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

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Jabroniville
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Junk Crab

Post by Jabroniville »

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JUNK CRAB R.C.C.: ST +5, STA +5, FIGHTING +1, PRE +1, Survival +4, Technology +8, Vehicles +4, Protection +2, Ranged Attack +1, Environmental Adaptation (Aquatic), Immunity (Drowning, Pressure), Immunity (Cold Damage, Half-Effect), Low-Light Vision, Acute Scent- Tracking, "Feelers" Extra Limbs 2 & Analytical Detect Water, Regeneration 2 (Regrow Limbs), "Junk Shell" (Removable Device- Toughness Boost, extra Equipment, Electro-Shock Aura 10, Lasers +9-10, Flight, etc.), "Magic" (Frequency Jamming, Mend the Broken, Mystic Fulcrum, Negate Mechanics), "Psionics" (Object Read, Telemechanics, Telemechanic: Mental Operation) [53 + Junk Shell + Magic + Psionics]

-Junk Crabs are an inventive, unique kind of D-Bee in this book, meant to give the player a lot of options in creating his "Junk Shell"- a hermit crab-like creation comprised of M.D.C. materials and the like. It's got a ton of options, with variable gear stuck inside (Rail Guns, Mega-Damage weapons, etc.), hidden guns you can attach to it (they resemble pipes, but are standard-issue Mega-Damage laser guns), the possibilities of an Electrical Aura, extra Swimming, Flight, etc.- it's very versatile. The characters are said to be jovial, if socially-awkward, and resemble gigantic crabs with shells made of refuse. They adore technology and taking things apart, and will usually give "Free Repairs" in exchange for scrap or anything else they can use. Their Magic & Psionics boost their natural technological skills, making them quite costly. Junk Crabs are said to be hermits, moving from place to place in tiny groups.
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Re: Jab's Rifts Builds (Egyptian Gods! Africa Done! Rifts Lemuria!)

Post by Woodclaw »

This is, perhaps, my favorite Rifts creature so far.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Merans

Post by Jabroniville »

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MERAN R.C.C.: ST +2, STA +6, PRE +1, Adaptation (Aquatic), Swimming 5, Protection +2, Regeneration 2, Low-Light Vision, Extended Scent, Immunity (Cold & Pressure, Half-Effect), Immunity (Drowning), Ultra-Hearing, Features 1: Communicates in Ultrasonic Frequencies, "Echolocation" Accurate Hearing, Morph (Human/True Atlantean/Lemurian, Metamorph), Defenses +2 [49]

-Merans are actually the Mermaids & Mermen of legend, and have been native to Earth for at least 8,000 years. Their origins are mysterious- perhaps they're D-Bees (they're known on many worlds), or the genetic experiments of Humans, Atlanteans or Lemurians. But they're stereotypically nature-loving half-fish people with a very alien appearance- bright colors, barbels on the faces of the males, and extreme coloration on the females. They're covered with fins, have alien faces, and more. And despite the book being called Rifts Lemuria, with EVERYTHING in the book being themed around Lemurians... it's a male & female Meran who appear central on the cover. Probably because the cover artist was like "Hey, these things look 100 times cooler".

-Merans are actually much more powerful than Lemurians, being M.D.C. creatures on Rifts Earth, and can even grow legs temporarily on land. They live very simple Stone Age lives in small communities, and their numbers have been reduced drastically, largely thanks to the Lord of the Deep (yes, this book actually remembers that thing from Rifts Underseas!). They are xenophobic and skittish around outsiders, but greet the Lemurians as brother & sister, which makes it weird that they live apart so much.
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Re: Jab's Rifts Builds (Rifts Lemuria! Junk Crabs! Merans!)

Post by Spectrum »

Are the pages yellow in your copy or is that an artifact?
We rise from the ashes so that new legends can be born.
Jabroniville
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Re: Jab's Rifts Builds (Egyptian Gods! Africa Done! Rifts Lemuria!)

Post by Jabroniville »

Woodclaw wrote: Thu Jan 23, 2020 11:43 am This is, perhaps, my favorite Rifts creature so far.
Yeah, these guys really stand out. Standard-issue "Rifts Race of Stereotypes", but a completely unique look, quirkiness without being weird, and a makeshift "shell" that you can add stuff to as you please? It's unique AND can be different from player to player!

It reminds me of just recently checking to see if Fatal & Friends had done a review of Rifts Lemuria or not. Turns out they haven't, and one of the writers warned a fan asking about it, pointing out that "Most modern Rifts books don't have as many Kevin Tropes, as they're written mostly by freelancers who did articles in The Rifter."

So most of the "fun stuff to insult and deride" isn't really here any longer, in most of the books of the setting.
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Re: Jab's Rifts Builds (Rifts Lemuria! Junk Crabs! Merans!)

Post by Jabroniville »

Spectrum wrote: Fri Jan 24, 2020 2:21 pm Are the pages yellow in your copy or is that an artifact?
Just the nature of trying to photograph paper in an enclosed space.
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Re: Jab's Rifts Builds (Egyptian Gods! Africa Done! Rifts Lemuria!)

Post by Woodclaw »

Jabroniville wrote: Fri Jan 24, 2020 4:43 pm
Woodclaw wrote: Thu Jan 23, 2020 11:43 am This is, perhaps, my favorite Rifts creature so far.
Yeah, these guys really stand out. Standard-issue "Rifts Race of Stereotypes", but a completely unique look, quirkiness without being weird, and a makeshift "shell" that you can add stuff to as you please? It's unique AND can be different from player to player!

It reminds me of just recently checking to see if Fatal & Friends had done a review of Rifts Lemuria or not. Turns out they haven't, and one of the writers warned a fan asking about it, pointing out that "Most modern Rifts books don't have as many Kevin Tropes, as they're written mostly by freelancers who did articles in The Rifter."

So most of the "fun stuff to insult and deride" isn't really here any longer, in most of the books of the setting.
For me the appeal is that this a creature that, while unlikely and bonkers, provide a sense of a real ecology going wild. In many ways, it's a creature from Numenera rather than one from Rifts (although the two games have quite a number of similarities).
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Jabroniville
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Lemurians

Post by Jabroniville »

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LEMURIAN R.C.C.: ST +2, STA +2, AGI +1, INT +1, AWA +1, PRE +1, Regeneration 2 (Source- Ley Lines), Adaptation (Aquatic), Immunity (Drowning), Swimming 2, "Life Sense" Acute Radius Life Awareness, Radius Supernatural/Undead Awareness, "Empathy With Animals" Features 1: Animals (non-shark, feline, alien) Accept Lemurians as One of Them, Ultra-Hearing, Features 1: Communicates in Ultrasonic Frequencies, Low-Light Vision, Immunity (Cold, Half-Effect), "Psionics" (Empathy, Mind Block, Telepathy, 2 Physical or Sensitive Powers) [34 + Psionics]

-The actual Lemurians of the book are tall, strong, good-looking Aqua-Hippies who love nature, friendship, other people, and being Mary-Sues. They get to know people before they judge them, are innately curious about outsiders, their greatest fighters are "Warrior Poets", and they never feel superior to anybody else- just different. The products of genetic engineering, most of them end up as perfect as possible, though different personalities abound. They're mostly human-looking with little spots on them, but don't have the huge amount of powers Merans, Ichthyleans or Junk Crabs get- they're effectively just slightly-superior to humans- the "Normal People" of the seas. Most are supposed to get a single pet, which is typically not that powerful.
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Kapu Kuialua

Post by Jabroniville »

DEMON COMBAT (Kapu Kuialua):
* Introduced in Rifts Lemuria is the option for a Lemurian form of fighting DEMONS. It's so labor-intensive and P.P.E.-reliant that Biomancers can NEVER use it, and other Wizards that try will lose half their P.P.E. (a crippling flaw, ie. "don't try to use this"). It explicitly uses Chi as a means to fight, meaning it's more akin to Street Fighter than the usual Rifts stuff, and is certainly set up that way, and explains what to do with the otherwise-unecessary P.P.E. that Lemurian fighting O.C.C.s get. However, it WILL cost you a couple of Skills, of which Lemurians don't get many.

Mega-Damage Attacks: With one round to focus himself, the Kapu Kuialua specialist converts his unarmed attacks from S.D.C. to Mega-Damage against supernatural foes, usually pushing his unarmed damage from +3 to +8 in M&M terms. This lasts for about a minute. It sounds kinda fun, but the Mega-Damage is so minor, and the effect so short-lived, that nothing worth fighting is going to fall against this. I mean, a Dragon Hatchling or Demon might easily be Toughness 12-14. You'd have to punch them hundreds of times to kill them in Rifts.

At later levels, you gain certain different attacks that boost melee damage slightly (by Level 6, you can do +9 damage with a palm strike! Level 7 allows a +10 damage "Stone Fist"!), extra Improved Critical, extra attacks (Levels 4, 8 & 14), bonuses to hit & parry (+1 at Levels 2, 5, 7, 9 & 11), and some other unique properties. You can hold beings with Mega-Damage Auras by Level 7, Immunity to Demonic & Dragon heat-based attacks at Level 8, Immunity to Petrification at Level 11, Breath Without Air & Immunity (Vampire Psionic Attacks) at Level 12, Double-Damage to Lesser Demons at Level 13, a tiny Force Field at Level 14, and Triple-Damage to Undead at Level 15.
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Lemurian Ring-Tailed Lemurs

Post by Jabroniville »

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LEMURIAN RING-TAILED LEMUR
Role:
Iconic Island Primate
PL 3 (52)- Minion Rank 4, Sidekick Rank 10
STRENGTH
-2 STAMINA -1 AGILITY 4
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -2

Skills:
Acrobatics 7 (+11)
Athletics 9 (+7)
Close Combat (Unarmed) 3 (+6)
Expertise (Survival) 7 (+9)
Insight 3 (+5)
Perception 5 (+7)
Sleight of Hand 4 (+4)

Advantages:
Evasion, Fast Grab

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Simian Anatomy" Enhanced Athletics 8 (+10) (Flaws: Limited to Climbing) [2]
"Tail" Extra Limbs 1 [1]
Speed 1 (2 mph) [1]
Leaping 1 (15 mph) [1]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +6 (-2 Damage, DC 13)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness -1, Fortitude +3, Will +4

Complications:
Disabled (Animal)- Lemurs cannot speak to humans, and their hands are less-dextrous than most other Primates.
Disabled (Poor Daylight Vision)

Total: Abilities: 4 / Skills: 38--19 / Advantages: 2 / Powers: 17 / Defenses: 10 (52)

-One of the "Character Bits" of Lemurians in this book is their love of Lemurs, which they genetically engineer to be smarter, because... well, they don't give a reason, but it's obviously because Lemurians have "Lemur" in their species name. The Lemurian variant has Chimpanzee-level Mental Abilities and is very clever and a bit better a fighter than the baseline type, and very popular as a Wizard's familiar for their Bio-Wizards.

LEMURIAN AQUATIC RING-TAILED LEMUR
Role:
Genetically-Engineered Sea Monkey
PL 4 (60)- Minion Rank 4, Sidekick Rank 12
STRENGTH
-2 STAMINA -1 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -2

Skills:
Acrobatics 7 (+11)
Athletics 9 (+7)
Close Combat (Unarmed) 3 (+6)
Expertise (Survival) 7 (+9)
Insight 3 (+5)
Perception 5 (+7)
Sleight of Hand 4 (+4)

Advantages:
Evasion, Fast Grab

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Simian Anatomy" Enhanced Athletics 8 (+10) (Flaws: Limited to Climbing) [2]
"Tail" Extra Limbs 1 [1]
Speed 1 (2 mph) [1]
Leaping 1 (15 mph) [1]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -2 Intimidation)

"Genetic Modifications"
Swimming 3 [3]
Immunity 1 (Drowning) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]

Offense:
Unarmed +7 (-2 Damage, DC 13)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness -1, Fortitude +3, Will +4

Complications:
Disabled (Animal)- Lemurs cannot speak to humans, and their hands are less-dextrous than most other Primates.
Disabled (Poor Daylight Vision)

Total: Abilities: 6 / Skills: 38--19 / Advantages: 2 / Powers: 23 / Defenses: 10 (60)

-Literally nicknamed a "Sea Monkey", the Aquatic variant of the Lemur is an even better pet to the aquatic Lemurians- their eel-like tails and fins make them good swimmers, and they're a bit better at fighting.
Jabroniville
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Re: Jab's Rifts Builds (Rifts Lemuria! Junk Crabs! Merans! Lemurians!)

Post by Jabroniville »

PS, you have no idea how funny I find it that the Ring-Tailed Lemur gets more of a description in this book than almost every single major ally of the Splugorth did in Rifts Atlantis. GOTTA USE THAT SPACE FOR TATTOO MAGIC, YA KNOW!?!?
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Bio-Armor

Post by Jabroniville »

LEMURIAN BIO-ARMOR:
-A very significant chunk of this book is devoted to Bio-Armor, which is given freely to every Lemurian O.C.C. in the thing. The primary focus here is on how INSANELY cool all of these things look, with Chuck Walton giving each suit a distinctive design concept, so that even though they all have similar elements that let you know the same guy designed them all (lil' vents, insane details, similar masks, big boots, hulking physiques, etc.), you can tell all of them apart at at glance. The Kelp Bio-Armor looks like it's made of kelp, the Crustacean Bio-Armor has a big lobster claw, the Coral Bio-Armor looks like a zoological exhibit, etc. This is a far cry from the "Vince Martin" days in which there were four Cyborg-Dragon Conversions in the book, and they were 100% interchangeable with the exact same design elements replicated throughout (organic-shaped "ribs", Western Dragon heads, wings, rows of spikes, guns coming out of kneepads, random bulging joint-guards, etc.).

-They're also a great showcase of how Kevin S & co. handled the "Power Creep" so infamous to the setting. See, Kevin always HATED how Rifts got the reputation for Power-Gaming, to the extent of throwing staff writers like C.J. Carella under the bus for helping lead to it (never mind that Carella had nothing to do with Rifts Atlantis, which was arguably the worst book for it in the early days). As such, you'll find that the M.D.C. here is very, very moderate. The toughest suit of armor in here is actually only a little more durable than the elite Coalition SAMAS! And the best gear you can use is maxing out at Blast 13 or so- again, equivalent to what the CS has on their regular troops. So everything in here feels quite moderate, especially for a 2012 book, as the entire setting kind of "settled" into what we ended up with in the Post-Carella Era of the game.

-That said... every Bio-Armor in here actually BOOSTS ATTACKS AND ACCURACY, which I haven't seen in the 1990s material very much. In fact, this ends up boosting the Power Level of these guys to the point where every troop is as good as a Coalition SAMAS, as all of that increases your defenses as well, and M&M values defenses a lot more than Rifts seems to.

-The suits all have a few things in common- similar Sensors, Toughness, and +1 Attack starting at Level 2- probably something to make up for the "Power Armor Combat" formerly giving guys an automatic extra attack per round as well- as these are kind of a different thing, they needed a similar boost, inherent to the suits. Unusually, though, every single one of them boosts further Strike or Parry, sometimes Dodge, and more! This means that every suit is liable to turn an ordinary guy from PL 4 unarmed to PL 9-10 with no additional class features, meaning even Wizards & Psychics are bad-ass melee fighters!

"AVIAN BIO-ARMOR" (Flaws: Removable) [44]
Enhanced Strength 4 (8)
Enhanced Fighting 4 (8)
Protection 7 (7)
"Clawed Gauntlets" Strength-Damage +2 (Feats: Split) (3)
Enhanced Advantages 2: Ranged Attack 3 (2)

"Automatic Dodge"
Enhanced Dodge 2 (2)
Enhanced Advantages 1: Uncanny Dodge (1)

Flight 6 (120 mph) (Flaws: Winged) (6) -- (8)
  • AE: Speed 3 (16 mph) (3)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

"Sensors" Senses 8 (Extended Vision 2, Low-Light Vision, Vision Counters Concealment 4, Sense Altitude) (8)
"Polarized Lenses" Immunity 2 (Visual Dazzles/Glare) (2)

Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (55 points)

-Avian Bio-Armor is exclusive to the Birdman Warriors, and is decent in M.D.C., boosts their Fighting by a LOT, and makes them hard to hit, as they're the fastest flyers of all the armors. Nearly anyone becomes a PL 10 fighter while wearing it. It's constructed by a Bio-Wizard convincing dozens of sooty terns (the birds sacred to Lemurians, because... I dunno, it was regional. It's such a weirdly-specific, goofy-named creature to use, though) to surround the wielder and forge an armor out of their feathers and bio-mass.

"BARNACLE BIO-ARMOR" (Flaws: Removable) [32]
Enhanced Strength 4 (8)
Enhanced Fighting 1 (2)
Protection 6 (6)
"Extra P.P.E." Features 2: May Use More Spells (2)

"Barnacle Grenade" Blast 11 (Flaws: Unreliable- 5/day) (11) -- (12)
  • AE: "Barnacle Fists" Strength-Damage +2 (Feats: Split) (3)
Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (40 points)

-The Barnacle Bio-Armor is the only one without any art- it's got very low-tier M.D.C. (hard to define in M&M, but it's like HALF of what all the other suits get), and has some natural Barnacle Grenades attached to it. Its additional attacks come later, so it loses some bonuses to hit as well. It's easily the most bare-bones and weak of the armors, but still provides good defense. the primary benefit is that the barnacles add to P.P.E., meaning Wizards gain some extra energy for their own powers.

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"CHITIN BIO-ARMOR" (Flaws: Removable) [72]
Enhanced Strength 6 (12)
Enhanced Fighting 4 (8)
Protection 8 (Extras: Impervious 5) (13)
Enhanced Advantages 2: Ranged Attack 2 (2)

"Automatic Dodge"
Enhanced Dodge 2 (2)
Enhanced Advantages 1: Uncanny Dodge (1)

Flight 5 (60 mph) (Flaws: Winged) (5) -- (8)
  • AE: Speed 3 (16 mph) (3)
  • AE: Swimming +2 (2)
  • AE: Leaping 2 (30 feet) (2)
"Shoulder Beams" Blast 11 (Feats: Extended Range 2) (24) -- (25)
  • AE: "Serrated Forearm Blades" Strength-Damage +2 (Feats: Split) (Extras: Penetrating 5) (8)
Flight +1 (120 mph) (Flaws: Source- Ley Lines) (1)
"Sensors" Senses 8 (Extended Vision 2, Low-Light Vision, Vision Counters Concealment 4, Sense Altitude) (8)
"Polarized Lenses" Immunity 2 (Visual Dazzles/Glare) (2)
"Antennae" Senses 4 (Detect Radar- Radius, Detect Sonar- Radius) (4)

Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (91 points)

-Chitin Bio-Armor may be taken by Oceanic Guardsmen in defensive positions, guard duty, or front-line combat. The bug-like armor is very form-fitting and cool-looking, like something out of Guyver or Masked Rider, but even more unsettling and insectoid than the former, and has a horrifying method of creation- the wielder must sit and be covered entirely by bugs for several minutes while a Bio-Wizard forges it! Eventually you gain one of the highest M.D.C. armors in Lemuria (about +12 Toughness), great defenses, REALY enhanced Fighting, and even Flight (one of only two Bio-Armors with that ability)! Add in some extremely powerful Shoulder Beams and Forearm Blades, and you have a top-tier suit of armor.

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"CORAL BIO-ARMOR" (Flaws: Removable) [84]
Enhanced Strength 7 (14)
Enhanced Fighting 3 (6)
Protection 9 (Extras: Impervious 7) (16)
Enhanced Parry 1 (1)
Enhanced Advantages 3: Improved Disarm, Ranged Attack 2 (3)

"10 Feet Tall"
Reach 1 (1)
Features 1: Increased Mass 1 (1)

"Coral Burst" Blast 14 (Feats: Extended Range 2) (Extras: Penetrating 6) (36) -- (37)
  • AE: "Retractable Arm Blades" Strength-Damage +2 (Feats: Split) (Extras: Penetrating 6) (9)
"Razor Coral" Coral Aura 8 (Flaws: Limited to Half-Damage of Enemy Attacks, Unreliable- 2/Hour) (16)

Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +2 (2)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (104 points)

-Coral Bio-Armor gets some of the best Walton art in the book, featuring a HUGE full-page image of a guy with some impressive blooms of coral covering this giant suit of armor. Meant as a top-tier fighting suit, they're among the only Bio-Armors in the book that match up to the raw durability of a Super SAMAS or higher-end Power Armor used by most Terran societies, still boosts their attacks, and even gives a tremendously-powerful, Rail Gun-level "Coral Burst". They may be taken by Oceanic Guardsmen in defensive positions, guard duty, or front-line combat.

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"CRUSTACEAN BIO-ARMOR" (Flaws: Removable) [79]
Enhanced Strength 9 (18)
Enhanced Fighting 4 (8)
Protection 10 (Extras: Impervious 9) (19)
Enhanced Defenses 1 (2)
Enhanced Advantages 2: Ranged Attack 2 (2)

"9-12 Feet Tall"
Reach 1 (1)
Features 2: Increased Mass 2 (2)
Stealth -2 (-1)

"Sonic Wave- Man-Sized Targets" Blast 10 (Feats: Extended Range 1) (Extras: Area- 30ft. Burst) (31) -- (34)
  • AE: "Sonic Wave- Large Targets" Blast 14 (Feats: Extended Range 1) (Extras: Penetrating 6) (Flaws: Limited to Large Targets) (17)
  • AE: "Giant Crab Claw" Strength-Damage +1 (Extras: Penetrating 8) (9)
  • AE: "Chest Beam" Blast 9 (Feats: Extended Range 2) (20)
Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

"Hammerhead" Senses 1 (Radius Sight) (1)
Features 2: Bonus to Navigate Underwater, Emergency Floatation (2)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (98 points)

-Crustacean Bio-Armor probably wins out for being the most PURELY AWESOME GUY IN THIS ENTIRE BOOK, resembling a giant steroid monster with a lobster claw hand and a friggin' hammerhead shark head. This thing is INSANE and one of the most inventive things in the book, and so they gave it the best overall statline, as it packs ridiculous +14 Toughness, great Fighting, better Defenses and more on this monstrous package. Wear this and you're almost instantly a PL 11 guy. Constructed by having you covered in lobsters and other crustaceans, they may be taken by Oceanic Guardsmen in defensive positions, guard duty, or front-line combat.

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"DOLPHIN BIO-ARMOR" (Flaws: Removable) [49]
Enhanced Strength 7 (14)
Enhanced Fighting 3 (6)
Protection 7 (7)
Enhanced Parry 1 (1)
Enhanced Advantages 1: Ranged Attack 1 (1)

"Automatic Dodge"
Enhanced Dodge 2 (2)
Enhanced Advantages 1: Uncanny Dodge (1)

"Bolt" Blast 9 (Feats: Extended Range 2) (20)

Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +3 (3)
Leaping 1 (15 feet) (1)

"Dolphin Tail" Features 1: May Detach & Head Back By Telepathic Command (1)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (61 points)

-Dolphin Bio-Armor is constructed from dolphins swimming about the wielder, and is the most sinuous and organic-looking of the suits, being form-fitting and having what looks like an actual cetacean below the waist. Like the Kelp Bio-Armor, they're pretty generic and "baseline", though provide the best Swimming bonus, and have the same remarkable boosts to Fighting & Defenses. They may be used by Oceanic Gurardsmen for quick response.

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"KELP BIO-ARMOR" (Flaws: Removable) [33]
Enhanced Strength 3 (6)
Enhanced Fighting 3 (6)
Protection 7 (7)
Enhanced Parry 1 (1)
Enhanced Advantages 2: Ranged Attack 2 (2)

Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

"Kelp Whip"
Strength-Damage +1 (Feats: Reach 3) (4)
Enhanced Advantages 2: Fast Grab, Improved Hold (2)

"Camouflage" Concealment 2 (Visuals) (Flaws: Limited to Half-Effect) (2)
"Sonar Masking" Concealment 1 (Sonar) (Flaws: Limited to Half-Effect) (1)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (41 points)

-Kelp Bio-Armor may be used by Oceanic Guardsmen for stealth, scouting and reconnaissance missions.

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"LEVIATHAN BIO-ARMOR" (Flaws: Removable) [84]
Enhanced Strength 7 (14)
Enhanced Fighting 5 (10)
Protection 8 (Extras: Impervious 5) (13)
Enhanced Advantages 3: Ranged Attack 3 (3)

"8-12 Feet Tall"
Reach 1 (1)
Features 2: Increased Mass 2 (2)
Stealth -4 (-2)

"Light Stonecaster Cannon"
"Metamorphic Stone" Blast 13 (Feats: Extended Range 3) (Extras: Penetrating 8) (37) -- (41)
  • AE: "Igneous Molten Rock" Blast 11 (Feats: Extended Range 3) (Extras: Secondary Effect) (36)
  • AE: "Sedimentary Rock" Blast 10 (Feats: Extended Range 3) (Extras: Area- 15ft. Burst +1/2) (28)
  • AE: "Clawed Gauntlets" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 5) (7)
  • AE: "Limited Spell Nullification" Nullify 12 (Magic) (Flaws: Unreliable- 3/day) (12)
Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

Immunity 10 (Dragon Breath Weapons) (Flaws: Limited to Half-Effect on Non-Fire) (8)
"Magic Resistance" Immunity 10 (Energy Damage) (Flaws: Limited to Half-Effect, Limited to Magic) (3)

"Shoulder Searchlight" Features 1: Light (1)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (104 points)

-The most expensive of this gear, the Leviathan Bio-Armor is HUGE, packs a ton of Toughness, the highest Strength of all the suits, and the best overall weaponry and Immunities, making it ideal for the Serpent Hunter O.C.C., who is meant to take on all the terrors of the deep, including the horrifying Dragons that make up the back of the Bestiary in Rifts Lemuria. Really, anyone piloting this is getting a CRAZY advantage, with the best Fighting boost of the lot (a baseline Lemurian becomes +10 in Fighting, with +12 durability!), Strength 10 at least, and a multi-tiered weapon that can fire out insane Blasts, Secondary Effect stuff, and more. They gain a Half-Immunity to Magical Energy, and Dragon Breath can barely affect them at all, too. Despite being the least "Characterful" of the Bio-Armors (all the others LOOK like something, be it kelp, wood, or a bug), it also might look the most bitchin'- I have a feeling they simply gave it the generic name and made it the best after seeing this remarkable artwork. I mean, look at that damn gun.

"SHARK BIO-ARMOR" (Flaws: Removable) [55]
Enhanced Strength 6 (12)
Enhanced Fighting 3 (6)
Protection 7 (7)
Enhanced Advantages 3: Close Combat 1, Ranged Attack 2 (3)

Speed 4 (30 mph) (4) -- (5)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

"Electric Arc" Blast 10 (Feats: Extended Range 3) (23) -- (24)
  • AE: "Shark Tooth Blades/Spikes" Strength-Damage +1 (Feats: Split) (2)
"Combat Frenzy" (Only During 3/1 Odds or other Dire Straits)
Enhanced Fighting 1 (2)
Protection 1 (1)
Enhanced Advantages 4: Close Combat +2, Improved Critical 2 (4)
Reduced Awareness 2 (-4)
Reduced Dodge 3 (-3)

"Detect Blood" Senses 5 (Detect Blood- Ranged 3, Tracking) (5)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (68 points)

-Shark Bio-Armor is exclusive to Oceanic Guardsmen, and is obviously meant to be the one their players pick. Like most of the gear here, they enhanced the Strength, Fighting & Toughness so far as to make PL 10+ fighters, with the Guardsmen actually becoming PL 12 in some circumstances! The Strength in particular is among the highest of all the suits. The art is pretty "plain", however, as they chose the secondary artist, making the armor look so generic that the description here has to actually explain that despite the name and origins (it's made from a bloody "Feeding Frenzy" of sharks nipping at each other), it looks nothing like an actual shark. It gains an Electrical Arc blast, Blades, and a "Combat Frenzy" that leaves the user exhausted and can barely ever be used, and provides only minor boosts.

Image

"WOOD BIO-ARMOR" (Flaws: Removable) [51]
Enhanced Strength 4 (8)
Enhanced Fighting 3 (6)
Protection 8 (Extras: Impervious 5) (13)
Enhanced Parry 2 (2)

Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +2 (2)
Leaping 1 (15 feet) (1)

"Razorshell Launcher" Blast 9 (Feats: Extended Range 3) (21) -- (22)
  • AE: "Arm Spines" Strength-Damage +4 (Feats: Split) (Extras: Penetrating 5) (10)
"Chlorophyll & Solar Energy Boost" Enhanced Strength & Speed 1 (Flaws: Source- Direct Sunlight) (2)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (63 points)

-The simplest and nearly the weakest of the Bio-Armors, Wood Bio-Armor gives a good Toughness boost and better strength, but is almost "baseline" save for the "Razorshell Launcher" blasts and Arm Spines.

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WAVE STRIDER ARMOR:
Protection 5 (total 9) (5)
Features 2: Depth Gauge, Buoyant (2)
Immunity 2 (Drowning, Pressure) (2)
-Wave Strider Armor is almost emphaticaly given the "This is the generic gear used by nobodies" status, as it gives ZERO bonuses to Strength or Fighting, and is thus actual Equipment. That said, it's hardly BAD (you get to be +9 at the baseline!), but uninteresting.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Spouter Psychic

Post by Jabroniville »

Image

SPOUTER O.C.C. (Lemurian Psychic)
Role:
Nature-Lover, Lemurian Psychic
PL 10 (133 + Psionics)
STRENGTH
3/10 STAMINA 4 AGILITY 2
FIGHTING 5/8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 4 (+7)
Expertise (Survival) 5 (+5)
Insight 3 (+3)
Intimidation 2 (+3)
Perception 6 (+6)
Stealth 2 (+4)
Treatment 2 (+3)
Vehicles 4 (+6)

Advantages:
Equipment 2 (Gear), Ranged Attack 3

Powers:
"Lemurian Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning) [1]
Swimming 2 [2]
"Life Sense" Senses 5 (Life Awareness- Acute & Radius, Supernatural/Undead Awareness- Radius) [5]
Senses 2 (Ultra-Hearing, Low-Light Vision) [2]
Features 1: Communicates in Ultrasonic Frequencies [1]
"Empathy With Animals" Features 1: Animals (non-shark, feline, alien) Accept Lemurians as One of Them [1]
Regeneration 2 (Flaws: Source- Ley Lines & Stone Pyramids) [1]
Immunity 6 (Cold, Cold Damage) (Flaws: Limited to Half-Effect) [3]

"Other Psychic Bonuses"
Enhanced Skills 3: Perception 3 (+9) (Flaws: Source- Water) [1]
Enhanced Defenses 1 (Flaws: Source- Water) [1]

"Dolphin Bio-Armor" (Flaws: Removable) [49]
Enhanced Strength 7 (14)
Enhanced Fighting 3 (6)
Protection 7 (7)
Enhanced Parry 1 (1)
Enhanced Advantages 1: Ranged Attack 1 (1)

"Automatic Dodge"
Enhanced Dodge 2 (2)
Enhanced Advantages 1: Uncanny Dodge (1)

"Bolt" Blast 9 (Feats: Extended Range 2) (20)

Speed 3 (16 mph) (3) -- (4)
  • AE: Swimming +3 (3)
Leaping 1 (15 feet) (1)

"Dolphin Tail" Features 1: May Detach & Head Back By Telepathic Command (1)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (61 points)

"Psionics" (Empathy, Hydrokinesis, Impervious to Cold, Meditation, Mind Block, Resist Thirst, Sense Time, Telepathy)
"Hydro-Psionics" (Hold Breath, Hydro-Propulsion, Sense Water, 1D4+1 of choice, 1 Hydro-Super-Psionic ability)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Dolphin Bio-Armor +8 (+10 Damage, DC 25)
Bolt +6 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +4
"Dolphin Bio-Armor" Dodge +6 (DC 16), Parry +9 (DC 19), Toughness +11, Fortitude +6, Will +4

Complications:
Responsibility (One With Nature)- Lemurians love nature, animals and life itself, and rarely take it needlessly.

Total: Abilities: 36 / Skills: 28--14 / Advantages: 5 / Powers: 69 + Psionics / Defenses: 9 (133 + Psionics)

-"Spouters" are Lemurian Psychics- Hydrokinetics that specialize in scouting and vampire-hunting, enabled by their access to large bodies of water. Typically limited to water-heavy environments, they have a grab-bag of new powers to utilize, and personalities that are all about loving water as "the elixir of life" and all sorts of hippie stuff, eschewing "book learning" as, like most Psychics, they had to spend more time honing their special abilities.

-Spouters get access to two Bio-Weapons, a Living Saddle, and 1D4 non-weapon Symbiotes, plus a Familiar and a War Steed of apparently any type. Given that these aren't meant to be a "Fighter Class" or anything, they get to be a perfect showcase for how great Bio-Armor is, as the Psychic O.C.C. now gets to be +11 Toughness, be +8 to hit, and do +10 damage unarmed! These little bastards turn into *PL 9 FIGHTERS* in Dolphin Bio-Armor, which is very close to Juicers in this setting!
Last edited by Jabroniville on Wed Jan 29, 2020 8:02 am, edited 1 time in total.
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Woodclaw
Posts: 1462
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Location: Como, Italy

Re: Jab's Rifts Builds (Junk Crabs! Merans! Lemurians! Bio-Armor!)

Post by Woodclaw »

These are some really cool designs and you're right, they would feel right at home in Guyver.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Water Psionics

Post by Jabroniville »

WATER-BASED PSIONICS:
* So they added a bunch more of these, largely for the Spouters. Some of it's not bad (Water TK is Blast 9), but it suffers from the usual problems of these pricey one-off powers that cost I.S.P. being worse than, like, everyone's gear.

"Hold Breath" 10 minutes. Useless for Lemurians, naturally.
"Hydro-Ice-Skate" Move on ice at triple-speed.
"Hydroplane Skating" Creates path of water and skates at twice running speed.
"Hydro-Propulsion" Extra Swimming Speed (5 mph/level).
"Psychic Purification (Liquid)" Purifies liquids.
"Resist Dehydration" Halves dehydration effects.
"Sense Water" 1,000-foot radius.
"Water Breakout" Blows up sealed containesr of liquids.
"Water Levitation" Pillar of water, 10ft/level.
"Water Telekinesis" Move Water, S.D.C. Water Blast (1-3).
"Water Telekinesis Attack" Blast 9.
"Water Telekinesis Bolt" Blast 4-ish (S.D.C.).
"Water Telekinesis Punch" Melee damage bonus.
"Water Telekinesis Rain" Creates localized rain.
"Water Walk Telekinesis" Water-Walking.

"Hydro-Super-Psionics"
"Hydro-Magnet" 100 gallons of water surrounds user.
"Hydration" Repairs dehydration.
"Water Breathing" 10 min./level.
"Water Pressure Endurance" Double-depth tolerance.
"Water Shield" Force Field (25 M.D.C./level- 7-10 Toughness total).
"Wave Attack" Knockdown Affliction or Damage 12- Area Attacks.
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