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

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Harnos
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Re: Jab's Rifts Builds (Zack! Banshee! Boschala! Dybbuk!)

Post by Harnos »

Why are Glitter Boys are banned in Coalition States? Apart from being another mecha suit, they have the reputation as knight protectors for humanity as far as I understand, one would thought they would be welcomed and praised in CS lands.
Jabroniville
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Re: Jab's Rifts Builds (Zack! Banshee! Boschala! Dybbuk!)

Post by Jabroniville »

Harnos wrote: Tue Jun 14, 2022 8:51 am Why are Glitter Boys are banned in Coalition States? Apart from being another mecha suit, they have the reputation as knight protectors for humanity as far as I understand, one would thought they would be welcomed and praised in CS lands.
I think it’s just because the CS don’t have them, and can’t build them. So it becomes a direct threat to them, or representative of another kind of power. Plus in their territory it’s often used by freedom fighters or mercenaries.
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Re: Jab's Rifts Builds (Zack! Banshee! Boschala! Dybbuk!)

Post by Harnos »

Jabroniville wrote: Tue Jun 14, 2022 9:20 am
Harnos wrote: Tue Jun 14, 2022 8:51 am Why are Glitter Boys are banned in Coalition States? Apart from being another mecha suit, they have the reputation as knight protectors for humanity as far as I understand, one would thought they would be welcomed and praised in CS lands.
I think it’s just because the CS don’t have them, and can’t build them. So it becomes a direct threat to them, or representative of another kind of power. Plus in their territory it’s often used by freedom fighters or mercenaries.
Can only Free Quebec build them?
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Re: Jab's Rifts Builds (Zack! Banshee! Boschala! Dybbuk!)

Post by Jabroniville »

Harnos wrote: Tue Jun 14, 2022 9:30 am
Jabroniville wrote: Tue Jun 14, 2022 9:20 am
Harnos wrote: Tue Jun 14, 2022 8:51 am Why are Glitter Boys are banned in Coalition States? Apart from being another mecha suit, they have the reputation as knight protectors for humanity as far as I understand, one would thought they would be welcomed and praised in CS lands.
I think it’s just because the CS don’t have them, and can’t build them. So it becomes a direct threat to them, or representative of another kind of power. Plus in their territory it’s often used by freedom fighters or mercenaries.
Can only Free Quebec build them?
No- Japan found a "fully-operational factory" or something, too. There's also one in South America, and two types in Triax and the NGR: https://www.echoesofthemultiverse.com/v ... 369#p81369
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Re: Jab's Rifts Builds (Zack! Banshee! Boschala! Dybbuk!)

Post by Harnos »

Jabroniville wrote: Tue Jun 14, 2022 10:01 am
Harnos wrote: Tue Jun 14, 2022 9:30 am
Jabroniville wrote: Tue Jun 14, 2022 9:20 am

I think it’s just because the CS don’t have them, and can’t build them. So it becomes a direct threat to them, or representative of another kind of power. Plus in their territory it’s often used by freedom fighters or mercenaries.
Can only Free Quebec build them?
No- Japan found a "fully-operational factory" or something, too. There's also one in South America, and two types in Triax and the NGR: https://www.echoesofthemultiverse.com/v ... 369#p81369
Thanks for the answer.
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Re: Jab's Rifts Builds (Zack! Banshee! Boschala! Dybbuk!)

Post by catsi563 »

Harnos wrote: Tue Jun 14, 2022 8:51 am Why are Glitter Boys are banned in Coalition States? Apart from being another mecha suit, they have the reputation as knight protectors for humanity as far as I understand, one would thought they would be welcomed and praised in CS lands.
The main reason story wise is as Jab said they dont have the manufacturing facilities to build them and also they are not representative of CS values as a lot of anti CS factions use them. GB pilots are heroes to thre masses and the little guy and the CS paints itself as that hero so any interference is seen as unwanted and dangerous

iit was a major bone of contention between the CS and Free Quebec which led to the war between the two as the CS demaned Quebec scrap its GBs an FQ basically said up yours not happening
Can only Free Quebec build them?
Nope both Japan as Jab said and the NGR also can build them also there are several factories around the world hidden or lost
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Dimensional Ghoul

Post by Jabroniville »

DIMENSIONAL GHOUL
Role:
Teleporting Ghoul
PL 7 (123)
STRENGTH
8 STAMINA 8 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Insight 2 (+4)
Intimidation 8 (+6)
Perception 6 (+8)
Stealth 4 (+6)

Advantages:
All-Out Attack, Benefit (Ambidexterity), Fast Grab, Improved Grab, Ranged Attack 5

Powers:
"Ghoulish Senses" Senses 6 (Darkvision, Vision Counters Concealment) [6]
Immunity 4 (Aging, Cold, Poison, Disease) [4]
Immunity 10 (Cold & Fire Damage) (Flaws: Limited to Half-Effect) [5]
"Claws" Strength-Damage +1 (Feats: Split) [2]

"Dimensional Travel" Movement 3 (Dimension Travel) (Extras: Attack Linked to Fortitude Damage 5) (Flaws: Source- Ley Line Nexus) [11]
Senses 4 (P.P.E. Awareness- Radius & Ranged 2) [4]
Insubstantial 4 (Flaws: Limited to When Teleporting) [16]

"Psionics" (Detect Psionics, Sense Magic, Object Read, Psychic Diagnosis, Impervious to Poison)

Offense:
Unarmed +5 (+8 Damage, DC 23)
Claws +5 (+9 Damage, DC 24)
Fortitude Damage w/ Teleport Attack (+5 Damage, DC 20)
Initiative +2

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

Complications:
Responsibility (Dislikes Other Ghouls)- D-Ghouls view other Ghouls as competition and tend to dislike them.

Total: Abilities: 50 / Skills: 20--10 / Advantages: 9 / Powers: 48 + Psionics / Defenses: 6 (123 + Psionics)

-Dimensional Ghouls, or "D-Ghouls", as dimensional travellers who eat the dead, and only look human from a distance. They are less vindictive and aggressive than other Ghouls, and more practical- they eat and move on, holding no particular enmity towards their food. They can be just as dangerous, however. They can go intangible and teleport via Ley Line Nexus Points (dimensional teleportation is VERY rare in Rifts so this is actually a pretty big deal), carrying one other person with them and damaging them directly to hit points, but otherwise aren't that great. They have very basic, pedestriation attacks (almost the lowest in the book) and not enough damage to make up for it.
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Dar'ota

Post by Jabroniville »

Image
Image
Image

They didn't use a picture in the book, so I simply found photos of the most beautiful human being imaginable.

DAR'OTA (Incubus/Succubus)
Role:
Seducers
PL 7 (102)
STRENGTH
7 STAMINA 9 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Deception 6 (+9)
Insight 4 (+4)
Intimidation 5 (+8)
Perception 7 (+7)
Stealth 4 (+6)

Advantages:
All-Out Attack, Fast Grab, Improved Grab, Ranged Attack 11

Powers:
"Ghoulish Senses" Senses 5 (Darkvision, Extended Scent 2- Tracking) [5]
Immunity 1 (Aging) [1]
Morph 1 (Attractive Human) (Feats: Attractive) [6]

"Magic" (Death Trance, Sense Evil, Concealment, Befuddle, Calling, Charismatic Aura, +3 from Levels 1-2)

Offense:
Unarmed +6 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +9, Fortitude +9, Will +5

Complications:
Power Loss (Morph)- The Dar'ota must take their natural form to feed.
Motivation (Feeding & Torture)- Dar'ota love to create suffering- the nastier the better.
Disabled (Cannot Swim)- The Dar'ota cannot swim, and hate water entirely.

Total: Abilities: 54 / Skills: 26--13 / Advantages: 14 / Powers: 12 + Magic / Defenses: 9 (102 + Magic)

-The fabled Succubus and less-famous male Incubus are given a mutual name- the Dar'ota- by Palladium, and are said to be ugly, slimy, hunchbacked monsters in their natural form. They take attractive form to seduce humanoids, which are then slaughtered and their throats cut so the demons can drink their blood. They also LOVE torture and suffering, and will often join with evil wizards to this end. Unfortunately, there's nothing very interesting to their statline- they're basic PL 7 brawlers with PL 7.5-ish defenses, being relatively high in durability only.
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Entities

Post by Jabroniville »

ENTITIES:
-"Entities" are beings invisible to the human eye, and the book has a handful of them- five in total.
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Poltergeist

Post by Jabroniville »

POLTERGEIST
Role:
Invisible Force, Pranksters
PL 6 (54)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -3

Skills:
Intimidation 8 (+5)

Advantages:
Ranged Attack 3, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Magical & Psionic Attacks) [16]
Concealment 2 (Vision) [4]

"Psionics" (See Aura, See the Invisible, Sense Magic, Levitation, Telekinesis- Affects Corporeal)

Offense:
Unarmed +3 (-- Damage, DC xx)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +3 (DC 13), Toughness +7, Fortitude --, Will +2

Complications:
Motivation (Provoking Strong Emotions)- Strong emotions are the best-tasting when taking P.P.E., so Poltergeists usually try to scare people or make them laugh.

Total: Abilities: -28 / Skills: 8--4 / Advantages: 4 / Powers: 66 + Psionics / Defenses: 8 (54 + Psionics)

-Poltergeists are living energy that consume P.P.E.- as Rifts Earth is abound with it, they are typically well-fed, happy beings that view living beings as a source of play, not potential food. And even then, they only take minimal amounts per day. They are more tricksters than anything, though can be troublesome because extreme emotions are more "tantalizing" to them, and thus they go out of their way to scare people, as that's the easiest thing to do. They're basically big dumb pranksters, though sometimes can be dangerous as they don't understand that sharp or heavy objects can hurt people. They are the easiest spirits to chase off, as nearly any spell that affects things like them (Protection Circles, etc.) will send them scurrying away.

-Poltergeists are immaterial beings and completely immune to harm save by magic & psionics, which would quickly annihlate their low Mega-Damage count (barely above 16 M.D.C. in most cases). They have even less attacks than any first-level P.C. and are also really stupid. They're PL 5 to parry and PL 6 to dodge, but would have "Affects Corporeal" on all their Psionics, which is mainly based around Telekinesis.
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Syphon Entity

Post by Jabroniville »

SYPHON ENTITY
Role:
Invisible Force
PL 6 (98)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 2 AWARENESS -1 PRESENCE 2

Skills:
Deception 6 (+8)
Intimidation 4 (+6)

Advantages:
Ranged Attack 3, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Magical & Psionic Attacks) [16]
Concealment 2 (Vision) [4]
"Drain P.P.E." Weaken Magical Power 8 (Extras: Ranged) [16]

"Psionics" (Telepathy, Empathy, Empathic Transmission, Mind Block, Divination, Presence Sense, See Aura, See the Invisible, Sixth Sense, Levitation, Bio-Manipulation, Hypnotic Suggestion)

Offense:
Unarmed +3 (-- Damage, DC xx)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +3 (DC 13), Toughness +8, Fortitude --, Will +5

Complications:
Disabled (Require Objects)- If they can't inhabit an object after one hour, Syphon Entities are forcibly expelled back to their own world.

Total: Abilities: -4 / Skills: 10--5 / Advantages: 4 / Powers: 83 + Psionics / Defenses: 9 (98 + Psionics)

-Syphon Entities are evil beings that enter inanimate objects, permanently being attached to them until those objects are destroyed. This is believed to be responsible for tales of "nature and earth spirits" (of course Rifts has plenty of both in other books), as well as any objects possessed by "evil entities". Some even suspect that RUNE WEAPONS are created from captive Entities! These beings will inhabit any object save for those made of plastic and already given magical power.

-Once inhabiting objects, the Syphon Entity will remain dormant until creatures come nearby, at which point they will gorge themselves on P.P.E. Unlike Poltergeists, they are extremely evil, and will communicate with anyone who grabs hold of the object they're inhabiting, promising them great power or revenge. They often demand blood sacrifices for favors, but cannot actually affect the world except by Psionics. They can't even control the objects they've inhabited!
Jabroniville
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Haunting Entity

Post by Jabroniville »

HAUNTING ENTITY
Role:
Invisible Force, Classic Ghost
PL 7 (61)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -4 PRESENCE -3

Skills:
Intimidation 8 (+5)

Advantages:
Ranged Attack 5, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Psionic Attacks -1/2) [16]
Concealment 2 (Vision) [4]

"Psionics" (Empathy, Empathic Transmission, Mind Block, Presence Sense, See the Invisible, Total Recall, Telepathy, Telekinesis, Ectoplasm- Affects Corporeal)

Offense:
Unarmed +5 (-- Damage, DC xx)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +8, Fortitude --, Will +2

Complications:
Motivation (Emotions)- Haunting Entities are drawn to places that faced great emotions.
Involuntary Transformation (Emotion Origins)- These Entities will actually believe they ARE the person created the source of the P.P.E. they're consuming, taking on the personality, nature and alignment of thos individuals, good or evil.
Disabled (Invisible)- These Entities can only maintain visibility for a few minutes at a time.

Total: Abilities: -26 / Skills: 8--4 / Advantages: 4 / Powers: 69 + Psionics / Defenses: 10 (61 + Psionics)

-Haunting Entities are the classic, generic "Ghost"- explained as a psychic P.P.E.-eating creature that is attracted to places of strong emotion. Desiring the strongest feelings it can get, it latches onto great sadness, fear, or anger and drinks deep, but will often "become" whatever being created these emotions in the first place. As these emotions tend to linger in places for years, the Haunting Entities are thus transformed into a replica of the person involved, and will typically not leave unless exorcized or given "closure"- murder victims shown that their killer faced justice, or a beloved aunt shown that a loved one received an inherited object- stuff like that.

-These Entities are somewhat durable and still insubstantial (it makes no mention of vulnerability to Psionics & Magic in the statline, but features it in the biography part)- more attacks than the previous ones, but only three. Like the Syphon Entity, it's primarily dangerous because it has Affects Corporeal on its Psionics, which includes Telekinesis & Ectoplasm. But these things seem most ideal for the "ROLE Playing", as you can trick it in to leaving by completing its story.
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Tectonic Entity

Post by Jabroniville »

Image

TECTONIC ENTITY
Role:
Invisible Force, Object-Possessers
PL 11 (192)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -3

Skills:
Intimidation 8 (+5)

Advantages:
Ranged Attack 10, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Psionic Attacks -1/2) [16]
Concealment 2 (Vision) [4]

"Takes Physical Form"
"Animate Object/Armor" Summon 10 (Extras: Heroic +2, Controlled, Variable 2- Any Object) (Flaws: Source- Objects) [60]
"Physical Strength" Enhanced Strength 17 (Extras: Affects Corporeal) (Flaws: Limited to 8 Ranks in S.D.C. Bodies) (Quirks: Source- Body -2) [40]
"Added Durability" Protection 4 (Flaws: Source- Proper Materials, Not Insubsantial) [1]
(note: leaves & rags have no bonus; dirt or rocks give +1, granite gives +2, M.D.C. debris gives +4)

"Psionics" (Empathy, Mind Block, Presence Sense, See the Invisible, See Aura, Sixth Sense, Telekinesis- Affects Corporeal)

Offense:
Unarmed +10 (-- Damage, DC xx)
Physical Body +10 (+3-12 Damage, DC 18-27)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+12 w/ Physical Body), Fortitude --, Will +4

Complications:
Motivation (Killing People)- Tectonic Entities are evil beings that love to kill people and drink the result P.P.E.
Power Loss (Inhabiting Bodies)- If the physical body the Entity is inhabiting is destroyed, it will be unable to form another for twelve hours. It can only inhabit a new body every 12 hours anyhow.

Total: Abilities: -4 / Skills: 8--4 / Advantages: 11 / Powers: 168 + Psionics / Defenses: 13 (192 + Psionics)

-Evil Entities, the "Tectonic" ones take their name from the original meaning of the name ("Building") as they actually construct bodies for themselves out of rocks, plants, garbage, etc., using this to terrify and attack living beings, which they love to do. They don't NEED to kill people to drink P.P.E., but they do it because they love it. They can also possess inanimate objects or robots- one story given is that some Shifter terrorists summoned dozens of these when fighting the Coalition- the Insubstantial Entities merely floated through Coalition defenses in the base and activated some Skelebots, using them to kill 112 men before departing. This insubstantial nature is what makes them incredibly dangerous, as they can do a lot of damage very quickly, having surpassed all defenses.

-Tectonic Entities are quite complex, being able to strike with physical force, but only when possessing either random objects (giving them an extra 1-200 M.D.C., but not Insubstantial) or robots/statues. This gives them a limited Affects Corporeal strike, too. Summon- Limited to Replacing Self works here, and is oddly the same cost as my other option- a Limited Shapeshift (Source: Objects & Limited to Capabilities of Objects). They can do +3-12 damage when possessing stuff, too.
Last edited by Jabroniville on Wed Jun 22, 2022 12:06 am, edited 1 time in total.
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catsi563
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Re: Jab's Rifts Builds (Banshee! Boschala! Dybbuk! Entities!)

Post by catsi563 »

yeah that little trick is one of the things i suggest a summoner use in Rifts, Get a reasonably tough robot body and plop a summoned Tect entity in it and use it as a body guard

lots of fun
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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Possessing Entity

Post by Jabroniville »

POSSESSING ENTITY
Role:
Invisible Force, Possesser, Evil Manipulators
PL 8 (145)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE -3

Skills:
Intimidation 8 (+5)

Advantages:
Ranged Attack 9, Startle

Powers:
"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 9 [9]
Flight 4 (30 mph) [8]
Insubstantial 4 (Flaws: Limited to Non-Psionic & Magical Attacks) [16]
Concealment 2 (Vision) [4]
Mind-Reading 6 (Extra: Area) (Flaws: Limited to Emotions) [12]
"Possession" Mind Control 8 (Flaws: Possesses Body) [24]

"Psionics" (Empathy, Empathic Transfer, Bio-Manipulation, Mind Block, Sixth Sense, See the Invisible, Telepathy, Levitation, Telekinesis, Impervious to Fire, Death Trance)

Offense:
Unarmed +7 (-- Damage, DC xx)
Possession -- (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +9, Fortitude --, Will +4

Complications:
Motivation (Torture & Evil)
Disabled (Invisible)- These Entities can only maintain visibility for a few minutes at a time.

Total: Abilities: 10 / Skills: 8--4 / Advantages: 10 / Powers: 105 + Psionics / Defenses: 12 (145 + Psionics)

-The most powerful and dangerous of the Entities, Possessers relish human torment & anguish, being psychic vampires. They prefer to cause as much torment as possible, or force people to commit crimes, leaving them with the consequences. Only Magical Exorcism can fend them off- other attempts will provoke attacks. Possessing Entities are lethal and clever.
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