Jab's Rifts Builds (Ninja Crazy! Ninja Juicer! Dragon 'Borgs!)

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

Post by catsi563 » Sun Jul 15, 2018 6:58 pm

That's the main problem with tricksters everyone thinks you play them as demented cartoon characters and then acts appropriately, they end up being exactly as you say Kenders of the worst sort, mixed with Wiley Coyote.

A true Trickster played right is one that plays pranks and does things like that but does it for a REASON. theres always a lesson involved something to teach the hero or heroes. Its seems like its about putting the heroes in a dangerous situation but once the heroes slow down and think for a minute they hit the bigger picture.

theres also supposed to be a bit of lighten up in the tricksters antics make the big serious hero have a laugh or two sometimes at the tricksters expense.

and lastly there the idea where the Trickster is the universes version of Karma being used on bad people to make sure they learn a lesson as well filling the swimming pool of an Oil company ceo with unprocessed crude after said CEO uses legal chicanery to avoid paying for the clean up of a small town caused by his greed and short sighteness that sort of thing.

A trickster should always be played as if theres a deeper meaning to what theyre doing even if it just seems like theyre up to random nonsense
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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

Post by Batgirl III » Sun Jul 15, 2018 7:10 pm

Which makes Tricksters a very poor choice of archetype for a player character in most roleplaying games, especially one in the mold of Rifts.

A Trickster Spirit Mentor could probably work in Rifts as a GM controlled NPC. To poke and prod the heroes into being, well, heroic; Keeping them focused on accomplishing an important task and not just murder-hobo’ing their way across the multiverse.

But as a PC? Way too much potential for Malkavender shenanigans.
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Cyber Samurai

Post by Jabroniville » Mon Jul 16, 2018 6:48 am

Image

CYBER SAMURAI O.C.C.
Role:
"False" Samurai, Bad-Ass Melee Warrior
PL 11 (170)
STRENGTH
7 STAMINA 5 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Athletics 3 (+10)
Expertise (Mercenary/Hero) 7 (+8)
Intimidation 5 (+7)
Perception 4 (+5)
Persuasion 2 (+4)
Technology 5 (+6)
Treatment 2 (+3)
Vehicles 2 (+6)

Advantages:
Benefit 2 (Rank- Republic of Japan Soldier), Close Attack, Equipment 10 (Gear), Power Attack, Ranged Attack 3

Powers:
"Partial Conversion Cyborg"
Protection 5 (Extras: Impervious 7) [12]
Speed 5 (30 mph) [5]

"Bionics"
"Environmental Upgrade" Immunity 6 (Drowning, Suffocation, Heat, Cold, Pressure, Radiation) [6]
"Chest Blaster" Blast 10 (Extras: Penetrating 5) [25]
"Finger-Jack" Communication 2 (Electronics) [8]
"Molecular Analyzer" Senses 2 (Analytical Vision) [2]

"Cybernetics"
"Radio Chip & Other Bits" Senses 3 (Radio, Infravision, Extended Hearing) [3]
"Video Camera Eye" Feature 1 [1]

Equipment:
"Military Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)
"Samurai MDC Body Armor" Protection 2 (Extras: Impervious 3) (5)
"Samurai Longbow" Blast 10 (20)
"Vibro-Katana & Wakizashi" Strength-Damage +3 (Feats: Split, Improved Critical 2) (Extras: Penetrating 8) (14)
"Hover Cycle"

Offense:
Unarmed +9 (+7 Damage, DC 22)
Vibro-Blades +9 (+10 Damage, DC 25)
Longbow +7 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +10 (+12 Armor, +4-5 Impervious), Fortitude +5, Will +6

Complications:
Responsibility (Employer)
Rivalry (Traditional Samurai)- Many of the old-school Traditional Samurai despise these newcomers, finding them to be abberations and perversions of their proud tradition. Many will actually challenge Cyber-Samurai to fights.

Total: Abilities: 66 / Skills: 30--15 / Advantages: 17 / Powers: 62 / Defenses: 10 (170)

-The most iconic "Republic" character, to me, is the Cyber-Samurai. An extremely powerful warrior, he is a Partial-Conversion Cyborg decked out in futuristic Samurai gear, and using VIBRO-KATANAS. How bitching is that? Cyber-Samurai are created to be heroes, and can be the Republic's biggest-name soldiers, but can also be Ronin, common mercenaries, or agents of the big, evil corporations that rule parts of Japan. They're also said to be hated by most Traditional Samurai, who hate seeing their proudest traditions corrupted by technology, though some acknowledge the heroics of these individuals.

-There's a lot of bad-ass classes in Rifts Japan, but this guy's one of the real elites, being very close to a Ninja 'Borg, and falling just short of some of the Power Armor guys, Glitter Boys, and Dragon 'Borgs. Really, this class doesn't want for a lot, has solid skills (better than any generic Soldier; even the Glitter Force!), great natural durability (180 MDC), terrific gear, and more! And THAT ART- Vince Martin really outdoes himself with a complicated, multi-faceted warrior, looking every much the "Futuristic Samurai", with a design that really surpasses anything else I've seen with the same subject matter. The thing just SCREAMS "I want to play that!", and would be one of my first choices if I actually played a campaign in this setting. Hell, it made such an impression on me that I more or less copied the archetype entirely for one of my "Jabverse" world's super-heroes.

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Infantryman

Post by Jabroniville » Wed Jul 18, 2018 7:34 am

Image

INFANTRYMAN O.C.C.
Role:
Mooks, Foot Soldiers
PL 7 (55)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 4 (+4)
Intimidation 2 (+3)
Perception 4 (+4)
Technology 4 (+4)
Treatment 2 (+2)
Vehicles 1 (+5)

Advantages:
Benefit (Rank- ROJ Soldier), Equipment 11 (Gear)

Equipment:
"Republic of Japan Gear"
"Trooper Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor (1)

"AT-88 Energy Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2 (+9 Trooper Armor), Fortitude +3, Will +2

Complications:
Responsibility (The Republic of Japan)
Enemy (Oni, etc.)- Japan is besieged by otherdimensional adversaries.

Total: Abilities: 28 / Skills: 20--10 / Advantages: 12 / Powers: 0 / Defenses: 5 (55)

-The most generic guy in the Rifts Japan book, the Infantryman is just the basic Soldier. It consists of both Republic of Japan folks, and peasant-soldiers who fled to the cities after watching so much of Japan fall to D-Bee monsters. Statistically, they match up with Coalition Grunts, but tend towards literacy, and 60% are said to have some Cybernetics (no bionics).

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Cyborg Soldier

Post by Jabroniville » Thu Jul 19, 2018 8:38 pm

Image

REPUBLIC CYBORG SOLDIER O.C.C.
Role:
Cyber-Soldier
PL 10 (181)
STRENGTH
7 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+5)
Expertise (Soldier) 4 (+4)
Expertise (Demon & Monster Lore) 4 (+5)
Intimidation 4 (+6)
Perception 4 (+6)
Technology 4 (+4)
Treatment 2 (+2)
Vehicles 3 (+7)

Advantages:
Equipment 9 (Assorted Adventurer Gear, "Rail Gun" Blast 12- Ranged 2, Penetrating 8), Extraordinary Effort, Ranged Attack 4, Startle

Powers:
"Full Bionic Conversion"
Immunity 30 (Fortitude Effects) [30]
Protection 12 (Extras: Impervious 11) [23]
Speed 6 (120 mph) [6]
Leaping 1 (15 feet) [1]
Senses 6 (Infravision, Extended Hearing & Vision, Ultra-Hearing, Time Sense, Compass) [6]
Features 4: Finger Camera, Hidden E-Clip Port, Increased Mass 2 [4]

"Weapon Systems"
"Forearm Blaster" Blast 11 (Feats: Ranged 2) (Extras: Penetrating 6) (30) -- [31]
  • AE: "Vibro-Blades" Strength-Damage +2 (Extras: Penetrating 6) (8)
Offense:
Unarmed +8 (+7 Damage, DC 22)
Blasters +8 (+11-12 Ranged Damage, DC 26-27)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12 (+6 Impervious), Fortitude --, Will +7

Complications:
Responsibility (The Republic of Japan)
Enemy (Oni, etc.)- Japan is besieged by otherdimensional adversaries.
Power Loss (Extra Stuff)- Borgs diminish their Psychic potential greatly, and cannot cast Magic, nor use Techno-Wizard items.

Total: Abilities: 40 / Skills: 28--14 / Advantages: 15 / Powers: 101 / Defenses: 11 (181)

-Similar to the Borg OCC from the Main Rulebook, these guys are turned into beloved cultural superheroes in the Republic of Japan- loved by children and adults alike. Thousands of people are said to volunteer for Full Conversion, owing to the hero-worship, and the superiority of this to "claustrophobic" suits of armor (do these people... know ANYTHING about human nature?). The Mental Endurance (Will Save, basically) required for this class is so absurdly high you'd have to roll SPECTACULARLY well just to have a hope of playing this class- their "Screening" is said to be second to none, with only 2% being washouts. They're actually even more skilled than Infantrymen or Robot Pilots, too- these are the true elites of the Japanese army.

-Cyborg Soldier OCCs are basically like Borgs, having access to the same kind of gear. However, some may become Dragon 'Borgs. Their heightened requirements and skills in the RoJ make even this baseline version pricier than the standard Borg OCC.

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Robot Pilot

Post by Jabroniville » Sat Jul 21, 2018 6:29 am

ROBOT PILOT O.C.C.
Role:
Mooks, Foot Soldiers
PL 7 (55)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+6)
Intimidation 2 (+3)
Perception 4 (+4)
Technology 4 (+4)
Treatment 2 (+2)
Vehicles 3 (+7)

Advantages:
Benefit (Rank- ROJ Soldier), Equipment 11 (Gear)

Equipment:
"Republic of Japan Gear"
"Trooper Body Armor"
Protection 7 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor (1)

"AT-88 Energy Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Assault Rifle +4 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2 (+9 Trooper Armor), Fortitude +3, Will +2

Complications:
Responsibility (The Republic of Japan)
Enemy (Oni, etc.)- Japan is besieged by otherdimensional adversaries.

Total: Abilities: 28 / Skills: 24--12 / Advantages: 12 / Powers: 0 / Defenses: 5 (55)

-The Robot Pilots are almost identical to the Infantrymen... but fly robots. Contrary to the nature of modern Japanese, who tend to avoid conflict, these guys are said to frequently brawl with the Infantrymen, who resent the fame and respect given to the Pilots. These guys can be given any kind of hardware, but tend towards Samurai SAMAS or Glitter Force Power Armor.

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Samurai SAMAS

Post by Jabroniville » Mon Jul 23, 2018 12:51 am

Image

SAMAS SAMURAI PILOT O.C.C.
Role:
Elite Soldiers
PL 11 (175)
STRENGTH
2/7 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- Republic of Japan Soldier), Equipment 2 (Gear), Ranged Attack 3

Powers:
"SAMAS Power Armor" (Flaws: Removable) [80]
Enhanced Strength 5 (10)
Protection 10 (Extras: Impervious 11) (21)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Flight 8 (500 mph) (16) -- (17)
AE: Speed 5 (60 mph) (5)
"Rocket Launcher" Blast 10 (Feats: Reach 3) (Extras: Area- 30ft. Burst) (33)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
-- (100 points)

"Military Hardware" (Flaws: Easily Removable) [24]
"Particle Beam Rifle" Blast 14 (Feats: Ranged 3) (Extras: Penetrating 8) (39 points)

Equipment:
"Military Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
SAMAS Punch +5 (+7 Damage, DC 22)
Particle Beam +7 (+14 Ranged Damage, DC 29)
Rocket Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+12 SAMAS Armor), Fortitude +4, Will +4

Complications: 
Responsibility (The Republic of Japan)

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 104 / Defenses: 13 (175)

-Inexplicably, Rifts Japan offers us a pointy-eared, superior version of the Coalition's SAMAS, justifying it as a "Pre-Rifts" design that was simply modified overseas. These pilots are treated as heroic, just warriors, instead of power-hungry douchebags like the Coalition are said to be. The book contains a HUGE bit by Erin Tarn on the destruction of the Great Library of Chi-Town, which she believes was the Coalition shutting down any access to learning materials that could threaten them- she has seen video that the SAMAS was created by the American Empire, Pre-Rifts. The actual description of the class is ridiculously minor, and the title even drops the distinctive, universal "O.C.C." naming.

-The "Samurai Class" SAMAS has 40 more MDC than a normal one, and replaces the Rail Gun with a Beam Rifle... which is also more powerful. So basically, this thing is a Better SAMAS, hitting PL 11-ish stats.

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Glitter Force Trooper

Post by Jabroniville » Fri Jul 27, 2018 12:15 pm

GLITTER FORCE O.C.C.
Role:
Elite Soldiers
PL 11 (174)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- Republic of Japan Soldier), Equipment 2 (Gear), Ranged Attack 3

Powers:
"Glitter Boy Power Armor" (Flaws: Removable) [56]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) (5)
Enhanced Strength 4 (8)
Protection 15 (Extras: Impervious 13) (28)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)
Senses 8 (Infravision, UV Vision, Extended Vision 2, Distance Sense, "Radar"- Ranged Radius Radio Sense) (8)
Speed 5 (60 mph) (5) -- (6)
  • AE: Leaping 3 (60 feet) (3)
Features 1: Food Compartments (1)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
-- (70 points)

"Boom Gun" (Flaws: Easily Removable) (Features: Limited to ST 5+) [47]
"Rail Gun" Blast 15 (Feats: Improved Critical, Ranged 2) (Extras: Penetrating 12) (Quirks: Requires Planting in the Ground) (44)
Linked to
"BOOM!" Dazzle Hearing 8 (Extras: Area- 120ft. Burst +3) (Flaws: Touch Range) (32)
-- (76 points)

Equipment:
"Military Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Robot Punch +5 (+8 Damage, DC 23)
Boom Gun +7 (+15 Ranged Damage & +8 Affliction, DC 35 & 18)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+16 Glitter Boy), Fortitude +4, Will +4

Complications:
Responsibility (The Republic of Japan)

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 103 / Defenses: 13 (174)

-Yes, there are also Glitter Boys in Japan. This is a pretty bizarre turn of events, and one I don't really care for. It robs the nation of its uniqueness, and simply adds on more Glitter Boy Variations without any real "flavor text" or anything like that. The class's Skills are very similar, yet oddly different, compared to the SAMAS Pilots'- only this one gets "Weapon Systems" or "Read Sensory Equipment". These Skills seem very arbitrary.

-Naturally, the armors and suits are in entirely different sections of the book. And apparently the Republic of Japan uses more Glitter Boys than ANYWHERE ELSE IN THE WORLD, which seems completely insane. Like... why not just design a bunch of Giant Mechs. Palladium clearly knows what those are- THEY MADE THE ROBOTECH GAME! So why simply replicate something from the Main Rulebook (right down to copying a page's worth of stats directly)? Did they just want to make GBs more ubiquitous to the setting? Oh wait... Kevin Siembieda re-wrote most of this book. And he's a Glitter Boy mark. He just wanted his precious pets all over the setting.

-This Glitter Boy Pilot is a more "Soldier-y" version of the Mercenaries expected in North America, typically used to working in teams alongside other soldiers, rather than being mercs. This makes them a bit weaker offensively in my version (though in the Palladium rules, most guys are about as good as each other to start with), as they're more "one of the group", though you'd think actual military training might make them less Mook-y. A PC version of this would probably be the PL 12 version that my Main Rulebook Glitter Boy O.C.C. is, to be fair. I just figured I'd give this guy the same statline as everybody else.

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

Post by Sidious » Sat Jul 28, 2018 12:31 pm

Actually it makes sense that Japan has the SAMAS and Glitter Boy armor. They were probably deployed models to the American military bases on Okinawa before the Cataclysm.

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

Post by Jabroniville » Sat Jul 28, 2018 5:07 pm

Yeah, there's a bit on the SAMAS origins from Erin Tarn in that book (because even a land she's never visited has a Tarn section). I just didn't care for it.

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

Post by Batgirl III » Sat Jul 28, 2018 5:15 pm

The “has more Glitter Boys than anyone else” bit was clearly retcon’d by the reveal that Quebec has oodles of the things and the only known factory capable of producing more.

(Retcons in a post-apocalyptic setting where lost technology and paranoid secret-keeping governments abound don’t bother me. They actually make sense in this genre.)
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Re: Jab's Rifts Builds (Mystic Ninja, Tengu, Cyber Samurai)

Post by Jabroniville » Sat Jul 28, 2018 5:46 pm

GLITTER FORCE O.C.C. ("Point" Variant)
Role:
Elite Soldiers
PL 11 (156)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- Republic of Japan Soldier), Equipment 2 (Gear), Ranged Attack 3

Powers:
"Glitter Boy Power Armor" (Flaws: Removable) [54]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) (5)
Enhanced Strength 3 (7)
Protection 12 (Extras: Impervious 13) (25)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)
Senses 8 (Infravision, UV Vision, Extended Vision 2, Distance Sense, "Radar"- Ranged Radius Radio Sense) (8)
Speed 5 (60 mph) (5) -- (6)
AE: Leaping 3 (60 feet) (3)

Features 1: Food Compartments (1)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)

"Multi-Barrel Laser Rifle" Blast 14 (Feats: Ranged 3) (Extras: Penetrating 8) (39) -- (41)
  • AE: "AT-200 III Rail Gun" Blast 10 (Feats: Ranged 2) (Extras: Penetrating 5) (27)
  • AE: "Smoke Dispensers" Concealment (Visuals) 2 (Extras: Area- 30ft. Cloud +2) (8)
-- (106 points)

Equipment:
"Military Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Robot Punch +5 (+7 Damage, DC 22)
Boom Gun +7 (+14 Ranged Damage, DC 34)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+14 Glitter Boy), Fortitude +4, Will +4

Complications: 
Responsibility (The Republic of Japan)

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 85 / Defenses: 13 (156)

-These are basically "Weaker Glitter Boys", with some odd Wayne Breaux art that makes them look "camouflaged", but might just be how he draws their shiny carapaces this week. The "Point" variant is smaller, more mobile (though it has the same speed stats, because Palladium is weird that way), and has weaker weaponry, being a "middle tier" between GBs and Infantrymen. The newer guns are attached to the Robot, and not much compared to Boom Guns, but still very powerful.

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

Post by Spectrum » Tue Jul 31, 2018 11:12 pm

Just saw that Bundle of Holding has two Rifts bundles running for the next few weeks.

Essentials
Worldbooks

Dunno if there's anything really worth getting in there other than getting it cheaper.
We rise from the ashes so that new legends can be born.

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Glitter Boy Hawkeye

Post by Jabroniville » Tue Jul 31, 2018 11:21 pm

GLITTER FORCE O.C.C. ("Hawkeye" Glitter Boy)
Role:
Elite Soldiers
PL 11 (178)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- Republic of Japan Soldier), Equipment 2 (Gear), Ranged Attack 3

Powers:
"Glitter Boy Power Armor" (Flaws: Removable) [83]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) (5)
Enhanced Strength 4 (8)
Protection 15 (Extras: Impervious 13) (28)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
"Laser Resistant" Immunity 10 (Laser Damage) (Flaws: Limited to Half-Effect) (5)
Senses 8 (Infravision, UV Vision, Extended Vision 2, Distance Sense, "Radar"- Ranged Radius Radio Sense) (8)
Speed 5 (60 mph) (5) -- (6)
AE: Leaping 3 (60 feet) (3)

Features 1: Food Compartments (1)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)

"Missile Launcher" Blast 10 (Feats: Ranged 3) (Extras: Area- 30ft. Burst) (33)
-- (103 points)

"Multi-Barrel Laser Rifle" (Flaws: Easily Removable) [24]
Blast 14 (Feats: Ranged 3) (Extras: Penetrating 8) (39 points)

Equipment:
"Military Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Robot Punch +5 (+8 Damage, DC 23)
Boom Gun +7 (+15 Ranged Damage & +8 Affliction, DC 35 & 18)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+16 Glitter Boy), Fortitude +4, Will +4

Complications: 
Responsibility (The Republic of Japan)

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 107 / Defenses: 13 (178)

-"Glitter Boy With Missiles". That's all they had to say. It's 100% identical to the regular Glitter Boy, but instead has Missiles attached to it, and a weaker regular weapon (the same one that's on the "Point" GB). It's another Breaux pic, this one with a very long multi-barrelled cannon thingie.

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

Post by Ares » Tue Jul 31, 2018 11:33 pm

That was always a weird question: Why did the original Glitter Boys ONLY have the Boom Gun?

I mean, sure, anything they hit with it tends to go away very quickly, but it's a gun that works best against really big and/or not particularly fast targets. Given how many weapon systems most suits of power armor have slapped on them, giving the Glitter Boy some missile launchers on their hips or shoulder, some kind of normal gun on their forearm and maybe a vibro-blade in one or both wrists would help keep the Glitter Boy from being completely screwed if the enemy does the completely random thing of "take out its really big gun".

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