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

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

Post by Jabroniville »

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NAZEER R.C.C.: ST +8, STA +5, AGI +1, FIGHTING +6, PRE -1, Dodge +6, Athletics +4, Tracking, Uncanny Dodge, Mandibles +3, Slithering, Prehensile Tail (Extra Limb), Regeneration 1, Regrows Limbs/Organs, Extended Vision 2, Infravision, Comprehend Languages 2, "Psionics" (Telepathy, Sixth Sense, See Aura, See the Invisible, Mind Block, Resist Fatigue & Hunger, TK, TK Punch, TK Push, TK Leap, Levitate, Deaden Senses, Intuitive Combat, Psionic Invisibility, Psionic Body Field, Hydrokiensis, +2 Super-Psionics) [63 + Psionics]

-The Nazeer hail from the same world as the Glinerach, and put up a mighty fight when the Tarlok invaded. Brutality and suicidal battles followed, with the side-effect of being that when the Tarlok had finally beaten their prey down, the two had a mutual respect and admiration for each other. Now, the Nazeer are the primary Warrior-Slaves of the movement. I like the design- monstrous and with a unique attribute- that they have snake-like lower bodies.

-Nazeer are incredibly powerful, with five attacks at their base, +10 damage unarmed, +11-13 with their natural weapons, and more. Only 60-ish M.D.C. on average, though.
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Chyknz Worm

Post by Jabroniville »

CHYKNZ WORM
Role:
Bloodsucking Leeches
PL 7 (31)
STRENGTH
-4 STAMINA -3 AGILITY 0
FIGHTING -2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE --

Skills:
Athletics 10 (+5)
Close Combat (Bite) 2 (+4)
Expertise (Survival) 4 (+5)
Perception 4 (+5)

Advantages:
Close Attack 5

Powers:
Movement 2 (Aquatic, Slithering) [4]
Enhanced Strength 4 (Flaws: Limited to Grappling) [4]
"Paralytic Bite" Affliction 8 (Fort; Hindered & Dazed/Stunned & Defenseless/Paralyzed) (Extras: Extra Condition) [16]

"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +3 (-4 Damage, DC 11)
Bite +5 (-4 Damage, DC 11)
Paralytic Bite +5 (+8 Affliction, DC 18)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness -4, Fortitude +0, Will +0

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

Total: Abilities: -30 / Skills: 20--10 / Advantages: 5 / Powers: 41 / Defenses: 5 (31)

-Chyknz Worms are low-Toughness, Non-Mega-Damage creatures that will incapacitate large creatures and suck their blood try. Tarlok often use them to torture others.
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Re: Rifts: Skraypers

Post by Spam »

Jabroniville wrote: Thu Jun 17, 2021 2:11 am Image
No matter how hard I try, it's impossible to read this without my first glance seeing Sky Rapers.
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Cyden

Post by Jabroniville »

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CYDEN R.C.C.: ST +4/8, STA +6, AGI +1, INT +2, Environmental Adaptation- Aquatic, Swimming 5, Immunity (Drowning, Pressure), Enhanced Strength 4 (Source- Breen) [39]

-The Cyden are a race of low-M.D.C. aquatic people who live on a world mostly covered with "Breen"- a lavender liquid said to be as thick as olive oil. Being acutely-adapted to this habitat, they cannot survive without it and must wear special suits or have tubs of it to immerse themselves once a week. They "accept" the Tarlok inhabiting their world's surface area (10% of the total planet), and both live more or less apart from each other, as Tarlok have little ability to dive in and invade Cyden cities. Cyden have numerous political groups, but not much is gone into about them. They are reasonably okay, but much stronger with Breen (which gives them Supernatural strength- about +10 damage).
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Seleniak

Post by Jabroniville »

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SELENIAK R.C.C.: AGI +3, FIGHTING +2, Defenses +2, Benefit (Ambidexterity), Improved Disarm, Improved Trip, Move-By Action, Wall-Crawling, Environmental Adaptation- Arboreal, Speed 2, Leaping 1, Extra Limb 1 (Tail), Features: Uses Feet as Hands, Extended Vision 2 [29]

-The world of Talavera hosts three different sentient races- peaceful Seleniak, brutal Lashreg reptiles, and simple-minded Shrilt. The Lashreg constantly lashed out and demanded the Seleniak bow to them, but these intelligent, arboreal creatures refused to yield, and successfully fought back, enabling a peace of a sort. They are the closest planet to Seeron, which eventually made radio contact with the Seleniak (who had a 20th Century Earth-level of technology), and allied with them in a cultural exchange. The Lashreg made a lot of noise about it, but the true trouble came when the Tarlok did their standard first-stage assault: creating a horrible disease that wiped out over 50% of the planet's population.

-Seleniak are highly-agile creatures with a good design- long-headed, mandibled creatures looking much like Salaak of the Green Lanterns. They have an extra attack thanks to the tail, but gain extra "melee actions"- something pretty unique for Rifts, though it's essentially just actions limited to non-combat things or dodging. They are not Mega-Damage creatures.
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Lashreg

Post by Jabroniville »

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LASHREG R.C.C. (Male): ST +9, STA +5, INT -1, FIGHTING +3, AWA -2, PRE -2, Dodge +3 [27]
LASHREG R.C.C. (Female): ST +5, STA +5, FIGHTING +3, PRE -2, Dodge +3 [25]

-Lashreg are brutal reptilian creatures who share Talavera with the Seleniak, whom they always try to dominate. Lashreg have no religion beyond "Do what we say", and try to brutalize everyone into following them. They had a technology level akin to 16th Century Earth when the Tarlok invaded, and are famed weaponsmiths. General jerks, they hold grudges for a lifetime and bully anyone they see as beneath them, fearing nothing. Unusually for a warrior society, they are female-dominated, as the women are smarter and are fertile many times a year, while the males are fertile only once. So females have harems of husbands, and each family is dominated by the second-oldest female (the oldest is her advisor). They eagerly accepted the Tarlok's explanation that the disease that wiped out much of Talavera was Seeronian/Seleniak-made.

-Lashreg have about 50-ish M.D.C., with the males doing +11 unarmed and the females about +7. They have four attacks and generally make for PL 7.5 females and PL 9.5 males.
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Shrilt

Post by Jabroniville »

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SHRILT R.C.C.: STA +2, AGI +2, INT -1, AWA -2, PRE +1, Dodge +4, Athletics +4, Acrobatics +6, Benefit (Ambidexterity), Close Attack 1, Ranged Attack 1, Wall-Crawling, Environmental Adaptation- Arboreal, Speed 2, Leaping 1, Extra Limb 1 (Tail), Features: Uses Feet as Hands, Extended Vision 2 [27]

-Resembling a rejected design for the Seleniak, the Shrilt are a more primitive version of tree-dwelling creatures, being long-tailed, long-headed beings with a bit more hair. They are "mischievous and lazy" treetop-dwellers who now take to the tops of skyscrapers as well, having simple language skills but an adoration of children and the elderly. So overall they're a bit quirky, being simple-minded nomads who eat garbage and hang about on the edges of society. The Seeronians foolishly brought them to Seeron as exterminators of "Wikkles", but the clever, lazy creatures not only didn't finish the job, they've escaped and now have numerous populations all over the "skraypers" of Seeron, where they are often called "Girder Rats".
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Belangial

Post by Jabroniville »

BELANGIAL
Role:
Talaveran Pack-Hunter
PL 11 (115)- Minion Rank 6, Sidekick Rank 18
Normal Version:
PL 4-6
STRENGTH 10 STAMINA 8 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 4 (+9)
Athletics 9 (+13)
Expertise (Survival) 8 (+9)
Intimidation 9 (+7)
Perception 9 (+10)
Stealth 7 (+12)

Advantages:
Accurate Attack, Chokehold, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Prone Fighting, Seize Initiative, Uncanny Dodge

Powers:
"Animal Senses" Senses 4 (Low-Light Vision, Acute & Extended Scent, Tracking- Scent) [4]
"Natural Weapons- Claws & Teeth" Strength-Damage +1 (Feats: Split) [2]
Protection 2 [2]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [2]

Offense:
Unarmed +11 (+10 Damage, DC 25)
Claws & Teeth +11 (+11 Damage, DC 26)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +10, Fortitude +8, Will +7

Complications:
Disabled (Animal)- Belangialscannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 58 / Skills: 46--23 / Advantages: 9 / Powers: 13 / Defenses: 12 (115)

-The Belangials are elite pack-hunters on Talaveras, with animal intelligence and clever, raptor-like hunting patterns (this is, after all, just after Jurassic Park came out). My only issue with them is that they look just like the other races on their world- long-headed, long-limbed tailed creatures.

-With six attacks and +11 damage, Belangials are actually quite terrifying. As many creatures on their homeworld are not Mega-Damage entities, they are truly lethal. They appear to have no bonuses to hit, though, making them PL 11 fighters.
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Klied

Post by Jabroniville »

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KLIED R.C.C.: ST +11, STA +2, FIGHTING +2, Ranged Attack 2, Dodge +2, Flight 5 (Winged), "Energy Resitance" Protection 2 (Limited to Energy), Features (Feet Can Be Used as Hands), Favored Environment (Airborne), Enhanced Fighting 1 (Source- Airborne), Enhanced Dodge 4 (Source- Airborne), "Radar" Accurate Hearing [47]

-The winged humanoid Klied hail from a world of vast canyons and mountain ranges, with little else around them. They look to have evolved from Pteranodon-like beings, sporting beaks, wings, and hairless bodies. Males are warriors, builders and architects, while females are teachers, healers and artisans. They had a technology level around 17th Century Europe, but were invaded by the Tarlok and almost entirely enslaved. Most of their cities lie in ruin and they are often used as warriors or slave labor by their masters, who took them over 132 years ago.

-Bizarrely, Klied do tremendous Mega-Damage with their punches (4D6+33, equivalent to +13 damage), but AREN'T M.D.C. creatures, meaning that if they get into fights, they will insta-kill each other the second contact is made.
Last edited by Jabroniville on Tue Jul 06, 2021 7:39 am, edited 2 times in total.
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Re: Jab's Rifts Builds (Glinerach! Cyden! Seleniak! Lashreg!)

Post by catsi563 »

Yeah that was always one of the big goofs IMO on them. Look im strong rnough to punch holes in steel armor but ill break every bone in my arm doing it
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Nikari

Post by Jabroniville »

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NIKARI R.C.C.: ST +11, STA +10, FIGHTING +2, PRE -1, Ranged Attack 2, Dodge +2, Flight 5 (Winged), Stingers +1, Fire Blast 10, Immunity (Cold), Favored Environment (Airborne), Enhanced Fighting 1 (Source- Airborne), Enhanced Dodge 4 (Source- Airborne), "Radar" Accurate Hearing, Extended Vision 2 [83]

-Nikari are from the same world as the Klied, and are probably related. They are more insectoid, with arthropod legs, larger forearms and an exoskeleton, and are said to have a very "black and white" view of life. Very literal and logical, they will almost always fight to the death any time they are attacked, but are not bloodthirsty nor obsessed with battle- they only do this as a response to an attack, but have no "chill" when it's given. They live in an isolated part of their homeworld, and thus have only lost 26% of their number to Tarlok raids- Tarlok can't deal with the cold habitat or the mountainous terrain, and Nikari will not attack first so are given some measure of distance.

-Nikari are INCREDIBLY strong, sporting 350+ M.D.C. on average. Their stingers are preposterous- the creature as a Supernatural P.S. of something like 41 on average, and adds 3D6 to that! So it's something like 9D6 Mega-Damage with their stingers.
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Re: Jab's Rifts Builds (Glinerach! Cyden! Seleniak! Lashreg!)

Post by catsi563 »

Nikari are INCREDIBLY strong, sporting 350+ M.D.C. on average. Their stingers are preposterous- the creature as a Supernatural P.S. of something like 41 on average, and adds 3D6 to that! So it's something like 9D6 Mega-Damage with their stingers.

yeah the strength on some of these is insane, my Pneuma Bioform ended up with 46 supernatural PS nearly as max as it gets.

the kiled average 48 and the nikari 42 on average which is ridiculous
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Blhaze

Post by Jabroniville »

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BLHAZE R.C.C.
Role:
Flying Blasters, Rebel Leaders
PL 13 (238), PL 14 (238) When Flying Uncontained
STRENGTH
12 STAMINA -- AGILITY 4
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Deception 1 (+5)
Insight 2 (+6)
Intimidation 4 (+8)
Investigation 2 (+6)
Perception 8 (+12)
Persuasion 5 (+9)
Technology 2 (+5)

Advantages:
Favored Environment (Airborne), Inspire, Power Attack, Ranged Attack 9

Powers:
"Energy Beings"
Immunity 30 (Fortitude Effects) [30]
Immunity 10 (Energy Damage) (Flaws: Limited to Half-Effect, Limited to Non-Magical/Psionic Damage) [3]
Protection 8 [8]

"Flying Specialists"
"Sonic Flight" Flight 8-20 (Flaws: Flight 9-20 are Limited to Without Containment Skin) [22]
Enhanced Ranged Attack & Fighting 1 (Flaws: Limited to While Airborne) [2]

"Tiny Chance of Reformation" Immortality 1 (Flaws: 2% Chance, Randomly Re-Roll Mental Abilities Afterwards) [1]
Comprehend 2 (Languages) [4]
"Super-Vision" Senses 9 (Infravision, Ultravision, Darkvision, Extended Vision 3, Vision Counters Concealment- Limited to Short Distances Through Heavy Materials) [9]

"Super-Energy Expulsion" Blast 10 (Feats: Extended Range 3, Ricochet 2, Variable 2- Any Energy/Limited to If Absorbed That Energy) (26) -- [31]
  • AE: "Light Beam" Dazzle Visuals 10 (Feats: Extended Range 2) (22)
  • AE: "Energy Absorption" Affliction 10 (Technical Skill of Creator; Impaired & Fatigued/Disabled & Fatigued/Paralyzed & Transformed to Powerless) (Extras: Extra Condition) (Flaws: Limited to Objects) (10)
  • AE: "Glow" Environement 2 (Light) (2)
  • AE: "Aura Effect/Discharge" Damage 9 (Extras: Area- 15ft. Burst +1/2) (14)
  • AE: "Bend Light" Deflect 10 (Extras: Reflect) (Flaws: Limited to Lasers/Light) (10)
"Energy Containment Skin"
Protection 2 [2]
Regeneration 8 (Flaws: Limited to Skin, Ranks 5-8 are Distracting) [2]

"Shedding Containment Skin"
Insubstantial 3 (Energy) (Flaws: Side-Effect- Death Within Minutes Per Level -2, Side-Effects- Varied) [6]
Enhanced Fighting 2 (Flaws: Limited to Without Containment Skin) [2]
Enhanced Ranged Attack 2 (Flaws: Limited to Without Containment Skin) [1]
Senses 2 (Detect Light, Tracking) (Flaws: Limited to Without Containment Skin) [1]

Offense:
Unarmed +13 (+12 Damage, DC 27)
Energy Form +15 (+12 Damage, DC 27)
Flying +14-16 (+12 Damage, DC 27)
Energy Blasts +13 (+10 Ranged Damage, DC 25)
Energy Form Blasts +15 (+10 Ranged Damage, DC 25)
Flying Blasts +14-16 (+10 Ranged Damage, DC 25)
Discharge +9 Area (+9 Damage, DC 24)
Energy Absorption +13-15 (+10 Affliction, DC 20)
Light Beam +13-15 (+10 Ranged Affliction, DC 20)
Initiative +4

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +8 (+10 Outer Shell), Fortitude --, Will +7
"When Flying" Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +8 (+10 Outer Shell), Fortitude --, Will +7
"Uncontained" Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +8, Fortitude --, Will +7
"When Flying & Uncontained" Dodge +14 (DC 24), Parry +16 (DC 26), Toughness +8, Fortitude --, Will +7

Complications:
Side-Effects: When without their Containment Skin, Blhaze must roll randomly to determine effects- 33% no effect, 33% -2 to all stats, 33% -4 to all stats.
Motivation (Ending Tyrrany)- The Blhaze lost their own homeworld to alien invaders destroying it because the Blhaze refused to be enslaved. They now act as superheroes and army leaders to inspire other people to rise up.

Total: Abilities: 78 / Skills: 24--12 / Advantages: 12 / Powers: 124 / Defenses: 12 (238)

-So the signature R.C.C. and "Cover Character" of the Skraypers book is the Blhaze- a race of flying energy beings. They lost their homeworld, possibly a hot sun-like energy planet, to alien slavers that blew it up when they realized the race couldn't be easily enslaved. Enraged, the Blhaze have decided to fight slavers all across the universe ever since, and have taken up the cause of Seeron, which has been invaded by the Tarlok, who are thus included among their enemies. It's not said who destroy the Blhaze's homeworld, but it's "possibly the Splugorth" (ie. the GMs decide).

-Though they will free individual slaves, they will not "strike at the heart of tyrrany" (I guess that means they won't invade the Tarlok homeworld or whatever)- instead, they will hope to inspire and lead by example, often by leading armies or protecting powerful people, as they believe that the only way people can be free of tyranny is if they stand up for themselves.

-Blhaze are like living constructs- they have no internal organs or skeleton, but are living energy wrapped in a hard, pebble-like body that's humanoid-shaped. Energy leaks from their eyes and mouth, and can be blasted out through their hands- their "hair" also glows. They typically dress like superheroes as well.

-Blhaze are INCREDIBLY powerful, and seem to be a second kind of "Cosmo-Knight" character, but made a lot more reasonable by their light M.D.C. and lesser damage capability. Their Blasts are 2D6 Mega-Damage +1D6 per level of experience, meaning they start with only Blast 10, but this RAPIDLY increases in power- Level 2s hit +11 in my stats, then +12, then +13, then hover into Blast 16 territory at mid-levels! So they start out at PL 11.5 Blasters, upgrading very quickly... but they're even more dangerous in melee to start, being PL 12.5 unarmed, upgrading with +1 in the air and +2 in their Energy Form. Overall they're an incredible PL 13, and PL 14 with all their upgrades intact! Incredibly hard to hit, they are PL 11-12 defensively.
Jabroniville
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Re: Jab's Rifts Builds (Klied! Nikari! Lashreg! Blhaze!)

Post by Jabroniville »

Ps I find it hilarious that in the ONE BOOK where it would have been handy, this is the book Palladium chose to avoid their standard “re-post entire blocks of text in every single bio” page-filling trait. So now bios will contain small lists of Powers, but no explanation of what those are, requiring constant cross-referencing (problematic with a PDF).
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Re: Nazeer

Post by marcoasalazarm »

Jabroniville wrote: Sun Jun 27, 2021 2:33 am Image

NAZEER R.C.C.: ST +8, STA +5, AGI +1, FIGHTING +6, PRE -1, Dodge +6, Athletics +4, Tracking, Uncanny Dodge, Mandibles +3, Slithering, Prehensile Tail (Extra Limb), Regeneration 1, Regrows Limbs/Organs, Extended Vision 2, Infravision, Comprehend Languages 2, "Psionics" (Telepathy, Sixth Sense, See Aura, See the Invisible, Mind Block, Resist Fatigue & Hunger, TK, TK Punch, TK Push, TK Leap, Levitate, Deaden Senses, Intuitive Combat, Psionic Invisibility, Psionic Body Field, Hydrokiensis, +2 Super-Psionics) [63 + Psionics]

-The Nazeer hail from the same world as the Glinerach, and put up a mighty fight when the Tarlok invaded. Brutality and suicidal battles followed, with the side-effect of being that when the Tarlok had finally beaten their prey down, the two had a mutual respect and admiration for each other. Now, the Nazeer are the primary Warrior-Slaves of the movement. I like the design- monstrous and with a unique attribute- that they have snake-like lower bodies.

-Nazeer are incredibly powerful, with five attacks at their base, +10 damage unarmed, +11-13 with their natural weapons, and more. Only 60-ish M.D.C. on average, though.
Does anybody knows if Siembeda tried to sue Legendary Pictures?
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