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

Where in all of your character write ups will go.
Jabroniville
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The Brodkil

Post by Jabroniville »

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THE BRODKIL R.C.C.: ST +4, STA +4, FIGHTING +6, AGI +1, Parry +1, Dodge +5, Growth 2 (Innate), "Strength + Bioinic Arm" Damage +5-6, Protection 7 (Impervious 5), "Invisibility" Concealment 2 or "Cybernetics" (Various) [63]

-And here's ANOTHER name I recall seeing literally dozens of times spread throughout all my Rifts books- turns out all these idiots get is about 3/4 of a page with a TINY image of a generic ugly dude with "Crazy Pylons" implanted in their skull for whatever reason- that's it? Brodkil are EVERYWHERE and they're just like "Yeah they don't even have that many powers or anything cool" and "they're just big, lazy savages to kill and eat travelers and farmers, and often join gangs". So... pretty much like stronger, more durable Simvan, but dumber. Their key advantage is their HUGE amounts of M.D.C.- at 250 M.D.C., each Brodkil is akin to a SAMAS fighter- and remarkable fighting ability- the game casually throws in that they have five attacks per round (as many as a JUICER will have!), great bonuses to their defenses (despite being 9-10 feet tall on average), and even high strength. A single Brodkil is thus likely a PL 10 being, despite being too lazy to learn most skills!
Jabroniville
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Gear

Post by Jabroniville »

LONE STAR GEAR:
-This book is thankfully very light on Gear, probably because there's a lot of Coalition-related stuff also coming out in 1997.

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Every 1990s "Rifts" book had a mandatory section of Wayne Breaux drawing boxes and cylinders stuck together.

GUNS & STUFF:
-A ton of Dog Boy weapons are detailed- largely +11 guns and +9 Vibro-Claws. There are REALLY powerful "Pulse Rifles" and a Plasma Cannon that do +13, which is Rail Gun-level, showing that Kevin & Co. are slowly upgrading the power across the line. A few Vibro-Claws give +1 to parry as well. There's also a set of Neural Maces, Stun Prods and other things that give out +8-ish Afflictions (Dazed/Stunned/Incapacitated) and do S.D.C. damage.

ARMOR:

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Do you play a Dog Boy? Do you also think they don't look DUMB ENOUGH?

D1 & D2 Dog Boy Armor: +8-9 Armor.
-The basic gear Dog Boys wear, but with some REALLY awful helmets that look stupid given they have muzzles.

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CS Death Wing Assault Armor: +10 Armor, ST 6, Flight 8, +1 FIGHTING, +2 Dodge, Rail Gun +13, Lasers +11.
-Hey, they let Vince Martin use his new CS designs here! It's... pretty generic compared to all his other stuff, with the big swooping Jetpack Harness that he gave the SAMAS troops and Phaeton Juicers. Like, almost identical to it.

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"Oh SHIT it's the lawyers for whichever company produced the anime this art is ripped off from!"

VEHICLES:
-For whatever reason, the name of the game in this book is HOVERCYCLES. I mean, there is page after page of this stuff- completely superfluous, repetitive statblocks of nearly-identical Hovercycles. Most have options for the same kind of lasers. There's a Northern Gun model, two Manistique Imperium ones, then four, slicker Northern Gun "Combat Bikes", all of which are within 10 M.D.C. of each other. They're all fitting into +9 Toughness, hit about Flight 7-8, and have Blast 9 guns on them.
Jabroniville
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Re: Jab's Rifts Builds (Pecos Raiders! Psi-Stalkers! Simvan Monster Riders!)

Post by Jabroniville »

And with that, we're done with Rifts Lone Star! Actually a book I was more interested in than the Fatal & Friends guy, who went nuts over Kevin's obvious love of his Precious Pet NPC, Desmond Bradford. I found the "Slave State" information about the Dog Boys to be damning to the Coalition (perhaps unintentionally, though it appears that Kevin always thinks the CS are evil bad guys, but is just REALLY BAD at showing an intentional lack of nuance in that regard), their NPCs are a bit interesting (combining megalomaniacs like Bradford with brilliant soldiers like Westbrook, "Blood & Guts" generals like whatshisnuts, lunatics underneath him, a CS agent with a conscience, and a dogged, implacable hunter. I dunno, it's interesting.

The Pecos Empire section feels ABSOLUTELY like something that would have strengthened Rifts New West (which had great art & classes, but god-awful Lore), being that it's the exact same subject matter and overlaps in other regards (like classes & art styles). None of the "____ Boy" alternate R.C.C.s were particularly clever, though, as they simply boosted the physical stats of Dog Boys while making them worse Psionics. PL-wise, it didn't add much to the line, though the Battle & Kill Cats could hit PL 9, and the Xiticix Killer is a brutal PL 12.
Last edited by Jabroniville on Fri Dec 13, 2019 11:53 am, edited 1 time in total.
Jabroniville
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Re: Jab's Rifts Builds (Pecos Raiders! Psi-Stalkers! Simvan Monster Riders!)

Post by Jabroniville »

Next up- a look into some things I skipped over last time- the races from the "Burbs" section in Coalition War Campaign. I feel kinda weird having just ignored stuff like that since my intention here is to be rather thorough. I'll probably post these with less speed than before now, as my "headway" of builds has faltered, and I got busier with my main thread. Since I'm largely out of the books I care about, I think that's fine- it's probably inevitable that this set will falter anyhow.
Jabroniville
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Burb Denizens

Post by Jabroniville »

THE DENIZENS OF THE BURBS (COALITION WAR CAMPAIGN):
-One thing I skipped over pretty much entirely. Everything in here is drawn by Jim Lawson, who apes a lot of the Peter Laird style from the Teenage Mutant Ninja Turtles stuff (also published by Palladium at this point), making it look kind of odd. Everyone's got the same simplistic eye design, lantern jaw, and hunched physique as a result, so it's a lot of same-y aliens.
Last edited by Jabroniville on Sat Dec 14, 2019 8:07 am, edited 1 time in total.
Jabroniville
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N'mbyr Gorilla-Man

Post by Jabroniville »

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To be fair, in the dystopian future, they might not know what mandrills are.

N'MBYR GORILLA-MAN R.C.C.: ST +5, STA +4, AWA -2, PRE -2, Low-Light Vision, "Psionics" (1D4+2 Physical powers; "Eruptors" add 1D4+1 more, plus either Electro/Fire/Hydro/Telekinesis or TK Force Field), "Violent Outburst" ST +2, FIGHTING +2, Fearless, Will +1, Dodge -2 [19 + Psionics]

-Large Mandrill-headed guys prone to explosive tempers that actually let them cause Mega-Damage, though they themselves are S.D.C. creatures.
Jabroniville
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Tirrvol Sword Fist

Post by Jabroniville »

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TIRRVOL SWORD FIST R.C.C.: ST +5, STA +4, AGI +3, FIGHTING +2, DEX -1, Sword Arm +4 (Split, Reach, Improved Critical 3), Protection +4, Features 2: Prehensile Feet & Size, Perception +2, Regeneration 2 (Regrows Limbs), Parry +1, Improved Disarm, "Psionics" (Sense Evil, See Invisible, Sixth Sense & 1 Sensitive Power) [47 + Psionics]

-Lawson clearly LOVED these giant goofs- Sword Fists pop up in THREE SEPARATE DRAWINGS in this book, one a standard "R.C.C. Picture", another one fighting a Coalition Grunt, and another featuring a guy playing pool using his sword-fists in the background along with some other races. The Tirrvol are said to not be very numerous, but are typically honorable, upstanding creatures short on words- many become Cyber-Knights. Their trademark sword-hands are powerful enough to do their strength-damage (about +8-9 if you roll okay), have a HUGE chance of scoring a Critical, and are made up for by them having prehensile feet. They're likely PL 8 just out of the box with no class features added on.
Jabroniville
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Quick-Flex Alien

Post by Jabroniville »

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QUICK-FLEX ALIEN R.C.C.: AGI +2, FIGHTING +2, Benefit (Ambidexterity), Ranged Attack 1, Uncanny Dodge, Leaping 1, Dodge +2, Parry +1 [15]

-Hardly even given an inkling of a bio, the Quick-Flex Aliens are almost literally described as Generic Uninteresting D-Bees, being "classic" ones that almost look human but are slightly different (the "Lawson Lantern-Jaw" plus pinhole-noses), but they're given Juicer-like reflexes, making them ultra-fast, including the "God Stat" of Palladium, Automatic Dodge. Ideal for assassin-types, I guess, but Juicers are way better.
Jabroniville
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Vanguard Brawler

Post by Jabroniville »

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VANGUARD BRAWLER R.C.C.: ST +4, AGI +1, STA +5, FIGHTING +2, PRE -1, Protection 3, Infravision, Extended Scent (Tracking), Athletics +4 [30]

-Vanguard Brawlers are "notorious gang leaders", almost explicitly given as big, brutish, M.D.C. sluggers, but aren't exactly stupid so much as "always evil" (okay, 66% evil, 33% anarchist). Very little nuance overall, and they're clearly designed to be "Disposable Thugs" and "This important NPC has a Vanguard Brawler bodyguard" types of mooks. Hilariously, they light M.D.C. hides, but don't do Mega-Damage with their punches, meaning this is a race that has no ability to injure others of their kind.
Jabroniville
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Trimadore

Post by Jabroniville »

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TRIMADORE R.C.C.: FIGHTING +2, Technology +6, Vehicles +4, Inventor, "Psionics" (Object Read, Mind Block, Speed Reading, Telemechanics) [10 + Psionics]

-Trimadores are odd in that they're almost entirely human statistically, save some natural psionics and savant-like technical aptitude- no bonuses to INT but they have boosts to taking stuff apartn and putting it back together.
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Kremin Cyborg

Post by Jabroniville »

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KREMIN CYBORG R.C.C.: ST +5, No STA Score, AGI +2, AWA +1, Immunity (Fortitude Effects), Protection 11 (Impervious 7), "Psionic Dampers" Immunity 2 (Mind-Reading), "Retro-Mechanic Nano Restorers" Regeneration 4 (Regrow Limbs, Source: Technology), "Energy Fist" Blast 11, AE: Damage 11, "Multi-Weapon Blade" (Blast 13, AE: Strength-Damage +3, AE: Stunning Affliction 8) "Cybernetics" (Numerous Gear) [79 + Cybernetics]

-Kremin Cyborgs are a race of explorers with vast cybernetic power, but peaceful personalities- many ended up on Earth, but were trapped on Earth after their Rift collapsed. They don't know how long they'll be trapped on Earth, but the few dozen left have been making a go of it, "going boldly" and such (the book quotes Star Trek directly). Their powers are quite remarkable, with Damage +13 Blasts from their swords, Blast 11 from their bodies, great durability, and self-regenerating M.D.C. bodies.
Jabroniville
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Devil Sloth

Post by Jabroniville »

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DEVIL SLOTH
Role:
Easily-Startled Scavenger
PL 10 (76)
STRENGTH
7 STAMINA 8 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Claws & Bite) 4 (+9)
Expertise (Survival) 4 (+4)
Intimidation 11 (+8, +9 Size)
Perception 3 (+3)

Advantages:
All-Out Attack, Diehard, Startle

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Tracking) [3]
"See All Light Spectrums" Senses 6 (Ultra & Infravision, Vision Counters Concealment 4) [6]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Thick Layer of Skin" Protection 6 (Extras: Impervious 9) [15]
Regeneration 1 [1]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Initiative +0

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

Complications:
Disabled (Animal)- Devil Sloths cannot speak to humans, nor use their hooves to easily manipulate objects.

Total: Abilities: 16 / Skills: 22--11 / Advantages: 3 / Powers: 35 / Defenses: 11 (76)

-Devil Sloths are shown to be urban scavengers, albeit 10-16 feet high that startle easily and will flee or fight to the death against supernatural foes, which it hates and can easily detect. They are said to be popular among the Simvan Monster Riders and in gladatorial contests, given that they are highly aggressive. They will only eat humanoids if they kill them during a chance encounter, or are starving. Curiously, the damage they do is laughable (worse than most Vibro-Weapons), but their raw Toughness is off the chain- 2d4x10 is usually going to amount to being AT LEAST as durable as a Dragon Hatchling, and often twice as much!
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Vampire Flat Worm

Post by Jabroniville »

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VAMPIRE FLAT WORM
Role:
Blood-Sucking Urban Predator
PL 6 (39)
STRENGTH
2 STAMINA 4 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE --

Skills:
Athletics 4 (+6)
Expertise (Survival) 4 (+4)
Perception 6 (+6)
Stealth 8 (+8)

Advantages:
Fast Grab, Improved Hold

Powers:
"Animal Senses" Senses 1 (Infravision) [1]
Movement 4 (Slithering, Wall-Crawling) [4]
"Blood Drain" Strength-Damage Linked to Weaken Strength 5 [5]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Blood Drain +6 (+2 Damage & +5 Weaken, DC 17 & 15)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +2

Complications:
Disabled (Animal)- Vampire Flat Worms cannot speak to humans, nor use their hooves to easily manipulate objects.

Total: Abilities: 6 / Skills: 22--11 / Advantages: 2 / Powers: 10 / Defenses: 10 (39)

-Actually, I kind of like these things. Not some kind of horribly Super-M.D.C. threat with broken stats and illogical "kills everything and fights to the death" traits, it's just a simple, S.D.C., blood-drinking predator who lurks in squalid urban environments, preying upon the unwary, like drunks and/or hobos. No threat to anyone in armor, it could nonetheless kill an NPC in a hurry. It's... world build-y.
Jabroniville
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Spiny Ravager

Post by Jabroniville »

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SPINY RAVAGER
Role:
Big Monster
PL 11 (118)
STRENGTH
9 STAMINA 8 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 5 (+5)
Intimidation 11 (+8, +13 Size)
Perception 8 (+8)
Stealth 10 (+12, +2 Size)

Advantages:
All-Out Attack, Diehard, Fearless, Startle

Powers:
Movement 1 (Wall-Crawling) [2]
"See All Light Spectrums" Senses 6 (Ultra & Infravision, Vision Counters Concealment 4) [6]
"Animal Senses" Senses 5 (Acute & Extended Scent, Tracking, Accurate Hearing) [5]
Leaping 3 (60 feet) [3]
Immunity 4 (Poison, Disease, Heat, Cold) [4]
"Tiny Extra Arms" Extra Limbs 4 [4]

"Natural Size" Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (42 feet) (Feats: Innate) (Extras: Permanent +0) [21]
"Thick Layer of Skin" Protection 6 (Extras: Impervious 9) [15]
"Claws & Bite" Strength-Damage +4 (Extras: Penetrating 8) [12]

Offense:
Unarmed +7 (+9 Damage, DC 24)
Claws & Bite +7 (+13 Damage, DC 28)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +14 (+5 Impervious), Fortitude +10, Will +6

Complications:
Disabled (Animal)- Spiny Ravagers cannot speak to humans, nor use their claws to easily manipulate objects.

Total: Abilities: 0 / Skills: 34--17 / Advantages: 4 / Powers: 72 / Defenses: 24 (118)

-Spiny Ravagers are one of those inexplicable Rifts things, though are sort of a good example of "Generic Monsters" that inhabit the setting- huge, tons of M.D.C. (500+, usually), implacable, clever, and man-eating. Despite being up to 60 feet long, they have a PROWL SCORE, and are clever hunters that play dead or sneak up (HOW?!?) on unsuspecting quarry. "As many as 15 or 20 thousand" are said to inhabit the Midwest, causing alarm in the Coalition States, as they have no natural predators and seem to be breeding at... an unrealistic rate, considering they've only been on Earth for a couple of years. They hunt Xiticix as well as humans; their only saving grace.

-I like the design, though- Palladium artists have a lot of freedom to make "whatever" creatures, and this thing, with the tangling flesh-sac with four arms on it, and all sorts of insectoid armor above, plus a spikey bee-thorax behind it... it's pretty unique. Simvan Monster Riders are said to love them as mounts, and at PL 11 (largely through toughness and good Parry), I can buy it.
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Re: Jab's Rifts Builds (Races of the Burbs! Devil Sloth!)

Post by Spam »

If your testacles are going to be in such a vulnerable place, at least it's nice to evolve a couple pairs of arms on them.
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