Jab's Rifts Builds (The Mechanoids- Brutes! Exterminator! Octopus!)

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Jabroniville
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Ojahee Cyborg

Post by Jabroniville » Wed Oct 09, 2019 12:42 am

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OJAHEE CYBORG O.C.C.
Role:
Shock Troopers
PL 10 (167)
STRENGTH
8 STAMINA 10 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+14)
Expertise (Mercenary Soldier) 7 (+7)
Intimidation 6 (+8 Size)
Perception 4 (+5)
Stealth 1 (+2 Size)
Vehicles 3 (+7)

Advantages:
Equipment 6 (Inertia Rifle or Plasma Assault Rifle- Blast 13-14, Mark II Armor +2)

Powers:
"M.D.C. Being"
Protection 1 [1]

"Cybernetics"
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Protection 3 (Extras: Impervious 11) [14]
Senses 11 (Extended Vision 2, Microvision 4, Low-Light Vision, Radar- Ranged Radius Radio Sense, Extended Hearing) [11]
Enhanced Parry 2 [2]
Enhanced Advantages: Improved Initiative [1]

"Gatling I-Gun" Blast 14 (Extras: Penetrating 8, Multiattack) (50) -- [52]
  • AE: "Energy Axe" Strength-Damage +3 (Extras: Penetrating 6) (9)
  • AE: "Mini-Missiles" Blast 10 (Feats: Extended Range 2) (Extras: Area- 30ft. Burst) (32)
Offense:
Unarmed +5 (+6 Damage, DC 21)
Energy Axe +5 (+11 Damage, DC 26)
Blasters +4 (+14 Ranged Damage, DC 29)
Initiative +6

Defenses:
Dodge +4 (DC 15), Parry +6 (DC 16), Toughness +14, Fortitude +8, Will +5

Complications:
Responsibility (The Megaersal Legion)- The Legion is an intensely-loyal mercenary company.
Secret (Weapons & Powers)- The Legion is extremely secretive about the source of their power- if the power source of their cybernetics were discovered, everyone who found out about it would stop at nothing to capture and dissect Legionnaires to ferret out their secrets. Legionnaires are also never allowed to leave service with Dakir-related gear.

Total: Abilities: 54 / Skills: 28--14 / Advantages: 6 / Powers: 86 / Defenses: 7 (167)

-And NOW we get the really super-powered Ojahee- huge Cyborgs with greater strength, Power Armor-level durability, and more- they are meant to be treated like the tanks & vehicles of other armies. Except... they don't get bonuses to hit. Which should be kind of important. Curiously, despite the seeming usefulness of these guys, they're not that bad-ass- Megaversal Legion troops get access to the same kind of gear (+14 Ranged Damage weapons), and their enhanced durability only makes them PL 9-10 defensively.

Jabroniville
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Destroyer 'Borg

Post by Jabroniville » Thu Oct 10, 2019 6:07 am

Image

Seriously, that's EXACTLY like how Martin would design the new Coalition stuff.

DESTROYER 'BORG O.C.C.
Role:
Special Troops, Super-Cyborgs
PL 12 (175), PL 14 (175) Inertial Shield
STRENGTH
3/8 STAMINA -- AGILITY 3
FIGHTING 5/9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+12)
Expertise (Mercenary Soldier) 7 (+7)
Intimidation 4 (+5)
Perception 4 (+5)
Stealth 1 (+4)
Vehicles 3 (+7)

Advantages:
Equipment 6 (Inertia Rifle or Plasma Assault Rifle- Blast 13-14)

Powers:
"Full-Conversion Cyborg"
Immunity 30 (Fortitude Effects) [30]
Protection 12 (Extras: Impervious 9) [21]
Enhanced Strength 2 [10]
Enhanced Fighting 4 [8]
Enhanced Dodge 4 [4]
Enhanced Advantages 2: Ranged Attack 1, Improved Initiative [2]
Speed 5 (60 mph) [5]
Senses 5 (Extended Hearing, Low-Light Vision, Radar- Ranged Radius Radio Sense) [5]
Features 1: Internal Virtual Reality Simulator [1]

"Shielding"
"Inertial Shield" Enhanced Dodge 4 (Flaws: Limited to Physical Objects) (2) -- [3]
  • AE: "Force Field" Protection 2 (Extras: Impervious) (2)
"Beam Blaster" Blast 13 (Extras: Penetrating 6) (32) -- [33]
  • AE: "Vibro-Sabers" Strength-Damage +2 (Extras: Penetrating 6) (8)
Offense:
Unarmed +9 (+8 Damage, DC 23)
Vibro-Sabers +9 (+10 Damage, DC 25)
Beam Blaster +6 (+13 Ranged Damage, DC 28)
Blasters +6 (+13-14 Ranged Damage, DC 28-29)
Initiative +7

Defenses:
Dodge +9 (+13 Inertial Shield, DC 19-13), Parry +9 (DC 19), Toughness +12 (+14 Force Field), Fortitude --, Will +5

Complications:
Responsibility (The Megaersal Legion)- The Legion is an intensely-loyal mercenary company.
Secret (Weapons & Powers)- The Legion is extremely secretive about the source of their power- if the power source of their cybernetics were discovered, everyone who found out about it would stop at nothing to capture and dissect Legionnaires to ferret out their secrets. Legionnaires are also never allowed to leave service with Dakir-related gear.

Total: Abilities: 24 / Skills: 26--13 / Advantages: 6 / Powers: 122 / Defenses: 10 (175)

-The problematic thing with having Vince Martin do almost ALL your art for 3-5 years straight is that all the guys tend to look like they went to the same tailor after a point. And so you have things like this- a Destroyer 'Borg that looks almost exactly like Martin's redesigned Coalition Skelebots, with the faceplates of his new CS Troopers & Elites. A Destroyer 'Borg is a skeleton-looking cyborg with only a tiny bit of human elements remaining, and used to go on long-range missions as an elite, small unit. Their gear is pretty basic, and they hardly seem all that... until you get to the parts with the Shielding and the Combat Bonuses. See, while their combined M.D.C. and the Force Field adds up to about 450, which isn't any better than most Full Conversion 'Borgs, they also have an Inertial Field that works against non-punch, non-laser weapons, which ramps their defenses up to PL 14 status in M&M! They also get some fantastic combat bonuses as well, meaning that these things might be doing the same damage as everybody else... but with a LOT more accuracy.

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Men-Rall

Post by Jabroniville » Fri Oct 11, 2019 2:04 am

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MEN-RALL "TECH MASTER" R.C.C.: ST -2, STA +3, INT +4, Protection 3, "Mecha-Kinesis", Technology +8, Electrical Blast 9, AE: Damage & Weaken Toughness 8 (Limited to Tech), AE: Healing 8 (Limited to Tech), "Psionics" (6 Powers from Sensitive, Physical or Healing) [37 + Psionics]

-The Men-Rall are another interesting thing- an R.C.C. that looks legitimately alien, with multi-tentacled heads. They're also the means by which the rest of the Megaversal Legion escaped their Dakir slavers- as masters of technology, they managed to turn off the spy-tech that kept the rest of the army in line, allowing the humans and Ojahee to fight their way free. They're a nearly-extinct race (that possibly invented Carella's Machine People from Rifts: Phase World) that can dissassemble technology mentally, and were imprisoned by the Brodkil. Out of gratitude for their rescue by the Megaversal Legion, they broke the Dakir technology keeping their liberators in line. And now many Men-Rall serve with distinction, typically as engineers & repairmen, wearing lab coats as a "ceremonial robe", thanks to a joke from a human soldier.

-Men-Rall are weak fighters, but have a natural Blast 9 power, and can wreck any piece of technology they've been around for a while, or fix it instantly.

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The Silver River Republics

Post by Jabroniville » Fri Oct 11, 2019 11:17 am

THE SILVER RIVER REPUBLICS:
-Inspired by the "Silver Republic" of Argentina, there are four nations in that region on Rifts Earth. The two human ones feature the most O.C.C.s without nationalistic ties (like the Megaversal Legion, Nazcans or Mutants), so it's probably the area most likely for your "Everyday Group of PCs" to run around.

The Republic of Cordoba: Coalition-Lite, being a human-supremacist culture and the largest human nation in South America (and only #2 to the CS in the Americas). Dominated by the Borges family, their current President is practically a parody of the "South American Military Junta Ruler", right down to the shades and suit, but his family has ruled for three generations. He wants to rule all humanity in South America, and is rather hawk-like in his ambitions. At war with the Achilles Republic, and has ambitions on Santiago.

The Republic of Santiago: As rich as Cordoba, but more tolerant of D-Bees. Their origins are interesting, as thousands of aliens were deposited in the region, and worked side by side with the desperate humans and forged a society. It's rich enough, but inequality reigns and the wealthy rule. Borges wants it as part of his empire, badly.

The Achilles Republic: A nation made up of Mutants descended from the original rescued mutant babies of the research firm that also produced the Amphibs from Carella's Rifts Underseas- the disgraced company had worked clandestinely with the Argentinian government, and the head researcher rescued her projects and founded a city soon after the Coming of the Rifts. It has a human element which is considered at the lowest rung, with some subtle, practical, and sometimes overt discrimination, which adds more plot hooks. It's frequently at war with Cordoba.

New Babylon: A super-wealthy nation-state made up of alien "Amaki", who use magic & technology and are kind of dicks about it. It exists in an alliance of convenience with most other nations, though has warred with Cordoba in the past.

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Ultra-Crazy

Post by Jabroniville » Fri Oct 11, 2019 7:18 pm

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ULTRA-CRAZY O.C.C. (Techno-Wizard Crazy)
Role:
Elite Crazy, Crazy-Man Character, Wild Fighter
PL 11 (151 + Psionics)
STRENGTH
3/7 STAMINA 3/10 AGILITY 3/6
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 2 (+8)
Athletics 6 (+11)
Close Combat (Unarmed) 2 (+10)
Expertise (Mercenary) 8 (+8)
Expertise (Survival) 4 (+4)
Intimidation 3 (+6)
Investigation 4 (+4)
Perception 8 (+8)
Stealth 2 (+8)
Technology 5 (+5)
Vehicles 4 (+8)

Advantages:
Equipment 10 (Mercenary Gear), Ranged Attack 3

Powers:
"Mind-Over-Matter Conversion Process"
Enhanced Strength 4 [8]
Enhanced Stamina 7 [14]
Enhanced Agility 3 [6]
Enhanced Advantages 3: Diehard, Great Endurance, Improved Initiative [3]

"Elite Athletes"
Strength-Damage +2 [2]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Regeneration 3 [3]
"Super-Bio-Regeneration" Regeneration 8 (Flaws: Immobile -2) [3]
Enhanced Skills 2: Sleight of Hand 2 (+2) [1]

"Saving Throws"
Enhanced Will 2 (Flaws: Limited to vs. Psionics) [1]
Immunity 2 (Pain) [2]

"Supernatural Senses"
Senses 12 (Extended Vision 4, Vision Counters Concealment 4, Darkvision 2, Acute Scent, Tracking) [12]

"Minor Psionic" (Six Powers from any but Super)

Equipment:
"Crazy Gear"
"Light Body Armor" Protection 2 (Extras: Impervious 5) (7)
"Mercenary Gear" Assorted Stuff 5 (5)
"Energy Rifle" Blast 10 (Feats: Range) (Extras: Multiattack) (31)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Energy Rifle +7 (+10 Ranged Damage, DC 25)
Initiative +10

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +10 (+12 Armor), Fortitude +4 (+10 Crazy), Will +5 (+7 vs. Psionics)

Complications:
Responsibility (Crazy)- Crazies are named for the fact that the M.O.M. implants leave them slowly growing more insane with each passing bit of experience. After a while, they may become frenzied, phobic, overly-sensitive, or even catatonic. They are notoriously fidgety, annoying, glib and "comedic".
Power Loss (All Powers)- Ultra-Crazies are prone to have "Power By Association" as an insanity- since with Magic, belief is power, this will actually de-power the character!

Total: Abilities: 48 / Skills: 46--23 / Advantages: 13 / Powers: 58 + Psionics / Defenses: 9 (151 + Psionics)

-Yes, ULTRA-CRAZY. Indeed CJ Carella managed to power-up one of the attempted "Main Classes" of the setting, announcing that the Mind Over Matter conversion process had originated in Argentina, where OF COURSE a factory producing it was left largely intact. There, a Techno-Wizard and other scientists "perfected" the process even further. The goal? To create the ultimate fighting machine- an M.D.C. creature that can kill Hatchling Dragons unarmed. Basically, Power-Geeking personified.

-The O.C.C. image is a good one- Vince Martin doing a puzzle-piece armor set-up on a female fighter assaulting a larger character. Lacking most of the stupid "metal knobs" that define the Crazy's silly appearance, she has longer hair and only a few rounded bits on her head.

-Ultra-Crazies are extremely powerful, though "only" 100+ M.D.C. if you roll in an average sort of way- like regular Crazies & Juicers, they supplement with gear. That said, they become PL 11 ass-kickers, sporting that unarmed (!!) and defensively, making them FAR superior to your everyday Crazy. Unfortunately they don't get anything really esoteric or weird in addition to that, save their weakness actually being able to depower them.

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Gaucho

Post by Jabroniville » Sun Oct 13, 2019 5:52 am

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I love how the cyber-arm is the only thing about this that looks Rifts. HEY ARTIST- THERE ARE DINOSAURS AND ALIEN MONSTERS IN THIS SETTING!

GAUCHO O.C.C.
Role:
Literal Cowboy
PL 7 (78)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+8)
Close Combat (Knife) 1 (+6)
Expertise (Gaucho) 8 (+8)
Insight 4 (+5)
Intimidation 3 (+4)
Perception 5 (+6)
Ranged Combat (Knife) 1 (+7)
Technology 4 (+4)
Treatment 2 (+2)

Advantages:
Equipment 5 (Gaucho Gear), Minion 5 (Horse), Ranged Attack 2, Tracking

Powers:
"Equestrian Specialists"
Enhanced Fighting 1 (Flaws: Limited to Horseback) [1]

Equipment:
"Laser Gun" Blast 8 (16)
"Vibro-Knife" Strength-Damage +4 (4)
"MDC Armor" Protection 5 (5)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Horseback +6 (+2 Damage, DC 17)
Vibro-Knife +5 (+6 Damage, DC 21)
Vibro-Knife/Horseback +6 (+6 Damage, DC 21)
Guns +6 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (+6 Horseback, DC 15-16), Toughness +3 (+8 Armor), Fortitude +5, Will +5

Complications:
Responsibility (The Herd)

Total: Abilities: 38 / Skills: 34--17 / Advantages: 13 / Powers: 1 / Defenses: 9 (78)

-Alas, it was inevitable- "Rifts 101" is to take the most stereotypical thing possible and make an O.C.C. out of it, and so South America's famous cowboys (bola-wielding guys with Man With No Name outfits) get their very own class. Their art is hilariously old-fashioned, appearing to depict two generic guys in baggy clothes that could have been a historical drawing, despite all the stuff in the class description about "Cyber-Horses" and stuff. However, the OTHER hard, by Post the photo-tracer, shows a heavily-stylish guy with rounded glasses and a bola hanging from his hand. It looks hilariously like a 1980s Asian guy who REALLY wants to look stylish, so it's really out of place here. Gauchos typically work for wealthy landowners or corporations, protecting the herds with modern-day gear.

-Gauchos take the Cowboy O.C.C. and add tracking, Vibro-Knives and some Equestrian-based stuff. Some will have Robot Horses, Motorcycles or Hover-Whatever, too.

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Re: Jab's Rifts Builds (Megaversal Legion! Destroyer 'Borg! Ultra-Crazy!)

Post by Ares » Sun Oct 13, 2019 6:34 am

I'm never quite sure how to feel about Rifts making the post apocalyptic future turn any given location into the biggest stereotypes of said nation, just with magic and cybernetics. I mean, on the one hand it can come off as silly, potentially even culturally insensitive. The Fatal and Friends article on Rifts Japan constantly blasted the book for being nothing but an American's idea of Japanese stereotypes and weeaboo style nonsense.

But another part of me actually enjoys that aspect and think the whole "sci-fi/magic/heavy metal album cover Disney Land version of the world after the apocalypse" is what makes Rifts so much fun. It's honestly not even all that hard to justify, either. In the Japan book, so folks decide that the Rifts was some kind of punishment from Heaven and they needed to go back to "the old ways". Well, unless they had a lot of historians around to tell them what that meant, even Japanese people are going to essentially fall back on stereotypes, pop culture tropes and guesswork to make things happen. Anyone with any kind of martial training, military power, mystical abilities or the like can easily set themselves up as a ruler and shape things the way they want without being authentic.

So yeah, it's after the apocalypse in a sci-fi setting where magic exists and portals to other planets/dimensions pop up constantly. Why not have England ruled over by a New Camelot that has some evil Merlin intentionally recreating the Knights of the Round Table, have an American West that is basically Cyber-Cowboys and Dinosaurs, and a Japan that is both Magic Ancient Japan and Cyber-Punk Ultra-Tech Japan?

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Plains 'Borg

Post by Jabroniville » Mon Oct 14, 2019 11:33 am

Image

Thank God- an artist who remembers that you don't have to always default to regular horses.

PLAINS 'BORG O.C.C.
Role:
Cyber-Cowboy
PL 11 (135)
STRENGTH
2/10 STAMINA 3 AGILITY 3
FIGHTING 5/7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+8)
Close Combat (Knife) 1 (+6)
Expertise (Gaucho) 8 (+8)
Insight 4 (+5)
Intimidation 3 (+4)
Perception 5 (+6)
Ranged Combat (Knife) 1 (+7)
Technology 4 (+4)
Treatment 2 (+2)

Advantages:
Equipment 5 (Gaucho Gear, Cyborg Armor +3), Minion 5 (Horse), Ranged Attack 2, Tracking

Powers:
"Cybernetics"
Enhanced Strength 8 [16]
Enhanced Fighting 2 [4]
Protection 9 (Extras: Impervious) [18]
Enhanced Advantages: Ranged Attack +1 [1]
Speed 6 (120 mph) [6]
"Multi-Optic Eyes" Senses 3 (Infravision, Extended Vision, Ultravision) [3]
Communication (Radio) 2 (Extras: Area) [10]

Equipment:
"Laser Gun" Blast 8 (16)
"Vibro-Knife" Strength-Damage +4 (4)
"MDC Armor" Protection 5 (5)

Offense:
Unarmed +7 (+10 Damage, DC 25)
Guns +7 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +3 (+12 Cybernetics, +15 Armor), Fortitude +5, Will +5

Complications:
Responsibility (The Herd)
Enemy (Larhold Barbarians)- The Lardhold will torture 'Borgs to death if they encounter them; 'Borgs will therefore fight to the death against the Barbarians.

Total: Abilities: 38 / Skills: 34--17 / Advantages: 13 / Powers: 58 / Defenses: 9 (135)

-The "Plains 'Borg" actually takes the form of a Cyber-Cowboy, being the Gaucho O.C.C. with cybernetic trappings, owing to how dangerous the world is, and how much "machismo" is favored by some South Americans. They are the dreaded enemies of the Larhold Barbarians, who will take them apart, piece by piece, torturing the human bits left- as a result, these 'Borgs will fight to the death against them.

-These Cyber-Gauchos are your typical Rifts thing- taking a regular class and improving upon it in every way. A Plains 'Borg has a baseline 530 M.D.C., which, like most 'Borgs, makes them top-tier durability characters. I never realized that when I was younger, but 'Borgs are some of the highest-end guys in the setting in a firefight. Their main issue is lack of healing and need of repairs.
Last edited by Jabroniville on Tue Oct 15, 2019 1:49 am, edited 1 time in total.

Spectrum
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Re: Jab's Rifts Builds (Megaversal Legion! Destroyer 'Borg! Ultra-Crazy!)

Post by Spectrum » Mon Oct 14, 2019 6:31 pm

I've been reading the Pantheons of the Multiverse book lately. Fun stuff with lots of potential builds.

On the other hand, pretty disappointed that they didn't include the Palladium FRPG gods.
We rise from the ashes so that new legends can be born.

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Blood Lizard

Post by Jabroniville » Tue Oct 15, 2019 12:18 am

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BLOOD LIZARD R.C.C.: ST +4(6), STA +6(8), AGI +2, FIGHTING +3, INT -1, Growth 2 (Innate), Protection 2, Regeneration 3, Claws & Teeth +5 (Split), Speed 6, Detect Psionic "Trail"- Ranged 2, Acute & Ranged Scent, Tracking, Low-Light Vision, Improved Initiative, Perception +4, Survival +4, "Psionics" (Empathy, Telepathy, See Invisible, See Aura) [62 + Psionics]

-The Blood Lizard itself is actually a sentient, intelligent creature, capable of firing energy weapons, too! So a Psionic Super-Smart M.D.C. Raptor that you can ride. Carella is just nuts and really understands this world, you know? Though them also holding guns seems pretty silly. Blood Lizards are said to be "stronger and tougher" than the Carnosaurs they resemble, but Rifts New West later reveals that dinos have been empowered by Earth becoming an "M.D.C. World" that renders them Dragon-level tough, so these guys are merely as strong as really good Armor.

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Re: Jab's Rifts Builds (Megaversal Legion! Destroyer 'Borg! Ultra-Crazy!)

Post by catsi563 » Tue Oct 15, 2019 12:47 am

those things were fun. Party managed to meet a pack of them and convince them to help us in the South American battle against the coalition. We got our own battle against the black order moment from end game when we charged them with a couple of the player riding them while the Glittegirl ran beside them .

it was awesome =^_^=
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Blood Rider

Post by Jabroniville » Tue Oct 15, 2019 1:52 am

Image

Well, full props for looking DIFFERENT. Martin has a tendency to re-use design elements, so a guy who looks unique really helps the Blood Riders be distinct.

BLOOD RIDER O.C.C.
Role:
Dino-Riders
PL 8 (79 + Psionics)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5/6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+8)
Expertise (Survival) 7 (+8)
Expertise (Ranching) 5 (+5)
Intimidation 5 (+6)
Perception 5 (+6)
Stealth 2 (+5)

Advantages:
Equipment 5 ("Claw" Armor +6, Blaster +11), Ranged Attack 1, Tracking

Powers:
"Psychic Link"
Senses 1 (Communication Link- Blood Lizard) [1]
Remote Sensing (Vision) 5 (Flaws: Limited to Blood Lizard) [5]

"Blood Rider Traits"
Enhanced Skills 4: Athletics 4 (+12) (Flaws: Limited to When Riding Special Mount) [1]
Enhanced Fighting 1 (Flaws: Limited to When Riding Special Mount) [1]
Enhanced Will 2 (Flaws: Source- Proximity to Mount) [1]

"Psionics" (Major Psionics- 8 powers from one, or 6 powers from all three)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Mounted Unarmed +6 (+2 Damage, DC 17)
Vibro Blade +5 (+9 Damage, DC 24)
Mounted Vibro Blade +6 (+9 Damage, DC 24)
Energy Rifle +5 (+11 Ranged Damage, DC 26)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (+6 Mounted, DC 15-16), Toughness +3 (+8 "Claw" Armor), Fortitude +5, Will +6 (+8 Mounted)

Complications:
None

Total: Abilities: 38 / Skills: 30--15 / Advantages: 7 / Powers: 9 + Psionics / Defenses: 10 (79 + Psionics)

-A big "side class" in South America 2 is the Blood Riders, which get a regular version, an ELITE version, and a special mount. The core concept revolves around clans of psionic-powered raptor-riders who gain psychic bonds with their mounts. The clans are... cattle ranchers, I guess, but also sell a few services like scouting, courier work, etc. Really, it's just an excuse to draw guys in distinctive "pointy rib" armor on top of black tights, riding big, sentient D-Bee carnosaurs, called "Blood Lizards". My friend Paul, when he made a secondary character for his main Rifts game, ended up making a Felinoid Blood Rider, riding a dino named "Reecher" (that is SUCH a Paul thing to name a guy).

-Only 30% of Blood Riders are actually psionic (the remainder work on their ranches and help with the care of the mounts), and the Blood Lizards will attack and kill any non-psionics who try to ride them. And only an expert Rider can link with more than one creature, meaning players can't be O.P. and ride dozens of them. Blood Riders are some interesting "extra fluff" to this world, despite lacking much territory (they're said to inhabit the friendlier human kingdoms, as they do not seem to war with anybody).

-Blood Riders aren't actually overly powerful, being lightly-armored guys with only standard gear and a few minor bonuses, but they'll be expected to gain a lot from their "Major Psionics". Their PRIMARY gift, however, is that you get a free Blood Lizard out of the deal- Blood Lizards are more devastating at fighting than their masters, and are even sentient- all for free!

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Re: Jab's Rifts Builds (Megaversal Legion! Destroyer 'Borg! Ultra-Crazy!)

Post by JDRook » Tue Oct 15, 2019 7:43 pm

Spectrum wrote:
Mon Oct 14, 2019 6:31 pm
I've been reading the Pantheons of the Multiverse book lately. Fun stuff with lots of potential builds.

On the other hand, pretty disappointed that they didn't include the Palladium FRPG gods.
Pantheons was probably my favourite Rifts book. The combination of the art, the mythology and the raw power hit all my geek buttons at once. I never got to play any of the stuff in there, though.

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Master Blood Rider

Post by Jabroniville » Tue Oct 15, 2019 11:42 pm

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MASTER BLOOD RIDER R.C.C.
Role:
Elite Dino-Riders
PL 8 (90 + Psionics)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5/6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 6 (+8)
Expertise (Survival) 7 (+8)
Expertise (Ranching) 5 (+5)
Intimidation 5 (+6)
Perception 5 (+6)
Stealth 2 (+5)

Advantages:
Equipment 5 ("Claw" Armor +6, Blaster +11), Ranged Attack 1, Tracking

Powers:
"Psychic Link"
Senses 1 (Communication Link- Blood Lizard) [1]
Remote Sensing (Vision) 5 (Flaws: Limited to Blood Lizard) [5]

"Blood Rider Traits"
Enhanced Skills 4: Athletics 4 (+12) (Flaws: Limited to When Riding Special Mount) [1]
Enhanced Fighting 1 (Flaws: Limited to When Riding Special Mount) [1]
Enhanced Will 2 (Flaws: Source- Proximity to Mount) [1]

"Master Traits"
"Personal Force Field" Protection 1 [1]

"Special Levitation"
Flight 6 (Extras: Affects Others- Limited to Mount) (Flaws: Limited to 1 Minute) (9) -- [10]
  • AE: Speed +1 (Extras: Affects Others- Limited to Mount) (2)
  • AE: Leaping +2 (Extras: Affects Others- Limited to Mount) (3)
"Master Psionics" (Telepathy, Mind Block, Levitation, TK & Super TK; 2 powers from each of the 3 categories)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Mounted Unarmed +6 (+2 Damage, DC 17)
Vibro Blade +5 (+9 Damage, DC 24)
Mounted Vibro Blade +6 (+9 Damage, DC 24)
Energy Rifle +5 (+11 Ranged Damage, DC 26)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (+6 Mounted, DC 15-16), Toughness +3 (+8 "Claw" Armor, +9 Force Field), Fortitude +5, Will +6 (+8 Mounted)

Complications:
Secret (Powers)- Master Blood Riders will do almost anything to protect their secret Psionic Powers- Blood Riders are fearful that others will hunt and kill them if they discover these D-Bees have such powers within their ranks. They will not use Super Levitation to fly in front of strangers, for example.
Responsibility (Masters)- Master Psionics are given extra training from birth to be the elites of the Blood Riders, at the cost of great pressure. So much is expected of them that many will quit, run away, commit suicide, or even turn against their fellow Riders!

Total: Abilities: 38 / Skills: 30--15 / Advantages: 7 / Powers: 20 + Psionics / Defenses: 10 (90 + Psionics)

-Because it's Rifts, here's your class that's "Like the last thing, only BETTER!". MASTER Blood Riders make up 1% of their number, being Master Psionics with extra powers, including a Force Field (only 35 M.D.C., though) and Special Levitation that increases the speed of the Rider and his mount. Their PL isn't much higher as a result, but they're a bit more versatile, and get better Psionics.

Jabroniville
Posts: 14616
Joined: Fri Nov 04, 2016 8:05 pm

Larhold Barbarian

Post by Jabroniville » Thu Oct 17, 2019 6:16 am

Image

Post's art has been a lot of photo-tracing in the "Rifts" line so far, but... his work in this book seriously kicks ass.

LARHOLD BARBARIAN R.C.C.: ST +6, STA +5, Strength-Damage +2, Protection 3, Low-Light Vision, Regeneration 1, Fearless, Athletics +3 (Limited to Riding), Ranged Combat (Archery) 2, Equipment 3 (Larhold Bow- Strength-Damage +1- Ranged 9, Larhold Saber +1, War Bison Hide Armor +1) [35]

-The Larhold Barbarians are a nomadic band of D-Bee pirates and slavers who are a scourge across thousands of worlds- they have destroyed many civilizations across the galaxy over the years, first with their magical might (possibly derived from the worship of Alien Intelligences or the Old Ones), and then with their Mad Max-style love of vehicles, once they'd gained access to technological civilizations. So basically, they're Warhammer 40K Orks. Post's art looks REALLY good here, featuring this big, scary, horned Orc-like guy with his War Bison.

-The Barbarians are of course M.D.C. beings with bows that "not even cyborgs can bend" and can penetrate even Power Armor, and their hit & run tactics are incredibly elite, as they "melt away" and then ambush anew. They enjoy using the loved ones of their enemies as human shields, and prefer to capture enemies alive- for purposes of slavery and torture. Carella spares no expense in making them look monstrous, as they love to free maimed victims.

-Larhold ended up on Earth during the Great Cataclysm, but only maintained any sort of numbers on the very tip of South America (around Tierra del Fuego, my favorite place-name ever)- the small bands elsewhere couldn't gain a foothold. Here, their Shamans summoned further Larhold, creating a beach-head. Their enemies include the Silver River Republics and the Megaversal Legion- they must compete against all of them for space.

-Larhold Barbarians are low-M.D.C. beings with 70 M.D.C. armor, adding up to around +9 Toughness, and can do Blast 9 equivalent damage with their bows (which add strength-bonuses to damage) and sabers. Overall they're likely PL 7 baseline.

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