Jab's Rifts Builds (Monkey Boys! Mutant Rats & Bats! Xiticix Killer!)

Where in all of your character write ups will go.
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KorokoMystia
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Re: Jab's Rifts Builds (Triax & The NGR! Gypsies! Triax Gear!)

Post by KorokoMystia » Fri Jun 21, 2019 8:26 pm

Weirdly enough, depsite the Naruni being Unpersoned away, I heard that there was a book feautring their return years later. Not sure how that happened.

Jabroniville
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Naruni Repo-Bot

Post by Jabroniville » Sat Jun 22, 2019 9:51 am

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NARUNI REPO-BOT
Role:
Super-Minions
PL 13 (180)
STRENGTH
13 STAMINA -- AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Expertise (Space Person) 4 (+4)
Investigation 4 (+5)
Perception 4 (+4)
Technology 6 (+6)

Advantages:
Close Attack 2, Equipment 6, Power Attack, Ranged Attack 6, Tracking

Powers:
"Robots"
Immunity 30 (Fortitude Effects) [30]
Protection 17 (Extras: Impervious 13) [30]
Speed 6 (120 mph) [6]

"Built-In Particle Beam Weapon" Blast 13 (Extras: Penetrating 8) (34) -- [35]
  • AE: "Flamethrower" Damage 11 (Extras: Area- 60ft. Cone) (22)
Offense:
Unarmed +11 (+13 Damage, DC 28)
Particle Beam +8 (+13 Ranged Damage, DC 28)
Flamethrower +11 Area (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +17 (+7 Impervious), Fortitude --, Will +4

Complications:
Responsibility (Naruni Enterprises)

Total: Abilities: 46 / Skills: 18--9 / Advantages: 16 / Powers: 101 / Defenses: 8 (180)

-The Naruni's Repo-Bots are basically who come after anyone who misses a debt. The Repo-Bots have organic brains, though Carella leaves it up in the air as to whom these brains belong- are they victims, willing participants, or what? And hey- these are the guys with classic Vince Martin designs- lots of rounded armor bits and shiny faceplates- his trademarks! Honestly, these are kind of a shame, in a way- it's some of his best art, and they're basically forgotten to the setting because they're so specific to Phase World. Designs this good should have been able to move on elsewhere.

-And MAN are they powerful- NINE-HUNDRED M.D.C. (which is insane even for THIS setting), built-in Rail Gun-level gear, and more. INCREDIBLE bonuses to strike, etc. Their only issue is weak Class Skills, but they get ten selections for others (which is like "Scientist O.C.C." level). This ends up making Repo-Bots an insane PL 13 defensively.

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

Prometheans

Post by Jabroniville » Sun Jun 23, 2019 7:28 am

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PROMETHEAN R.C.C.: ST +5, STA +6, INT +4, AWA +4, PRE +3, Immunity 11 (Life Support, Aging), Immunity 80 (All Damage, Limited to Half), "Ley Line Phasing" Teleport 10 (Extras: Extended, Accurate) (Flaws: Limited to Along Ley Lines, Source- 15-60 Second Ritual -1/2, Unreliable- 4/hour -1/2), "Phase Teleport" Speed 4 (Limited to Bursts), "Sense Dimensional Anomalies" Senses 6 (Detect Rifts, Alien Entities, Dimensional Pockets- All Ranged), Beginner's Luck, Jack-Of-All-Trades, "Psionics" (Empathy, Telepathy, Mind Block Defense, Total Recall & Three More From First 3 Categories), May Select Temporal Magic or Phase Powers instead of Skills [124 + Psionic/Phase Powers]

-The gigantic Prometheans are one of those "not what you'd expect" races, as the muscular, stone-like giants are actually an intelligent race, and the only one to master "Phase Technology", which allows them to move out of phase with reality. "Second-Stage" Prometheans are thirty-foot giants who've attained 10th level and a good alignment, so only the "First-Stage" are available to players. These characters run the full gamut of personality types- this is considered the "learning phase" for the immortal creatures. A Promethean is expected to gather experience while young, so they take on any possible job, and some are even evil! Redemption is a favored belief of theirs, meaning they almost never kill their own kind- a once-evil Promethean may easily turn good with a few centuries to reflect. Second-Stage Prometheans are thought of by some as gods, and can see into other universes- they never leave the safety of Phase World, unlike their younger brethren.

-The powers of a Promethean are RIDICULOUS, turning MDC damage into the equivalent in SDC, making their 1D6x100 SDC actually a VERY potent amount of toughness. This is basically like "Half-Damage" in M&M terms, since they ALSO halve traditional SDC weapon damage. This, plus their high stats and teleportation, makes them INCREDIBLY overpowered.

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

Re: Jab's Rifts Builds (Triax & The NGR! Gypsies! Triax Gear!)

Post by Jabroniville » Sun Jun 23, 2019 7:32 am

KorokoMystia wrote:
Fri Jun 21, 2019 8:26 pm
Weirdly enough, depsite the Naruni being Unpersoned away, I heard that there was a book feautring their return years later. Not sure how that happened.
I would guess that Carella's leaving being so long ago made it likely that some other author (who was probably a fan of Carella's stuff, owing to it being at the heart of so much early Rifts world-building) was able to argue for their placement again.

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

Promethean Phase Adept

Post by Jabroniville » Mon Jun 24, 2019 1:29 am

PROMETHEAN PHASE ADEPT O.C.C.
Role:
Super-Warriors
PL 9 (191 + Psionics/Phase Powers)
STRENGTH
5 STAMINA 6 AGILITY 0
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Deception 1 (+4)
Expertise (Space Person) 6 (+10)
Investigation 4 (+8)
Perception 6 (+10)
Persuasion 3 (+6)
Technology 6 (+10)
Vehicles 4 (+6)

Advantages:
Beginner's Luck, Equipment 4 (Gear), Jack-Of-All-Trades, Ranged Attack 5

Powers:
Immunity 11 (Life Support, Aging) [11]
Immunity 80 (All Damage) (Flaws: Limited to Half) [40]
Immunity 20 (Magical Effects) (Flaws: Limited to Directly-Targeted Spells) [10]

"Sense Dimensional Anomalies" Senses 6 (Detect Rifts, Alien Entities, Dimensional Pockets- All Ranged) [6]

"Ley Line Phasing" Teleport 10 (Extras: Extended, Accurate) (Flaws: Limited to Along Ley Lines, Source- 15-60 Second Ritual -1/2, Unreliable- 4/hour -1/2) (20) -- [21]
  • AE: "Phase Teleport" Speed 4 (Limited to Bursts)
"Phase Powers" (Select Six)
"Psionics" (Empathy, Telepathy, Mind Block Defense, Total Recall & Three More From First 3 Categories, Plus One From Any)

Offense:
Unarmed +8 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6 (+10 Armor), Fortitude +8, Will +7

Complications:
Responsibility (Promethean Race)- Prometheans will not kill each other, and are expected to gather experience throughout their long lives, to become more complete people.
Power Loss (Phased Bodies)- Only a Promethean's natural toughness is affected by their "Phased Bodies" power- damage to their armor comes through as normal (ugh, lots of math, probably).

Total: Abilities: 64 / Skills: 30--15 / Advantages: 11 / Powers: 88 + Phase Powers + Psionics / Defenses: 13 (191 + Phase Powers/Psionics)

-Promethean Phase Adepts are those who've mastered Phase Powers for the protection of their race. They gain an extra Immunity to Magic (though only to direct spells- magic that CREATES stuff, like a Lightning Bolt, will still be effective).

Jabroniville
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Phase Powers

Post by Jabroniville » Mon Jun 24, 2019 1:29 am

PHASE POWERS:
-There's a small handful of these only, but some are REALLY effective in combat. They are drawn from the same pool as Psionics (ISP)... and some cost so much that you're unlikely to be able to use them very often until you're a VERY high level. Most cost about 20-25 ISP, and a Promethean has between 100-400 of the stuff, so some can be spammed out pretty regularly- Phase Field is INSANELY good, lasts for one minute per level (a minute is a LOT of Action Rounds), and costs only 25 ISP per shot.

Close Rift (as the Magic Spell)
Anti-Phase (Negates Phase Powers)
D-Phase (Insubstantial)
D-Shift Distance (Reduce or Increase Distances)
D-Shift Ghost (Concealment & Insubstantial)
Dimensional Leap (Teleport + Dodge)
Fast Draw (Summons Object From Anywhere- anywhere in the galaxy for 80 ISP)
Multi-Phase (Illusory Selves)
Phase Blast (Blast 10 w/ Accuracy 1-3)
Phase Field (Divides Non-Magical Attacks by 10)
Phase Warp- Confuse (Lowers Accuracy)
Phase Warp- Displacement (Teleport Attack)
Phase Warp- Split (Body Parts Appear Elsewhere)
Spacial Distortion- Self (Harder to Hit + Speed)
Spacial Distortion- Others (As Above, but Affects Others and Lowers Their Accuracy)

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

Re: Jab's Rifts Builds (Triax Gear! Phase World! Naruni! Prometheans!)

Post by Jabroniville » Mon Jun 24, 2019 8:29 am

Much as I think the Prometheans are a pretty unique kind of "Big Good" counterpart to the Splugorth and other Big Bads in the setting, I agree with the Fatal & Friends guys- they're a bit plain. Just big, hairless, googly-eyed guys.

Jabroniville
Posts: 12534
Joined: Fri Nov 04, 2016 8:05 pm

Phase Mystic

Post by Jabroniville » Mon Jun 24, 2019 8:32 am

PHASE MYSTIC O.C.C.
Role:
Promethean Buddies
PL 6 (76 + Psionics/Phase Powers)
STRENGTH
2 STAMINA 4 AGILITY 1
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Deception 1 (+3)
Expertise (Space Person) 6 (+9)
Investigation 4 (+7)
Perception 6 (+9)
Persuasion 3 (+6)
Technology 6 (+9)
Vehicles 4 (+7)

Advantages:
Equipment 4 (Gear), Ranged Attack 3

Powers:
"Phase Powers" (Select Four)
"Psionics" (Select Three Regular Powers, and one Super-Psionic Power)

Offense:
Unarmed +8 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +4 (+7 Armor), Fortitude +5, Will +5

Complications:
Responsibility (Promethean Laws)- Phase Mystics are expected to uphold to Promethean traditions.

Total: Abilities: 46 / Skills: 30--15 / Advantages: 7 / Powers: Phase Powers + Psionics / Defenses: 8 (76 + Psionics/Phase Powers)

-ah, so Phase Mystics are the NON-Promethean versions of the Phase Adepts- acolytes trained by Prometheans with similar powers. Their powers are FARRRRRRRRRRRRRRRR diminished from those of the super-overpowered Prometheans, but Phase Powers are still rather good.

Jabroniville
Posts: 12534
Joined: Fri Nov 04, 2016 8:05 pm

Promethean Time Master

Post by Jabroniville » Wed Jun 26, 2019 3:04 am

PROMETHEAN TIME MASTER O.C.C.
Role:
Temporal Wizards
PL 9 (170 + Psionics/Phase Powers)
STRENGTH
5 STAMINA 6 AGILITY 0
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Deception 1 (+4)
Expertise (Space Person) 6 (+10)
Investigation 4 (+8)
Perception 6 (+10)
Persuasion 3 (+6)
Technology 6 (+10)
Vehicles 4 (+6)

Advantages:
Beginner's Luck, Equipment 4 (Gear), Jack-Of-All-Trades, Ranged Attack 5

Powers:
Immunity 11 (Life Support, Aging) [11]
Immunity 80 (All Damage) (Flaws: Limited to Half) [40]
"Sense Dimensional Anomalies" Senses 6 (Detect Rifts, Alien Entities, Dimensional Pockets- All Ranged) [6]

"Ley Line Phasing" Teleport 10 (Extras: Extended, Accurate) (Flaws: Limited to Along Ley Lines, Source- 15-60 Second Ritual -1/2, Unreliable- 4/hour -1/2) (20) -- [21]
  • AE: "Phase Teleport" Speed 4 (Limited to Bursts)
"Phase Powers" (Select Six)
"Psionics" (Empathy, Telepathy, Mind Block Defense, Total Recall & Three More From First 3 Categories, Plus One From Any)
"Temporal Powers" (Two Temporal Spells, plus Two Magic Spells From Levels 1-3)

Offense:
Unarmed +8 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6 (+10 Armor), Fortitude +8, Will +7

Complications:
Responsibility (Promethean Race)- Prometheans will not kill each other, and are expected to gather experience throughout their long lives, to become more complete people.
Power Loss (Phased Bodies)- Only a Promethean's natural toughness is affected by their "Phased Bodies" power- damage to their armor comes through as normal (ugh, lots of math, probably).
Disabled (Insane)- Temporal Magic is dangerous to one's sanity- even the mighty Prometheans must test on Kevin Siembieda's beloved Insanity Tables.

Total: Abilities: 64 / Skills: 30--15 / Advantages: 11 / Powers: 78 + Magic / Defenses: 13 (170 + Magic)

-A different kind of Promethean, the Time Masters are related to the Temporal Wizards of Rifts England.

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

Second-Stage Promethean

Post by Jabroniville » Wed Jun 26, 2019 10:26 am

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PROMETHEAN SECOND-STAGE R.C.C.: ST +7, STA +8, AGI -2, INT +6, AWA +5, PRE +4, Protection 9, Immunity 11 (Life Support, Aging), Immunity 80 (All Damage, Limited to One-Quarter; One-Half if Magic or Psionic), "Ley Line Phasing" Teleport 10 (Extras: Extended, Accurate) (Flaws: Limited to Along Ley Lines, Source- 15-60 Second Ritual -1/2, Unreliable- 4/hour -1/2), "Phase Teleport" Speed 4 (Limited to Bursts), "Sense Dimensional Anomalies" Senses 6 (Detect Rifts, Alien Entities, Dimensional Pockets- All Ranged), Beginner's Luck, Jack-Of-All-Trades, "Psionics" (All Regular Psionics, Plus 4 Super-Psionics), May Select Temporal Magic or Phase Powers instead of Skills, 15-30 feet tall [165 + Psionic/Phase Powers]

-15-30 feet tall, the Second-Stage Prometheans are those who've passed their Test of Maturity and entered the final stage of their lives. Immortal as always, they have a tendency to unnerve lesser beings by shifting color, form, or even their position on the dimensional plane! They are hated by the Splugorth, who've utterly failed to harm them so far. Prometheans are also beloved by most of the Gods & Supernatural Entities in the universe... ahhhhh, I see. CJ Carella has basically made them the counterparts to the Sploogs- the "Big Good" to the "Big Bad" centered in Atlantis on Rifts Earth.

-It's a bit neat, in that Carella's done enough work to actually make them FEEL DIFFERENT- whereas a lot of the early (and even later) Rifts stuff just lazily dumps a crap-ton of MDC onto things and boosts the attacks, Carella has subtley created some incredible powerhouses through unique immunities (there are NOT a lot of "Half-Immune to All Damage" things among the powerhouse races) and a unique set of "Phase Powers". So while they're super-OP, they're at least uniquely so, and a good counterpart to the insane stuff floating around Rifts Earth.

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

CCW

Post by Jabroniville » Thu Jun 27, 2019 2:15 am

THE CONSORTIUM OF CIVILIZED WORLDS:
-... it's The Federation, okay? From Star Trek? It's pretty much that. The "Good Guy" group, with 20% humans. I... wait, what? Yeah, so apparently there's humans, they arrived 10,000 years ago in space, and there's LOTS of them. And they live on Terra Prime, which is a foundational world in the "CCW".

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

CCW Troops

Post by Jabroniville » Thu Jun 27, 2019 2:17 am

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CCW O.C.C.s
Role:
Baseline Space People
PL 6 (51)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+4)
Expertise (Space Guy) 5 (+5)
Perception 3 (+4)
Technology 4 (+4)

Advantages:
Equipment 4 (Gear)

Offense:
Unarmed +4 (+3 Damage, DC 18)
Rifle +4 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +3 (+7 Armor), Fortitude +4, Will +3

Complications:
Responsibility (Good Soldier)

Total: Abilities: 36 / Skills: 14--7 / Advantages: 4 / Powers: 0 / Defenses: 4 (51)

-There's a solid handful of guys in here who are just "Soldier, But In Space". Like a lot of elite soldiers, they hit PL 8 through their armor and ranged damage, though they'd probably be beaten by your average Juicer.

Consortium O.C.C.s:
CAF TROOPER O.C.C.- PL 7 (59): FIGHTING +1, Athletics +2, Vehicles +2, Equipment +2, Ranged Attack +2 [8]
-Coalition Armed Forces Troopers are the baseline mooks of the CCW. The "equivalent of the Coalition Grunt" according to the book, they actually have options for a lot of skills, though their Class Skills are very generic and forgettable.

CAF FLEET OFFICER O.C.C.- PL 7 (72): FIGHTING +1, INT +1, AWA +1, PRE +2, Athletics +2, Technology +2, Treatment +4, Vehicles +2, Equipment +2, Ranged Attack +2, Will +2 [21]
-Fleet Officers are your "Captain Kirks" in all but name, said to have the training required to make quick decisions while far from home on exploratory missions... yeah, it's Captain Kirk. People who hesitate or are indecisive are said to be shoved into "console jobs" or unimportant roles, while their superiors blaze ahead and make careers.

Image

TVIA INSPECTOR O.C.C.- PL 6 (62): INT +1, AWA +1, Investigation +8 [11]
-The "Secret Police" class, the Treaty Violation Inspection Agency guys are said to be a combination of lawyer, cop, detective, and spy- as you can imagine, they're mistrusted by the populace and wield an enormous amount of influence. Their O.C.C. Picture is basically of a weirdly science-looking guy with stuff on his head- a far cry from "Generic Military Dude" you see in the rest of the CCW O.C.C.s. Their skill-set is actually REALLY BAD, though- basically it's just Investigation and nothing else the Troopers & Fleet Officers don't do, but better.

CAF SCIENTIST O.C.C.- PL 6 (57): INT +2, Technology +4 [6]
-Man, talk about "filler". This class couldn't be more generic- just a teeny-tiny bit of Class Skills laid out, though they get the standard twelve "Other" skills similar to most "Smart Guy" classes. Honestly, he should end up similar to one of the Main Rulebook smart guys as much as anything.

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

Noro

Post by Jabroniville » Fri Jun 28, 2019 2:19 am

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NORO R.C.C.: INT +2, AWA +3, PRE +2, "Psionics" (Empathy, Object Read, See Aura, Telepathy, Mind Block) [14 + Psionics]
-Because CJ Carella is a good World Builder, he included stuff like the Noro- a psionic race that could be thought of as Vulcan-ish (ie. the "Main non-human aspect of the Federation"), but gave them some good backstory. Apparently various Noro governments touched down on a nearby world (Ironee, because... um, Carella is worse at subtlety than he is good at world-building), making alliances with various native tribes there. It was planned to be an occupation, but turned into a World War, as various Noro & Ironee alliances formed up and fought each other. In the end, the Ironee were wiped out in a self-created nuclear holocaust (technologically-advanced but frightened and immature as a people, they lashed out, not realizing what they'd unleashed)- the Noro deposed their old governments and formed a new society out of guilt.

-Noro are native Psionics, with O.C.C.s that focus these powers further. Their only appreciable difference from humans are heightened mental stats, and a smattering of Psionic powers.

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Sidious
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Re: Jab's Rifts Builds (Triax Gear! Phase World! Naruni! Prometheans!)

Post by Sidious » Fri Jun 28, 2019 11:46 am

Any plans for "The Intruders"? I really hated those guys and much preferred using the Manhunters (from the outsourced sourcebook of same name) in their place.

greycrusader
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Joined: Fri Nov 04, 2016 11:25 pm

Re: Jab's Rifts Builds (Triax Gear! Phase World! Naruni! Prometheans!)

Post by greycrusader » Fri Jun 28, 2019 5:30 pm

The Intruders? Were those distinct from the Mechanoids? I do remember both the latter and the Manhunters, who started off as a source book for another indie company entirely.

All my best.

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