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

Where in all of your character write ups will go.
Jabroniville
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Re: Drake Familiar

Post by Jabroniville »

JDRook wrote: Fri Mar 03, 2023 3:25 am

Reminds me of the fire lizards of Pern. Would they have Shrinking 4 as well?
I don't know anything about Pern. How big are theirs?
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Re: Jab's Rifts Builds (Artifact Hunter! Biomechs! Blob! Drake Familiars!)

Post by Davies »

Here's an image that offers a good size comparison:

Image

(Some other interpretations of that cover make them look bigger than Rowena Morrill did.)
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Re: Jab's Rifts Builds (Artifact Hunter! Biomechs! Blob! Drake Familiars!)

Post by Jabroniville »

Yeah they look pretty itty-bitty- about the size of a Crow. Shrinking 4-8. I didn't use any for these Drakes because they're supposed to be 6-8 feet long, regardless of their body size.
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Splynn Lizard

Post by Jabroniville »

SPLYNN LIZARD
Role:
Numerous Creatures, Pests of Atlantis
PL 2 (58), PL 8 Defensively
STRENGTH
-2 STAMINA 6 AGILITY 2
FIGHTING -2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 10 (+5)
Expertise (Survival) 5 (+5)
Perception 5 (+5)

Advantages:
Close Attack 7, Improved Initiative

Powers:
"Animal Senses" Senses 2 (Low-Light Vision & Extended Scent) [2]
Movement 1 (Wall-Crawling) [2]
"Chameleon" Concealment (Vision) 2 (Flaws: Blending) [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 (-2 Damage, DC 13)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +5 (DC 15), Toughness +6, Fortitude +6, Will +2

Complications:
Disabled (Animal)- Reptiles cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Small Size)- At their natural size, small Lizards are vulnerable to large creatures- even without good accuracy. Anything of Size Rank -2 or more (human size and up) using a melee attack on a Lizard of this scale effectively strike with Burst Area Damage at their strength rank naturally.

Total: Abilities: 0 / Skills: 20--10 / Advantages: 8 / Powers: 34 / Defenses: 6 (58)

-Splynn Lizards are extradimensional little lizards found as pests it Atlantis ever since a merchant set up a pet shop in Splynn's market and his entire supply escaped when the shop fell into the crosshairs of a fight between Dimensional Raiders and market security. The scavengers and omnivores have taken up residence in Splynn, and make good familiars as they are nimble and brave. Because MEGA-DAMAGE IS DUMB, they cannot hurt each other, as they are low-M.D.C. creatures who do less damage than most humans in combat. They're poor fighters but very good at dodging.
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Other Dimensions

Post by Jabroniville »

OTHER DIMENSIONS:
-There's a dimension full of spires that look like Olympian columsn, and "The Great Machine", a dimension consisting entirely of a mysterious, vast machine with an artificial intelligence. It randomly generates "defenders" with random stats- anywhere from Toughness +7-16, weapons doing +7-13, guns doing +7-14, and +5-13 attacks. There's also a "Garbage Pit" dimension that both Phase World and the Great Machine, among others, use as a dumping ground for their refuse. Beings can be found here searching for lost treasures, though most of it is real junk.
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Junk Beast

Post by Jabroniville »

JUNK BEAST
Role:
Garbage Predator
PL 12 (90)
STRENGTH
12 STAMINA 10/11 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 2 PRESENCE -3

Skills:
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Intimidation 8 (+5, +6 Size)
Perception 6 (+8)
Stealth 9 (+12, +10 Size)

Advantages:
Close Attack 1, Ranged Attack 10, Startle

Powers:
Senses 3 (Acute & Extended Scent- Tracking) [3]
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]
Burrowing 4 [4]

"Psionics" (Telekinesis, Mind Block, Presence Sense, Object Read, Mind Bolt, Telemechanic Mental Operation, Levitation)

Offense:
Unarmed +12 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +10, Fortitude +10, Will +6

Complications:
Motivation (For the Evulz)- Rift Demons cause mayhem and terror for its own sake.

Total: Abilities: 34 / Skills: 30--15 / Advantages: 12 / Powers: 16 + Magic / Defenses: 12 (90)

-Big centipede-like creatures, Junk Beasts eat organic material, and will readily stop consuming rotting garbage to feast on people in the Garbage Pit Dimension looking for stuff. They are semi-intelligent, devious predators. They're not that potent, but are great fighters, clever and lay traps.
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Scavenger

Post by Jabroniville »

SCAVENGER O.C.C.
Role:
Garbage-Pickers
PL 8 (98)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 4 PRESENCE 1

Skills:
Athletics 8 (+10)
Expertise (Survival) 9 (+13)
Intimidation 2 (+4)
Investigation 2 (+6)
Perception 5 (+9)
Stealth 4 (+8)
Technology 6 (+8)
Vehicles 2 (+7)

Advantages:
Equipment 12 (Gear), Favored Environment (Garbage), Great Endurance, Tracking

Equipment:
"Body Armor"
Protection 5 (Impervious 5) (11)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Laser Rifle" Blast 8 (Extras: Multiattack, Penetrating 3) (27)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+9 Damage, DC 24)
Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

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

Complications:
xxxxxx

Total: Abilities: 52 / Skills: 38--19 / Advantages: 15 / Powers: 0 / Defenses: 5 (91)

-Scavengers are a garbage-picking O.C.C. native to the Garbage Pile. Most are born or raised there, apprenticed under another Scavenger, and now either visit the junk piles themselves or lead other parties there for money.
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Megaverse Builder Summation

Post by Jabroniville »

RIFTS MEGAVERSE BUILDER SUMMATION:
-Well... at least it was SHORT. I mean damn what a waste of time, lol. Who was the target audience for THIS supposed to be? It's just a short book with some expanded Shifter stuff, some uninteresting monsters, and dimensions nobody will care about. The Great Machine dimension just has a generic ROLLUP CHART for the monsters! Two of the big classes are just variants of pre-existing ones! There's no interesting gear or ANYTHING! The only semi-interesting stuff is a too-small section on Familiars, most of which makes them basic tiny PL 10 creatures (which is hilariously more potent than starting Mages tend to be). Like, what was Kevin thinking? All the big stuff Palladium was late on and THIS got the callup from the docket?
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Sidious
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Re: Megaverse Builder Summation

Post by Sidious »

Jabroniville wrote: Mon Mar 06, 2023 6:34 am RIFTS MEGAVERSE BUILDER SUMMATION:
-Well... at least it was SHORT. I mean damn what a waste of time, lol. Who was the target audience for THIS supposed to be? It's just a short book with some expanded Shifter stuff, some uninteresting monsters, and dimensions nobody will care about. The Great Machine dimension just has a generic ROLLUP CHART for the monsters! Two of the big classes are just variants of pre-existing ones! There's no interesting gear or ANYTHING! The only semi-interesting stuff is a too-small section on Familiars, most of which makes them basic tiny PL 10 creatures (which is hilariously more potent than starting Mages tend to be). Like, what was Kevin thinking? All the big stuff Palladium was late on and THIS got the callup from the docket?
This is why I returned the book.
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Re: Scavenger

Post by Ares »

Jabroniville wrote: Mon Mar 06, 2023 6:01 am SCAVENGER O.C.C.
Role:
Garbage-Pickers

-Scavengers are a garbage-picking O.C.C. native to the Garbage Pile. Most are born or raised there, apprenticed under another Scavenger, and now either visit the junk piles themselves or lead other parties there for money.
Scavengers really are the worst.
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Jabroniville
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Naruni Wave 2

Post by Jabroniville »

Image

RIFTS DIMENSION BOOK 8: NARUNI WAVE 2 (2004):
-And then out of nowhere comes this book. Short like Megaverse Builder was, Naruni Wave 2 essentially feels like another "Rifts Fan Writes a Book" situation, as the Naruni were wiped out on Earth almost as soon as CJ Carella left the line. He'd put a lot of work into the race and all their gear, and wanted to have them do a big intrusion on Earth, selling their fantastic gear to gain a foothold and then try and own everything... but Kevin S wrote a tiny byline in Coalition War Campaign where the ENTIRE GROUP was wiped out and fled off the planet! This was almost aggressively a "screw you" at Carella (and it was known that Kevin hated the Powergaming Rifts became in part because of Carella boosting the power of guns in all the books KEVIN EDITED AND SHOULD HAVE READ. So it's funny that now there's guys named Carmen Belaire & Julius Rosenstein who decide to make a whole new book out of them.

The cover, by future JSA All-Stars artist Freddie Williams II (who was infamous for not drawing in the pupils of most of his characters, along with some really ugly anatomy and weird poses), depicts one of the Uteni, the "front men" of the Naruni (whom most people assume ARE the Naruni) selling off some gear. That's it. No wild action pose. Not even a woman in a fur bikini! Are we sure this is Rifts? *checks and finds 90 pages of infinitessimally-similar gear and armor* Oh yeah, it is.

Impressively, though, this book marks the first I've seen of CHUCK WALTON'S work in Palladium's stuff! Walton's extremely detailed armors and organic designs would be amazing in Rifts Lemuria, but here is much less refined, and isn't used well by the Palladium printing style of 2004. You can see the kernels of his design theory though, as more and more ornate armors pop up in the middle of the book.

But really, this book is ENTIRELY just a collection of gear. There's one R.C.C. (the enforcers of the Naruni- a new concept) and then it's 95 pages of straight GEAR. First guns, then a new kind of armor (Thermo-Kinetics), then Power Armor for like half the friggin' book (this is where Walton's art shines), then Drones, then 20-ish pages of vehicles. So all this book is about is gear. Well that's largely how they advertise it. Just checking, the numbers are MUCH more stable than you'd think- most armor is like 200-400 M.D.C.
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The Naruni

Post by Jabroniville »

THE NARUNI:
-So the Naruni were detailed heavily by CJ Carella in past books- their distinctive weaponry (usually drawn by Vince Martin) was among the most high-powered on Rifts Earth outside of Atlantis, and the Naruni themselves were hidden in the shadows, with the "grey alien"-like Uteni being their advance men (often mistaken for "The Naruni"). Though Rifts Earth is a small blip on their massive interdimensional corporation, the desire to control the Rifts remains strong and so they made inroads. Only small kingdoms and mercenaries knew of them, but their stuff was HIGHLY sought-after.

However, Kevin S and his boys got together and wiped out everything in a pretty spiteful dunking on Carella once he left Palladium- Coalition War Machine features a blurb on how the Coalition actually TEAMED UP with almost all their rivals and semi-allies in North America and completely destroyed every bit of Naruni representation there. No company footholds were left and their gear was now much harder to find. The Naruni were enraged, but knew that there were too many powers watching to just go in and destroy the Coalition (via giving Tolkeen weapons of mass destruction for cheap and using them as proxies)- all the powers agree that Rifts Earth should be a "free trade route"... is that new information? I thought everyone was competing but hesitant to go all-out and slow to gain footholds?

So Naruni were angry but helpless to do much to stop it. But now that Tolkeen is destroyed they're making inroads again, making new attempts. They are sneakier and more secretive, using moving stockpiles and more non-Naruni as sales reps. Robot Control (from Rifts Mercenaries) remains their biggest client but there are others, like Julian the First of the Juicer Uprising. The Splugorth have realized their old enemies have returned, and both plan to use the Coalition as buffers against each other.

Naruni themselves are given some more detail- they are ruthless and pragmatic, but not as needlessly Chaotic Evil as the Sploogs and others. Their workers can have some privileges so long as they're productive, while others are essentially slave labor. But they've learned that content, happy workers can be superior to overworked slaves, so some comforts may be expected so long as loyalty is shown. Even some "inferior races" can get promoted up the chain if they're good enough- the Naruni are racial supremacists of a sort but admit that other races can have exceptional individuals, and it's also a good symbol to the workforce that even their lot can improve their station through hard work and talent. Pragmatic to the last.
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Molock Enforcer

Post by Jabroniville »

MOLOCK ENFORCER R.C.C.: ST +9, STA +7, FIGHTING +2, INT -1, PRE -2, Parry +2, Dodge +2, Ranged Attack +2, Extra Limbs 2, Ultra-Hearing, Acute & Ranged Scent- Tracking, Regeneration 2 (Regrow Limbs), Immunity (Poison & Disease, Limited to Those Affecting Humanoids), Concealment (Infravision), "Battlecharge" (Enhanced Fighting 1, Speed 2, Toughness 1- Limited Duration) [50]

Enforcers: FIGHTING +4, Ranged Attack +4, Dodge +4 [16]

-The Molocks are given as new information as a race that's "always been important" to the Naruni. They are obviously the enforcers- below Naruni & Uteni but elites. They're powerful tree-men who were discovered by the Naruni on some random planet, and they delighted in their new slave labor force, gifting them with more and more benefits as they proved to be loyal and eager to work. They are unimaginative but ultra-loyal, and will do whatever is asked, making them great enforcers. They are slow to anger and will give warnings before losing it, but they're merciless once provoked.

-Molocks will likely have 80+ M.D.C. (Toughness +9) and have ST 11 or so. They have a mighty "Battlecharge" that adds 60-ish M.D.C. and an extra attack but only lasts for one round per two levels and gets no bonuses to defenses... so it's basically All-Out Attack. Laborers are about PL 9 (4 attacks) and Enforcers are much stronger at PL 11 (6 attacks).
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Naruni Gear

Post by Jabroniville »

NARUNI GEAR:
-The weapons are now listed in page after page. First are the "Ripper Vibro-Weapons", a line that alternates the vibrations on and off so they act like a chainsaw, leaving jagged wounds. Most are +9-11, with a Giant Robot Sword used by large power armor that's +12. "Slim-Line" weapons are designed with humans in mind, as they are not as bulky as other NE gear so they can pass inspection more easily- these are IMMENSELY powerful but very expensive, packing Blast 10-14 power in pretty lightweight gear! Though you have to be ST 4 (in M&M) to be able to use the bigger ones without penalty, and range is an issue. This appears to be Kevin S finally giving in to higher-payload weapons, though it's pointed out these are rare and expensive, particularly the ammo.

There's a Blast 10 gun designed to look like Earth S.D.C. weaponry to be even stealthier, and an 80-lb. gun designed for super-strong units that does Blast 14. The Plasma-Launcher (only 2 attacks before overheating) & "Cyborg Laser" are about equal, too.

"Thermo-Kinetic Armor" is next in line- it's all Full Environmental Armor (can be used in space, etc.) with anti-heat properties- Immunity (Heat, Visual Dazzles) & Immunity (Fire Damage, Limited to Half), Immunity 80 (All Damage, Limited to Ranged, Limited to Physical Impacts, Limited to Half). Built-in Translator (just a few languages), Mini-Comp & Flashlight. Armors include the stealthy Black Nightsuit & Stalker (+8 Toughness, no Stealth penalties at all- a true rarity) which offer none of the environmental effects, and the modular Special Armor with tons of extra-cost packages (+9 Toughness)- things like Vibro-Blades +10, Mini-Missiles +13, Force Field +1, Enhanced Vision, Radar, Boosted Robotic Strength (ST 6), and extra "packages" for more gear in certain things (medic, mechanic, jungle, communications).

Then we have the generic Light Combat (+8 Toughness), Infantry (+9 Toughness), and Raider (+10 Toughness) armors. The "Super-Soldier" Exoskeleton is full-on Power Armor with SAMAS-tier durability (+11 Toughness), Speed 2, ST 7, FIGHTING +2, Ranged Attack +2, Defenses +1.
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Re: The Four Horsemen of the Apocalypse

Post by Harnos »

Jabroniville wrote: Sat Jan 11, 2020 6:43 am Image

THE FOUR HORSEMEN OF THE APOCALYPSE:
-The "iconic" villains of Rifts Africa, they could theoretically end up anywhere, but were chosen for this early book- as they're not very on-theme (a Biblical menace in the heart of Africa? And they mostly want to get to Egypt?), it kind of weakens this World Book on its own. They are SUPREME threats, especialy for this early, as they all have thousands of M.D.C. in a setting that'd given only Glitter Boys any means to combat that up until this point, and most have too much Regeneration to even make Boom Guns matter. The only way to really take them on is to use weapons fashioned from the Millennium Trees (shown in Rifts England- the early books, for all their faults, were fairly good for cross-referencing one another and using stuff from each other... provided they didn't screw up the editing by changing their minds about stuff and forgetting to edit the other book). Millennium Trees were the HUGE love of Kevin Siembieda back in those days, with almost every book mentioning them alongside True Atlanteans, Stone Magic and the stupid Tattoo stuff.

-The Four Horsemen have zero personality and no depth, like most Palladium villains- they're just Super Evil And Want To Destroy Everything- they wish to create the apocalyspe on Earth and destroy it utterly. To do this, they need some magical stuff to happen (planets in alignment or whatever, and there's a pyramid involved), and then they'll merge into this super-entity and lay waste to the world. They have minions and stuff, and the PCs are supposed to be part of a massive grouping of beloved Rifts NPCs (Erin Tarn! Victor Laszlo! A bunch of dudes who are really Dragons!) that are all armed with Millennium Tree Gear and will fight these things and wipe them out one by one.

Image

DEATH: The overall leader. Will not attack unless attacked first, though most are driven to lash out if he arrives. Ideally, he must be fought last, as he's then weakened. 12 feet tall, 16,000+ M.D.C. (+22-ish Toughness), Regeneration 14 (too much to ever keep him down), does Damage 13 unarmed, Extra Limbs (boosts accuracy!), EVERY MAGIC SPELL (18 level), all Necromancy Spell (18th level). All Healing & Sensitive Psionics, plus a few others, as level 18 Mind Melter. Creates +13 Toughness Zombies that it must construct itself. "meh" attack skill unless it's adding extra limbs it picks up, which can boost it up to a ridiculous 12-14 attacks per melee (roughly +18 to hit). Can raise 1D4x100 undead to fight on its behalf. "The Staff of Death" Greatest Rune Weapon- Blast 14, Damage 13. Has three animated skulls on its saddle that can fight (Toughness +13, +6 to hit, +10 damage). Probably PL 16 all in all, higher defensively.

Image

Mary-Kate Olsen is an apocalyptic demon? Yeah, I guess that makes sense.

FAMINE: Skinny and unimpressive-looking. 6,000+ M.D.C. (+20 Toughness) and Regeneration 14. Has all Line Walker Spells (levels 1-7), plus others, all at 12th level. All Physical Psionics, plus others, as Level 12 Mind Melter. Damage 11 unarmed, 5 attacks at +5 to hit (FIGHTING 10-12-ish). +7 to defenses. Starvation touch (Affliction- cannot attack anything unless it's edible). Environment over 2 miles- heat, drought, wind, etc., and putrify anything by touch. "Staff of Decay"- Damage 13, Blast 13.

Image

PESTILENCE: Looks kind of adorable- like a big chubby guy made of a cloud. The art doesn't really show him made of bugs except for one pic. Toughness +20 (7,000+ M.D.C.) and Regeneration 8. All Healing Psionic Powers, plus some others (as 10th level Mind Melter), all Line Walker Magic (levels 1-5 as Level 10 caster). 12 Damage and +8 to strike with 6 attacks (FIGHTING 15-ish), light damage aura (from the bugs), "Trauma Insanity Table" if he pulls you into his body. Creates blinding or biting swarms of insects. "Staff of Destruction" summons three beetles (+10 Toughness, 3 attacks, +3 to hit & defenses), Damage 13, Blast 14.

Image

At this point, probably the most F*KKEN' METAL thing in "Rifts".

WAR: An armored guy who looks like he's in special gear, but that's actually his real body. 8,500-ish M.D.C.- Toughness +20 and Regeneration 14. Regrow Limbs. All Physical Psionics as Level 10 Mind Melter, plus a few others. All Line Walker Spells (levels 1-4 as Level 10), plus a few others. +6 Initiative, TEN attacks, +8 unarmed (probably +18 to hit, then), +11 with weapons, doing Damage 14 unarmed. +10 dodge, +12 parry (so PL 16 overall). "Rune Ball & Chain"- Blast 14 & Damage 14. Shoulder Lasers +14.

ARMAGEDDON CREATURE: 36,000 M.D.C.- probably Toughness +28 at least. Brilliant, Level 20 Spellcaster, Damage 15 unarmed, with 20 attacks and +10-13 to hit- about +20 overall in M&M stats. 60 feet tall. Has all the powers of the four combined- about a PL 18 monster.
Do these guys have background information? Are they demons, alien intelligences or dark gods?
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