Jab's Rifts Builds (Mystic Ninja, Tengu, Cyber Samurai)

Where in all of your character write ups will go.
Jabroniville
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Rifts Japan

Post by Jabroniville » Thu Jul 05, 2018 10:38 am

RIFTS JAPAN (1995):
-Coming out right in the "Vince Martin as Head Artist" era, and packing probably the largest amount of "Cool Anime Shit" in the setting, comes the only book so far to deal with Japan. This one seemed AMAZING to me as a kid, and made me the most jealous of my friend's killer book collection. I ignored all the "Boring Traditional Crap" and went straight to their 975 versions of modern-day techno-ninjas, and then drooled over DRAGON CYBORGS, YO! Rifts Earth is a setting that rules on Rule Of Cool, and possibly the Coolest Ruler of them all was Rifts Japan. The entire book just BLEEDS "You wanted to play this when you were fourteen".

Hilariously, Kevin Siembieda takes full credit for the book, explaining in the beginning that he's apologizing to Pat Nowak, who handed in a great manuscript that KS re-wrote "80% of" because he got an idea. Nowak's name does not appear on the cover, and near as I can tell he only has one other writing credit period.

The nation of Japan is largely intact on Rifts Earth- it's scarcely Post-Apocalyptic at all, featuring well-ordered societies of what Japan looks like to white people. Nowak came up with the idea of Japan having one technological state and one "traditional", magic-leaning state, and KS decided to use some kind of "Brigadoon" thing to indicate that the technological cities were actually teleported out of our time for a while, popping up only recently, in a world that reverted back to the old ways. Some of these techno-cities hate each other, while others are allies. An uneasy balance is taking place between old-style and new.

The first half of the book is all "photo-referenced" art and traditional-looking guys, most of whom don't look super cool. The second half if Vince Martin's trademarks- slender people in organic, rounded armor with ridiculous amounts of detail. You want Ninjas? WE GOT NINJAS- there's Mystical Ninjas, Tech-Ninjas, Ninja Juicers, Ninja CRAZIES, Ninja Borgs (complete with scorpion tail and extra limbs!), Techno-Wizard Ninjas, etc. Basically, they want teen boys to pop stiffies at the sight of this stuff.

There's some pretty silly stuff in here, of course. The Ninja stuff comes off like pandering, and it is. They include goofy things like Samurai SAMAS and a Glitter Boy force for no real reason other than Power Creep and because they want recognizable stuff, when they should really have come up with their own things. And FOUR Dragon 'Borgs? That absolutely comes off like "Vince Martin drew four Dragon Cyborgs, so I guess there's four different kinds now". Also fifty goddamn suits of Robot Armor, which is redundant even for this setting.

Power Creep: Not so bad, actually, though the versatile Glitter Force neutralizes some of the few weaknesses of Glitter Boys (their signature Boom Guns being their only weapons), and the Dragon 'Borgs are better than Full-Conversion Cyborgs from the Main Rulebook in every way.

The impact of this book is oddly minimal- the setting is so "apart" from everything, and the game so America-centric, that none of this ever seems to appear again. There were no sequel books, unlike ones that South America, Germany, Russia, China and the American West got.

Jabroniville
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Traditional Samurai

Post by Jabroniville » Fri Jul 06, 2018 4:45 am

Image

TRADITIONAL SAMURAI O.C.C.
Role:
Super Martial Arts Warriors
PL 9 (109)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+6)
Close Combat (Unarmed) 2 (+10)
Expertise (Samurai) 8 (+10)
Expertise (Survival) 3 (+5)
Insight 3 (+6)
Intimidation 3 (+6)
Investigation 2 (+5)
Perception 3 (+6)
Persuasion 3 (+6)

Advantages:
Benefit 2 (Samurai- Noble Class), Equipment 5 (Bow & Arrow, Conventional Weapons), Improved Critical (Swords), Ranged Attack 6

Powers:
"Daisho- Paired Blades" (Feats: Mental Link) (Flaws: Easily Removable) [7]
Strength-Damage +10 (Feats: Split) (Extras: Penetrating 10) (Flaws: Limited to Supernatural Foes) (11 points)

"Chi Death Blow" Strength-Damage +4 (Feats: Stacks With Weapon Damage) (Flaws: Limited to Supernatural Foes) Linked to Nullify Healing 6 (Flaws: Limited to Supernatural Foes) [6]

Equipment:
"Samurai Gear & Weapons"
"Armor" Protection +5 (Extras: Impervious 7) (12)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Swords +8 (+10 Damage, DC 25)
Chi Death Blow +10 (+7-8 Damage, DC 22-23)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4 (+9 Armor, +4 Impervious), Fortitude +5, Will +6

Complications: 
Rivalry (Cyber-Samurai)- Traditional Samurai are disgusted with the high-tech Samurai, and frequently seek them out for challengers, wishing to prove themselves over their "inferior" counterparts.

Total: Abilities: 58 / Skills: 28--14 / Advantages: 14 / Powers: 13 / Defenses: 10 (109)

-To be totally honest, I barely skimmed this guy and went straight for the cool cyber-shit. A regular guy with a katana? BORRRRRRRRRRRRINNNGGGGGGGGGGGGGG. This is RIFTS, not Seven Samurai! My friend casually told me that the Cyber-Samurai was a better fighter anyway, so I skipped it.

-But really, they actually work in pointing out the realities of the modern samurai class (simplified and dumbed down, of course, and modified with Rifts Earth stuff like "avoid technology because it destroyed Japan"). There's the hilarious Weeaboo tradition of "OMG KATANAZ ARE THE BEST EVERRRRRRRRRRRRRRRRRRRRRR!!!" as these damn swords are now sentient beings that do insane Mega-Damage to magical creatures (equivalent to a Rail Gun!). They also get the Chi Punch that goes to the "Mystical Martial Artist OCCs" in the game. It's pretty geeky, but has some thought put into it.

-There's a neat little bit where you roll for your hero's origins, and pick Skills based off of that- "New Nobility" characters of varying origins (science, teaching, farming, etc.) will pick skills based off of that, while the Old Nobility get skills in the arts, like samurai of old.
Last edited by Jabroniville on Sat Jul 07, 2018 7:08 am, edited 1 time in total.

Jabroniville
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Ronin

Post by Jabroniville » Sat Jul 07, 2018 7:08 am

RONIN O.C.C.
Role:
Super Martial Arts Warriors, Masterless Samurai
PL 9 (108)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+6)
Close Combat (Unarmed) 2 (+10)
Expertise (Samurai) 8 (+10)
Expertise (Survival) 3 (+5)
Insight 3 (+6)
Intimidation 3 (+6)
Investigation 2 (+5)
Perception 3 (+6)
Persuasion 3 (+6)
Technology 2 (+4)

Advantages:
Equipment 5 (Bow & Arrow, Conventional Weapons), Improved Critical (Swords), Ranged Attack 6

Powers:
"Daisho- Paired Blades" (Feats: Mental Link) (Flaws: Easily Removable) [7]
Strength-Damage +10 (Feats: Split) (Extras: Penetrating 10) (Flaws: Limited to Supernatural Foes) (11 points)

"Chi Death Blow" Strength-Damage +4 (Feats: Stacks With Weapon Damage) (Flaws: Limited to Supernatural Foes) Linked to Nullify Healing 6 (Flaws: Limited to Supernatural Foes) [6]

Equipment:
"Samurai Gear & Weapons"
"Armor" Protection +5 (Extras: Impervious 7) (12)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Swords +8 (+10 Damage, DC 25)
Chi Death Blow +10 (+7-8 Damage, DC 22-23)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4 (+9 Armor, +4 Impervious), Fortitude +5, Will +6

Complications:
Rivalry (Cyber-Samurai)- Traditional Samurai are disgusted with the high-tech Samurai, and frequently seek them out for challengers, wishing to prove themselves over their "inferior" counterparts.
Responsibility (Ronin)- Ronin are feared and hated in much of traditional Japanese society- they are typically Ronin because they have failed, or they have abandoned their masters. The freedom from role requirements makes them dangerous as well- they can do whatever they want, and are not bound by their strict societal conventions any longer.

Total: Abilities: 58 / Skills: 30--15 / Advantages: 12 / Powers: 13 / Defenses: 10 (108)

-Where there are Samurai, there are also Ronin- the Samurai who have lost their masters and positions in society (usually through the violent death of their Daimyo)- these men are exiled, usually becoming mercenaries. Where else will you find work if you're a Mega-Damage Warrior? Some may also have abandoned their masters, either out of shame, or a refusal to follow orders. A Ronin is feared by Samurai and traditional society as a whole, but he may take on any sort or role- thief, priest, bodyguard, or hero of the downtrodden. They are pretty much identical to a regular Traditional Samurai, but lose access to their Lord's gear and resources, replacing them with, in some cases, some technological skill.

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Bishamon Fighting Monk

Post by Jabroniville » Sun Jul 08, 2018 10:30 am

Image

BISHAMON FIGHTING MONK O.C.C.
Role:
Super Martial Arts Warriors
PL 10 (128)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 6 (+9)
Close Combat (Unarmed) 2 (+10)
Expertise (Monk) 8 (+10)
Expertise (Demons & Monsters) 8 (+10)
Expertise (Survival) 7 (+10)
Insight 3 (+6)
Intimidation 2 (+5)
Investigation 2 (+5)
Perception 4 (+7)
Persuasion 3 (+6)
Treatment 5 (+7)

Advantages:
Equipment 2 (Conventional Weapons, MD Leaf Armor), Improved Critical (Unarmed), Improved Initiative, Ranged Attack 3

Powers:
"Chi-Gung Mega-Damage Skin" Protection 6 (Extras: Impervious 7) [13]

"Exorcism" Nullify Possession 8 (Feats: Reach) (9) -- [13]
  • AE: "Chi Death Blow" Strength-Damage +4 (Feats: Stacks With Weapon Damage) (Flaws: Limited to Supernatural Foes) Linked to Nullify Healing 6 (Flaws: Limited to Supernatural Foes) (6)
  • AE: "Deaden Pain" Immunity 2 (Pain) (2)
  • AE: "Healing Touch/Psychic Surgery" Healing 6 (12)
  • AE: "Psychic Purification" Nullify Drugs 5 (5)
Equipment:
"Leaf Armor" Protection +6 (Extras: Impervious 7) (Note: Stacks to +11 Total With Chi-Gung) (12)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Weapons +10 (+4 Damage, DC 19)
Chi Death Blow +10 (+7-9 Damage, DC 22-24)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4 (+10 Armor/Chi-Gun, +11 Stacked, +4 Impervious), Fortitude +6, Will +6

Complications:
Responsibility (Demon Fighters)- These monks worship Bishamon, who is a guardian of Japan- their life obsession is to fight and kill monsters.
Power Loss (Techniques)- A Fighting Monk can only maintain his powers for a certain length of time- their Chi-Gung cannot last forever, in particular.

Total: Abilities: 58 / Skills: 54--27 / Advantages: 7 / Powers: 26 / Defenses: 10 (128)

-The game's equivalent to Fighting Game or Shonen Manga characters, the two Fighting Monk classes are meant to do Mega-Damage to high-end creatures, and actually ridiculously strong in many ways. Of course I totally skipped this back in the day, because it's got arguably Vince Martin's most boring art ever- just some bald dude in robes with a sword. The class is meant to fight Demons- boosting their hitting power against magical creatures. They travel Japan fighting evil monsters wherever they find them- typically making them into heroic, selfless figures who live a rather poverty-stricken life (one of their Class Skills is literally "Begging"). However, it darkly notes that some Monster-Fighters become so hardened by the experience that they seek violence as a matter of course, even sacrificing innocent lives in order to meet their targets! Nietzchian shit, yo.

-The "Chi-Gung" technique temporarily boosts their MDC to a HUGE amount- turning SDC (which is almost Juicer-like with this class) into MDC, which combines with their "Mega-Damage Leaf Armor" to make them equivalent to a SAMAS in durability. This makes them easily PL 10 beings, if only for a while.

-Personally, though, I feel that a real anime fan could have made these a lot better. They would have been AMAZING as Chi-Blasting Shonen Manga Heroes. Yeah, they can do SOME damage in melee, but only to Supernatural stuff. These guys could be so awesome if ramped up!
Last edited by Jabroniville on Sun Jul 08, 2018 12:54 pm, edited 1 time in total.

Jabroniville
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Re: Jab's Rifts Builds (Dragons! Rifts Japan- Samurai & Monks)

Post by Jabroniville » Sun Jul 08, 2018 11:25 am

The FATAL & Friends review of Rifts Japan, which is especially fun because the reviewer/writer is one of those "I've actually lived there for a time, so I have actual insight" people, who, thankfully, is not a Japanophile, nor a fan of anime, which keeps things more snarkily scholarly: http://projects.inklesspen.com/fatal-an ... k-8-japan/

heh:
All eight daimyo have to contribute 20% of their samurai to the national army under the direct command of the shogun because again we’re not really studying Japanese history here, just sort of cosplaying it badly.

There’s also an Imperial Court but they’re mostly advisors and relatives of the Emperor and not particularly important. The Shogun “accepts the Emperor’s power and is satisfied with his position.” Pfft… (heh)

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Shohei Warrior Monk

Post by Jabroniville » Mon Jul 09, 2018 11:39 am

Image

SHOHEI WARRIOR MONK O.C.C.
Role:
Super Martial Arts Warriors
PL 9 (121)
STRENGTH
3/4 STAMINA 4/6 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 6 (+9)
Expertise (Monk) 8 (+10)
Expertise (The "Oriental" Arts) 8 (+10)
Expertise (Survival) 4 (+7)
Insight 3 (+6)
Intimidation 2 (+5)
Investigation 2 (+5)
Perception 4 (+7)
Persuasion 3 (+6)
Treatment 4 (+6)

Advantages:
Equipment 2 (Conventional Weapons, MD Leaf Armor), Improved Critical (Staff), Improved Initiative, Ranged Attack 3

Powers:
"Chi Death Blow" Strength-Damage +4 (Feats: Stacks With Weapon Damage) (Flaws: Limited to Supernatural Foes) Linked to Nullify Healing 6 (Flaws: Limited to Supernatural Foes) [6]
"Feng Shui/Geomancy" Senses 3 (Detect Physic Energy- Ranged, Acute) [3]

"Jodo, The Way of the Millennium Tree Staff" (Flaws: Easily Removable) [5]
"Jodo Strike" Strike" Strength-Damage +6 (Flaws: Ranks 3-6 Limited to Supernatural Creatures) Linked to Affliction 6 (Fort; Dazed/Stunned) (Flaws: Limited Degree) (7) -- (8 points)
  • AE: "Parry Arrows" Deflect 9 (Flaws: Limited to Arrows, Source- Staff) (3)
"Stone Ox Body-Hardening Exercise"
Enhanced Strength 1 [2]
Power-Lifting 2 (3,200 lbs.) [2]
Enhanced Stamina 2 [4]

Equipment:
"Leaf Armor" Protection +4 (Extras: Impervious 7) (11)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Staff +8 (+10 Damage, DC 20)
Chi Death Blow +8 (+7-9 Damage, DC 22-24)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +6 (+10 Armor, +4 Impervious), Fortitude +7, Will +6

Complications:
Responsibility (Demon Fighters)- These monks worship Bishamon, who is a guardian of Japan- their life obsession is to fight and kill monsters.
Power Loss (Techniques)- A Fighting Monk can only maintain his powers for a certain length of time- their Chi-Gung cannot last forever, in particular.

Total: Abilities: 58 / Skills: 48--24 / Advantages: 7 / Powers: 22 / Defenses: 10 (121)

-Largely redundant with the Bishamon Fighting Monks around, these are specified as Shinto monks, who are engaging storytellers and knowledgeable artisans, often acting on behalf of the poor, or counseling nobles or samurai. Some are said to be lavish-living alcoholics, and they lack the Demon-Fighting specifications or Psychic Powers of the Bishamon class- they instead focus on Staff Fighting and may have their pick of "Body-Hardening Techniques". They really seem a lot worse than the Bishamons, honestly.

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Davies
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Re: Shohei Warrior Monk

Post by Davies » Mon Jul 09, 2018 4:56 pm

Jabroniville wrote:
Mon Jul 09, 2018 11:39 am
-Largely redundant with the Bishamon Fighting Monks around, these are specified as Shinto monks
Which is hilarious on several levels.

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Mystic Ninja

Post by Jabroniville » Tue Jul 10, 2018 7:49 am

Image

MYSTIC NINJA O.C.C.
Role:
Elite Ninja
PL 9 (160)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 9 (+12)
Deception 5 (+8)
Expertise (Ninja) 9 (+11)
Insight 4 (+7)
Intimidation 2 (+5)
Investigation 3 (+6)
Perception 5 (+8)
Sleight of Hand 4 (+10)
Stealth 8 (+13)
Treatment 2 (+4)

Advantages:
Accurate Attack, Agile Feint, Benefit 2 (Two False Identities), Chokehold, Defensive Attack, Equipment 4 (Ninja Stuff), Improved Critical (Sword), Improved Initiative, Ranged Attack 4, Takedown

Powers:
"Chi-Gung Mega-Damage Skin" Protection 4 (Extras: Impervious 7) [11]

"The Art of Escape/Inton-Jutsu"
Immunity 4 (Handcuffs, Ropes) (Flaws: Takes 1D4 Rounds) [2]
Immunity +6 (Ensnarement Effects) (Flaws: Sleight of Hand Check Required) [3]

"The Art of Stealth"
Stealth 4 (+17) (Flaws: Unreliable- 50% Chance) [1]

"Mystic Ninja Psionics"
"Bio-Regeneration" Healing 5 (Energizing) (15) -- [16]
  • AE: "Induce Sleep" Sleep 7 (14)
Equipment:
"Ninja Stuff"

Offense:
Unarmed +10 (+3 Damage, DC 18)
Induce Sleep +10 (+7 Ranged Affliction, DC 17)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+8 Chi-Gung, +3 Impervious), Fortitude +5, Will +6

Complications:
Responsibility (The Clan)

Total: Abilities: 72 / Skills: 58--29 / Advantages: 17 / Powers: 33 / Defenses: 9 (160)

-The Mystic Ninja O.C.C. is naturally the one I always skipped, but he's the most versatile one, and has some solid MDC with his "Chi-Gung" technique, which ALL of these "Traditional" Classes seem to have. This guy has only two Psoinic Powers to start, but gainst the Psi-Sword and others with further leveling-up, as well as more "Arts of Stealth" (which are, naturally, called "Arts of Invisibility" in the ACTUAL section where you get to pick those powers; one of which is called "The Art of Stealth" instead. Oh, RIFTS).

-The Mystic Ninja is somewhat tough, but gets no modern armor to start with, nor any modern gear. He's got a HUGE section of assorted tricks of the trade, however, which I would bet money are cut and pasted (literally) from another, prior book in Palladium's history, like Ninjas & Superspies or TMNT. Especially since it's all in SDC. They also have "Immune to Being Trapped" kind of stuff, but it's in that Palladium style of "percentages", meaning you've only got a 50% chance to start with.

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Re: Shohei Warrior Monk

Post by Jabroniville » Tue Jul 10, 2018 7:52 am

Davies wrote:
Mon Jul 09, 2018 4:56 pm
Jabroniville wrote:
Mon Jul 09, 2018 11:39 am
-Largely redundant with the Bishamon Fighting Monks around, these are specified as Shinto monks
Which is hilarious on several levels.
it's really absurd- the ENTIRE LINE goes out of its way to mention religion as little as possible. They're TERRIFIED of being caught up in a new "Satanic Panic" or anything like it. So of course the ONE FRIGGIN' TIME they make it a major aspect of their setting, they not only get everything wrong (Fatal and Friends notes several major errors), they don't even get the FEEL for the religion right! It's almost impressively half-assed.

One thing that review notes that I'd glossed over (mainly because I usually skip NPC sections), is that there are ZERO NPCS OR NAMED CHARACTERS IN THIS BOOK. They go through all this work in defining their setting, but base everything only in the baseline stereotypes of each class, and don't even NAME anybody! Who is the president of H-Brand? Who's the guy in charge of the Evil Corporate Empire that's going to sell out the rest of Japan to the Rape Oni? WE'LL NEVER KNOW!!

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Re: Shohei Warrior Monk

Post by Batgirl III » Tue Jul 10, 2018 7:54 am

Jabroniville wrote:
Tue Jul 10, 2018 7:52 am
Who's the guy in charge of the Evil Corporate Empire that's going to sell out the rest of Japan to the Rape Oni? WE'LL NEVER KNOW!!
Kevin Siembieda?
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

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Mountain Priest

Post by Jabroniville » Wed Jul 11, 2018 12:33 pm

Four f*cking Dragon 'Borgs in this book, a half-dozen pictures of Oni and ancillary Demons, and a whole Character Class goes without a picture.

YAMABUSHI MOUNTAIN PRIEST O.C.C.
Role:
Super Priests
PL 8 (155)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 6 (+9)
Expertise (Priest) 8 (+10)
Expertise (Survival) 6 (+9)
Expertise (Magic) 4 (+6)
Insight 3 (+6)
Intimidation 2 (+5)
Investigation 2 (+5)
Perception 4 (+7)
Persuasion 3 (+6)
Treatment 6 (+8)

Advantages:
Equipment 1 (Priest's Gear), Ranged Attack 5

Powers:
"Spirit Earth" Variable (Environmental Powers) 5 (Flaws: Source- Earth-Based Rituals) (30) -- [33]
  • AE: "Cleansing Earth" Healing 8 (Extras: Energizing, Restorative) (Flaws: Source- Clean, Natural Water or Earth) (24)
  • AE: "Chi Death Blow" Strength-Damage +4 (Feats: Stacks With Weapon Damage) (Flaws: Limited to Supernatural Foes) Linked to Nullify Healing 6 (Flaws: Limited to Supernatural Foes) (6)
  • AE: "Fireball" Blast 8 (Flaws: Limited to While Fire Earth Is In Effect) (8)
"Fire Earth" (Quirks: Fades After A Few Hours) [-1]
"Fuel Flame" Features 2: Doubles Existing Fire [2]
"Ignite Flame" Features 2: Ignites Anything [2]
"Impervious to Fire" Immunity 10 (Fire, Plasma) [10]

"The Power of Stone"
Protection 2 (Flaws: Source- Eating Stones) [1]
Power-Lifting 2 (Flaws: Source- Eating Stones) [1]
Features 2: Increased Mass 2 (Flaws: Source- Eating Stones) [1]

"Feng Shui/Geomancy" Senses 5 (Detect Physic Energy- Ranged, Acute, Analytical) [5]

"Class Features" Immunity 5 (Possession) (Flaws: Limited to Half-Effect) [3]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Chi Death Blow +8 (+7-8 Damage, DC 22-23)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+6 Power of Stone), Fortitude +6, Will +7

Complications:
Responsibility (Demon Fighters & Healers)

Total: Abilities: 58 / Skills: 48--24 / Advantages: 6 / Powers: 57 / Defenses: 10 (155)

-This guy doesn't even get a PIC! If it weren't for his three pages of rules, I'd have guessed this was just some "filler" they wanted to use, so they could claim they put as much work into the "Traditional" classes as the "Cyborg" ones. Mountain Priests are based off of a religion I've never heard of (and is probably misrepresented anyway), and worship mountain kami. 90% of the OCC's abilities circle around Healing, so it all fits in one power. However, they can gain a good handful of Magical power by hiding out in the mountains for a time- I went with Variable for that one- the power will eventually fade away, however. The class is kind of annoying to stat out in M&M terms, particularly because it's not really offensively or defensively powerful. Even its big "I can eat STONES to gain MDC!" power is only giving you 6 MDC per stone, and a limit of stones per level. Like... it's a lot of work to get a guy who's not better than the Samurai, Demon Queller, or either Fighting Monk, y'know?

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Demon Queller

Post by Jabroniville » Thu Jul 12, 2018 10:21 am

ImageImage

Vince Martin's least "I Want To Play This" pic ever, or Chuck Walton's pretty cool one? Easy decision.

DEMON QUELLER O.C.C.
Role:
Super Priests
PL 9 (161)
STRENGTH
3/4 STAMINA 4/6 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 6 (+9)
Expertise (Priest) 8 (+10)
Expertise (Survival) 6 (+9)
Expertise (Magic) 4 (+6)
Insight 3 (+6)
Intimidation 2 (+5)
Investigation 2 (+5)
Perception 4 (+7)
Persuasion 3 (+6)
Treatment 6 (+8)

Advantages:
Equipment 1 (Priest's Gear), Ranged Attack 5

Powers:
"Banishment" Mind Control 8 (Ranged, Limited to Leaving Area, Limited to Supernatural, Progressive +2) (24) -- [41]
  • AE: "Call Lightning" Damage 8 (Ranged 2, Line) (18)
  • AE: "Sense Evil" Senses 2 (Evil Awareness- Ranged) (2)
  • AE: "Breathe Without Air" Immunity 2 (Suffocation) (Affects Others) (4)
  • AE: "Turn Dead" Mind Control 8 (Burst, Ranged Only, Limited to Animated Undead) (16)
  • AE: "Fire Ball" Blast 8 (16)
  • AE: "See the Invisible" Senses 4 (Vision Counters Concealment) (4)
  • AE: "Globe of Daylight" Environment (Light) 3 (3)
  • AE: "Impervious to Fire" Immunity 5 (Fire) (5)
  • AE: "Magic Net" Snare 6 (18)
  • AE: "Circle of Flame" Damage 5 (Burst) (10)
  • AE: "Tongues" Comprehend 3 (All Languages) (Affects Others) (9)
  • AE: "Words of Truth" Mind Control 8 (Touch Range, Limited to Telling Truth) (8)
  • AE: "Exorcism" Nullify Possession 10 (Reach) (11)
  • AE: "Protection Circle (Simple)" Affliction 8 (Entranced/Compelled/Controlled) (Burst, Continuous, Limited to Staying Away) (16)
  • AE: "Meditation" Healing 4 (Flaws: Limited to Self, Source- Meditation) (2)
  • AE: "Chi Death Blow" Strength-Damage +4 (Feats: Stacks With Weapon Damage) (Flaws: Limited to Supernatural Foes) Linked to Nullify Healing 6 (Flaws: Limited to Supernatural Foes) (6)
  • AE: "Iron Hand & Chagi" Strength-Damage +5 (Feats: Split) (6)
"Stone Ox Body-Hardening Exercise"
Enhanced Strength 1 [2]
Power-Lifting 2 (3,200 lbs.) [2]
Enhanced Stamina 2 [4]

"Chi-Gung Mega-Damage Skin" Protection 4 (Extras: Impervious 7) [11]

"The Power of Stone"
Protection 2 (Flaws: Source- Eating Stones) [1]
Power-Lifting 2 (Flaws: Source- Eating Stones) [1]
Features 2: Increased Mass 2 (Flaws: Source- Eating Stones) [1]

Offense:
Unarmed +8 (+4 Damage, DC 19)
Chi Death Blow +8 (+7-8 Damage, DC 22-23)
Iron Hand & Chagi +8 (+10 Damage, DC 25)
Fire Ball +7 (+8 Ranged Damage, DC 23)
Call Lightning +8 Area (+8 Damage, DC 23)
Circle of Flame +5 Area (+5 Damage, DC 20)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+6 Power of Stone, +10 Chi Gung), Fortitude +6, Will +7

Complications:
Responsibility (Demon Fighters & Healers)

Total: Abilities: 58 / Skills: 48--24 / Advantages: 6 / Powers: 63 / Defenses: 10 (161)

-The Demon Queller has some odd art, resembling an old man with a European-looking sword and Asian dress, but it's apparently a swashbuckling-style class of Obsessive Demon-Hunters who are known for love of drink and women, but will never waver from their goal of killing demons. They are said to be unaligned with any particular group, respresent no nations or monasteries, and are magical despite caring little for the study of it.

-The Quellers have a spectacular amount of hitting power and natural MDC owing to their various spells and Chi Techniques, turning them into pretty good heavy-hitters even without Mega-Damage guns and the like. I would imagine that of the group of Mystical Japan Heroes, they are the best at actually killing demons save for the mighty Samurai.

Jabroniville
Posts: 8071
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Rifts Japan- Samurai & Monks, Mystic Ninja)

Post by Jabroniville » Thu Jul 12, 2018 10:23 am

So yeah, summing up all these guys' powers was totally boring the snot out of me, so further Magic Guys after this point will probably just have me describing what their spells ARE, not statting them out fully. WAY too much work for what I consider the least-interesting character types of Rifts.

And yes, I have 100 times more fun riffing on and going on about the Cybernetic Japan Guys- can you tell :)?

Jabroniville
Posts: 8071
Joined: Fri Nov 04, 2016 8:05 pm

Re: Shohei Warrior Monk

Post by Jabroniville » Thu Jul 12, 2018 10:24 am

Batgirl III wrote:
Tue Jul 10, 2018 7:54 am
Jabroniville wrote:
Tue Jul 10, 2018 7:52 am
Who's the guy in charge of the Evil Corporate Empire that's going to sell out the rest of Japan to the Rape Oni? WE'LL NEVER KNOW!!
Kevin Siembieda?
No, no, Kevin Siembieda is the guy who not-so-subtly loves the Coalition States to the point where almost every book focuses a section on them, even if they don't really fit. And then turns around and yells at fans who LIKE the Coalition ("*gasp* they're EVIL!"). Then has them win everything and look super-awesome doing it.

Jabroniville
Posts: 8071
Joined: Fri Nov 04, 2016 8:05 pm

Tengu

Post by Jabroniville » Sun Jul 15, 2018 9:45 am

Image

TENGU R.C.C.
Role:
Flying Monster
PL 7 (145)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 5 (+11)
Deception 6 (+8)
Expertise (Survival) 8 (+8)
Expertise (Theology) 8 (+8)
Insight 3 (+5)
Intimidation 3 (+5)
Investigation 5 (+7)
Perception 5 (+7)
Persuasion 2 (+4)
Stealth 3 (+6)

Advantages:
Daze (Deception), Fascination (Deception), Fast Grab, Ranged Attack 4, Uncanny Dodge

Powers:
"Shapechange Into Human" Morph 2 (Human Forms) (Feats: Metamorph) (Flaws: Limited to Along Gender Lines, Unreliable- 3/day) [7]
Senses 5 (Low-Light Vision, Vision Counters Concealment, Supernatural Being Awareness- Ranged) [5]
"MDC Being" Protection 3 (Extras: Impervious 5) [8]
"Fire-Resistant" Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) [3]
Regeneration 2 [2]

"Innate Magical Might"
"Energy Disruption" Affliction 8 (Tech Skill of Creator; Dazed & Impaired/Stunned & Disabled/Incapacitated) (Extras: Ranged, Extra Condition, Cumulative) (Limited to Tech) (24) -- [32]
  • AE: "Possess Others" Mind Control 6 (Flaws: Limited to Willing/Sleeping Recipients, Limited to Talking) (12)
  • AE: "Globe of Daylight" Environment 4 (Light) (8)
  • AE: "Heavy Breathing" Illusion (Hearing) & Affliction 6 (Will; Dazed/Defenseless) (Ranged, Limited Degree) (7)
  • AE: "Fuel Flame" Features 2: Doubles Existing Fire (2)
  • AE: "Ignite Flame" Features 2: Ignites Anything (2)
  • AE: "Wind Rush" Move Object 6 (Touch Range, Limited to Away, Cone Area) (3)
  • AE: "Calm Storms" Nullify Environmental Effects 8 (16)
  • AE: "Summon & Control Rain" Environment 4 (Visiblity) (4)
Offense:
Unarmed +7 (+6 Damage, DC 21)
Energy Disruption +8 (+8 Ranged Affliction, DC 18)
Heavy Breathing +8 (+6 Ranged Affliction, DC 16)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +9, Fortitude +9, Will +4

Complications:
Motivation (Chaos)- Tengu love creating anarchy and chaos, as well as teasing "those who love technology", such as anyone with bionic implants.
Enemy (Gods of China & India)

Total: Abilities: 50 / Skills: 48--24 / Advantages: 8 / Powers: 57 / Defenses: 6 (145)

-Because it's Japan, of course there are Tengu as a race of forest-dwelling creatures. Considered trickster-types by the Japanese, they are relentless pranksters in Rifts Japan, too, known for starting wars and then delightfully watching the after-effects. And their other big trick is to take valuable items from a person and then move them to another pockeOh My God, these are Kender. Dear God, it all checks out, minus the "oh hee hee our culture just doesn't value property!" cutesy stuff- these guys are just trouble-makers who like hiding things, breaking stuff, etc. At least they're, y'know, SUPPOSED to be annoying! And they're made out to be nice to certain people, only punishing those they deem wrong-headed or arrogant.

-Despite that, they're giving this very stoic, noble-looking appearance in Vince Martin's art, making them out to be muscular, majestic creatures. The book also adds that they favor those who practice magic and the "traditional" ways, leaving alone the Samurai, Warrior Priests, Monks, etc., are protectors of chilren and shrines, and more. However, they also add that some Tengu are just plain EVIL, and will gladly kidnap, murder and even torture innocents. Kind of a varied race, given a bit of a hyperactive, contradictory write-up (it doesn't say they spare some people until five paragraphs in), but more or less explained as being complex.

-Tengu can Shapechange into an "Oriental person", as well as cast a number of Magical spells, many of which are only available to characters WAY late in their Experience Tables- of course, Rifts being what it is, these are all sub-par, non-damaging spells. Screwing with technology is a damn good power in this game, though. Tengu, like almost every R.C.C. in the game, are Mega-Damage creatures with a lot of durability, able to get up to "Guy in Mega-Damage Body Armor" levels if they roll well.

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