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

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

Post by catsi563 » Mon Jul 01, 2019 6:00 pm

Wolfen were always an interesting race from Palladium fantasy using a roman army society and such, I often wonder if Jim Butcher used the wolfen from Palladium Fantasy as his inspiration for the same race in the Codex Alera series
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Re: Wolfen Quatoria

Post by Jabroniville » Mon Jul 01, 2019 9:49 pm

Sidious wrote:
Mon Jul 01, 2019 1:02 pm

:) :) :) :)

::Smiles like the mad man he is::

These are without a doubt my favorite thing from Phase World.
I mean think about it. Not only does the setting have it's own Wookies, but they can also be Bionic Lawmen!

The only other thing that would make this would be a full on adaptation of the Predator type things from Aliens Unlimited by that's another show.
Haha, glad you like them :). Even the "Fatal & Friends" guys bypass their usual snark and point out how they're the exact kind of ridiculous that Rifts specializes in, and should promote.

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Seljuk

Post by Jabroniville » Tue Jul 02, 2019 11:05 am

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SELJUK R.C.C.: ST +10, STA +10, FIGHTING +2, Will +2, Immunity 20 (Energy, Half-Effect), Acute Scent, Leaping, Regeneration 2 [60]
-These repitilian-looking guys are our token "Evil-Looking Good Race", being loyal CCW people. In a pretty silly origin, they are descended from Tyrannosaurs on a magic-heavy world, which was itself saved from Ley Line Storm activity by the permanent sacrifice of every Seljuk's PPE in a magical ceremony. So again, another MDC race with no Magic. Their violent world went through many changes, ultimately ending up with a race of Proud Warrior Race guys, who see defending the weak as a privilege, and are all courageous and honorable, blah blah- they're Klingons, okay? MDC Reptilian Klingons- their remarkable strength and durability is nuts- the rules for Supernatural Strength, and these guys' bonuses (2D6 + *40*!) boost them up to +10 damage, generally.

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Draconid

Post by Jabroniville » Tue Jul 02, 2019 11:06 am

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DRACONID R.C.C.: ST +2, STA +4, AGI +1, INT +1, AWA +1, PRE +1, Bite +6, Protection 7, Low-Light Vision, Vision Detects Concealment, Regeneration 5 [43]
-A race of Dragon-like humanoids, Draconids are mammals and are said to have mysterious origins, despite having spread across the universe as "adventurers". They can be "either wizards or psychics", either gaining Ley Line Walker or Mind Melter powers. They are basically like humans but better in every way, having authentically huge MDC scores (4D6x10!), better stats across the board, and some REALLY impressive Regeneration.

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Phantom

Post by Jabroniville » Tue Jul 02, 2019 11:07 am

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PHANTOM R.C.C.: ST +2, STA +4, AGI +1, FIGHTING +1, INT +1, AWA +1, Improved Initiative, "Energy Forms" Insubstantial 4 (Limited to Non-Energy/Magic/Supernatural Creature Attacks) & Concealment (Visuals), AE: "Light Beam Form" Flight 20 (Limited Time) & Space Travel 2, Morph 4 (Any Shape), Protection 6, Infravision, Radio Vision, Ultravision, Detect Radiation (Ranged, Acute), "Energy Beams" Blast 9, Mind-Reading 4, Environment 5 (Light), Illusion (Visuals) 6 [99]

-See, now THESE things are interesting, too- Carella has really put in some work here. While there's bits and pieces of "Kenderitis" in that they could be seen as empowering annoying teammates, Phantoms are basically REALLY different creatures- psionic energy patterns more than corporeal beings, they can take various shapes, allowing them to be whatever they wish. They can shoot Energy Beams, go Insubstantial and Invisible, fly, create blinding lights, see through the entire visual spectrum, and more- all interesting bits. Many take humanoid form and humanoid lovers; some are trickers; others humorless types.

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Cosmo-Knights

Post by Jabroniville » Wed Jul 03, 2019 6:24 am

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COSMO-KNIGHT O.C.C.
Role:
Green Lantern Corps, Overpowered Class
PL 13 (255)
STRENGTH
13 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 3 PRESENCE 3

Skills:
Deception 1 (+4)
Expertise (Space Person) 7 (+7)
Expertise (Demons & Monsters) 6 (+6)
Investigation 4 (+7)
Perception 3 (+6)
Persuasion 3 (+6)
Technology 6 (+6)
Vehicles 2 (+4)

Advantages:
Improved Critical (Weapon), Power Attack, Ranged Attack 6

Powers:
"MDC Being" Protection 5 (Extras: Impervious) [10]
Flight 8 (500 mph) [16]
Movement 1 (Space Travel) (Quirks: Requires Meditation) [1]
"Galactic Awareness" Senses 1 (Direction Sense) [1]
"Bio-Regeneration" Regeneration 8 [8]
Immunity 11 (Aging, Life Support) [11]

"Cosmic Armor"
Protection 4 (Extras: Impervious 9) [13]
Immunity 20 (Energy Damage) [20]

Cosmic Blast 18 (Feats: Accurate, Increased Range 4) (Extras: Penetrating 6) (Flaws: Unreliable on last 4 Ranks) (Quirks: Half-Range in Atmosphere) [42]

"Cosmic Weapon" (Feats: Summonable) (Flaws: Removable) [22]
"Thrown Weapon" Blast 13 (26) -- (27 points)
  • AE: Strength-Damage +1 (Extras: Penetrating 9) (10)
Offense:
Unarmed +8 (+13 Damage, DC 28)
Cosmic Weapon +8 (+14 Damage, DC 29)
Thrown Weapon +8 (+13 Ranged Damage, DC 28)
Cosmic Blast +8 (+14 Ranged Damage, DC 29)
Enhanced Blast +8 (+18 Ranged Damage, DC 33)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +11 (+15 Cosmic Armor, +7 Impervious), Fortitude +8, Will +7

Complications:
Power Loss (Immunity)- A Cosmo-Knight's Immunity to Energy Effects does not apply to Magical Attacks. Extremely high-powered attacks do 1/100th damage, so a massive beam could still do a little bit of damage.
Responsibility (The Cosmic Forge)- A Cosmo-Knight is linked to the mysterious Cosmic Forge, a primal part of nature. They are of incredible power, but have a long series of vows to uphold. Failure will result in a Fallen Knight.

Total: Abilities: 76 / Skills: 32--16 / Advantages: 8 / Powers: 144 / Defenses: 11 (255)

-By far the most infamous part of the Phase World setting is the notorious Cosmo-Knight- in fact, they are more known for being overpowered than anything else in Rifts. Not the Glitter Boys, famous for their dreadful Boom Gun. Or the various MDC-Juicers available in Juicer Uprising. Or the weird aliens with thousands of MDC in Rifts Atlantis. It is the Cosmo-Knight who pretty much EVERYBODY with even a tangential knowledge of Palladium's games tends to snicker about, going "Oh yeah, and those COSMO-KNIGHTS?"

-Cosmo-Knights themselves are a very "Comic Booky" class, being created by the Power Cosmi-- I mean, Cosmic Forge, and given the power to "fight a Starship". Basically, these are Heralds of Galactus in a setting more devoted to, like... Cyborgs and stuff. It's the kind of thing Kevin Siembieda HATES (he ranted and raved about having to include Hulk/Superman/Surfer-type characters in Heroes Unlimited, basically insulting his own fans for demanding it), so it's funny to see them in a Rifts game, so bald-facedly powerful.

-CJ Carella is a wise enough writer to throw in a lot of caveats- the candidates come from all walks of life and all available races (except the most powerful ones, because god forbid you start powergaming in this setting), and are contacted by the Cosmic Forge to become one with the lifeblood of the universe. The power can corrupt, however, leading to some becoming Fallen Knights. Cosmo-Knights are not supposed to grab for positions of power, are to respect authority, and more- generally, a lot of stuff that makes them tough to play, and likely to fall- they're essentially Green Lanterns with more of a Jedi Knight caveat.

-They also succeed in the all-important aspect of "I Want To Play This"- they come with good art. Vince Martin gives off his best "Shiny Guys in Organic Armor & Faceplates" here, as various genders and races (a centaur, even!) are shown in "Cosmo-Knight" garb, said to be any color (though most people just think of them as white, since... black & white books). They've got mohawks, flowing hair, horns, bejeweled uniforms, etc.- they just look shiny, spacey and cool in a world of gritty stuff (and a LOT of Kevin Long & Wayne Breaux art in this book, so Martin's stuff really stands out).

-The sheer might of the Cosmo-Knight CAN be overstated a bit, but they're one of the most balls-crazy things you can play right out of the starting gate. Without fudging anything or doubling up with a unique R.C.C. to meta-game, a Cosmo-Knight can roll and average of 180 MDC PLUS the 500 MDC of his "Cosmic Armor"! Oh, and his "great vulnerability" is that a bunch of stuff (punches, rail guns, magic), do... ordinary damage. So you can be as vulnerable as something stronger than any Dragon Hatchling you can play. POOR BABY! Oh, and they also get better Regeneration than anybody else, and a Cosmic Blast that can go from Blast 14 (better than a SAMAS Rail Gun) to double or even QUADRUPLE damage with some PPE spent (with 1D6x100 PPE at base, this means you could do this like 4-5 times a day and be alright)!

-Overall, a Cosmo-Knight operates at a PL 11-ish level with his Cosmic Blast, Cosmic Weapon and Toughness- they're solid fighters, but not better than the REALLY quick guys in the setting. However... that power boosted Cosmic Blast upgrades them TWO PLs, making them a lot more dangerous. And they have the crazy Regeneration power, too. Their Class Skills are pretty poor, but then they get 10 selections from the "other" categories. Ultimately, a Cosmo-Knight who rolls well for durability can easily beat out the entire rest of the party, even if it's all Glitter Boys & Cyborgs, Regenerate better than them, and have limitless Energy Blasts better than most Rail Guns. So... they're O.P. WAY O.P.

Variants on Weapon:
* At the cost of some MDC or PPE (not a small amount), a Cosmo-Knight can boost the power of his weapon with one of the following.
Extra Damage: +1 to Damage. 30 points.
Energy Blast: +1 to Cosmic Blast damage, +2 to Increased Range. 40 points.
Force Field: +1-4 to Toughness. 1 point per 10 MDC in Force Field.

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Re: Jab's Rifts Builds (Naruni! Prometheans! Wolfen! Cosmo-Knights!)

Post by Spectrum » Wed Jul 03, 2019 1:22 pm

I played Rifts for a little while several years ago. It was than a little overpowered.

I eventually came across the Cosmo-Knights and made a comment that they were weak compared to the other offerings in the homebrew kitchen sink.

That got me put into an armbar chokehold.

Yeah, that was the last time I played with that group.
We rise from the ashes so that new legends can be born.

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Re: Jab's Rifts Builds (Naruni! Prometheans! Wolfen! Cosmo-Knights!)

Post by Ares » Wed Jul 03, 2019 2:29 pm

To the surprise of no one, I'm a fan of the Cosmo-Knights. Heck, I did my own custom art of one, in addition to the pick I did for Batgirl Jab used in his post.

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I don't know, it's just a perfect concept for a superhero setting, combining the notion of a Green Lantern with a Herald of Galactus and Rom's Space Knights. They look cool, they can serve their function pretty well, but I'd tweak things a little to give them the flexibility you really need for a cosmic space cop. Things like an auto-translate power or the ability to transport others through space.

Their code of conduct has to be one of the most forgiving codes I've ever seen, including things like "Don't lie . . . unless you really have to" or "Follow all the laws of the land . . . unless they're evil".

Their "weaknesses" are also pretty ridiculous, since they're basically "vulnerable" to everything that isn't electromagnetic energy. It should really be more said that they're basically immune to all forms of electromagnetic energy, rather than "they're vulnerable to magic, psionics, kinetic energy, etc.".

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Re: Jab's Rifts Builds (Naruni! Prometheans! Wolfen! Cosmo-Knights!)

Post by catsi563 » Wed Jul 03, 2019 5:45 pm

For me the limitation I basically put on them was that they were created to guard the Cosmic forge itself which was a cauldron of raw eneegry that could reshape the multiverse if it fell into the wrong hands. They would be sent on quests sometimes because the forge was itself sentinent and had access to some wisdom so there was reason for them to be out and about ie for PCs to join the groups

also the forge could rip the powers away at a whim if the Cosmo Knight fell
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Fallen Knights

Post by Jabroniville » Thu Jul 04, 2019 9:13 am

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FALLEN KNIGHTS:
-Cosmo-Knights who have fallen suffer a great reduction of power. Interestingly, Carella notes that some Fallen Knights (that is, those who proved to lack the moral fortitude to remain linked to the Cosmic Forge) actually HAVE fought their way back into good graces, but most become killers, vigilantes, and other sorts of things. These aren't just "Dark Side of the Force" guys, despite the obvious links to the Jedi, though- many are said to just be more anarchistic, rogueish, or otherwise decent people- they just couldn't hack it as knights. SOME, however, are truly evil monsters, given the nuance-lacking "100% Evil" Palladium thing.

Stats: -2 AWA, -5 ST, -2 STA, -2 AGI, No Cosmic Armor, Half-Toughness, Weapon Does only +12, Regeneration 4 only, Immunity to Energy only Half-Ranks.

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Pleasurer

Post by Jabroniville » Thu Jul 04, 2019 9:13 am

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PLEASURER R.C.C.: STA +2, AGI +2, INT +2, AWA +2, PRE +2, Languages (Various), Expertise (Dancing/Performing) 6 (+8), Morph 2 (Humanoids), Mind-Reading 8 (Limited to Subject's True Desire -2), "Psionics" (Mind Block, See Aura, Sense Evil, Empathy, plus three powers each from the three categories) [38 + Psionics]

-Shapeshifting, asexual creatures given another "Mysterious Origin", Pleasurers are sort of like the Fantasy-style Changelings in the Palladium setting- their trademark is to ascertain their target's true desire, then shapeshift into that very form. Their empathic powers also let them feel the emotions of others, so many become addicted to the thrills they give their "Clients", making them popular entertainers throughout the theme park atmosphere of the Paradise Federation. Some of them can be downright lethal (feeding off of the emotions of people falling to their deaths is an example given), while others are mere Call Girl-types.

-Pleasurers are yet another Better Than Humans In Every Way species, counting as Major Psionics as well, with nine powers plus four baseline ones, and Morph/Mind-Reading.

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The Transgalactic Empire

Post by Jabroniville » Sat Jul 06, 2019 2:57 am

THE TRANSGALACTIC EMPIRE:
-The Transgalactic Empire is our standard "Evil Empire" of the setting, led by the monstrous Kreeghor. Their backstory is interesting; they're bio-engineered creations of the Splugorth, but actually rose up and drove off their masters, showing us one of the only Sploog defeats in the setting. The Kreeghor tried to enslave or destroy every other race they encountered in the resulting attempt to conquer everything, but they soon realized they'd need allies, too. And so they recruit "near equals" from various races, giving themselves a much stronger empire.

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Space Soldiers

Post by Jabroniville » Sat Jul 06, 2019 3:00 am

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SPACE SOLDIERS O.C.C.
Role:
Baseline Space Fighters
PL 8 (90)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+8)
Expertise (Space Soldier) 7 (+7)
Intimidation 5 (+6)
Perception 5 (+6)
Technology 4 (+4)
Vehicles 2 (+6)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Ranged Attack 2

Powers:
"Trained in Space" Movement 1 (Environmental Adaptation- Zero Gravity) [2]

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Energy Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +3 (+9 Armor), Fortitude +5, Will +5

Complications:
Responsibility (Good Soldier)

Total: Abilities: 46 / Skills: 28--14 / Advantages: 20 / Powers: 2 / Defenses: 8 (90)

-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.

O.C.C.s:
IMPERIAL LEGIONNAIRE O.C.C.- PL 8 (90):
-The Transgalactic Empire's goon squad, said to have the most harsh boot camp in existence. Most are apparently Kreeghor R.C.C.s.

IMPERIAL SECURITY AGENT O.C.C.- PL 8 (112): INT +2, AWA +3, PRE +3, Deception 5 (+8), Insight 4 (+8), Persuasion 3 (+7) [22]
-The much-feared "Secret Police" of the Transgalactic Empire.

FREEDOM FIGHTER O.C.C.- PL 9 (93): FIGHTING +1, Ranged Attack +1 [3]
-The Freedom Fighters against the Transgalactic Empire humorously have about the same overall capability. They're just slightly better fighters, having been born into a century-old war.

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The Transgalactic Empire

Post by Jabroniville » Sun Jul 07, 2019 12:54 am

Much as I love Vince Martin's stuff, I swear you can't put him on a book that details multiple nations' troops. Every one of his people look like they belong to the same army, so seeing them across various Intergalactic Empires creates some odd situations, lol.
Last edited by Jabroniville on Mon Jul 08, 2019 11:51 am, edited 2 times in total.

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Machine People

Post by Jabroniville » Mon Jul 08, 2019 7:54 am

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MACHINE PEOPLE R.C.C.: STA +5, AGI +2, INT +2, AWA +2, PRE +2, No STAMINA Score, Immunity 30 (Fort. Effects), Protection 11 (Impervious 5), "Meld With Metal" Protection 2 (Source- MDC Metals), Elongation 1, Features 1 (Meld w/ Weapons to Change Damage Type), "Meld With Machines" (Vehicles +10, Technology +6), Features 5 (Constantly Powered-Up Energy Weapons) [88 - STA]

-Yet more CJ Carella stuff, as he creates a ludicrously overpowered race that nonetheless has a very intereresting, complex backstory. The Machine People were created by The Machinists, a simian-like race that were nearly wiped out 6,000 years ago by the Star Hunters. The Machine People, a race of ultra-advanced nanotechnological beings that can actually breed with each other and think independently, were created for revenge... and refused to carry out their orders. Yep- they were sentient enough to REFUSE genocide.

-However, being so powerful and frightening, the Machine People were hunted by other races. They were nearly wiped out more than once, and so they ruefully accepted the Kreeghor Empire's offer of survival through subservience, prefering that to genocide. There's even nuance with the CCW being deadlocked in a debate about whether or not they "counted" as sentient beings, so they refused to send help against the Kreeghors, leaving the Machine People feeling betrayed. This has led many to harden their hearts against the CCW, even as others become Freedom Fighters against the Kreeghors, leading M.P.s to actually FIGHT each other on the field of battle- something most find abhorrent.

-Machine People have a huge amount of MDC (Dragon Hatchling-level, if you work out the math, actually), and can add MORE with the "Meld With Metal" boosts. They can merge with machines (essentially more about piloting vehicles & armor rather than actually controlling someone else's tech), constantly power-up energy weapons (a huge ability in Rifts, which pays attention to ammo), and more. They also get a huge skill list (twelve plus six more) outside of their weak Class Skills, as if this is a Character Class and not a Racial one, because Rifts is always confusing on that front.

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