do about the same. A P-Field can give you Immunity to Energy Damage, while Out-Of-Phase Fields make you Insubstantial!

POWER HALBERD: Oddly, a single melee weapon is listed, doing +13 Damage overall. It uses a power supply, like a typical Vibro-Weapon. I think Martin just drew something cool, so they threw it in.

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ARMOR:
* Most of these can allow the wearers to survive in space.

"CAF, Freedom Fighter, Kreeghor Armor": +7-10 Toughness.
-Generic Space Armors worn by CAF guys, from 20 MDC space suits to 120 MDC Heavy Armor. Very generic, given plain Kevin Long designs. Kreeghor get similar gear, but it adds to their MDC, typically letting them hit +11-12 Toughness.

"Naruni Force Fields": +1-4 Toughness.
-Light, personal Force Fields, this Naruni gear can add several rounds of survivability to any character. REALLY potentially game-breaking in force, as they're lightweight.

"Psionic Power Armor": +13 Toughness, Speed 6, Mind Bolts 11, Missiles, Rail Gun +14, "Fear Beam" Affliction (Emotion Control- Fear), See Invisible, Telepathy.
-A Noro Crystal-Poweres suit. Only Psionics can use its powers.

"Ground-Pounder PA-10 Infantry Power Armor (CAF)": +14 Toughness, Speed 6, Leaping 1, Particle Beam Cannon +14.
-The lower-end CAF armor.

"Silverhawk Attack Exoskeleton (CAF)": +16 Toughness, Speed 6, Leaping 1, Particle Beam Cannon +15, Missiles, Conclealment (All Vision), Space Travel 1, Flight 11.
-The CAF's Space Armor is not only way better at flying than anything on Rifts Earth (the catch- if it's damaged there, you have to go back to Phase World to fix it), and has a Glitter Boy-level gun, which is nuts.

"Battleram Attack Robot": +19 Toughness, Speed 6, Leaping 1, Gravity Cannon +16, Missiles, Space Travel 1, Flight 10, 70 feet.
-Jumpin' Jesus. A 70-foot robot sporting 3,000 MDC combined and something BETTER than a Boom Gun (4D6x10 MDC), this thing is a "Starship Killer", and one of the most insane things in this book.

"Warlord Mark I Combat Suit": +13 Toughness, Speed 6, Leaping 1, Gravity Auto-Cannon +14, Missiles, Blades +11 Damage, 12 feet tall.
-The warsuit of the Kreeghor (who remember, have plenty of MDC already).

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"Warlord Mark II Combat Suit": +12 Toughness, Speed 6, Leaping 1, Gravity Auto-Cannon +14, Missiles, Blades +10 Damage, 10 feet tall.
-The warsuit for the Kreeghor's humanoid "lesser" races. Similar gear, but weaker.

"Kittani Transformable Robot Fighter": +14 Toughness, Speed 6, Flight 10, Pulse Cannon +14, Missiles, Blades +13 Damage, 14 feet tall.
-The robot used by Splugorth Minions in space.

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SPACESHIPS:
-Boring, don't care. A bunch of low-rent fighters that are about as tough as Robot Power Armors, and a few "Starships" with thousands of MDC (+19-21 Toughness). Guns that are piddly and not even as good as what Glitter Boys get, which is always hilarious in this system. It's designed so that crafty players can't just jump in a vehicle and dominate everything, or steal the better gear from it and attach it to robots, but you've got ships the size of football fields carrying weapons that almost every book has a superior version of, on a suit that can be piloted by one person.

Jabroniville
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Rifts Underseas

Post by Jabroniville » Tue Jul 16, 2019 2:19 am

RIFTS WORLD BOOD SEVEN- RIFTS UNDERSEAS (1995):
This book, permanently establishing the important status quo of what's going on in the various oceans of Rifts Earth and giving us a ton of new nations, races, and equipment to use... is nonetheless most infamous for the idiotic DOLPHIN POWER ARMOR. Yes, they gave armor to two different kinds of sentient whales- the smarter Dolphins & Orcas of Rifts Earth, and "Pneuma-Biforms"- genetically-modified cetaceans. And they all have these giant suits of Vince Martin-designed flowing armor with lots of swirling bits and rounded guns. Pages and pages of it. SO MANY PAGES. It's completely insane, and immediately makes the book a laughing stock to my entire group of friends- looking at these books as a teen, I was nerding out hard over all the cool Juicer Variants and Cyber-Ninjas in the other books, and this just made me LOL. I couldn't believe it. Seriously- who on Earth puts that in and expects a book to be taken seriously?

I mean, I get it- whales are rad, and sentient whales are a fine idea, and you can do stuff with the concept. But it's like putting doggies or monkeys in armor- it just looks ridiculous and is totally Narm-worthy.

The rest of the book is just fine, I think. It's written by Kevin Siembieda & C.J. Carella, the latter of which makes his presence felt with the set-up- the whole "Nations of Adventure" thing that was part of Rifts South America is here in full force, with dozens of new factions, each with their own "feel", stereotypes, and gear, are all on full display. Many things are left up in the air, while other things are given a lot of detail, culturally and ecologically. Numerous super-powerful ships and suits of armor show up, along with some of the highest MDC-things in the setting. They detail the New Navy, Tritonians, the evil Naut'yll, Pneuma-Biforms, genetic monsters, and even one of the more sizeable "Random Monsters" sections in the line.

The oceans of Rifts Earth were intially a "Here Be Dragons" kind of thing, where NOBODY tries this crap because you're sure to die... so it's odd that all these giant boats are just fine, and Earth's ecology has bounced back from near-destruction just because mankind mostly died out. I mean... really? Billions of humans died in the purge, but dolphins & orcas were barely affected and then came roaring back with their pre-humanity numbers? In a world where random Rifts Monsters, demons, and MDC-caliber weapons are the norm? Sure, the ocean's big, but... come on.

I don't know how well the book did, but there was a Coalition Navy book not much later, and they've since made Rifts Lemuria in more modern times, so I guess the aquatic-themed stuff sold SOMEWHAT.

Jabroniville
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The New Navy

Post by Jabroniville » Tue Jul 16, 2019 11:38 am

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THE NEW NAVY O.C.C.s
Role:
Mooks, Foot Soldiers
PL 7 (55)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Sailor) 5 (+5)
Intimidation 2 (+3)
Perception 4 (+4)
Technology 6 (+6)
Treatment 2 (+2)
Vehicles 2 (+6)

Advantages:
Equipment 10 (Naval Gear)

Equipment:
"Naval Gear"
"Navy Armor Suit"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Pressure, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"M-2011 Energy Pistol" Blast 10 (20)
"Assorted Gear" Gas Masks, Radios, etc. (4)

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

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

Complications:
Enemy (The Naut'Yll)
Responsibility (Humanity)- The New Navy defend the world from those hostile to mankind, engaging in random heroics.

Total: Abilities: 28 / Skills: 24--12 / Advantages: 10 / Powers: 0 / Defenses: 5 (55)

-A big part of the book is Nemo-2 and the New Navy, a "Good Guy" naval force based around some Super-MDC Aircraft Carrier (20,000 MDC!). Nemo-2 was altered by a mysterious rift decades ago, and is now super-durable and unaging. The book describes out the USS Ticonderoga was a pre-Rifts super-weapon that survived the Great Cataclysm, and decided to make a solitary stand against a world presumed overrun- in the centuries since, it has been repaired by plot contrivances (oh, AUTOMATIC FACTORIES hidden in the ocean by a suspicious U.S., never mind). Four separate fleets engage in open water stuff, having made enemies of the Splugorth (even taking out one of their super-ships!) and the Naut'Yll, and being uneasy allies with the Lemurians (a book that took twenty years to come out!).

-New Navy tech has the Carella trademark- REALLY advanced guns. It says that only the best Splugorth, Coalition, Triax, and Naruni (as, so he DID write this part) tech can compare. Because the PISTOL does 3D6 MDC, and the Assault Rifle hits harder than a SAMAS's Rail Gun, which is insane.

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O.C.C.s:
NAVY SEAMAN O.C.C.- PL 7 (56-68):
-The equivalent of a Coalition Grunt, but literate. There are multiple areas of expertise, with the SEALs being much more potent. A lot of specialization that's typically beyond the scope of M&M.
Artillery Specialist: Technology +3 (Limited To Weapons) [1]
Communication Specialist: Technology +3 (Limited To Communications) [1]
Medical Specialist: Treatment +4 [2]
Military Police: Investigation +6 [3]
Navy Pilot Specialist: Vehicles +4 [2]
Sensors Specialist: Technology +3 (Limited To Sensors) [1]
SEAL Special Forces: FIGHTING +2, Technology +3 (Limited To Demolitions), Deception +4, Investigation +6, Sleight of Hand +4, Tracking [13]
SEAL Underwater Specialist: Technology +3 (Limited To Demolitions), Deception +4, Investigation +6, Sleight of Hand +4, Survival +6 [11]

MARINE O.C.C.- PL 9 (66): ST +1, STA +1, Athletics +4, Sailor +2, Equipment +2 ("M160 Assault Rifle" Blast 14, "Marine Combat Armor" +1 Protection), Will +2 [11]
-The assault troops of the New Navy, dressing like, and being inspired by, the original American "jarheads" from whom they're descended. Pretty generic, and barely better than Sailors except you need better stats to play one, and they get that insane +14 Assault Rifle and better armor.

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Sea Titans

Post by Jabroniville » Tue Jul 16, 2019 9:58 pm

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SEA TITAN R.C.C.: ST +3, STA +4, AGI +1, Great Endurance, Protection 4, Regeneration 4, Speed 2, Swimming 2, Immunity 8 (Aging, Poison, Disease, Pressure, Suffocation 2, Starvation & Thirst), "Psionics" (twice as likely as normal) [37]

-Sea Titans are descendants of those who were bathed in mysterious Rift energy three centuries ago, thus becoming another CJ Carella trademark: Humans, But Better. Also, MDC R.C.C.s in general. Work is put in to make sure they're not just bland Superhumans as part of the setting- they do not develop their powers until later in life, meaning they recognize mortality and fragility better than most MDC beings would. Some are still highly-resented for their high status (they're the "elites" of the New Navy, and most are in military positions), while others are given reason to become PCs- those who've left the Navy to search for their destinies elsewhere.

-Sea Titans have respectable MDC (4D6+4 plus 2D4x10- could potentially be over a hundred with a really good roll), but not explosively so, and can Regenerate as well. Their Immunities are more useful than good in battle, given they can survive disruptions to their underwater suits.

Jabroniville
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Rurlel Eel People

Post by Jabroniville » Wed Jul 17, 2019 11:49 am

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RURLEL EEL PEOPLE R.C.C.: ST +1, STA +4, AGI +1, FIGHTING +1, Survival +4, Defenses +3, Protection 4, Mega-Punch +5, Regrow Limbs, Swimming 5, Immunity 1 (Drowning), Direction Sense, "Psionics" (twice as likely as normal) [39]

-A race given some pretty decent Vince Martin art (which gives them a full-torso mohawk out of pointy fins, and an eel-like lower body), they're said to be a warrior race of D-Bees living off of CJ Carella's beloved South America. They... have almost nothing written about them. They come off more as "Martin drew it, so...", much like all the different kinds of Whale Armor in the book. Their only real stuff is that they're aloof, keep to themselves, and live harmoniously with nature.

-Their stats are pretty impressive, though they do only minor MDC damage, and they will suffocate very quickly in air. And there's like three races in the book just like this.

Jabroniville
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Tritonian Scientists

Post by Jabroniville » Thu Jul 18, 2019 11:55 am

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TRITONIAN SCIENTIST O.C.C.
Role:
Action Scientist
PL 7 (89)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 6 AWARENESS 3 PRESENCE 2

Skills:
Athletics 6 (+7)
Deception 2 (+4)
Expertise (Science) 8 (+14)
Expertise (Survival) 3 (+6)
Expertise (Current Events) 4 (+7)
Expertise (History) 2 (+8)
Investigation 4 (+7)
Perception 3 (+6)
Technology 7 (+13)
Vehicles 5 (+8)

Advantages:
Beginner's Luck, Equipment 8 (Gear), Jack Of All Trades, Ranged Attack 2

Equipment:
"Plastic Man Armor" Protection 5 (5)
"Assorted Gear" (10)
"Laser Pistol" Blast 9 (18)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Laser Pistol +5 (+9 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Armor), Fortitude +4, Will +5

Complications:
Reputation (Arrogant)- Tritonian Scientists are the lifeblood of Tritonia, and know it.
Responsibility (Tritonia)- Tritonians will defend their city at any cost.

Total: Abilities: 48 / Skills: 44--22 / Advantages: 12 / Powers: 0 / Defenses: 7 (89)

-Tritonia is... pretty much just like the New Navy, to the point where I think they just couldn't decide on which origin story they wanted to go with for their "Survivors on a Floating Pre-Rifts Colony", and just went with both. In this case, Tritonia is a floating batch of "sections", connected by mighty chains (so like the Kakamora ship in Moana), with short buildings leading to much larger buildings that poke out through the bottom, being visible underwater. This floating ship was an American/Australian joint venture, and watched the world fall before the Great Cataclysm with horror. Because of its isolation, and the relative safety of the oceans, it was saved from the worst of it, and fashioned its own government from a board of directors.

-Tritonia now stands as a bit "high and mighty", arrogant and mistrustful of many outsiders, but gladly allows in anyone who wants to help, being one of the few human societies not to hate D-Bees (many Naut'Yll who reject their peers end up on Tritonia).

-Scientists are not a "combat class", but are the lifeblood of Tritonia, and are expected to learn many disciplines (like fixing broken vehicles) so that they are most useful. They are trained in military procedures like all Tritonians are, and they get great hardware, so are a PL higher than the Main Rulebook's "Rogue Scientist", but are worse at the secrecy-themed skills those guys need to survive.

Jabroniville
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Tritonian Sea Wolves

Post by Jabroniville » Fri Jul 19, 2019 8:48 am

TRITONIAN SEA WOLF O.C.C.
Role:
All-Around Soldier
PL 8 (71)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 7 (+9)
Expertise (Marine Soldier) 7 (+7)
Intimidation 4 (+5)
Investigation 4 (+4)
Perception 6 (+6)
Technology 6 (+6)
Treatment 2 (+2)
Vehicles 4 (+8)

Advantages:
Equipment 10 (Naval Gear), Ranged Attack 2

Equipment:
"Naval Gear"
"SCUBA Armor"
Protection 5 (Impervious 5) (10)
Immunity 6 (Radiation, Pressure, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Blue-Green Laser Pistol" Blast 10 (20)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Knife +5 (+6 Damage, DC 21)
Energy Pistol +6 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2 (+8 SCUBA Armor), Fortitude +3, Will +2

Complications:
Responsibility (Tritonia)- Tritonians will defend their city at any cost.

Total: Abilities: 34 / Skills: 40--20 / Advantages: 12 / Powers: 0 / Defenses: 5 (71)

-Tritonian Sea Wolves are all-around military types on the floating island-city. They act as the law, defense, and rescue agents of Tritonia, and are often injured in the line of duty. They're pretty similar to the elites of the New Navy.

Jabroniville
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Amphib

Post by Jabroniville » Fri Jul 19, 2019 8:50 am

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AMPHIB R.C.C.: ST +3, STA +3, AGI +2, PRE +1, Swimming 2, Immunity 7 (Drowning & Cold, Cold Damage, Limited to Half), Extended Hearing & Scent, Environmental Adaptation- Aquatic [27]

-The Amphibs are the result of evil Pre-Rifts experimentation upon unfortunate humans- they were accepted and adopted into Tritonia, which is more open to such non-human stuff. 100,000 Amphibs now serve on Tritonia, and are such a big part of the community that many "Directors" (the overall leader & commander of the city-state) have been Amphibs. However, they possess that most horrible of Palladium fates: Random Appearance Tables! Want to accidentally roll up a dumb-looking, comedic character at the creation stage? Play an Amphib! You could play a normal-looking dude with a huge fish head! Or a normal guy with webbed hands! Or what looks like a standard hot chick! Vince Martin drew three variations, and the artist that always traces photographs did another one, giving us a creepy, Uncanny Valley-esque with with a fish drawn onto a guy. The book also includes a funny bit that randomly attacks 1995's PC culture stating that "people don't jump in to 'protect' others from harmful language", but insists that slurs like "fish-face" are actually terms of endearment. So weird.

-The Random Tables allow for slight increases to SDC and drawbacks to appearance, and some will have fully-functioning gills (Immunity to Drowning).

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JDRook
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Location: The Calgary Rift - City of Monsters

Re: Jab's Rifts Builds (Wolfen! Cosmo-Knights! Dominators!)

Post by JDRook » Fri Jul 19, 2019 9:18 am

This feels like a page right out of Nightbane: random appearances, that photo-tracing art and of course Carella. There's no option for fish aspects in the first book, but I know it eventually show up in later sourcebooks; I bet it even has that picture.

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Salvage Expert

Post by Jabroniville » Sat Jul 20, 2019 5:53 am

SALVAGE EXPERT O.C.C.
Role:
Scrap-Hunters
PL 8 (74)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Oceanography) 6 (+7)
Intimidation 3 (+4)
Investigation 4 (+6)
Perception 4 (+6)
Technology 6 (+8)
Vehicles 4 (+8)

Advantages:
Equipment 13 (Gear), Ranged Attack 2

Offense:
Unarmed +5 (+2 Damage, DC 17)
Energy Pistol +6 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+8 Armor), Fortitude +4, Will +4

Complications:
Motivation (Salvaging)- Salvage Experts scour the oceans for things they can sell for profit.

Total: Abilities: 38 / Skills: 30--15 / Advantages: 15 / Powers: 0 / Defenses: 6 (74)

-I was fearing this was gonna be another one of Kevin Siembieda's beloved "Uncultured Hobo" classes, but Salvage Experts are actually well-trained people who pick up the ruins of the Pre-Rifts world and sell them to various people. The book even describes them as an underwater version of the Operator O.C.C.- a multitalented guy who can be hired for numerous operations (Rifts seems to assume you're going to need TONS of Demolitions expertise. Does anyone ever use that?). Then there's stuff about how they can be like pirates, adventurers, mercenaries, etc., which is rather weird, and indicates that most Experts are rotten people who sail about the lawless seas and just take whatever they want.

-Salvage Experts are pretty plain guys who get good Vehicle, Salvaging & Oceanography Skills, and mediocre stuff elsewhere. Their Equipment is fantastic, though, getting a free submersible, cabin cruiser or POWER ARMOR, which can be rather versatile. The section leads to two pages of boat stats and four of Vince Martin-drawn Deep Sea Armor.

Jabroniville
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Horune Pirates

Post by Jabroniville » Sun Jul 21, 2019 9:47 pm

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HORUNE PIRATE R.C.C.: ST +3, STA +4, AGI +3, FIGHTING +1, Vehicles +6, Damage +6, Protection 4, Regrow Limbs, Regeneration 1, Swimming 2, "Eye Stalks" Radius Sight, Extended & Low-Light Vision, Ultra & Infravision, Immunity 2 (Pressure & Drowning, Limited to Half), "Psionics" (Hydrokinesis, Object Read, Mind Block, Resist Fatigue, Resist Hunter & 3 Physical Powers) [45 + Psionics]

-oh, so THAT's where these guys are. Horune Pirates are a HUGE part of the Rifts setting, in that books mention them all over the place as a constant threat. It turns out that a couple million Horune aliens ended up on Rifts Earth a few centuries ago, and are now the "Tusken Raiders" of the setting- ruthless bands of pirates that will attack everything. They have a pretty unique look for aliens in the setting (which wayyyyyyy too often gives things a silly appearance), with bulbous eyes framing three smaller eyes on the forehead. This feels very "Siembiedan", though, as the race is given all sorts of universal, insulting terms, stating that they are barbaric, thieving rapists, honor nothing, are dirty, gluttonous, lecherous, and more. They are loyal only to each other, following the will of the Captain without fail, and their only real allies are the Splugorth, and even then only because they're paid.

-Horune Gear is pretty solid- Blast 11-13 stuff

SHIP DREAMER: Protection +2, Immunity 22 (Psionics, Starvation & Thirst), Communication 4 (Area, Limited to Ship Dreamers -2), "Magic" (Knows All Spells 1-13) [34 + Magic]
-One in every thousand Horune is a "Ship Dreamer", an insanely powerful psionic that is responsible for building the 20,000 MDC "Dream Ships" that Horune Pirates use to scour the world's coasts. They can do this solo or in groups, and are so powerful than they have ALL THE MAGIC and are immune to Psionics (attempting to read their minds can be fatal, it is said), so watch out for them.

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Horune Drones

Post by Jabroniville » Mon Jul 22, 2019 7:48 pm

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HORUNE DRONE
Role:
Super-Minions
PL 11 (141)
STRENGTH
10 STAMINA -- AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Perception 4 (+4)

Advantages:
Close Attack, Equipment 6, Power Attack, Ranged Attack 6

Powers:
"Robots"
Immunity 30 (Fortitude Effects) [30]
Protection 12 (Extras: Impervious 9) [21]
"Great Size" Reach 1 [1]
"Heavy" Features 1: Increased Mass 1 [1]

Swimming 6 (6) -- [7]
  • AE: "Fly as the Eagle- Magic Spell" Flight 6 (Extras: Affects Others) (Flaws: Limited to 5 Minutes) (Standard Action -2) (4)
"Plasma Ejectors" Blast 14 (Feats: Increased Range) [29]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Plasma Ejectors +8 (+14 Ranged Damage, DC 29)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +12 (+5 Impervious), Fortitude --, Will --

Complications:
Responsibility (The Horune)
Power Loss (Weapons)- The Plasma Ejectors run on magic, and will tap out after thirty shots in a day- Power Attacking increases the speed of decay.

Total: Abilities: 28 / Skills: 4--2 / Advantages: 14 / Powers: 89 / Defenses: 8 (141)

-The Horune have two types of silly-looking combat drones, looking like bidedal, robotic sharks. They're SUPER-DUMB, but are incredibly potent, much moreso than the Horune themselves. Sentient creatures are forged by the Ship Dreamers into robotic suits that destroy their free will, turning them into mindless minions.

Types:
HORUNE DOLPHIN COMBAT DRONE- PL 11 (141): None
-Peaceful cetaceans are transformed into the Dolphin Combat Drone. Some are known to become sentient beings again, at which point they tend to become heroes, as they've now tasted evil first-hand. Their Plasma Ejectors can produce IMMENSE power if you want to spend more shots at a time- hitting Glitter Boy-level damage, albeit only ten times per day.

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HORUNE LAND SHARK DRONE- PL 12 (171): Protection +2, Damage +2, Multiattack on Gun, "Blinding Flash" Dazzle Visuals 10 (15ft. Burst, Unreliable -2), "Globe of Daylight" Environment (Light) 5 (Unreliable -2), "Wisps of Confusion" Affliction 10 (Fort; Impaired/Disabled) (Limited Degree, Cumulative, Unreliable -2) [30]
-The Land Sharks have spider-legs and are even larger than the Dolphin Drones, and never become sentient. They are MUCH tougher and more damaging in combat, and have some low-end magic spells forged in. The huge durability, combined with defenses and number of attacks, makes them PL 12, among the tougher baseline things in the game.

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Dolphins

Post by Jabroniville » Tue Jul 23, 2019 4:22 am

DOLPHINS & CETACEANS:
-This redundant title ("Now! Lions & Big Cats!") sets off one of the silliest things I've ever seen in Rifts, and it has Kevin Siembieda's fingerprints all over it. Page after page of stuff detailing DOLPHIN CULTURE? Cetaceans being mysteriously smarter since the Coming of the Rifts? Now they can TALK? A weird idea that wildlife would explode in population, even in a world with Mega-Damage creatures and random Rifts all over the place, just because humans are no longer around to pollute and hunt things? And the idea that players should definitely want to play a dolphin, killer whale, sperm whale or humpback, with a language based around childish phrases and being annoying? And of course, the infamous WHALE POWER ARMOR. It's just phenomenally dorky, and I can't imagine many people have ever tried it. MAYBE adding an Intelligent Animal Sidekick to the group.

Jabroniville
Posts: 12009
Joined: Fri Nov 04, 2016 8:05 pm

Dolphin

Post by Jabroniville » Tue Jul 23, 2019 4:35 am

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DOLPHIN R.C.C.: INT +3, PRE +4, Defenses +1, Uncanny Dodge, "Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense), "Sense Magic" Senses 2 (Magic Awareness- Ranged), "Ley Line Channeling" (all have Source- Ley Lines) "Ley Line Blast" Blast 9, "Ley Line Hopping" Teleport 5 (Limited to Another Ley Line), "Ley Line Transmission" Communication (Mental) 3 (Flaws: Limited to Along Ley Lines, Limited to Sending) (6), "Read Ley Lines" Remote Sensing (Touch) 12 (Flaws: Limited to Natural Disasters), "Ley Line Rejuvenation" Healing 6 (Flaws: Limited to Self), "Sonic Blast" Damage 2 (Feats: Reach), "Sonic Stun" Affliction 2 (Dazed/Stunned/Incapacitated) (Feats: Reach), Immunity 10 (Magic, Limited to Half), Protection 2, Swimming +2, "Dolphin Magic" (2 Spells) [46 + Magic]

-Dolphins, which includes the larger Bottlenose and Pygmy Killer Whale in this book, have increased intelligence (2D6+4 is actually kinda better than a human's 3D6) and some other stuff. The Sonic Stun & Blast are really odd, and come off like someone was playing Ecco the Dolphin and wanted to add this stuff in- it of course takes up half a page, and is in no way effective against 99% of the things you're likely to fight (humans save with a 3 or higher to the Stun). Curiously, Dolphins gain the almighty God Stat of "Automatic Dodge".

-Since multiple types of Cetaceans are available with this R.C.C., I went with a Template (added to any Dolphin), which contains a combination of increased stats, Sensory powers, and Ley Line Walker abilities, plus two magic spells at first level. In addition, proximity to Ley Lines can offer them some temporary boosts, making them MDC creatures for a time (often with 100-ish MDC). My Dolphin builds are high-cost enough that the 43 extra points will actually make them rather expensive.

Jabroniville
Posts: 12009
Joined: Fri Nov 04, 2016 8:05 pm

Killer Whales

Post by Jabroniville » Wed Jul 24, 2019 2:28 am

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KILLER WHALE R.C.C.
Role:
Huge Apex Sea Predator
PL 10 (142 + Magic)
STRENGTH
7 STAMINA 8 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Sea Acrobatics 4 (+6)
Athletics 2 (+9)
Close Combat (Unarmed) 4 (+8)
Expertise (Survival) 8 (+10)
Insight 3 (+5)
Intimidation 8 (+6, +9 Size)
Perception 5 (+7)
Stealth 8 (+10, +4 Size)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Hold, Startle, Teamwork

Powers:
"Echolocation & Vision" Senses 6 (Extended, Ultra & Accurate Hearing, Extended & Low-Light Vision) [6]

"Sea Creature"
Swimming 4 (16 mph) [4]
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to Half-Effect) [1]
Immunity 2 (Pressure, Cold) [2]

"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +3 [3]
Protection 2 (Extras: Impervious 5) [7]

"Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense) [7]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]
"Ley Line Channeling" (all have Source- Ley Lines)
"Ley Line Blast" Blast 9 (9) -- [13]
  • AE: "Ley Line Hopping" Teleport 5 (Limited to Another Ley Line)
  • AE: "Ley Line Transmission" Communication (Mental) 3 (Flaws: Limited to Sending) (6)
  • AE: "Read Ley Lines" Remote Sensing (Touch) 12 (Flaws: Limited to Natural Disasters)
  • AE: "Ley Line Rejuvenation" Healing 6 (Flaws: Limited to Self)
Protection 2 [1]
Immunity 10 (Magic) (Flaws: Limited to Half-Effects, Source- Ley Lines) [4]
Swimming +2 (60 mph) [1]

"Dolphin Magic" (2 Spells)

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

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +11 (+3 Impervious), Fortitude +12, Will +7

Complications:
Disabled (Animal)- Killer Whales cannot speak to humans, nor use their flippers to easily manipulate objects.
Disabled (Scent)- Killer Whales are thought to have either no sense of smell at all, or only tiny amounts of scent capability. Their blowholes are closed when underwater, and useless in open air.
Hatred (D-Bees)- Cetaceans appear to hate all non-human sentients.

Total: Abilities: 26 / Skills: 42--21 / Advantages: 10 / Powers: 64 + Magic / Defenses: 21 (142 + Magic)

-Killer Whales are for some reason barely stronger than Dolphins in Rifts, probably because the designers realized that the strength rules would make them hit far too hard for their system otherwise. They gain the same powers as Dolphins do, minus Automatic Dodge and the two Sonic powers. And with this build, we see one of the silly things about Mega-Damage, as there's a big log-jam, and a basic Killer Whale has the equivalent of 200+ MDC in my conversions, because otherwise it'd be Toughness +4 compared to the baseline Laser Weapons that could vaporize it instantly in the Palladium setting. Because... everyone say it with me... MEGA-DAMAGE IS DUMB!!

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