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

Where in all of your character write ups will go.
User avatar
Woodclaw
Posts: 1462
Joined: Fri Sep 08, 2017 8:05 pm
Location: Como, Italy

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

Post by Woodclaw »

It's kind of funny that these Tree-Spiders are pretty much high-level predators, because I would absolutely use something like them as alien cattle in some games.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

New West Gear

Post by Jabroniville »

Image
Image

oh god now I can't un-see it.

GEAR:
* The key organization here is "Bandito Arms", which is apparently an arm of... the Black Market. Yes, Kevin S & crew treat the Market like it's an actual, physical organization that refers to itself as such, not a conceptual term for "all criminal sales".

Image

Why are their so many pages about gunnnnnsssssssssssssssss?

GUNS & STUFF: The guns in New West are actually pretty low-yield, maxing out around Blast 10. The Shotgun-type weapons are single-shot and have great knockdown power (you have to roll equal to the shooter's roll to hit, -6). There's 9,000 boring Breaux-designed triangular Wilk's guns, too. However, they also design what players REALLY wanted to use- MDC versions of what we imagine to be "Wild West" guns, and then adds TECHNO-WIZARD versions of that same stuff! Though seriously, I don't think we needed fifteen pages of this stuff.

ARMOR:
"The Bandito": +8 Toughness.
-The simplest gear ever- only 38 MDC.

"The Branaghan": +9 Toughness.
-The most "Western"-themed gear, with metal armor and an MDC overcoat, which is dumb and amazing. Named for an outlaw who had the first suit custom-made, even though he died in it.

"Old-Style Dead Boy Armor": +9 Toughness.
-Bandito Arms was notorious for selling knock-offs of the CS troopers' Dead Boy armor, only in grey matte finishes.

Image

Maverick, Vaqueros, Range Rider, Buffalo.

"NG Maverick Riding Armor": +8 Toughness.
-Simple armor designed for horsemanship.

"MI Vaqueros": +9 Toughness.
-Outlaw-looking armor with the lower face covered.

"NG Range Rider Riding Armor": +8 Toughness.
-Female-themed armor with a more leathery lower part.

"NG Buffalo Riding Armor": +8 Toughness.
-The simplest gear ever- only 38 MDC.

"Cavalry Armor (Barding)": +8 Toughness.
-MDC armor for horses, given how many of them are in this part of the setting.

Image

"Sidewinder Power Armor" (Flaws: Removable) [78]
Enhanced Strength 5 (10)
Protection 9 (Extras: Impervious 11) (20) (Total Toughness +11)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Flight 7 (250 mph) (14) -- (15)
  • AE: Speed 5 (60 mph) (5)
"Rocket Launcher" Blast 10 (Feats: Reach 3) (Extras: Area- 30ft. Burst) (33)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
-- (97 points)
-This suit is actually near-identical to the Coalition SAMAS suit! As has been mentioned in other books, the Coalition's SAMAS units actually derive from old American Empire suits from the Pre-Rifts era. Most were unaware of any alternative origin to the suits, but The Black Market (sigh...) discovered a bunch of them in Area 51, and spent years building them backwards and uncovering how to design their own copies.

Image

"Wild Weasel SAMAS" (Flaws: Removable) [81]
Enhanced Strength 5 (10)
Protection 10 (Extras: Impervious 11) (20) (Total Toughness +12)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Flight 7 (250 mph) (14) -- (15)
  • AE: Speed 5 (60 mph) (5)
"Short-Range Plasma Ejectors" Blast 13 (26)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
"Radar Jamming" Concealment 1 (Electronic Senses) (Extras: Area- 2000ft. Burst +7, Attack) (10)
-- (101 points)
-The Wild Weasel is slightly slower, but more durable, and designed to jam radar with the most advanced powers in the Rifts universe!

Image

"The Tarantula ATV": +12 Toughness, Speed 6, Rail Gun (Blast 14), Mini-Missiles, Damage 9
-"Killer Robot Spider" seems like an obvious slam-dunk, but Wayne Breaux seems to just trace a photo of a tarantula and makes it very bland and static.

Image

"Robot Horses": +11-13 Toughness, Speed 6, Damage 9, Assorted Weapons Added
-Because of the setting, Robot Horses are an obvious choice, and they're given a bit of space. There's a LOT of variable gear, which is nice to see- the more "Riftsy" thing to do would have been to post six kinds of Robot Horses one after the other, all repeating the same information boxes... and then I read on, and sure enough, there are FOUR KINDS OF ROBOT HORSES listed, just with the options to use that same gear. They are identical save in toughness and 5-10 extra feet of Leaping here and there, making them suuuuuuuuuuper boring.

Image

Ugh Perez should have stuck around for longer.

-There's also a "Glitterhorse" Techno-Wizard creation, which has limited spellcasting powers and Regeneration. This one's actually given Perez art, so it looks cool and has a very distinctive head.

Image

"Bandit K-9 Robot Companion": +9 Toughness, Canine Senses, Speed 4

Image

Image

VEHICLES:
-A very, VERY short set, featuring a Toughness +9 "Bronco Scooter" (a horse-like scooter), and a War Wagon (+12 Toughness). There's also the crazy-ass +16 Toughness Techno-Wizard "Iron Horse"- a TW train empowered by three raging demons, which is that kind of balls-to-the-wall craziness that makes Rifts stupidly awesome sometimes.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville »

And that does it for Rifts New West! It was and is one of my favorite books in the setting- few maintain this kind of consistent "feel" in almost every page. Though actually diving through it and looking through the stats of things... it really IS the worst example of "Class Bloat" in the setting- there is NO REASON IN THE WORLD to have 4-5 examples of every type of class, especially repeating the "Trick Shot" list over and over again. Throwing a huge bestiary and wasting Ramon Perez's great art on "this thing is evil/this thing is tough" because Kevin can't write Bestiary notes to save his life. Randomly tossing in dinosaurs but having all the cowboys ride horses. The odd random bit about a guy's Precious Pet R.C.C. of bird people, that really doesn't fit into anything. Honestly, the book is primarily awesome for the Perez art- a Rifts hallmark was always great art that made you want to play the characters.

Next up... I'll finalize another early part of Rifts history- Rifts South America 2!!
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Rifts South America 2

Post by Jabroniville »

Image

Magical Aztecs fighting Space Alien Robo-Juggernauts- proof that Carella "gets" the potential of "Rifts".

RIFTS WORLD BOOK NINE- SOUTH AMERICA 2 (1995):
-Because C.J. Carella was the unstoppable workhorse of Palladium, he managed to write TWO editions of a "South America"-themed setting, owing to his years spent there as a child. It cannot be overstated just how big a deal this is in the world of Palladium- they NEVER make their deadlines. Siembieda in particular is such a nutjob that he jumps from project to project and promises release dates as soon as he gets an idea (this is from Bill Coffin's epic Kevin takedown, but is easily corroborated by anyone familiar with their release "promises"), so that NOTHING is ever coming out on time. So it's outstanding that Carella simply planned something and succeeded in producing it when he said he would.

This book is heavily concerned with the Ancient Aztecs, so has a lot of derpy magic stuff involved, which is usually the thing I find least interesting about the setting. But I never owned this book while younger, so it means less to me than most. Having looked through it significantly, I see it's a lot more of the same from Carella- his big Rifts schtick is "Pockets of Adventure", with unique groups spotted all over the map, either warring with or being semi-unfriendly to each other. So there'll be an Aztec Kingdom, a Futuristic Alien Kingdom of rich fops, a War-Like Alien Kingdom, a bunch of dinosaur-riding wildmen, etc.

It features the usual Carellian bits: Overpowered weaponry compared to the rest of the setting. Obvious plot hooks thrown within the kingdoms ("Saboteurs within the Fallam"). Stuff that's obviously far better than stuff in earlier books (Amaki Duelists > Cyber-Knights by a lot, with the same weapon), making it more balanced to the overall setting. Kingdoms based around only one thing and barely elaborated from there. Aliens that are better than humans in every way.

But... the book is really, really amazing. Carella truly "gets" just how broad a setting this can be, and with free reign to do whatever he wants in a less-important region on Earth, he gets to play with all the toys, ever. Ancient Incas with their own kingdom! 2-3 kingdoms of powerful aliens! A nation of mutants! A nation made up of mercenaries who rebelled against their slavers! Two human kingdoms for your "generic" adventures! Guys riding sentient psychic raptors! Cyborg Gauchos! It's just INSANE, and now I know exactly why my friend Paul was obsessed with putting all his campaigns in the South American setting- none of the baggage of the Splugorth & Coalition, with adventures all over the place.
User avatar
Sidious
Posts: 1610
Joined: Fri Nov 11, 2016 12:27 am

Re: Jab's Rifts Builds (Panthera-Tereon! New West Gear! New West Finished!)

Post by Sidious »

oh this should be good. :) :D
greycrusader
Posts: 1179
Joined: Fri Nov 04, 2016 11:25 pm
Location: Pittsburgh, PA

Re: Jab's Rifts Builds (Panthera-Tereon! New West Gear! New West Finished!)

Post by greycrusader »

RIFTS South American 1 & 2 really remind me of the setting's appeal-there were INCREDIBLE ideas in the books, along with some really appealing (though now very dated-looking) artwork. It was always one of the best systems to inspire or swipe characters and concepts from, then use them as part of a game whose mechanics weren't UTTERLY archaic by the early 1990s. And God, the whole mega-damage thing-how could they use something that just doesn't work at ALL as a central "cog" in the system?

All my best.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

The Nazca

Post by Jabroniville »

Image

THE NAZCA:
-The "Nazca" are a Mayaincatec kind of people from Earth's ancient history in this setting (the real Nazca aren't quite understood- they're best known for the famous Nazca Line portraits- but lived in Peru), and largely fled the Earth after the Atlantean-caused "Great Disaster" wiped the Earth clean of Magic- thousands of Nazcans died when their "Drawing Magic" vanished, causing many of their great city buildings to cease to exist (as they were magical creations). Hidden away in a pocket dimension, they watched their remaining people first lost thousands to the invading Arkhon aliens (they damaged themselves badly fending off the aliens, having summoned huge animals by creating the real-world Nazca Lines), then get absorbed by other tribes, forming the Inca Empire and worshipping wandering Gods who'd lost to the Mechanoids in outer space.

-The Inca Gods eventually left Earth after this new age, leaving the remaining humans, who still worshipped them, to be beaten by the encroaching Europeans. The Nazcans returned in the Post-Rifts world, taking over their old territory, which has since been turned into a high-end society featuring Magical Buildings (created by Line Magic) and more. A multi-tiered society with an upper class based off of merit has formed- you can tell this is Carella writing because there's some actual thought put into this.

-The Gods have since returned, with two being detailed here. They gain power through worshippers, and so have been helping this new Empire of the Sun. They are more durable in Cuzco, the capital city, giving them thousands of M.D.C.
-Post, usually among the oddest of the Palladium artists (owing to him being the only one who traces/references photographs for his art), actually puts out his best work here, with the Gods looking appropriately otherworldly and mighty, and the boss of the Ancients being super-freaky.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Inca Warriors

Post by Jabroniville »

INCA WARRIOR O.C.C.
Role:
Magical Foot Soldiers
PL 9 (119)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 7 (+10)
Expertise (Soldier) 6 (+6)
Expertise (Demons & Monsters) 6 (+6)
Intimidation 4 (+5)
Perception 4 (+5)
Stealth 1 (+4)

Advantages:
Equipment 5 (Blasters, Armor +8), Ranged Attack 2

Powers:
"Holy Axe" (Flaws: Easily Removable) [9]
Strength-Damage +8 (Extras: Penetrating 4) (12) -- (13)
  • AE: Regeneration 4 (Flaws: Unreliable- 5/day) (2)
Senses 1 (Supernatural Being Awareness) (1)
-- (14 points)

"Holy Sun Sling" (Flaws: Easily Removable) [9]
Blast 11 (Extras: Penetrating 4) (15 points)

"Amulet of Protection" (Flaws: Easily Removable) [3]
"Armor of Ithan" Protection 5 (Flaws: Unreliable- 5/day) (4 points)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Holy Axe +6 (+11 Damage, DC 26)
Holy Sun Sling +6 (+11 Ranged Damage, DC 26)
Blasters +6 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4 (+8 Armor, +9 Armor of Ithan), Fortitude +6, Will +5

Complications:
Responsibility (The Empire of the Sun)
Responsibility (Ignorant of Technology)- Inca Warriors are trained so deeply in magical lore than they are often unaware of the benefits of technology.

Total: Abilities: 44 / Skills: 28--14 / Advantages: 7 / Powers: 45 / Defenses: 9 (119)

-Inca Warriors are the "foot soldiers" of the new Nazcans, and fight alongside the Demigods and others. They are trained almost exclusively in ancient and magical weapons, giving them a unique angle compared to most of the "Mooks" that Carella creates for his books, which also gives them a neat weakness- they're often ignorant to the benefits of technology, which can leave them under-prepared.

-Inca Warriors are standard fighters with a +1 to hit and a few other good physical bonuses, but their primary advantage is in having some +11 Damage gear available at first level. They got 70 M.D.C. Armor right away, with an Amulet that bestows +100 a few times a day (totalling +9 Toughness), making them PL 8.5- not bad for the Mooks.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Nazca Line Maker

Post by Jabroniville »

Image

NAZCA LINE MAKER O.C.C.
Role:
Device-Aiders
PL 8 (96 + Magic)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Magic) 7 (+8)
Expertise (Monster Lore) 4 (+5)
Expertise (Survival) 2 (+4)
Insight 2 (+4)
Perception 4 (+6)
Stealth 1 (+4)

Advantages:
Equipment 2 (Wizard Stuff, Body Armor), Ranged Attack 2, Ritualist

Powers:
"Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense) [7]
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]

"Line Magic" (8 Rituals)

Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7 (+8 Armor), Fortitude +4, Will +5

Complications:
Responsibility (The Empire of the Sun)
Power Loss (Magic)- Line-Makers require drawing implements in their early careers in order to visualize their spells. They also may not make magic if their hands are bound.
Power Loss (Magic)- Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.

Total: Abilities: 40 / Skills: 22--11 / Advantages: 5 / Powers: 12 + Magic / Defenses: 8 (96 + Magic)

-Nazcans specialize in "Drawing Magic", where they sketch symbols and pictograms instead of "memorizing spells" like other Mages do. Some of high enough power can dispense with drawing materials entirely and sketch into the air.
Last edited by Jabroniville on Sat Sep 28, 2019 6:50 am, edited 1 time in total.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Nazca Line Magic

Post by Jabroniville »

NAZCAN LINE MAGIC:
* OH GOODY, another big list of spells. Line Magic is done by "drawing" the lines and spending the P.P.E. required to activate the spell. Most Line-Makers can utilize pre-made drawings as well, in case someone leaves one behind. The drawings take a certain number of actions each to make, as well. Summon-themed ones must be taken multiple times to get each Summon available. You're likely to start with 60-ish P.P.E. to start, so the upper-tier spells are unavailable.

"Close Rift" Closes Rifts.
"Draught of Health" Fills object with Healing liquid.
"Feast Sign" Creates energy-wafers that count as food.
"Lesser Animal Drawing" Summons S.D.C. (ie. low-rent) Animals.
"Greater Animal Drawing" Summons M.D.C. version of same animal- convert all S.D.C. into the better version! This means an Elephant has the toughness of a Coalition Grunt's armor, for example.
"Monster Drawing" Summons M.D.C. Monster- differing P.P.E. for larger sizes.
"Earthquake Pattern" Creates an Earthquake hundreds of feet wide and can eventually be miles away!
"Energy Jar" Makes a jar that holds P.P.E. that can be used by any Mage.
"Entryway" Creates a door on any unliving surface.
"Fire Lines" Creates firewalls that damage anyone who passes by (Damage 13).
"Healing Pattern" Heals people who lie on it.
"Line Blast" Blast 10 + more per level (high-end Mages thus create INSANELY powerful blasts).
"Pattern Armor" Armor to +9 Toughness.
"Pattern of Control" Makes any other Line Magic Triggered if something happens.
"Pattern Wall" Creates powerful M.D.C. walls that may be permanent. How Nazcan cities are created.
"Pattern of Wounding" Turns an archaid weapon into a Mega-Damage weapon (3x S.D.C. damage in M.D.C.).
"Power Symbol" Enhanced Strength and Toughness (up to +7).
"Symbol of Pain" Affliction that costs damage.
"Wield Lightning" Blast 8 plus Immunities to Electricity.

Secret Spells:
* These ones are only taught to 6th Level Line-Makers and up.

"Create Ley-Line Storm" Creates one of the devastating storms.
"Extend Ley Line" Permanently makes a Ley Line longer.
"Open Rift" Dimensional Travel, with increasingly poor percentages of success the less you know of the place- you can usually end up where you've been, and have a 66% chance of reaching a place you've studied extensively, for example. This costs 2,000 P.P.E. and is insanely hard to pull off.
"Permanency" Makes Line Magic permanent. Costs permanent P.P.E. points, too.
"Warrior Pattern" Summons a 200 M.D.C. (Toughness +11) warrior with Weapons that do Damage 10-11.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Rune Warrior

Post by Jabroniville »

Image

RUNE WARRIOR O.C.C.
Role:
Super-Warriors
PL 10 (127)
STRENGTH
6 STAMINA 5 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Soldier) 5 (+6)
Expertise (Survival) 6 (+7)
Insight 2 (+3)
Perception 5 (+6)
Stealth 1 (+4)
Technology 3 (+4)

Advantages:
All-Out Attack, Equipment 5 (Blasters), Improved Critical (Rune Staff), Power Attack, Ranged Attack 2, Tracking

Powers:
"M.D.C. Creatures"
Protection 3 [3]
Speed 2 (8 mph) [2]

"Permanent Runes" (All Have Flaws: Limited to One Minute)
"Pattern Armor" Protection 3 (Extras: Impervious 9) & Immunity 7 (Poison, Radiation, Cold, Heat, Pressure, Gases) [10]
"Pattern Sight" Senses 7 (Supernatural Creature Awareness- Radius & Ranged, Magic Awareness- Ranged, Detect Evil- Ranged) [4]
"Power Symbol" Enhanced Strength 1 [1]
"Speed Symbol" Speed 4 (120 mph) & "Kick" Strength-Damage +7 [6]
"Warrior Symbol" Enhanced Fighting 1 [1]
"Healing Symbol" Regeneration 6 [3]

"Rune Staff" (Flaws: Easily Removable) [15]
"Transfer Life Force" Protection 1 (1)
"Energy Beam" Blast 12 (24)
-- (25 points)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Power Symbol +6 (+7 Damage, DC 22)
Warrior Symbol +7 (+6 Damage, DC 21)
Power & Warrior Symbols +7 (+7 Damage, DC 22)
Kick +6 (+13 Damage, DC 28)
Kick w/ Warrior Symbol +7 (+13 Damage, DC 28)
Energy Beam +6 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (+7 Warrior Symbol, DC 16-17), Toughness +5 (+8 Runes, +11 Pattern Armor, +12 Rune Staff), Fortitude +7, Will +6

Complications:
Responsibility (The Empire of the Sun)
Power Loss (Rune Magic)- Magic requires the internal energies of the user to work- too many Spells will wear them out. Rune Warriors typically have enough for only 3-4 spells per day at their earliest levels.

Total: Abilities: 56 / Skills: 22--11 / Advantages: 10 / Powers: 45 / Defenses: 10 (132)

-The mighty Rune Warriors were created by the Nazcans to oppose their otherworldly enemies, the giant Red People. Rune Warriors are basically Carella's version of the Rifts Atlantis Tattooed-Men, but because Carella isn't a hack, they're not as stupid. They're less powerful, but also not as prone to insanity, using permanent runes drawn onto their bodies to convert them into M.D.C. creatures. This adds a ton of seemingly-minor bonuses until you add them up and realize you can become a Regenerating warrior who kicks with the force of a SAMAS's Rail Gun. However, your P.P.E. is limited to your Physical Endurance x5, so you're likely to have 100-ish if it's your best stat, and that limits you to one minute of power in each, about five times.

-All this means that a Rune Warrior is PL 7 most of the time, PL 9 at Blasting, PL 9 with Pattern Armor, and PL 10 if he's kicking with the Speed Symbol. His toughness is quite remarkable for a guy with no Power Armor... but he's limited to 200-ish on his own, +100 with his Rune Staff if he transfers its life force to his own, and that's it- they don't get to wear sealed armor.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Inca Sun-Priest

Post by Jabroniville »

Image

INCA SUN-PRIEST O.C.C.
Role:
Wizards
PL 8 (119)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+5)
Expertise (Magic) 6 (+7)
Expertise (Survival) 3 (+5)
Expertise (Demons & Monsters) 6 (+7)
Insight 2 (+4)
Perception 4 (+6)
Stealth 1 (+3)

Advantages:
Equipment 1 (Armor +6), Ranged Attack 2

Powers:
"Amulet of Protection" (Feats: Restricted 2- Sun-Priest Only, Burns Demons, May Be Used As Cross) (Flaws: Easily Removable) [28]
"Protection Circle (Superior)" Affliction 9 (Entranced/Compelled/Controlled) (Burst, Continuous, Limited to Staying Away, Unreliable- 5/day) & +4 Protection & Will Saves vs. Magic & Psionics (Affects Others, Burst, Selective, Unreliable- 5/day) (17)
"Armor of Ithan" Protection 8 (Extras: Impervious 5) (Flaws: Unreliable- 5/day) & Immunity 20 (Magic, Fire, Lightning) (Flaws: Unreliable- 5/day, Half-Effect) (14)
"Heal Wounds" Healing 8 (Flaws: Unreliable- 5/day) (8)
-- (39 points)

"Magic" (Six Spells from Levels 1-2)
"Extras" (Three Special Powers from Pantheons of the Megaverse)

"Gifts of the Gods"
"Viracocha" (2 Elemental Spells, Plus 20% chance to cast any spell Viracocha lnows, at a higher level)
"Inti" (2 Fire Spells, plus Globe of Daylight with no cost)
"Pachamama" (1 Earth Spell per level, Healing 2- Others Only)
"Illapa" (2 Water Spells, plus Thunderclap once per minute with no cost, and Precognition- Weather Only)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2 (+8 Armor, +11 Armor of Ithan), Fortitude +4, Will +5

Complications:
Responsibility (The Empire of the Sun)
Power Loss (Magic)- Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.
Responsibility (Bond of Loyalty)- Sun-Priests require a connection with their patron God in order to use their powers- if they worship another creature, or somehow otherwise fall short in their duty, they may have their powers stripped from them- a soul-wrenching experience.

Total: Abilities: 38 / Skills: 26--13 / Advantages: 3 / Powers: 28 + Magic + Extras + Gifts of the Gods / Defenses: 7 (89 + Magic Stuff)

-Inca Sun-Priests are on the level a standard-issue Magic O.C.C., but differ in a few ways- Carella has made them a bit like D&D Clerics, using Holy Weapons and requiring bonds with their Gods to use these spells, of which they do not get many. They also may take one of four Gods as patron, which gives them a variability most O.C.C.s lack (Palladium usually just bloats the book with scads of similar ones if they can't make up their minds).

-The Sun-Priests are as low-level as any other Mage, with poor baseline armor (45 M.D.C.), but free access to the Armor of Ithan a few times per day boosts them to PL 7.5 beings on the defensive, and who knows how powerful Viracocha's spell-boosting power could make them?
User avatar
Woodclaw
Posts: 1462
Joined: Fri Sep 08, 2017 8:05 pm
Location: Como, Italy

Re: Jab's Rifts Builds (New West Finished! South America 2! Nazcans!)

Post by Woodclaw »

It's interesting that many of these technical distinctions between the various kind of mages carrief over into Carella's next major product: Witchcraft.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

True Inca

Post by Jabroniville »

Image

TRUE INCA R.C.C. (Demigods): ST +4, STA +3, AGI +1, FIGHTING +1, INT +1, AWA +1, PRE +1, Speed 1, Protection 7, Regeneration 5, Dodge +1, Immunity 1 (Aging), Low-Light Vision, Vision Penetrates Concealment 4, Expertise (Demon & Monster Lore) +8, Expertise (Survival) +4, Equipment 2 (Weapons to +9 Damage, Enchanted Cloth Armor +1) [52]
Patron Gods:
Patron: Viracocha: ST +2, Protection 1, Magic (4 Spells from Levels 1-3), Psionics (3 Sensitive Powers), "Exorcize Spirits" Affliction 8 (Control, Limited to Spirits), Immunity 5 (Possession & Mind Control) [12 + Magic & Psionics]
Patron: Inti: Flight 7 (250 mph), Environment 1 (Light), "Sun Bolts" Blast 9 [34]
Patron: Pachamama: PRE +1, Healing 5 (Unreliable- 5/day), Psionics (Healing Touch), Magic (Heal Wounds) [7 + Magic & Psionics]
Patron: Illapa: Lightning Blast 6, Flight 10 (500 mph), Magic (Summon Storms, 3 Water Warlock Spells at Levels 1-3) [32 + Magic]

-Carella includes "True Inca" right at the top of the Empire of the Sun's heading. These beings are descendants of the Gods themselves, and also mortal followers gifted with great power. Thus they're Carella's favorite thing- Humans But Better. An average one will have 150+ M.D.C., they fight a bit better than normal people, and based off of which of the four Gods is your patron, you have additional powers, including some of the fastest natural flight in the setting.
User avatar
catsi563
Posts: 4127
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

Re: Jab's Rifts Builds (New West Finished! South America 2! Nazcans!)

Post by catsi563 »

the Nazca lines were one of the fun things the GM threw at us during our run through S America. He had the Nazca cast a mass ritual that caused the lines to come alive into Kaiju sized beasties that tromped a coalition force that was trying to invade and establish a beachhead.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Post Reply