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

Where in all of your character write ups will go.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Ursan Forest Steed

Post by Jabroniville »

Image

URSAN FOREST STEED
Role:
Weird Bear-Monster
PL 12 (95)
STRENGTH
8 STAMINA 9 AGILITY 1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 2 PRESENCE -2

Skills:
Athletics 4 (+12)
Expertise (Survival) 5 (+7)
Insight 3 (+5)
Intimidation 6 (+4, +5 Size)
Perception 6 (+8)

Advantages:
All-Out Attack, Close Attack 4, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Extended Scent) [3]
"Animal Physiology" Speed 3 (16 mph) [3]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Strength-Damage +2 (Feats: Reach) [3]
Protection 1 [1]

Offense:
Unarmed +13 (+10 Damage, DC 25)
Initiative +1

Defenses:
Dodge +11 (DC 21), Parry +9 (DC 19), Toughness +10, Fortitude +9, Will +5

Complications:
Disabled (Animal)- Ursans cannot speak to humans, nor use their hooves to easily manipulate objects.

Total: Abilities: 44 / Skills: 24--12 / Advantages: 9 / Powers: 15 / Defenses: 15 (95)

-And of course there's an Alien Mega-Bear. But Ursan "Forest Steeds" are kinda dog-like and have itty-bitty heads, which is contrary to most predators. Oh and also they're easily domesticated and are loyal like dogs, and can also be ridden or used as beasts of burden. Statistically, they're remarkably good- unimpressive hitting power and durability by Rifts standards, but five attacks and +4 to hit. This makes them PL 11.5 on offense.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Bionic Horses

Post by Jabroniville »

Image

BIONIC HORSE (Partial Conversion)
Role:
Cyber-Horse
PL 8 (63)
STRENGTH
5 STAMINA 7 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Athletics 6 (+11)
Close Combat (Unarmed) 1 (+5)
Expertise (Survival) 2 (+3)
Insight 3 (+4)
Intimidation 6 (+4, +5 Size)
Perception 6 (+7)

Advantages:
All-Out Attack, Attractive (To Women), Great Endurance, Improved Critical (Hooves), Power Attack

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
"Animal Physiology" Speed 3 (16 mph) [3]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Strength-Damage +1 (Feats: Reach) [2]

"Bionic Chest Armor" Protection 4 [4]

Offense:
Unarmed +5 (+6 Damage, DC 21)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +11, Fortitude +9, Will +4

Complications:
Disabled (Animal)- Horses cannot speak to humans, nor use their hooves to easily manipulate objects.

Total: Abilities: 16 / Skills: 24--12 / Advantages: 5 / Powers: 17 / Defenses: 13 (63)

---

BIONIC HORSE (Full Conversion)
Role:
Cyber-Horse
PL 11 (74)
STRENGTH
7 STAMINA 7 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Athletics 6 (+11)
Close Combat (Unarmed) 1 (+5)
Expertise (Survival) 2 (+3)
Insight 3 (+4)
Intimidation 6 (+4, +5 Size)
Perception 6 (+7)

Advantages:
All-Out Attack, Attractive (To Women), Great Endurance, Improved Critical (Hooves), Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
"Animal Physiology" Speed 4 (30 mph) [4]
Leaping 1 (15 feet) [1]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Strength-Damage +1 (Feats: Reach) [2]

"Bionic Chest Armor" Protection 7 [7]

Offense:
Unarmed +5 (+8 Damage, DC 23)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +5 (DC 15), Toughness +14, Fortitude +9, Will +4

Complications:
Disabled (Animal)- Horses cannot speak to humans, nor use their hooves to easily manipulate objects.

Total: Abilities: 20 / Skills: 24--12 / Advantages: 6 / Powers: 19 / Defenses: 14 (74)

-Another goofy idea, these horses are actually CYBORGS- see, Russian Horsemen loved horses so much that they were bummed they couldn't field them in modern warfare, so of course they made cyborgs out of them, and the horses adapted to this surprisingly well!

-Bionic Horses aren't great fighters, but have very good durability- one of the few Rifts things that actually scales up the durability as it gets bigger, as a Horse is more durable than a typical human cyborg (but not a heavy 'Borg). A Partial Conversion Horse is +11 Toughness, and a Full Conversion +14!
Last edited by Jabroniville on Mon May 03, 2021 1:16 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

The Sovietski

Post by Jabroniville »

Image
Image

THE SOVIETSKI:
-And now, buried wayyyyyyyyyyyyyyyy in the back of the book, comes the Sovietski! These bleed of either "something Kevin came up with at the last minute" or "the writer included it and Kevin needed page-space so this is what he kept". They stem from a military base that survived the Great Cataclysm by locking down, retaining the Soviet ideals, as Rifts Earth had a newly-returned Soviet Union during the Cataclysm because they wanted Soviet guys in the game, I guess. They lost much territory to the Warlords as they grew in power- the Sovietski were more advanced, but were unprepared for the Warlords rapidly gaining steam with better technology, and they were also more likely to hide and not put their names out there- something the power-hungry Warlords had no issue with doing.

-The Sovietski apparently have high tech, but because Wayne Breaux designed all their stuff they look like total ass-clowns, with dark shades and mohawks of spikes on all their helmets.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Catholic Priest

Post by Jabroniville »

CATHOLIC PRIEST O.C.C.
Role:
Man of God, NPC Class
PL 7 (70)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+5)
Expertise (Religion) 8 (+9)
Expertise (Demon & Monster Lore) 6 (+7)
Expertise (Survival) 2 (+4)
Perception 2 (+4)
Persuasion 4 (+6)
Technology 2 (+2)
Vehicles 1 (+5)

Advantages:
Equipment 7 (Hodgepodge M.D.C. Armor, Rifle), Ranged Attack 1

Powers:
Features 1: May Bless Water [1]
Enhanced Will 2 (Flaws: Limited to vs. Demons) [1]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Vibro-Blade +5 (+7 Damage, DC 22)
Rifle +5 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+7 Armor), Fortitude +4, Will +4

Complications:
Motivation (Spreading the Word)
Responsibility (The Church)

Total: Abilities: 40 / Skills: 28--14 / Advantages: 8 / Powers: 2 / Defenses: 6 (70)

-I... what? A CATHOLIC PRIEST O.C.C.? Like, Russia has around 140,000 Catholics in our time, from what I can tell, but surely the Eastern Orthodox church is much larger? And much more culturally aligned with, and a bigger part of, Russia? But nope- there are many "Enclaves" preaching that they're the "one true church" in Russia, with a Russian Pope and everything. Oh wait it indicates that this is the "Russian Catholic Orthodox Church" which means they actually cocked up and used the wrong term. oh, Rifts.

-Naturally, this is expected to be an NPC class and it warns you against playing a religious character for fear of offending fellow players and being disruptive. Mind you, this is the game that repeatedly includes "Annoy your Friends" Insanity Tables in every book. Their skill selection is absolute garbage (a tiny handful of basics, then 3 & 2 from the other two categories), so it's probably for the best it doesn't recommend playing them.
User avatar
Batgirl III
Posts: 3626
Joined: Tue Nov 08, 2016 6:17 am
Location: Portland, Oregon

Re: Jab's Rifts Builds (Mantis & Demonfist 'Borgs! Megahorse!)

Post by Batgirl III »

As a matter of fact, the Orthodox Catholic Church is the official name of the religion usually referred to as the Eastern Orthodox Church. Roughly 200 million practicioners, worldwide, with a little more than half of them living in Russia, it’s the second largest Christian denomination in the world after the Roman Catholic Church.

The four largest denominations all call themselves “Catholic,” the Roman Catholic Church is the largest on earth and the best known in the West; the three main branches of Christianity in the East are the Eastern Orthodox Church (Greece, Russia, various former Soviet Bloc states), Oriental Orthodox Church (largely found in Egypt, Ethiopia, Eritrea, and India) and Church of the East (“Nestorian Church” largely in Iraq, Syria, and Ira ) had always identified themselves as Catholic... and once upon a time, all four were part of the same denomination until various schisms happened over the millennia.

But, frankly, I doubt Palladium Books knows any of that and they probably stuck an O.C.C. for a Roman Catholic clergyman into the section on sci-fi Neo-Marxists... because.... um... MOAR MEGADAMAGE!
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Sovietski Police

Post by Jabroniville »

Image

TYPICAL SOVIET POLICE OFFICER O.C.C.
Role:
Peacekeeper
PL 8 (72)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Police Officer) 6 (+7)
Expertise (Survival) 2 (+4)
Perception 3 (+5)
Persuasion 2 (+3)
Stealth 3 (+5)
Technology 4 (+5)
Vehicles 3 (+7)

Advantages:
Equipment 8 (Red Star M.D.C. Armor, Motorcycle, Rifle), Improved Initiative, Ranged Attack 2

Offense:
Unarmed +6 (+2 Damage, DC 17)
Vibro-Blade +6 (+7 Damage, DC 22)
Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +6

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3 (+10 Armor), Fortitude +5, Will +4

Complications:
Responsibility (State Peacekeepers)

Total: Abilities: 42 / Skills: 26--13 / Advantages: 11 / Powers: 0 / Defenses: 6 (72)

-haha, he has dark shades and looks every bit like a Future Cop Stereotype, riding on his motorcycle while pointing his gun and frowning. Sovietski Police are a branch of the military and keep the peace in various outlying communities. They look like Soldiers & have the same gear, but are seen as less experienced and worse overall.

-Sovietski Police actually have a solid combat spread, with good gear and +1 to strike & parry, but again, garbage skills. A large proportion of Police Officers will also have some degree of bionics.
User avatar
Batgirl III
Posts: 3626
Joined: Tue Nov 08, 2016 6:17 am
Location: Portland, Oregon

Re: Jab's Rifts Builds (Mantis & Demonfist 'Borgs! Megahorse!)

Post by Batgirl III »

So... They just glued some spikes on an East-Meg Judge from 2000 AD...
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Mantis & Demonfist 'Borgs! Megahorse!)

Post by Jabroniville »

Batgirl III wrote: Wed Apr 28, 2021 3:12 am As a matter of fact, the Orthodox Catholic Church is the official name of the religion usually referred to as the Eastern Orthodox Church. Roughly 200 million practicioners, worldwide, with a little more than half of them living in Russia, it’s the second largest Christian denomination in the world after the Roman Catholic Church.

The four largest denominations all call themselves “Catholic,” the Roman Catholic Church is the largest on earth and the best known in the West; the three main branches of Christianity in the East are the Eastern Orthodox Church (Greece, Russia, various former Soviet Bloc states), Oriental Orthodox Church (largely found in Egypt, Ethiopia, Eritrea, and India) and Church of the East (“Nestorian Church” largely in Iraq, Syria, and Ira ) had always identified themselves as Catholic... and once upon a time, all four were part of the same denomination until various schisms happened over the millennia.

But, frankly, I doubt Palladium Books knows any of that and they probably stuck an O.C.C. for a Roman Catholic clergyman into the section on sci-fi Neo-Marxists... because.... um... MOAR MEGADAMAGE!
ah, my mistake. I looked up "Number of Catholics in Russia" and that was not mentioned. I hadn't known it had an "official" name that included "Catholic" in it.
User avatar
Batgirl III
Posts: 3626
Joined: Tue Nov 08, 2016 6:17 am
Location: Portland, Oregon

Re: Jab's Rifts Builds (Mantis & Demonfist 'Borgs! Megahorse!)

Post by Batgirl III »

To be fair, the vast majority of the time anyone in the English-speaking world says “Catholic” they are referring to the Roman Catholic Church... and it’s been that way since 1054 CE.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Soviet Soldier

Post by Jabroniville »

Image

TYPICAL SOVIET SOLDIER O.C.C.
Role:
Regular Grunt
PL 8 (72)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Police Officer) 6 (+7)
Expertise (Survival) 2 (+4)
Perception 3 (+5)
Persuasion 2 (+3)
Stealth 3 (+5)
Technology 4 (+5)
Vehicles 3 (+7)

Advantages:
Equipment 8 (Red Star M.D.C. Armor, Motorcycle, Rifle), Ranged Attack 2

Offense:
Unarmed +6 (+2 Damage, DC 17)
Vibro-Blade +6 (+7 Damage, DC 22)
Rifle +6 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+10 Armor), Fortitude +5, Will +4

Complications:
Responsibility (State Peacekeepers)

Total: Abilities: 42 / Skills: 26--13 / Advantages: 10 / Powers: 0 / Defenses: 7 (72)

-The Soviet Army is staffed by fairly well-trained guys with access to high-quality gear, but they're pretty generic overall. The spikey helmets are their distinctive trait, making them... KIND of stand out, I guess?

-A Soviet Soldier is like a Police Officer, minus some Initiative but with a bonus to Dodge. Again, TRASH Skill selection.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Sovietski Light Machine ‘Borg

Post by Jabroniville »

Image

SOVIETSKI LIGHT MACHINE CYBORG O.C.C.
Role:
Cyborg Soldier
PL 10 (111)
STRENGTH
6 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Police Officer) 6 (+7)
Expertise (Survival) 2 (+4)
Perception 3 (+5)
Persuasion 2 (+3)
Stealth 3 (+5)
Technology 4 (+5)
Vehicles 3 (+7)

Advantages:
Equipment 8 (Red Star M.D.C. Armor, Motorcycle, Rifle), Ranged Attack 2

Powers:
"Wrist-Blaster" Blast 10 (20) -- [21]
AE: "Concealed Vibro-Swords" Strength-Damage +2 (Feats: Split) (3)

Protection 6 [6]
Leaping 1 (15 feet) [1]
Speed 3 (16 mph) [3]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Vibro-Swords +6 (+8 Damage, DC 23)
Rifle/Blaster +6 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+13 Armor), Fortitude +5, Will +4

Complications:
Responsibility (State Peacekeepers)

Total: Abilities: 50 / Skills: 26--13 / Advantages: 10 / Powers: 31 / Defenses: 7 (111)

-Sovietski 'Borgs, by contrast to most Russian ones, look very human by design. The Light Cyborgs are alright, with some decent basic gear. I just noticed they and the basic Russian Light 'Borg have Wrist-Blasters with a bizarre attribute where they're 3D6 M.D., but will double that if both blasters fire upon the same target... but the target has to be at least twice human size. Nothing else in the game I've ever seen is anything like that! At least this one explains you're supposed to use the Soldier as the template.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Sovietski Heavy Machine ‘Borg

Post by Jabroniville »

SOVIETSKI HEAVY MACHINE CYBORG O.C.C.
Role:
Heavy Cyborg Soldier
PL 11 (155)
STRENGTH
9 STAMINA 5 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Police Officer) 6 (+7)
Expertise (Survival) 2 (+4)
Perception 3 (+5)
Persuasion 2 (+3)
Stealth 3 (+5)
Technology 4 (+5)
Vehicles 3 (+7)

Advantages:
Equipment 8 (Red Star M.D.C. Armor, Motorcycle, Rifle), Ranged Attack 4

Powers:
"Palm-Blaster" Blast 10 (20) -- [21]
  • AE: "Concealed Vibro-Swords" Strength-Damage +1 (Feats: Split) (3)
Protection 6 [6]
Leaping 1 (15 feet) [1]
"Jet-Assisted Leaps" Leaping 3 (120 feet) [3]
Speed 5 (60 mph) [5]
Senses 4 (Infravision, Ultravision, Extended Vision & Hearing) [4]
Comprehend 2 (Languages) [4]
Communication 2 (Radio) (Extras: Area) [10]
Features 4: Gyro-Compass, Clock Calendar, Bionic Lung, ID Computer [4]

Offense:
Unarmed +8 (+9 Damage, DC 24)
Vibro-Swords +8 (+10 Damage, DC 25)
Rifle/Blaster +8 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +5 (+15 Armor), Fortitude +7, Will +4

Complications:
Responsibility (State Peacekeepers)

Total: Abilities: 64 / Skills: 26--13 / Advantages: 12 / Powers: 58 / Defenses: 8 (155)

-Even the Heavy 'Borgs look human, but they're 8-9 feet tall and very bulky. Naturally they can have almost anything added to them, just like the Light Machine Cyborgs, but they're IMMENSELY durable with Heavy Armor, sporting 500+ M.D.C. and being Toughness +15. They're PL 9 on offense (gaining an extra attack in addition to bonuses to hit & parry) and PL 10.5 on defense.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Thunderhammer Shocktrooper

Post by Jabroniville »

Image

THUNDERHAMMER SHOCKTROOPER (Heavy Machine Cyborg)
Role:
Heavy Cyborg Soldier
PL 11 (143)
STRENGTH
9 STAMINA 5 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Police Officer) 6 (+7)
Expertise (Survival) 2 (+4)
Perception 3 (+5)
Persuasion 2 (+3)
Stealth 3 (+5)
Technology 4 (+5)
Vehicles 3 (+7)

Advantages:
Equipment 8 (Red Star M.D.C. Armor, Superfluous Hammer & Sickle- Blaster & Non-Extra Damaging Thing, Motorcycle, Rifle), Ranged Attack 2

Powers:
"Mini-Missiles" Blast 11 (Feats: Extended Range 2) (Extra: Area- 30ft. Burst) (35) -- [37]
  • AE: "Plasma Ejector" Blast 13 (Feats: Extended Range 2) (28)
  • AE: "Vibro-Black Knuckle Claws" Strength-Damage +3 (Feats: Split) (Extras: Penetrating 8) (12)
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Concealed Extra Appendage" Extra Limb 1 [1]

Protection 6 [6]
Leaping 1 (15 feet) [1]
Speed 5 (60 mph) [5]

Offense:
Unarmed +6 (+9 Damage, DC 24)
Vibro-Knuckles +6 (+12 Damage, DC 27)
Rifle/Blasters +6 (+10 Ranged Damage, DC 25)
Plasma Ejector +6 (+13 Ranged Damage, DC 28)
Missiles +11 Area (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +5 (+15 Armor), Fortitude +7, Will +4

Complications:
Responsibility (State Peacekeepers)

Total: Abilities: 52 / Skills: 26--13 / Advantages: 10 / Powers: 55 / Defenses: 12 (143)

-There are three specific "Shocktrooper" designs, because Ramon Perez just happened to draw three different robots with stars on them, so BY GOD, the Sovietski also have inhuman-looking 'Borgs. The Thunderhammer Shocktrooper looks like a walking barrel and is absolutely covered with weapons... in the bio, because the actual image is just of a robot-lookin' dude holding a literal hammer and sickle, so Kevin just piled all that shit on for whatever reason.

-With full armor, the Thunderhammer will have 620 M.D.C., which is Glitter Boy territory. The book justifies the high-tech with the fact that the Sovietski are one of those standard "The Golden Age Never Ended" groups that maintained all their old gear, so they're allowed to be unbalanced. This is, at least, their most elite unit. They don't have an extra attack, but are +1 to hit and +3 to parry. Hilariously it carries the distinctive Hammer & Sickle as signature weapons, but neither does as much damage as their regular unarmed attacks if they use the "optional" knuckles. Thanks to a Plasma Ejector, they're also just as dangerous at range, though specialize in taking punishment.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Thunderstrike Shocktrooper

Post by Jabroniville »

Image

THUNDERSTRIKE SHOCKTROOPER (Heavy Machine Cyborg)
Role:
Ultra-Durable Cyborg, Disappointing 'Borg
PL 11 (152)
STRENGTH
10 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 7 (+8)
Expertise (Survival) 2 (+4)
Perception 3 (+5)
Persuasion 2 (+3)
Technology 4 (+5)
Vehicles 3 (+7)

Advantages:
Close Attack 1, Equipment 8 (Red Star M.D.C. Armor, Vibro-Sword +1, Rifle), Ranged Attack 3

Powers:
Protection 9 (Extras: Impervious) [18]
Leaping 1 (15 feet) [1]

"Jet Pack" Flight 6 (120 mph) (12) -- [13]
AE: Speed 5 (60 mph) (5)

"Wrist-Mounted Rail Guns" Blast 13 (Feats: Extended Range 3) (29) -- [30]
  • AE: "Vibro-Blade Knuckle Claws" Strength-Damage +4 (Feats: Split) (Extras: Penetrating 6) (11)
Offense:
Unarmed +6 (+10 Damage, DC 25)
Vibro-Sword +6 (+11 Damage, DC 26)
Vibro-Knuckles +6 (+14 Damage, DC 29)
Rail Guns +6 (+13 Ranged Damage, DC 28)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+16 Armor), Fortitude +7, Will +4

Complications:
Responsibility (State Peacekeepers)

Total: Abilities: 60 / Skills: 24--12 / Advantages: 12 / Powers: 62 / Defenses: 6 (152)

-Oh man, one of those weird Rifts things- the "LOL, this guy SUCKS!" character. The Thunderstrike troops were supposed to be elite "supercyborgs", but they were "less than spectacular", with the ultra-heavy armor making them way too slow. Kevin did this in the Coalition War Campaign book, too, dissing the Hellion & Centaur Skelebots, so I wonder if he just turned up his nose at this bug-headed art.

-HOLY GOD are these things tough- 680 M.D.C.! Glitter Boy-tier! Also they have Rail Guns built onto their friggin' wrists, Vibro-Knuckles that do so much damage (3D6 base + 4D4 for the knuckles) that I honestly think they forgot to do the math, and more. The only drawback is they don't have the combat bonuses of other Cyborgs- they lack the extra attack or great bonuses to hit or defend. This makes them a mere PL 10.5 on defense, PL 10 on offense, which is NOT great by the standards of Cyborgs.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Thunderstorm Shocktrooper

Post by Jabroniville »

Image

THUNDERSTORM SHOCKTROOPER (Heavy Machine Cyborg)
Role:
Ultra-Durable Cyborg, Mobile Artillery Unit
PL 12 (165)
STRENGTH
10 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 7 (+8)
Expertise (Survival) 2 (+4)
Perception 3 (+5)
Persuasion 2 (+3)
Technology 4 (+5)
Vehicles 3 (+7)

Advantages:
Close Attack 1, Equipment 8 (Red Star M.D.C. Armor, Vibro-Sword +1, Rifle), Ranged Attack 3

Powers:
Protection 11 (Extras: Impervious) [20]
Leaping 1 (15 feet) [1]
Speed 5 (60 mph) [5]
Senses 2 (Radius Sight, Infravision) [2]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Wrist-Mounted Rail Guns/Laser Rods/Head Laser Clusters" Blast 14 (Feats: Extended Range 3) (Extras: Multiattack) (45) -- [48]
  • AE: "Artillery Unit" Blast 15 (Feats: Extended Range 5) (35)
  • AE: "Mini-Missiles" Blast 11 (Feats: Extended Range 4) (Extras: Area- 30ft. Burst) (37)
  • AE: "Vibro-Blade Knuckle Claws" Strength-Damage +4 (Feats: Split) (Extras: Penetrating 6) (11)
Offense:
Unarmed +6 (+10 Damage, DC 25)
Vibro-Sword +6 (+11 Damage, DC 26)
Vibro-Knuckles +6 (+14 Damage, DC 29)
Artillery +6 (+15 Ranged Damage, DC 30)
Rail Guns/Etc. +6 (+14 Ranged Damage, DC 29)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+18 Armor), Fortitude +7, Will +4

Complications:
Responsibility (State Peacekeepers)

Total: Abilities: 52 / Skills: 24--12 / Advantages: 12 / Powers: 81 / Defenses: 8 (165)

-Looking like a cybernetic gorilla, the Thunderstorm is a hunched-over guy with two gigantic cannons on his back, designed to shoot missiles. A reload team is necessary for prolonged bombardment, but they're mostly designed to dish out insane damage.

-Man I was expecting "yeah pretty tough, moving on" given how much was given to the Thunderstrike as a super-durable suit and then I saw this one- *1,240 M.D.C.*! Way, WAY more durable than the Glitter Boy! That's positively insane! They also have a Blast 15 (4D4x10) super-weapon, Missiles, and more. This overall makes them PL 11 on offense, PL 12 on defense, and a real heavy-hitter.
Post Reply