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

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Jabroniville
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War Bison

Post by Jabroniville »

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Rifts: Where terrifying Murder-Samurai Boar-Bison roam the South American plains as the mounts of Magical Space Orcs.

WAR BISON
Role:
Inexplicably Predatory Mount
PL 9 (77)
STRENGTH
8 STAMINA 8 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Horns) 1 (+5)
Expertise (Survival) 4 (+4)
Intimidation 7 (+6 Size)
Perception 4 (+4)

Advantages:
All-Out Attack, Diehard, Fearless, Improved Critical (Horns), Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision) [3]
"Large Horns" Strength-Damage +4 [4]
"Arctic Creature" Movement 1 (Environmental Adaptation- Arctic) [2]
Speed 2 (8 mph) [2]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Regeneration 4 [4]
Protection 4 (Extras: Impervious 7) [11]

Offense:
Unarmed +5 (+8 Damage, DC 23)
Headbutt +6 (+12 Damage, DC 27)
Initiative +4

Defenses:
Dodge +3 (DC 13), Parry +5 (DC 15), Toughness +12 (+4 Impervious), Fortitude +9, Will +5

Complications:
Disabled (Animal)- Bison cannot speak to humans, nor use their hooves to easily manipulate objects.
Temper- Bison often fly into an uncontrollable rage when provoked, acting foolishly and recklessly.

Total: Abilities: 20 / Skills: 16--8 / Advantages: 7 / Powers: 31 / Defenses: 11 (77)

-Because Rifts, here's an extremely powerful hooved mammalian creature that is of course a flesh-eating predator. I do kind of like the versimilitude of making a unique "mount" for the Larhold, though- it's always a good signifier that someone's put some thought into the creation of their world when they don't just all ride horses or whatever. War Bison are actually MUCH more dangerous than basic Larhold, having a lot more hitting power, and M.D.C. better than Hatchling Dragons!! This is pretty horrifying, and also kinda silly- why would a riding animal be so much tougher than things like that?
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Ares
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Re: Jab's Rifts Builds (Destroyer 'Borg! Ultra-Crazy! Blood Riders!)

Post by Ares »

It seems like C.J. here really "got" Rifts in a way that even Kevin Siembieda didn't, and that Kevin might have been better off as the property owner and general idea guy (given he did produce iconic stuff like the Coalition, Glitter Boys and Cyber-Knights), while Carella would have been a good "details" guy to flesh out the setting with stuff like the Multiversal Legion and murder-samurai-bison-boars.
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Sidious
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Re: Jab's Rifts Builds (Destroyer 'Borg! Ultra-Crazy! Blood Riders!)

Post by Sidious »

I think that Kevin should have stuck to the PFRPG and let C.J. just run with it on Rifts.

certainly would have made things interesting.
Jabroniville
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Larhold Shaman

Post by Jabroniville »

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Seriously this is totally knocking off Warhammer's Orc Shamans, but HOLY CRAP this looks cool.

LARHOLD SHAMAN O.C.C.
Role:
Barbarian Wizard
PL 8 (95)
STRENGTH
6 STAMINA 5 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+10)
Athletics 3 (+13) (Flaws: Limited to Riding)
Expertise (Survival) 6 (+7)
Expertise (Magic) 8 (+8)
Intimidation 6 (+7)
Perception 5 (+6)
Ranged Combat (Archery) 2 (+6)
Stealth 1 (+4)

Advantages:
All-Out Attack, Equipment 5 (Larhold Bow- Strength-Damage +1- Ranged 8, Saber +3, War Bison Hide Armor +4), Fearless, Power Attack, Ritualist

Powers:
"Larhold Physiology"
Protection 3 [3]
Senses 1 (Low-Light Vision) [1]
Regeneration 1 [1]

"Given to the Blue Flame"
Senses 3 (Blue Flame Awareness- Ranged 2) [3]
"Blue Light" Environment (Light) 1 [2]
"Ritual of Immolation" Features 1: Suicide Attack May Do Horrible Burst Area Damage to 100 feet [1]

"Magic" (3 Blue Flame Spells & 5 Common Spells, Levels 1-2)

Offense:
Unarmed +5 (+6 Damage, DC 21)
Saber +5 (+9 Damage, DC 24)
Larhold Bow +6 (+9 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +8 (+9 Hide Armor), Fortitude +7, Will +5

Complications:
Responsibility (Larhold Tribes)- Shamans are leaders of Lardhold tribes alongside the Chiefs. Occasionally, they will hold both positions.
Reputation (Evil)- Shamans are hated by all the other peoples in the Megaverse, and may be targetted specifically.
Power Loss (Magic)- Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.

Total: Abilities: 50 / Skills: 32--16 / Advantages: 8 / Powers: 12 + Magic / Defenses: 8 (95)

-The Larhold tribes are usually ruled by two individuals- the powerful Chief, and the terrifying Shaman. Shamans are given the power of their sacred "Blue Flame", an energy source that fills the otherwise-green skies of their homeworld- these disfigured, burn-scarred creatures are the result. They are the Larhold most adept at torturing their foes, doing so with the Blue Flame, and as such are usually the most targetted and hated of their kind.
Jabroniville
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Blue Flame Spells

Post by Jabroniville »

Blue Flame Spells:
* There are only a handful of Blue Flame spells, but many are rather potent. I would imagine most Shamans to be quite similar, as they can pick three of any level to start. With an average of 90 P.P.E., they can cast most of these at least three times a day to start. Even the Whip of Agony one!

"Burning Light of the Blue Flame" Blast 7+
"Eyes of Blue Flame" See Invisible, Darkvision, Immunity (Heat & S.D.C. Flames)
"Fists of Blue Flame" Strength-Damage +1
"Flamebolts" Blast 10 (Accurate, Ricochet, Homing)
"Flamehalo" Immunity (Disease, Possession, Psionic Mind-Reading)
"Flameshield" +1-2 Force Field, Immunity (Heat & S.D.C. Flames), Immunity (Energy & Fire, 1/4 Damage only)
"Flamewings" Flight 6 (120 mph)
"Healing Flame" Healing 6 (Resurrect- Will Scar Patient)
"Sense Blue Flame" Kind of... the same as the Sense in their profile.
"Whip of Agony" Strength-Damage +1 and up plus Affliction (Transformed to Insane, Continuous)
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Larhold Human Renegade

Post by Jabroniville »

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LARHOLD HUMAN RENEGADE O.C.C.
Role:
Barbarian Race-Traitors
PL 7 (120)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 7 (+10)
Athletics 3 (+13) (Flaws: Limited to Riding)
Expertise (Survival) 6 (+7)
Intimidation 6 (+7)
Perception 5 (+6)
Ranged Combat (Archery) 2 (+6)
Stealth 1 (+4)

Advantages:
All-Out Attack, Equipment 5 (Larhold Bow- Strength-Damage +1- Ranged 7, Saber +3, War Bison Hide Armor +4)

Powers:
"Larhold Transformation" (All Have Flaws: Unreliable- 5/day)
Strength-Damage +3 [2]
Enhanced Stamina 4 [4]

Offense:
Unarmed +5 (+3 Damage, DC 18)
Saber +5 (+6 Damage, DC 21)
Larhold Unarmed +5 (+6 Damage, DC 21)
Larhold Saber +5 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4 (+8 Hide Armor/Larhold, +9 Both), Fortitude +6, Will +5

Complications:
Responsibility (Larhold Tribes)- These Renegades are aligned to the barbaric D-Bee Larhold, not their own species.

Total: Abilities: 42 / Skills: 28--14 / Advantages: 5 / Powers: 8 / Defenses: 8 (120)

-Larhold are unusually willing to "adopt" other races, provided they show enough skill and cruelty in battle- humans, giants, ogres and others ride alongside them, though only Larhold may lead their warbands. Humans gain a bit of toughness by virtue of membership, and recover P.P.E. faster as well. These guys are only PL 6-ish on their own, but when they upgrade to their "Larhold Transformation" (going by their established P.P.E., they can likely do this only a couple of times a day to start), they hit PL 7.
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Amalie Stone-Men

Post by Jabroniville »

AMAKI STONE-MAN R.C.C.: ST +2, STA +6, AGI +1, FIGHTING +1, Low-Light Vision, Regeneration 1, Immunity 80 (All Damage, Half-Effect, Limited to Non-Magical/Psionic -1/2) [52]

-The Amaki hail from "New Babylon", which has an interesting origin. The Amaki are, much like the Splugorth and others, opportunists who settled colonies on a devastated Earth, hoping to profit from it. However, they took care of the humans who were around them, founded large cities, and build giant buildings- New Babylon (humans thought the Amaki resembled Assyrian & Babylonian sculptures, hence the name) is one of the most civilized parts of Rifts Earth. The book provides an interesting concept- they are seen as decadent and their men effeminate (with powdered wigs, like old England), but are great fighters with a powerful military.

-The political situation is that numerous Houses, representing various jobs (Health, Engineers, Money, Painting, etc.), compete against each other for importance. Each has their own militia, and anyone in a House is backed by their entire number. Each House has numerous ranks within it, with relentless competition being the norm. The House of War is ruled by the Council, which is made up of the heads of each House.

-Amaki are reasonably better than human beings, being high-S.D.C. creatures (about 5-18 M.D.C. equivalent)... except they have INSANE durability, owing to the ridiculously-broken ability to take half-damage from EVERYTHING short of Magic or Psionics. To be fair, those are both pretty common attack types... but holy crap. Every laser, bomb, etc., in the game doing only half?
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Amaki Duelist

Post by Jabroniville »

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AMAKI DUELIST R.C.C.
Role:
Lethal Swordsmen, Assassins
PL 12 (130 + Magic)
STRENGTH
3 STAMINA 7 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 3 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Espionage) 5 (+5)
Insight 3 (+6)
Perception 5 (+8)
Stealth 5 (+8)
Technology 2 (+5)

Advantages:
Accurate Attack, Equipment 2 (Other Blades, Armor), Improved Critical (Psi-Sword), Improved Disarm, Improved Iniative, Improved Smash, Ranged Attack 2

Powers:
Low-Light Vision [1]
Regeneration 1 [1]
Immunity 80 (All Damage) (Flaws: Limited to Half-Effect, Limited to Non-Magical/Psionic -1/2) [30]

"Psi-Field" Force Field 1 [1]
"Psi-Sword" Strength-Damage +7 (Feats: Accurate 2) [9]

"Amaki TW Psi-Blade" (Flaws: Easily Removable) (Feats: Restricted to Psionics) [3]
"Boosts Psi-Sword Damage" +2 (2 points)

"Psionics" (Bio-Regeneration, Mind Block, Nightvision, Psi-Shield, Empathy, Presence Sense)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Psi-Sword +10 (+11 Damage, DC 26)
Boosted Psi-Sword +10 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7 (+8 Force Field, +9 Armor), Fortitude +6, Will +5

Complications:
Secret (Assassins)- Duelists are trained killers, using their fame as a cover.

Total: Abilities: 58 / Skills: 24--12 / Advantages: 9 / Powers: 45 + Psionics / Defenses: 6 (130 + Psionics)

-Duelists are Psionically-gifted Amaki who were chosen from a young age to be trained by the House of the Sword. Amaki society places great value on swordsmanship, and so the Psionic Blades of the Duelists are very respected. People suspect, correctly it turns out (naturally), that the Duelists are also secret assassins, carrying out espionage on behalf of others.

-Duelists are, hilariously, FAR superior to the Cyber-Knights (listen close and you can hear the sound of Ares screaming), the previous class based around the Psi-Swords, which really lends credence to the "C.J. Carella Unbalanced Rifts" complaints. I mean, this thing is nuts- a 4D6 M.D. blade at first level? And then Carella adds the insane, unbalancing TW Psi-Blade, which ADDS 2D6 M.D. to that damage. This appears to be a workaround to the notorious crappiness of Psi-Swords in the setting, as even Cyber-Knights & Mindmelters can enhanced their powers with these. It essentially throws a giant red light over it, screaming "HEY CYBER-KNIGHT PLAYERS- USE THIS TO SUCK LESS!!!"

-Their Skills are nothing to write home about, though- they're simple-minded hunter/killers and that's it. They're even said to be humorless and dull, having been trained from childhood to be killers.
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Ares
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Re: Jab's Rifts Builds (Ultra-Crazy! Blood Riders! Larhold Barbarians!)

Post by Ares »

And one more reason to love Carella - He gave Cyber-Knights a way to get more out of their iconic weapon. Well, assuming you don't do what I do and just give the Cyber-Knights the same damage progression as the Mind-Melter, but still! It's the thought that counts.
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Thorpocalypse
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Re: Larhold Human Renegade

Post by Thorpocalypse »

Jabroniville wrote: Sat Oct 19, 2019 7:06 am Image

LARHOLD HUMAN RENEGADE O.C.C.
Role:
Barbarian Race-Traitors
I swear to Odin that when I read the thread title with this that it said "Landlord Barbarians". And then I was thinking my man would be the greatest example of said archetype:

Image

8-)
Me fail English? That's unpossible. - Ralph Wiggum
Jabroniville
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Amaki Gizmoteer

Post by Jabroniville »

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AMAKI GIZMOTEER R.C.C.
Role:
Device-Aiders
PL 7 (96 + Magic)
STRENGTH
3 STAMINA 7 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 1 PRESENCE 2

Skills:
Deception 4 (+7)
Expertise (Espionage) 5 (+5)
Insight 2 (+4)
Perception 4 (+5)
Stealth 1 (+4)
Technology 8 (+12)

Advantages:
Equipment 2 (Blades, Armor), Inventor, Ranged Attack 2, Ritualist

Powers:
Low-Light Vision [1]
Regeneration 1 [1]
Immunity 80 (All Damage) (Flaws: Limited to Half-Effect, Limited to Non-Magical/Psionic -1/2) [30]

"Techno-Wizards, But Psionic" Features 1: May Combined Inventor & Ritualist Advantages [1]

"Boost Devices"
Strength-Damage +2 (Feats: Variable 2- Any Melee Weapon) (Extras: Affects Others) (Flaws: Source- Technology) [4]
Blast +2 (Feats: Variable 2- Any Ranged Weapon) (Extras: Affects Others) (Flaws: Source- Technology) [6]
Speed +2 (Extras: Affects Others) (Flaws: Source- Vehicle) [2]
Flight +2 (Extras: Affects Others) (Flaws: Source- Vehicle) [4]

"Psionics" (Total Recall, Speed-Reading, Mind Block, Electrokinesis, Telemechanics, +2 Powers from any category)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7 (+8 Force Field, +9 Armor), Fortitude +6, Will +5

Complications:
Power Loss (Burn-Out)- Many machines cannot withstand the pressures Gizmoteers place upon them. Higher-end boosts will destroy objects entirely, though some will choose to lessen their powers.

Total: Abilities: 58 / Skills: 24--12 / Advantages: 6 / Powers: 49 + Magic / Defenses: 6 (96 + Magic)

-Gizmoteers are Amaki that specialized in boosting the power of Devices using their minds. It's kind of silly and related to Techno-Wizard powers (meaning it's annoying to stat up), but also very unique and interesting- a Carella hallmark.
Jabroniville
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Re: Larhold Human Renegade

Post by Jabroniville »

Thorpocalypse wrote: Sun Oct 20, 2019 10:05 pm I swear to Odin that when I read the thread title with this that it said "Landlord Barbarians". And then I was thinking my man would be the greatest example of said archetype:

Image

8-)
Lol, oh Thorp. Nice to see you back in Character Sheets :).
Jabroniville
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The Achilles Republic

Post by Jabroniville »

THE MUTANTS:
-The Mutants of the Achilles Republic are all powerful Psionic characters, each with their own personal Force Field instead of being naturally M.D.C., like most Carella races. These are limited to a certain number of times per day, and to two minutes at a time, but that might depend on the character. Overall though, between their gear and the Force Field, most of these characters outstrip a common Coalition soldier in toughness by a ways.
Jabroniville
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Capybaras

Post by Jabroniville »

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MUTANT CAPYBARA R.C.C.: ST +1, AWA +2, PRE +1, "Ley Line Transmission" Communication 3 (Source & Limited to Along Ley Lines), "Time Warp" Enhanced Fighting 4 & Dodge 4 (Affects Others, Unreliable), Sense Rifts- Ranged 2, "Psi-Wave" Cone Damage 6 & Cone Affliction 6 (Dazed/Stunned, Limited Degree), AE: Teleport 8 (Source & Limited to Along Ley Lines), "Psionics" (2 each from Healing, Sensitive & Physical) [52]

-Mutant Capybaras are the silliest of the Achilles Republic's types, made funnier because these giant rodent-people are powerful psionics who specialize in dimensional travel. They are mystical, laid-back and cool ("What can't be fixed today will be fixed tomorrow"), with a lot of text being spent on how respected they are by Carella's other races, like the Prometheans of Phase World. They're just SO wise and cool, you guys!

-The Capybaras' powers are very broad and can boost the PL of anyone around them, making them dangerous team players. A very pricey Template.
Jabroniville
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Condoroid

Post by Jabroniville »

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CONDOROID R.C.C.: ST +1, STA +1, AWA -1, PRE +1, Flight 8, Flight +3 (Source- Ley Lines), Force Field 6, "Psionic Invisibility" Concealment 4 (Visuals, Will Save), Enhanced Fighting (Airborne), "Psionics" (Psi-Sword, Psi-Shield, 6 Powers from Physical, Sensitive & Healing) [34 + Psionics]

-The Condoroids, based off of the Andean Condor (at least Carella does indeed know his regional research), were mutated to create flying soldiers- too heavy to fly "naturally" (... in a setting where creatures weighing several tons fly ALL THE TIME), they instead use Super-Telekinesis to reach some of the fastest speeds in the setting, especially near Ley Lines. They're pretty basic otherwise, save their "Psionic Invisibility" power, which provides a tremendous stealth benefit. Many are said to turn to lives of crime, living as bandits in the mountains.
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