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

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Jabroniville
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Dog Boys

Post by Jabroniville »

Image
Image

See, if they'd looked like the top pic in the first book, I'd have thought they were AWESOME. But instead, they looked like the second one.

DOG PACK R.C.C.
Role:
Mooks, "Depending On The Artist" Guys (some look awesome... others, not so much)
PL 7 (79)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 4 (+3)
Intimidation 2 (+3)
Perception 6 (+6)
Technology 4 (+3)
Treatment 2 (+2)
Vehicles 1 (+5)

Advantages:
Benefit (Rank- CS Soldier), Equipment 4 (CS Gear), Teamwork, Tracking

Powers:
"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]
"Psi-Hunter" Senses 2 (Detect Psionics- Ranged) [2]
"Mage-Hunter" Senses 2 (Magical Awareness- Ranged) [2]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]

"Low-Level Psionics- Sensitive"
"Empathy" Mind-Reading 6 (Flaws: Limited to Emotions) (6) -- [10]
  • AE: "Sense Magic" Senses 2 (Detect Magic- Ranged 2) (3)
  • AE: "Sense Evil" Senses 2 (Detect Evil- Ranged 2) (3)
  • AE: "Sixth Sense" Danger Sense & Uncanny Dodge (2)
  • AE: "Object Reading" Postcognition (Flaws: Limited to Objects) (2)
Equipment:
"CS Gear"
"Dog Boy Body Armor"
Protection 4 (Impervious 3) (7)

"Vibro-Blades" Strength-Damage +5 (Penetrating 4) (9)
"Assorted Gear" (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blades +5 (+7 Damage, DC 22)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Armor), Fortitude +4, Will +2

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Weakness (Ley Line Energy, Places of Magic)- Dog Boys' tracking will not work around Ley Lines, and they get uncharacteristically nervous around places of magic.

Total: Abilities: 34 / Skills: 22--11 / Advantages: 7 / Powers: 22 / Defenses: 5 (79)

-Genetic modification was once a big part of Rifts Earth, but the coming of the Rifts changed a lot of that. The Coalition, despite being human supremacists, keep and modify "Dog Packs" to help them hunt down magically and psionically-powered foes. They treat these sentient Dogs as mere trained animals and experiment upon them because they refuse to do so with people, but troops & their Psi-Stalker masters often love and appreciate them as hard workers... but the CS still treats them like pets, and most will simply replace a dead Dog Boy casually. Only Psi-Stalkers seem to dislike this heartless abuse- the Rulebook suggests this could turn them on their Coalition masters. The CS have their human supremacist views laid out most-openly via the treatment of "Dog Boys"- modified dog-people that are treated like slaves and forced into "Packs" that hunt down magically and psionically-powered foes. Typically, they run alongside their Psi-Stalker masters.

-Dog Boys were infamous to me and my friends, largely because of some pretty sketchy art in many of the early books. Drawing "Animal People" that don't look cartoony or silly is, as I've said many times before, REALLY HARD, to the point where only Dale Eaglesham could draw Tom "Wildcat" Bronson properly in JSA, and why most artists just gave up on "Cat-Like" Beast. The art for these guys in the Main Rulebook, which consisted of a tiny SHNAUZER breed holding a vibrating knife, a bulldog with a mace, a dog that's crouching and yelling, and a doberman delicately holding its limp-looking wrist forward with "Wolverine Claws", really wasn't the best. Other art in later books didn't much help. It was so bad that my friend Paul had a player in his campaign who specifically hunted down and killed Dog Boys "because they LOOK DUMB!". It would take Chuck Walton's art to make me realize how AWESOME they could look- use a bad-ass enough breed, and suddenly you have a powerhouse.

VARIOUS BREEDS:
* The game offers many stat modifications for certain breeds, often with very granular stats for Senses & Tracking, because Palladium works off of percentages. A bit too granular for M&M, though. Naturally, because this is Palladium, you have to roll on a CHART to determine this.

Wolf: +1 STA, +1 ST, Athletics +2, Intimidation +4, Perception +2 [8]
Wolf, German Shepherd: +1 STA, +1 ST, +1 INT, Athletics +2, Intimidation +2, Perception +2 [9]
Rottweiler: +1 STA, +1 ST, +1 INT, Athletics +2, Intimidation +4 [9]
Boxer: +1 STA, +1 ST, +1 INT, Athletics +2 [7]
Wolfhound, Bull Terrier, Elkhound: +1 STA, +1 ST [4]
Bulldog: +1 STA, +1 ST, Perception -2 [3]
Golden Retriever, Setters, Spaniels: +1 STA [2]
Irish Water Spaniel: Swimming 1, Perception +2 [2]
Beagles, Terriers: -1 ST, -1 STA, Fearless, Perception +2 [-2]
Bloodhound: Perception +6 [3]
Coonhound, Pointer: Perception +4 [2]
Cocker Spaniel: Perception +2 [2]
Greyhound: -1 STA, Athletics +4 [0]
Jabroniville
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Re: Jab's Rifts Builds (Automatons! Corrupt! Mystic Knight!)

Post by Jabroniville »

So I re-did the Dog Boys R.C.C., in part because my old math was wrong, and because they added some new breeds into it with Long Star.
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Re: Dog Boys

Post by Woodclaw »

Jabroniville wrote: Sat Nov 23, 2019 6:01 am Image
Image

See, if they'd looked like the top pic in the first book, I'd have thought they were AWESOME. But instead, they looked like the second one.


-Dog Boys were infamous to me and my friends, largely because of some pretty sketchy art in many of the early books. Drawing "Animal People" that don't look cartoony or silly is, as I've said many times before, REALLY HARD, to the point where only Dale Eaglesham could draw Tom "Wildcat" Bronson properly in JSA, and why most artists just gave up on "Cat-Like" Beast. The art for these guys in the Main Rulebook, which consisted of a tiny SHNAUZER breed holding a vibrating knife, a bulldog with a mace, a dog that's crouching and yelling, and a doberman delicately holding its limp-looking wrist forward with "Wolverine Claws", really wasn't the best. Other art in later books didn't much help. It was so bad that my friend Paul had a player in his campaign who specifically hunted down and killed Dog Boys "because they LOOK DUMB!". It would take Chuck Walton's art to make me realize how AWESOME they could look- use a bad-ass enough breed, and suddenly you have a powerhouse.
Yeah, dog-people are, among the most difficult animalistic characters to do properly. I think this comes down to the fact that there are way too many breeds to choose from and many of them are silly looking even as dogs (try to picture a bipedal carlinus and not to laugh), but also to the fact that many people perceive dogs as... way too human already. The earliest known finding of a domesticated dog dates back to 14.000 years ago (by comparison, cats have only been domesticated since 5.000 years ago or so), making them "not special enough". The funny thing is that, if we look at it from a genetic perspective, dog-people would be ideal as specialized troops, since many species were already selected for highly specialized roles.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Jab's Rifts Builds (Automatons! Corrupt! Mystic Knight!)

Post by catsi563 »

the roles but also theirs the pack mentality which is mentioned many times in Rifts. the Dog boys were chosen because human connections to dogs as a species, humans would be more comfortable around them and the dogs natural inclination to pack behavior would make them more protective of humans

its also why rogue dog boys are hunted so vigorously by their fellows who see them as traitors to human kind aka Bad dogs. Cats on the other hand and other cat breeds were too solitary and not as viable save as assassin or spec ops style troops

which is interesting as Cats are actually very communal creatures.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
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Sea Dogs

Post by Jabroniville »

Image

SEA DOG R.C.C.
Role:
Aquatic Mook
PL 7 (81)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 7 (+9)
Expertise (Soldier) 4 (+3)
Expertise (Sea Animals) 4 (+3)
Intimidation 2 (+3)
Perception 6 (+7)
Technology 4 (+3)
Treatment 2 (+2)
Vehicles 3 (+7)

Advantages:
Benefit (Rank- CS Soldier), Equipment 4 (CS Gear), Teamwork, Tracking

Powers:
"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]
"Psi-Hunter" Senses 2 (Detect Psionics- Ranged) [2]
"Mage-Hunter" Senses 2 (Magical Awareness- Ranged) [2]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]

"Low-Level Psionics- Sensitive"
"Empathy" Mind-Reading 6 (Flaws: Limited to Emotions) (6) -- [10]
  • AE: "Sense Magic" Senses 2 (Detect Magic- Ranged 2) (3)
  • AE: "Sense Evil" Senses 2 (Detect Evil- Ranged 2) (3)
  • AE: "Sixth Sense" Danger Sense & Uncanny Dodge (2)
  • AE: "Object Reading" Postcognition (Flaws: Limited to Objects) (2)
Equipment:
"CS Gear"
"Dog Boy Body Armor"
Protection 4 (Impervious 3) (7)

"Vibro-Blades" Strength-Damage +5 (Penetrating 4) (9)
"Assorted Gear" (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blades +5 (+7 Damage, DC 22)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Armor), Fortitude +4, Will +2

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Weakness (Ley Line Energy, Places of Magic)- Dog Boys' tracking will not work around Ley Lines, and they get uncharacteristically nervous around places of magic.

Total: Abilities: 34 / Skills: 32--16 / Advantages: 7 / Powers: 22 / Defenses: 5 (81)

-The Navy "Sea Dogs" are a modification of the baseline Dog Boy, differentiated by being based off of the Newfoundland breed- a highly-capable swimming breed of dog. These large black dogs are famous in real life for this ability... so of course there's an entire statline just for them. The "Sea Dogs" are better swimmers and can pilot more things. That's about it.
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Re: Jab's Rifts Builds (Federation of Magic! Lone Star! Dog Boys!)

Post by Spam »

It's Dog Fish from the Jabverse!
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Re: Jab's Rifts Builds (Federation of Magic! Lone Star! Dog Boys!)

Post by Jabroniville »

Spam wrote: Sun Nov 24, 2019 11:17 pm It's Dog Fish from the Jabverse!
Hahaha OMG I didn’t even think about that :D
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K-9 Sniffers

Post by Jabroniville »

Image

K-9 "SNIFFER" R.C.C.
Role:
Mooks, "Depending On The Artist" Guys (some look awesome... others, not so much)
PL 7 (81)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 4 (+3)
Intimidation 2 (+3)
Perception 10 (+10)
Technology 4 (+3)
Vehicles 1 (+5)

Advantages:
Benefit (Rank- CS Soldier), Equipment 4 (CS Gear), Teamwork, Tracking

Powers:
"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]
"Psi-Hunter" Senses 2 (Detect Psionics- Ranged) [2]
"Mage-Hunter" Senses 2 (Magical Awareness- Ranged) [2]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]

"Low-Level Psionics- Sensitive"
"Empathy" Mind-Reading 6 (Flaws: Limited to Emotions) (6) -- [10]
  • AE: "Sense Magic" Senses 2 (Detect Magic- Ranged 2) (3)
  • AE: "Sense Evil" Senses 2 (Detect Evil- Ranged 2) (3)
  • AE: "Sixth Sense" Danger Sense & Uncanny Dodge (2)
  • AE: "Object Reading" Postcognition (Flaws: Limited to Objects) (2)
"Specialized Scent Training" Enhanced Skills 3: Perception 3 (+14) (Flaws: Limited to 2 of Detecting Cancer, Drugs, Robotics, Natural Disasters, or Explosives) [1]

Equipment:
"CS Gear"
"Dog Boy Body Armor"
Protection 4 (Impervious 3) (7)

"Vibro-Blades" Strength-Damage +5 (Penetrating 4) (9)
"Assorted Gear" (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blades +5 (+7 Damage, DC 22)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +3 (+7 Armor), Fortitude +4, Will +2

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Weakness (Ley Line Energy, Places of Magic)- Dog Boys' tracking will not work around Ley Lines, and they get uncharacteristically nervous around places of magic.

Total: Abilities: 36 / Skills: 24--12 / Advantages: 7 / Powers: 23 / Defenses: 5 (81)

-K-9 "Sniffers" are only barely different from regular Dog Boys, being trained from the best scent breeds (Bloodhounds, Basenji, German Shepherds, etc.) to be EXTRA-good at locating things. You can pick from two of five choices to be especially good even beyond the norm, at the expense of three "other" skills in the third set you can choose from. Not much to them, really- it's some side stuff and "character bits", with nary a class description.
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Re: Jab's Rifts Builds (Federation of Magic! Lone Star! Dog Boys!)

Post by Spam »

Jabroniville wrote: Mon Nov 25, 2019 4:05 am
Spam wrote: Sun Nov 24, 2019 11:17 pm It's Dog Fish from the Jabverse!
Hahaha OMG I didn’t even think about that :D
I LOVED Dog Fish. He's my Red Guardian. Poor boy just needed a good furever home and someone to rub his belly, and instead he ends up with the Jabbest jobbers of them all.
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Kill Hound

Post by Jabroniville »

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KILL HOUND R.C.C.
Role:
Front-Line Troops
PL 7 (96)
STRENGTH
6 STAMINA 5 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Athletics 3 (+9)
Expertise (Soldier) 5 (+4)
Intimidation 8 (+7)
Perception 4 (+4)
Technology 2 (+1)

Advantages:
Benefit (Rank- CS Soldier), Equipment 4 (CS Gear), Fearless, Improved Initiative, Ranged Attack 2, Teamwork, Tracking

Powers:
"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]
"Psi-Hunter" Senses 2 (Detect Psionics- Ranged) [2]
"Mage-Hunter" Senses 2 (Magical Awareness- Ranged) [2]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]

"Low-Level Psionics- Sensitive"
"Empathy" Mind-Reading 6 (Flaws: Limited to Emotions) (6) -- [10]
  • AE: "Sense Magic" Senses 2 (Detect Magic- Ranged 2) (3)
  • AE: "Sense Evil" Senses 2 (Detect Evil- Ranged 2) (3)
  • AE: "Sixth Sense" Danger Sense & Uncanny Dodge (2)
  • AE: "Object Reading" Postcognition (Flaws: Limited to Objects) (2)
Equipment:
"CS Gear"
"Dog Boy Body Armor"
Protection 4 (Impervious 3) (7)

"Vibro-Blades" Strength-Damage +1 (Penetrating 4) (5)
"Assorted Gear" (4)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Vibro-Blades +6 (+7 Damage, DC 22)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +7

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3 (+7 Armor), Fortitude +7, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Weakness (Ley Line Energy, Places of Magic)- Dog Boys' tracking will not work around Ley Lines, and they get uncharacteristically nervous around places of magic.

Total: Abilities: 44 / Skills: 22--11 / Advantages: 11 / Powers: 22 / Defenses: 8 (96)

-As always, the most "Rifts-y" thing you can do in one of these books is introduce "The Same, But BETTER!". In this case, the Kill Hounds are a more aggressive variant of Dog Boy, meant to hunt down D-Bees or act as shock troops. As much is devoted to their insanities as their stats, so you KNOW Kevin Siembieda was writing this- Kill Hounds are said to ignore pain at the cost of their own lives, fly into murderous rages with little provocation, respond to all challenges with aggression, and more. They're borderline unplayable psychopaths, with a "fight and kill" mantra repeated so often that it's clear this is the "Edgelord" class.
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Feral Dog Boys

Post by Jabroniville »

Image

"FREE BORN" FERAL DOG BOYS R.C.C.: STA +1, Perception +4, Tracking, "Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing), "Psi-Hunter" Senses 2 (Detect Psionics- Ranged), "Mage-Hunter" Senses 2 (Magical Awareness- Ranged), "Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute), "Psionics" (Empathy, Sense Magic, Sense Evil, Sixth Sense & 1 other Sensitive power) [17 + Psionics]

-"Free Borns" are an R.C.C. given to Dog Boys who either mutinied, rebelled, got lost, or were born to free parents- they have the same statline and abilities, but may select any O.C.C.- the book indicates that three have actually become CYBER-KNIGHTS, but more commonly they're Headhunters, Scouts, or something else. As the Dog statline isn't terribly impressive as a whole, it's only a minor boost, but they can benefit from similar things that Dog Boys can if they choose the right breed.
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Ursa-Warrior

Post by Jabroniville »

Image

URSA-WARRIOR R.C.C.
Role:
Big Dumb Helpers, Pack Animals, Prospective CS Troopers
PL 9 (69)
STRENGTH
4 STAMINA 5 AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 5 (+9)
Expertise (Soldier) 5 (+4)
Intimidation 9 (+8)
Perception 5 (+4)
Technology 2 (+1)

Advantages:
Benefit (Rank- CS Soldier), Equipment 6 (CS Gear), Ranged Attack 4, Tracking

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Extended Hearing) [4]
"Psi-Hunter" Senses 2 (Detect Psionics- Ranged) [2]
"Mage-Hunter" Senses 2 (Magical Awareness- Ranged) [2]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]
Features 1: Increased Mass [1]

"Psionics" (2 from the Physical category)

Equipment:
"CS Gear"
"Body Armor"
Protection 2 (Impervious 3) (5)

"Rail Gun" Blast 13 (Feats: Extended Range 2) (28)
"Assorted Gear" (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Rail Gun +4 (+13 Ranged Damage, DC 28)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +5 (+7 Armor), Fortitude +6, Will +2

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Weakness (Ley Line Energy, Places of Magic)- Bears' tracking will not work around Ley Lines, and they get uncharacteristically nervous around places of magic.

Total: Abilities: 24 / Skills: 26--13 / Advantages: 8 / Powers: 12 + Psionics / Defenses: 8 (65)

-Well you knew there were gonna be upgraded "Dog Boy"-like genetically-engineered animals in this book. The Ursa-Warrior is actually the top of the line (shockingly, they didn't go Full Rifts and thrown out Rhino-Men, Dino-Men and Mammoth-Warriors)- a high-strength, aggressive fighter who can lug around Rail Guns and other things typically given only to Power Armor or Cyborg guys. The book goes on and on about their weaknesses, however: they are much poorer trackers and sensors than Dog Boys, and much dumber and less independent. Having the emotional maturity of 7-10 year old human children, they are dull-witted, easily-led, and can't make decisions without strong authorities around them. Attempts to fix this have wrecked the POSITIVE attributes the Coalition bred into them (ie. being group-focused and following instructions; this turns them into smart, rebellious thinkers).

-Ursa-Warriors are said to be incredibly new and typically only assigned 1-2 per some Dog Boy units as the CS prepares to utilize them further. This is probably part of their "status quo" stuff and avoiding shaking the setting up too much- they appear somewhat hesitant to make new books completely up-end old ones in terms of stuff and lore at points- things like Coalition War Campaign aside.

-Ursa-Warriors are in this weirdly uncomfortable zone in Rifts because of the Power-Creep inherent to the setting. They have physical attributes that are positively DEVASTATING in, say, TMNT and Other Strangeness or Heroes Unlimited. But of course, this is Rifts. Their deadly claw attacks that do 1d4 or 1d6 Mega-Damage mean nothing when everyone has Vibro-Blades and Mega-Guns or whatever, and their big, healthy S.D.C. bonus means precisely dick to the same weapons. They don't even get better armor than the Dog Boys, so they have the same ending durability! The true bonuses are written into the individual Ursa-Warrior breeds- many get great combat bonuses, and even an extra attack per round- one of the God Stats of Palladium's games!

BEAR TYPES:
BLACK BEAR- PL 9 (78): FIGHTING +1, INT +1, PRE +1, Fort +1, Speed 1, Athletics +2 [9]
-Black Bears are said to be good in groups, but their bite doesn't do Mega-Damage. They are dull-witted and lazy, despite having higher mental abilities than most other Ursa-Warriors, and are the worst fighters overall, having not much in the way of physical bonuses- baseline bears, they are barely PL 4 in melee!

BROWN BEAR- PL 9 (85): ST +2, STA +2, FIGHTING +2, Fort +2, Speed 1, Improved Initiative [16]
-Brown & Grizzly Bears are said to be more independent, rebellious, and dangerous. Browns are not as lazy as most Ursa-Warriors, and are said to be smarter even though Black Bears have higher mental stats, because EDITING. They are PL 6.5 unarmed, PL 7 to defenses.

GRIZZLY BEAR- PL 9 (90): ST +3, STA +2, FIGHTING +4, Speed 1, Fort +2 [21]
-Grizzly Bears are independent, but aggressive and rebellious. They are also PL 8 unarmed and defensively, which is quite high for the setting's "ground troops"- they have a ton of bonuses to hit.

POLAR BEAR- PL 9 (96): ST +2, STA +2, FIGHTING +4, INT +1, Fort +2, Speed 1, Close Attack, Improved Initiative, Athletics +4, Environmental Adaptation (Cold) [27]
-Polar Bears adapt well to groups and are more agreeable than either type of Brown Bear, and are not as lazy as others. They end up being the best fighters of the Ursa-Warriors, hitting PL 8 unarmed! Despite the low damage of their attacks (only +6), they are +10 to hit, which is beyond most anyone but Juicers right out of the gate.
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Battle Cat

Post by Jabroniville »

Image

BATTLE CAT R.C.C.
Role:
Aloof Ass-Kickers
PL 7 (70)
STRENGTH
2 STAMINA 4 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 6 (+8)
Expertise (Soldier) 5 (+5)
Intimidation 4 (+6)
Perception 5 (+5)
Stealth 4 (+6)
Technology 2 (+2)

Advantages:
Benefit (Rank- CS Soldier), Equipment 5 (CS Gear), Tracking

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
"Psi-Hunter" Senses 2 (Detect Psionics- Ranged) [2]
"Mage-Hunter" Senses 2 (Magical Awareness- Ranged) [2]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]

"Psionics" (2 from the Sensitive category)

Equipment:
"CS Gear"
"Body Armor"
Protection 3 (Impervious 3) (6)

"Blaster" Blast 8 (16)
"Assorted Gear" (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4 (+7 Armor), Fortitude +5, Will +2

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Weakness (Ley Line Energy, Places of Magic)- Cats' tracking will not work around Ley Lines, and they get uncharacteristically nervous around places of magic.

Total: Abilities: 32 / Skills: 26--13 / Advantages: 7 / Powers: 12 + Psionics / Defenses: 6 (62)

-Instead of "Cat Boys", Lone Star provides us with "Battle Cats" (He-Man fans or what?)- they are said to be calm, aloof, emotionally-distant creatures, much like regular cats, though capable of affection with those they deem worthy (again, like cats). Despite that, there's not much written about them- they simply get a basic and more elite variant, with five notations for different species (none exist for jaguars or other cats). Their art like a microcosm of Palladium's art itself- just wildly all over the place in quality. Breaux actually does a good drawing that clearly traces a picture of a Puma and throws on military gear from another picture. Johnson draws a HORRIBLE image of a standard person with a lynx head transplanted on awkwardly. And then there's Perez, drawing a head-shot of a positively VICIOUS-looking tiger-man.

-Battle Cats don't work as well in groups, and are prone to half-assing their orders if given boring assignments- they're generally best left to solitary hunter-killer work, owing to predatory instincs and what-not. Every single breed gets a bonus to fight over the baseline, so I guess tough toenails if you got a domesticated breed version.

CAT TYPES:

Image

LOL who looked at this art and thought it was okay?

LYNX/BOBCAT- PL 7 (76): AGI +1, FIGHTING +1, Improved Initiative, Leaping 1 [6]
-Lynx are the weakest of the variants.

PUMA/COUGAR/MOUNTAIN LION- PL 7 (81): STA +1, AGI +1, FIGHTING +2, Ranged Attack +1, Leaping 2 [11]
-All three names are listed- they are a bit faster.

LEOPARD/PANTHER- PL 8 (98): ST +2, STA +2, AGI +1, FIGHTING +3, Ranged Attack +2, Dodge +3, Athletics +4, Stealth +4, Improved Initiative, Leaping 2 [28]
-Leopards get an additional attack per melee in addition to great bonuses to hit, making them a great choice. And the writers oddly seem to find snow leopards to be bigger, stronger cats than regular leopards, though it doesn't make much different to their stats here.

LION- PL 8 (87): ST +2, STA +2, FIGHTING +3, Ranged Attack +2, Leaping 1 [17]
-Lions are pretty similar to Leopards, but actually drop some stuff.

TIGER- PL 9 (97): ST +3, STA +3, FIGHTING +5, Ranged Attack +3, Improved Initiative, Leaping 1 [27]
-Tigers are of course the top-tier breed, with higher stats across the board, and more attacks, too!

GENETICALLY-IMPROVED (Template for Lions & Tigers)- PL 9: ST +2, STA +2, Claws +4 [12]
-This upgrade turns Lions & Tigers into Mega-Damage-causing beings (PL 8.5-9 in melee!). It indicates they have enhanced Physical Endurance too, but nothing is listed, because editing.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Kill Cat

Post by Jabroniville »

Image

... I didn't notice the false fingernails until someone else called it out.

KILL CAT HUNTER-KILLER R.C.C.
Role:
Seek & Destroy Agents
PL 7 (77)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+10)
Expertise (Soldier) 5 (+5)
Expertise (Espionage) 4 (+4)
Intimidation 8 (+8)
Perception 8 (+8)
Stealth 5 (+7)
Technology 2 (+2)

Advantages:
Benefit (Rank- CS Soldier), Equipment 5 (CS Gear), Startle, Tracking

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
"Psi-Hunter" Senses 2 (Detect Psionics- Ranged) [2]
"Mage-Hunter" Senses 2 (Magical Awareness- Ranged) [2]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]

"Psionics" (2 from the Sensitive category)

Equipment:
"CS Gear"
"Body Armor"
Protection 3 (Impervious 3) (6)

"Blaster" Blast 8 (16)
"Assorted Gear" (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4 (+7 Armor), Fortitude +5, Will +2

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Weakness (Ley Line Energy, Places of Magic)- Cats' tracking will not work around Ley Lines, and they get uncharacteristically nervous around places of magic.

Total: Abilities: 32 / Skills: 38--19 / Advantages: 8 / Powers: 12 + Psionics / Defenses: 6 (77)

-Given one of the most Edgelord-y names in the entire Rifts-verse, containing both "Kill" AND "Killer" in it (a true display of over-the-top badassedness), Kill Cat Hunter-Killers are the bigger, stronger version of Battle Cats, sent out on solitary or group missions to slay targets of the Coalition States, or simply find targets and call in bigger strikes. Most are said to be solitary, though puma-based Kill Cats work in pairs, and lions in small groups. It says that the larger breeds are more likely to be chosen- Lions, Tigers and Snow Leopards (note: Snow Leopards are smaller than leopards, jaguars and pumas).

-Statistically, they are a bit stronger (+6), but less charismatic, than regular Battle Cats. The same racial bonuses apply for breeds.

CAT TYPES:
LYNX/BOBCAT- PL 7 (83): AGI +1, FIGHTING +1, Improved Initiative, Leaping 1 [6]
-Lynx are the weakest of the variants.

PUMA/COUGAR/MOUNTAIN LION- PL 7 (88): STA +1, AGI +1, FIGHTING +2, Ranged Attack +1, Leaping 2 [11]
-All three names are listed- they are a bit faster.

LEOPARD/PANTHER- PL 8 (105): ST +2, STA +2, AGI +1, FIGHTING +3, Ranged Attack +2, Dodge +3, Athletics +4, Stealth +4, Improved Initiative, Leaping 2 [28]
-Leopards get an additional attack per melee in addition to great bonuses to hit, making them a great choice. And the writers oddly seem to find snow leopards to be bigger, stronger cats than regular leopards, though it doesn't make much different to their stats here.

LION- PL 8 (94): ST +2, STA +2, FIGHTING +3, Ranged Attack +2, Leaping 1 [17]
-Lions are pretty similar to Leopards, but actually drop some stuff.

TIGER- PL 9 (104): ST +3, STA +3, FIGHTING +5, Ranged Attack +3, Improved Initiative, Leaping 1 [27]
-Tigers are of course the top-tier breed, with higher stats across the board, and more attacks, too! A Kill Cat tiger is PL 9 unarmed!

GENETICALLY-IMPROVED (Template for Lions & Tigers)- PL 9: ST +2, STA +2, Claws +4 [12]
-This upgrade turns Lions & Tigers into Mega-Damage-causing beings (PL 8.5-9 in melee!). It indicates they have enhanced Physical Endurance too, but nothing is listed, because editing.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Mini-Monkey Spy

Post by Jabroniville »

MINI MONKEY SPY R.C.C.
Role:
Tiny Dumb Spy
PL 2 (52)
STRENGTH
-5 STAMINA -4 AGILITY 2
FIGHTING -2 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE -1

Skills:
Acrobatics 6 (+4)
Athletics 12 (+7)
Close Combat (Unarmed) 2 (+5)
Expertise (Survival) 6 (+7)
Expertise (Military) 2 (+1)
Perception 6 (+7)
Technology 2 (+1)

Advantages:
Close Attack 5, Defensive Attack, Improved Initiative 2

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Extended Hearing, Low-Light Vision) [4]
"Bite" Strength-Damage +2 [2]
"Simian Anatomy" Leaping 1 (15 mph) [1]
Speed 2 (8 mph) [2]

"Fun Size" Shrinking 12 (Feats: Innate) (Extras: Permanent +0) -- (6 inches) [25]
(-3 Strength, +6 Defenses, +12 Stealth, -6 Intimidation, -1 Speed)

Offense:
Unarmed +5 (-5 Damage, DC 10)
Bite +5 (-3 Damage, DC 12)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness -4, Fortitude +0, Will +2

Complications:
Disabled (Animal)- Monkeys cannot speak to humans very well, nor may they handle larger items and weapons.

Total: Abilities: -14 / Skills: 36--18 / Advantages: 8 / Powers: 34 / Defenses: 6 (52)

-The first kind of "Monkey Boy", the Mini Monkeys are spies genetically engineered to speak simple English and spy on the Coalition's enemies. They are not suggested for Player Characters, being very small and unable to interact much with the world, and being VERY dull-witted- they get such a pittance of Skills as to be utterly worthless at anything but what they're meant for.
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