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

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

Rulian Translator

Post by Jabroniville »

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RULIAN TRANSLATOR R.C.C.: ST -2, STA -1, AGI -2, INT +2, AWA +2, PRE +2, Comprehend 3 (Languages), Mind-Reading 5 (Limited to Emotions), Emotion Awareness (Radius & Ranged), "Psionics" (Meditation, Telepathy, Empathy, Speed Reading, Total Recall, Mind Bond, +5 Sensitive Powers) [16 + Psionics]

-Depicted as big-headed aliens with lots of pitted stalks on their elongated skulls, these guys are, obviously, translators. The writer here cleverly points out some of the foibles of the "Knows & Speaks All Languages" stuff common in sci-fi settings, indicating that many species don't know every one, many don't like Psionic or Magical conversation, and many beings don't have mechanical translators, and others don't like how the speech comes off. And a lot of it isn't 100% accurate, anyways. So he invents these guys to act as supreme translators, mentioning they're common in the entourages of major movers & shakers. They apparently have the hearts & souls of poets, so it's sooooooooooo tragic that they're forced to serve evil masters so much. They're a solid "Fill out the Lore" race, really. Just enough of a character hook.

-Rulians are not powerhouses at all- in fact, they're WEAKER than humans, being less durable and physically not as strong.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

The Staphra

Post by Jabroniville »

THE STAPHRA:
-Ah, I was hoping to find these guys eventually- I read about them a year or so ago and found them pretty interesting. Staphra females are the Hot Space Amazons, while the weaker males are the Magics and Healers- females outnumber males five to one, and must fight for the right to mate (while males must mate with more than one female. Which sounds rad, except the females are so aggressive and battle-hungry that surviving mating is "a task in an of itself" aaaaaaannnnnnd this is someone's fetish on the page right there. I APPRO-- I mean, weirdo. Sicko. How inappropriate.

So the Staphra are powerful warriors from a medieval-tech world, and were rapidly enslaved by the Splugorth. Unusually, however, they were a warrior race who respected power, and already had a caste system including slavery, and so readily accepted their new masters, however much they disliked actually being slaves. What has happened in the decades since is that they have worked extra, EXTRA hard to establish themselves as one of the Splugorth's "Favored Ally Races" (ie. Minions), such as the Kittani and Kydians. Though they are weaker and more primitive, their hard work has not gone unnoticed, which unlocks some potential future storytelling- the Kittani are impressed by their potential, and they're on the "Fast Track" to Minion status. When this happens (in 3D4 years, because of course that's the way they'd write it), the most powerful females will be made Bio-Wizardry-modified powerhouses and the race will gain full Minion status.

Some want to be free from the Splugorth entirely, while others find the concept of becoming Bio-Borgs distasteful. But most just want to be elevated to official Minions of Splugorth. PCs may be Staphra on the run, or double-agents. They're quite severe, but may "warm up" to their allies.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Staphra Warrior

Post by Jabroniville »

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WOULD.

STAPHRA WARRIOR R.C.C.
Role:
Space Amazon
PL 9 (82 + Psionics)
STRENGTH
5 STAMINA 4 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Acrobatics 4 (+8)
Athletics 4 (+9)
Expertise (Soldier) 6 (+6)
Expertise (Survival) 5 (+6)
Intimidation 6 (+5)
Perception 6 (+7)
Stealth 1 (+5)
Vehicles 4 (+8)

Advantages:
Benefit (Ambidexterity), Equipment 4 (Armor, Guns, etc.), Ranged Attack 2

Powers:
Senses 4 (Low-Light Vision, Acute & Extended Scent- Tracking) [4]

"Staphra Double-Spear- Vibro-Blade" (Flaws: Easily Removable) [6]
Strength-Damage +5 (Feats: Split) (7)
FIGHTING +1 (2)
-- (9 points)

"Psionics" (Telekinetic Punch, Telekinetic Leap, Resist Fatigue, Resist Hunger, Resist Thirst, Impervious to Fire, Impervious to Cold, Impervious to Poison, Mind Block, Summon Inner Strength, Suppress Fear)

Offense:
Unarmed +6 (+5 Damage, DC 20)
Double-Spear +7 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (+8 Double-Spear, DC 17-18), Toughness +4 (+8 Body Armor), Fortitude +6, Will +5

Complications:
Responsibility (Battle-Hungry)- Staphra take insults and challenges seriously, are constantly demanding and aggressive.

Total: Abilities: 38 / Skills: 36--18 / Advantages: 7 / Powers: 10 + Psionics / Defenses: 9 (82 + Psionics)

-Staphra females are tall, lengthy warrior-women standing about 7-8 feet tall, with an excellent sense of smell. All warriors are female, and girls are trained from birth to engage in melee combat with the race's trademark spears.

-Staphra warriors have low-end skills, largely based around martial stuff, but they are strong, accurate S.D.C. warriors. One of the better S.D.C. races... though on Rifts Earth, that's sorta like being valedictorian at summer school. What they can do, they do quite well- with their Double-Spear, now turned into a Mega-Damage weapon, they hit PL 8.5 and are even +1 to hit & parry.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Staphra Warlord

Post by Jabroniville »

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STAPHRA WARLORD R.C.C.
Role:
Space Amazon, Elite
PL 10 (111)
STRENGTH
11 STAMINA 8/9 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE -2

Skills:
Acrobatics 4 (+8)
Athletics 4 (+9)
Expertise (Soldier) 6 (+6)
Expertise (Survival) 5 (+7)
Intimidation 8 (+6)
Perception 6 (+8)
Stealth 1 (+5)
Vehicles 4 (+8)

Advantages:
Benefit (Ambidexterity), Equipment 4 (Armor, Guns, etc.), Ranged Attack 4

Powers:
Senses 4 (Low-Light Vision, Acute & Extended Scent- Tracking) [4]
"Resistance to the Elements" Immunity 3 (Fire, Cold, Poison) [3]
"M.D.C. Boost" Enhanced Stamina 1 (Flaws: Unreliable- 2/day) [1]
Leaping 3 (60 feet) [3]

"Energy Bolt" Blast 7 (14) -- [15]
  • AE: "Psi-Channeling" Strength-Damage +1 (Extras: Penetrating 5) (Flaws: Source- S.D.C. Weapon) (6)
"Staphra Double-Spear- Vibro-Blade" (Flaws: Easily Removable) [6]
Strength-Damage +5 (Feats: Split) (7)
FIGHTING +1 (2)
-- (9 points)

Offense:
Unarmed +8 (+11 Damage, DC 26)
Psi-Channeling Weapons +8 (+12 Damage, DC 27)
Energy Bolt +9 (+7 Ranged Damage, DC 22)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (+10 Double-Spear, DC 19-20), Toughness +8 (+9 Boost, +10 Armor), Fortitude +10 (+11 Boost), Will +6

Complications:
Responsibility (Battle-Hungry)- Staphra take insults and challenges seriously, are constantly demanding and aggressive.

Total: Abilities: 62 / Skills: 38--19 / Advantages: 9 / Powers: 10 / Defenses: 11 (111)

-The "Staphra Warlord" is the classic Rifts thing- "The Same, Plus Better". They are elite Warriors who have been chosen for Bio-Borg conversion, like the Kydian Powerlords and the Conservators before them. These are much larger and more muscular than other Warriors, and have small creatuers mounted to the backs of their skulls, using their own Psionic potential to turn them into Mega-Damage beings.

-Staphra Warriors do a ton of damage unarmed and have a wimpy Energy Bolt that costs I.S.P., overall being PL 10-ish. They have low M.D.C. to start, but can boost it twice per day at Level 1, and typically wear Medium or Heavy Armor (60-100 M.D.C.), equaling about Toughness +10 in the end. Note that they are Minions and will therefore get some Bio-Wizard stuff like the Staff of Pacification.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Staphra Mystic

Post by Jabroniville »

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STAPHRA MYSTIC R.C.C.
Role:
Magic Males
PL 6 (62 + Magic & Psionics)
STRENGTH
1 STAMINA 2 AGILITY 0
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Expertise (Magic) 5 (+7)
Expertise (Homemaker) 5 (+7)
Insight 2 (+5)
Perception 3 (+6)
Treatment 3 (+5)

Advantages:
Benefit (Ambidexterity), Equipment 4 (Armor, Guns, etc.), Ranged Attack 2

Powers:
Senses 4 (Low-Light Vision, Acute & Extended Scent- Tracking) [4]
"Sense Evil" Senses 3 (Evil Awareness- Ranged, Radius) [3]
Features 1: May Become a Medium For Another Being [1]

"Psionics" (Empathy, Healing Touch, Psychic Diagnosis, Psychic Surgery, +3 Healing, +3 Sensitive)
"Magic" (6 Spells from Levels 1-2)

Offense:
Unarmed +5 (+5 Damage, DC 20)
Initiative +0

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

Complications:
Responsibility (Dangerous Staphra Females)- Apparently surviving mating with Staphra females is a tricky business.

Total: Abilities: 36 / Skills: 18--9 / Advantages: 7 / Powers: 8 + Magic & Psionics / Defenses: 9 (62 + Magic & Psionics)

-Among the Staphra, males are the shamans, healers, and spiritual leaders- one male for every ten females or so. These are effectively Mystics, using many of the same abilities and having the same spells. They have crap Skills, though- Rifts tends to assume Magic is better than it really is, so they give them very little in terms of non-Magic stuff.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Were-Dragon

Post by Jabroniville »

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WERE-DRAGON R.C.C.
Role:
Ultra-Sad Slave Race
PL 10 (94)
STRENGTH
1/3 STAMINA 8/9 AGILITY 0
FIGHTING 5/10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+4, +6 Dragon)
Expertise (Survival) 6 (+6)
Insight 3 (+3)
Perception 3 (+3)
Stealth 2 (+2)
Technology 3 (+3)

Advantages:
Equipment 4 (Laser Gun +8), Ranged Attack 4

Powers:
"Were-Dragon Form"
Enhanced Strength 2 [4]
Enhanced Stamina 1 [2]
Enhanced Fighting 2 [4]
Enhanced Fighting 3 (Flaws: Source- Flight) [3]
Enhanced Dodge 5 [5]
Enhanced Advantages 5: Ranged Attack 3 [3]
Enhanced Advantages 2: Ranged Attack 2 (Flaws: Source- Flight) [1]

Flight 4 (30 mph) (Flaws: Winged) [4]
"Prehensile Tail" Extra Limb 1 [1]
Morph 1 (Dragon/Human Form) (Feats: Metamorph) [6]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Dragon Form +7 (+3 Damage, DC 18)
Flying Dragon +10 (+3 Damage, DC 18)
Laser Gun +10 (+8 Ranged Damage, DC 23)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +8, Fortitude +8, Will +5
"Dragon Form" Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +9, Fortitude +9, Will +5

Complications:
Enemy (Dragons)- Dragons hate Were-Dragons, seeing them as an embarassment. Many wish to enslave, torture, or even kill them.

Total: Abilities: 38 / Skills: 20--10 / Advantages: 8 / Powers: 33 / Defenses: 5 (94)

-Okay, so this is a race that's able to go from hairless humanoids to small winged dragons. Like many races, they were happy until found and conquered by the Splugorth, who now enslave more than half the race. Unlike Dragons, these are NOT worshipped in Atlantis, and actual Dragons seem to consider these hateful embarassments and enjoy hurting them. As such, Were-Dragons are constantly enslaved on Atlantis and some Dragons are even seeking to annihilate the entire race! The Were-Dragons survive by hiding away in small clans.

-Were-Dragons are somewhat-durable M.D.C. beings without a lot of hitting power, so they're a bit more of a flavorful PC race that would need to gain a pretty good O.C.C. and gear to truly be effective... but with better weapons (they start out with "light" guns), they would be truly fearsome, as they get two extra attacks.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Monster Were-Dragon

Post by Jabroniville »

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MONSTER WERE-DRAGON R.C.C.
Role:
Monster Slave Race
PL 11 (121)
STRENGTH
1/7 STAMINA 9/11 AGILITY 0
FIGHTING 5/10 DEXTERITY 4
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Athletics 3 (+4, +6 Dragon)
Expertise (Survival) 6 (+6)
Insight 3 (+3)
Perception 3 (+3)
Stealth 2 (+2)
Technology 3 (+3)

Advantages:
Equipment 4 (Laser Gun +8), Ranged Attack 4

Powers:
"Were-Dragon Form"
Enhanced Strength 6 [12]
Enhanced Stamina 2 [4]
Enhanced Fighting 2 [4]
Enhanced Fighting 3 (Flaws: Source- Flight) [3]
Enhanced Dodge 5 [5]
Enhanced Advantages 5: Ranged Attack 3 [3]
Enhanced Advantages 2: Ranged Attack 2 (Flaws: Source- Flight) [1]

Flight 5 (60 mph) (Flaws: Winged) [5]
Morph 1 (Dragon/Human Form) (Feats: Metamorph) [6]
"Prehensile Tail" Extra Limb 1 [1]

"Fire Breath" Blast 11 (22) -- [23]
  • AE: "Natural Weapons" Strength-Damage +3 (3)
Offense:
Unarmed +5 (+1 Damage, DC 16)
Dragon Form +7 (+7 Damage, DC 22)
Flying Dragon +10 (+7 Damage, DC 22)
Natural Weapons +10 (+10 Damage, DC 25)
Laser Gun +10 (+8 Ranged Damage, DC 23)
Fire Breath +10 (+11 Ranged Damage, DC 26)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +9, Fortitude +98, Will +5
"Dragon Form" Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +11, Fortitude +11, Will +5

Complications:
Enemy (Dragons)- Dragons hate Were-Dragons, seeing them as an embarassment. Many wish to enslave, torture, or even kill them.
Disabled (Insanity)- Monster Were-Dragons are aggressive, angry creatures who are difficult to control. Most develop insanities over the years.

Total: Abilities: 30 / Skills: 20--10 / Advantages: 8 / Powers: 70 / Defenses: 5 (123)

-So Monster Were-Dragons are WDs who were manipulated by Splugorth Bio-Magic into creatures of magic. These are popular as arena fighters, bodyguards and shock-troopers. They are equivalent fighters to the regular versions in terms of accuracy, but much dumber and a LOT stronger.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Tattoo Magic (New)

Post by Jabroniville »

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NEW TATTOO MAGIC:
* Tattoo Magic is back! With some stuff that makes the Tattoos suck SLIGHTLY less.

"Weapon Smashing or Impaling Heart" Magic Weapon Damaging P.P.E. (Weaken Magic)
"Weapon Smashing or Impaling Skull" Magic Weapon Damaging P.P.E. (Weaken Psionics)
"Beautiful Dancer" Mind Control (Limited to Simple Suggestions & Calming) (3 pp/rank)
"Black Sun" Darkvision, Recognize Shadow Beasts, "Shadow Meld" Concealment 4 (Vision) (Flaws: Requires Shadows) (Standard Action -2), "Cloak of Darkness" Concealment in conspicuous darkness that follows you around (4 min. per level)
"Bleeding Heart" Damage Becomes Supernatural (+2-4 Damage).
"Cracked or Broken Skull" Massive headache (Dazed/Stunned/Incapacitated Affliction).
"Flaming Eye" 1D4 Mega-Damage/level Blast (Accurate), Infravision.
"Heart in Two Pieces" Weaken Strength.
"Heart of Steel" Fearless (Affects Others).
"Heart Wrapped in Thorns" Weaken Stamina.
"Skeleton in Chains" Freezes Undead for 1D4 rounds.
"Wolf's Head w/ Glowing Eyes" Low-Light Vision, Tracking, Recognize Animals & Plants, Sense Traps.

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POWER TATTOOS:
* These are the new weapons of the Tattooed Archer, a new O.C.C. in the book. All can be combined with a "Winged Weapon" which costs 20 more P.P.E. and makes the range like 2,000 feet and lets the arrows return to the user if they miss (so you don't lose points).

"Siren Arrow" Siren alarm.
"Death Arrows" Blast 10.
"Energy Disruption Arrow" Affliction (Tech Skill of Creator; Dazed & Impaired/Stunned & Disabled/Incapacitated) (Ranged, Extra Condition, Cumulative) (Limited to Tech).
"Fire Arrows" Blast 9.
"Force Arrows" T-Archer's strength-damage at range, but at supernatural levels (Blast 4-9).
"Lightning Arrows" Blast 1D6 Mega-Damage/level (Blast 7-13). (will not return even with Winged Weapon tattoo)
"Psi-Arrows" Massive headache (Dazed/Stunned/Incapacitated Affliction).
"Shadow Arrows" Blast 10 (Blast 12 to Shadow Beasts & Demons, or anyone using Shadow Meld or Cloak of Darkness).
"Sight-Stealers" Dazzle Visuals (ranged).
"Vampire Arrows" Blast 4-6 (extra to Vampires).
"Water Bomb Arrow" Creates 4 liters of water (anti-vampire weapon).
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Tattooed Archer

Post by Jabroniville »

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TATTOOED ARCHER O.C.C.
Role:
Magic Archer
PL 10 (87 + Tattoos)
STRENGTH
2 STAMINA 9 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 6 (+9)
Athletics 6 (+8)
Deception 6 (+7)
Expertise (Espionage) 6 (+8)
Insight 4 (+7)
Perception 5 (+8)
Stealth 5 (+8)

Advantages:
Equipment 4 (Armor, Guns, etc.), Ranged Attack 1

Powers:
"Sharpshooting"
"Called Shot" Enhanced Skills 2: Ranged Combat (Magic Bow) 4 (+9) [2]
"Quick Draw" Enhanced Advantages 2: Improved Aim, Quick Draw [2]
"Trick Shooting" Features 2: May Fire Bow With Teeth, May Shoot Backwards Aiming With Mirror [2]

"Power Arrow Tattoos" (6 Power Arrow Tattoos, +1 Per Level)
"Arrows With Wings" All Arrows have Extended Range 3 & Ricochet [4]

"Tattoos" (2 Magic Weapons, 1 Animal/Monster, 1 Any)
"Knight in Full Armor" Toughness +1 [1]
"Three Eyes" Senses 7 (Extended Vision, See the Invisible, Detect Aura- Ranged) [7]
(Vampire Hunters have "Skull in Flames" Impervious to all Fire & Heat. Fire Blast 6 & "Heart w/ Wooden Stake" Impervious to Bite & Mind Control of Vampires instead of 1 Weapon Tattoo & 1 of Choice)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Magic Bow +9 (+4-10 Ranged Damage, DC 19-25)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +9 (+10 Knight Tattoo, +12 Armor), Fortitude +9, Will +5

Complications:
Responsibility (Insanity Table)- T-Archers may sometimes go insane.
Power Loss (Tattoo Magic)- All powers coming from Tattoos do not last an infinite amount of time. Using the full Feats on the Magic Arrows will cost even more.

Total: Abilities: 58 / Skills: 38--19 / Advantages: 5 / Powers: 10 + Tattoos / Defenses: 4 (87 + Tattoos)

-Oh right- you get an Atlantis book, you get "Magical Tattoos". The "T-Archer" is the latest Splugorth innovation- a Tattooed Man focusing on range instead of melee. Since they're "silent and deadly" (exact words) they make ideal assassins and Vampire-Hunters. Sunaj assassins view them as competition, and want to find the secrets of their "Power Arrows".

-Tattooed Archers are similar to T-Men in some ways- they start with 10 M.D.C. and gain 10 more for every tattoo above six (women get 11). With a bunch of Power Arrows they can do a variety of effects, and are effectively PL 7-9.5 Blasters given they have great bonuses to hit with these weapons as well. They lack raw power otherwise... and I notice that the baseline P.P.E. of a T-Archer is barely 83 to start, and almost every power costs at LEAST 15, and most are twice that. So a friggin' T-Archer can't even use his own weapons more than a couple of times a day at first level!
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Bio-Wizardry

Post by Jabroniville »

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BIO-WIZARD PARASITES:
* More Bio-Wizard Parasites- some for enslaving purposes, and others are power-ups. Many only SEEM like power-ups, but will eventually have negative side-effects- this is probably the book's way to "trick" players into paying for Parasites that are actually bad. Most of these creatures have short life-spans, and so the powers disappear.

"Beastifier" A power-up that actually replaces the user with a monstrous demon. Gives supernatural strength and becomes a Mega-Damage creature. Already Mega-Damage creatures will be boosted with ST +3 and double M.D.C. A month later they gain Regeneration and are at least ST 10 & +13 Toughness. Later still, Low-Light Vision, See the Invisible & Immunity to Poison & Drugs.
"Black Claw" A power-up that gives increasingly-powerful bonuses for months (ultimately giving you supernatural strength and Mega-Damage punches), but eventually just leads to the loss of that limb.
"Brain Helmet" Gives Psionics (Mind Block & Psychic Body Field), at the cost of looking stupid and dropping a point of INT.
"Brain Leech" Brainwashing device.
"Faceshaper" Allows permanent face-shaping abilities as long as this slug is attached. When the larva matures after a couple years, it sprouts wings and flies off, leaving you permanently disfigured.
"Free Breather" Improves cardio, gives Acute & Extended Scent, plus Tracking. When it does, you lose those senses plus a bit of your original ones.
"Heaven's Wings" Gives Flight 6, Improved Initiative, Close Attack 2 & Dodge +4, plus a great euphoric high, but a massive comedown, so users always want to stay aloft. Soon Skills drop, athleticism falters, and more. Massive depression follows when the creature dies.
"Living Armor" Toughness +8 or so. Regenerates, but leaves you disfigured when it's gone.
"Locator" Allows anyone to be psychically tracked by someone, up to 20 miles.
"LungLock" Another slave-control device, it hampers one's ability to breathe.
"Magic Booster" Boosts P.P.E., but magic is unpredictable- spells are either 20 or 50% more or less powerful at random, or the user and anyone around him take +7 damage!
"Mend & Melt" Regeneration 8 & Regrows Limbs, but costs a ton of health once it dies or leaves.
"Mind-Blossom" This turns beings into geniuses, but soon fades away, leaving them worse off. INT +1-4, AWA +1, and extra I.S.P., but drops the same when the organism dies. Mages lose Rituals and they have one spell per round (a huge loss in accuracy).

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"Muscle Boots" Kicks with +9 power (Accurate), Leaping 1. Negatives to Stealth.
"Para-Sym Transformer" Bestows Juicer-tier stats and then some... but kills the host after 48 hours- +10 Toughness, FIGHTING +3, AGI +4, Dodge +1, Great Endurance, Regeneration 6, Immunity (Poison, Disease, Drugs). Typically, wearers don't realize what it is or are given "promises" of cloned bodies afterwards.
"Psi-Receiver" Psionics (Shortly: Presence Sense, Sixth Sense; 6 months: Telepathy, Empathy; 7-10 months: Sense Dimensional Anomaly & Sense Time). Boosts I.S.P. By the end, the powers activate on their own and are uncontrollable. Becomes paranoid and reclusive, and half commit suicide after a year.
"Psychic Vapor" Vapor that infects the host, giving Psi-Sword, Psi-Shield & Psychic Body Field, but drains 50 P.P.E. from the body eventually, then leaves the host.
"Spinetwister" Boosts AGI +1, FIGHTING +4, Speed, Improved Inititiative, Parry +1 & Dodge +4. Loses these bonuses slowly after the first six months, crippling the host forever.

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The Pamela Anderson parasite, but you can only afford half.

"Temporal Link" Bestow Temporal Magic, but eventually draw the host into the timestream! Powers: See & Sense Dimensional Anomalies, then D-Phase & D-Shift Two Dimensions, then Retro-Viewing & Wink-Out, then Time Warp: Slow Motion and Time Warp: Age. Each pair come with a new level of experience, then the host fades away.

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BIO-WIZARD SYMBIOTES:
* More Symbiotes that attach to you, but these are all beneficial with fewer side-effects.

"Aqua Mask" Immunity (Drowning, Pressure), +2 Dodge underwater.
"Electrone" Electrical Touch +7, Blast 6, Electrical Aura 4 or 9 (that one's once per hour). +2 Defenses. Can recharge batteries & E-clips.
"Line Feeder" Sense Ley Lines & Nexus Points, as Line Walkers.
"Musical Nymph" Immunity (Emotion Effects, Half-Effect).
"Solara" Make the host glow and sparkle. PRE +1, Attractive. Slightly lowered stats at night- slower speed, -1 Defenses.
"Storm Breather" Gives innate Magic Powers at cost of becoming mute: Lightning Breath (Blast 9), Blizzard Breathe, Wind Rush, Whisper of the Wind, Fingers of Wind.
"Storm Screamer" Same as above. Sonic Blast, Thunderclap, Howling Wind, Ultrasonic Speech.
"Symbiotic Heart" Gives similar power to Summon Inner Strength ten times per day. Great Endurance.
"Thundergut" ST +2, STA +1, Immunity (Diseases That Affect the Stomach- Limited to Half).

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"Titanizer" Gives the power of the Magic spell "Giant" 4 times per day. 10 feet of height, +10-11 Toughness, Regeneration 8, FIGHTING +3, Dodge -3.
"Zembahk Appendage" A Zembahk is lobotomized and attached to a host. Gives the powers of any one Zembahk Staves, or can be designed with up to 6 spells from Levels 1-8. Or a Psychic with 5 Sensitive or Physical powers, +2 Super-Psionics.
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JDRook
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Location: The Calgary Rift - City of Monsters

Re: Bio-Wizardry

Post by JDRook »

Jabroniville wrote: Tue Sep 28, 2021 9:11 pm Image
The Pamela Anderson parasite, but you can only afford half.
I always found it hilarious that Pamela Anderson was from a small town in BC called Ladysmith. I'd imagine it took a lot of ore from the femmemines and the combined forges of the town's best ladysmiths to put her together.

That's what I'd want to see in Rifts Canada, provided they didn't just submerge Vancouver Island. The Lost Mines of Ladysmith could be its own wacky adventure.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Bio-Wizardry Weapons

Post by Jabroniville »

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BIO-WIZARDRY WEAPONS:
* So now here's page after page of evil Bio-Wizardry weapons, most used by killing or enslaving an innocent magical creature. Almost all of these do melee damage- around +9 or so.

Fairy Weapons:
* There's a big section of Faerie Folk components, as drugged fairies are put through "constant pain" for some gear.

"Blizzard Staff" Snowstorm, Freeze spell, Wall of Ice (create), Shards of Ice (+6).
"Dark Lightning" Blast 13 & Ranged Affliction 10 (Impaired/Disabled).

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"Vinewrapper Pistol/Rod" Snare (need ST 10 or so to get out).
"Floodwater Pistol/Rod" Water weapon (good against Vampires).
"Windstream Pistol/Rod" Wind that knocks over anything less than 200 lbs.
"Fairie P.P.E. Battery" Gives 2D6+50 P.P.E., but regenerates P.P.E. at the rate of 2D6 per hour.

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Entity Weapons:
* Supernatural energy beings are ensalved for these. Need to be renewed by stealing P.P.E. or I.S.P. from others.

"Bio-Wizard TK Rifle" Blast 11.
"Fear Pistol" Ranged Affliction (Controlled- Fear Only).
"Ectoplasmic Net Launcher" Short-lived net (need ST 10 to get out).
"Paralysis Rifle" Ranged Affliction (Paralyzed) for 1D4 minutes.
"Pain Inducer" Ranged Affliction (Paralyzed) for 1D4 minutes.
"Domination Staff" Mind Control (Ranged).
"Kinetic Staff" Blast 6, Telekinesis, Force Field.

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Corrupted Millennium Weapons:
* From Kevin's beloved Millennium Trees come weapons that have been corrupted from those pure sources. Many of these have Dragon Hatchling-tier durability.

"Millennium Slayer" Damage 11. Double to plant life & triple to Millennium Trees.
"Serpent-Slayer" Damage 11. Double to Dragons & serpents. Immunity (Dragon Breath Attacks).
"The Executioner's Blade" Damage 12, "Death Strike" (damage is doubled if a spell is activated), "Strength of the Dead" (temporarily boosts toughness by being dipped in dead creature)
"Mantle of Power" Spells: Aura of Power, Aura of Death, Charismatic Aura, Mask of Deceit.

Eye of Eylor Weapons:
* Hey, the writer remembered the Eyes of Eylor!

"Eylor Assault Staff" Thunderclap, Fire Ball, Call Lightning, Orb of Cold, Fire Gout, Power Bolt, Sub-particle Acceleration, Lightblade, Ballistic Fire, Invincible Armor.
"Eylor Exploration Staff" Spells (cost P.P.E.): Impervious to Radiation, Vacuum, Ocean Depths, Energy, Cold, Poison; Heal Self, Negate Poison, Breathe Without Air, Invincible Armor.
"The Mace of Eylor" Thunderclap, Wind Rush, Call Lightning, Electric Arc, Lightning Arc.
"Shield of Invincibility" Speed Weapon (can attempt parry any attacks?), Targeted Deflection, Deflect. +2 to Parry.

Magic Restraints:
* A variety of stuff with tons of notes for strength required to break them or how durable they are, etc. One will only clamp down if ordered to, while another is unable to be broken free from by the user's own intentions, EVER. Another prevents teleporting away.

Other Weapons:
* The rest of the stuff.

"Demon Claw Blade" Damage 13 to supernatural good creatures, FIGHTING +1.
"Dragonfire Sword" Damage 12 (double-damage to fire-vulnerable creatures). Fire Gout, Circle of Flame, Fuel Flame.
"Venom Blade" Damage 8 blades with variety of effects: Poison (Progressive Weaken), Paralysis (Affliction), Fire (Disabled Fighting & Skills), Extreme Dizziness (Affliction).
"Living Whip" Damage 10.
"The Fang" Damage 11.
Jabroniville
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Bio-Borgs

Post by Jabroniville »

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TRUE BIO-BORG R.C.C.
Role:
Magically-Transformed Super-Slave
PL 8-10 (68 + Augmentations)
STRENGTH
4 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Expertise (Military) 6 (+6)
Insight 2 (+5)
Perception 3 (+5)
Treatment 3 (+3)

Advantages:
Equipment 4 (Armor, Guns, etc.), Ranged Attack 2

Powers:
"Augmentations" (See Below)

Offense:
Unarmed +6 (+4 Damage, DC 19)
Enhanced Strength & Blades +6 (+5-10 Damage, DC 20-25)
Extra Limbs +8 (+5-10 Damage, DC 20-25)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+8 Body Armor, +9-11 Augmentations), Fortitude +5, Will +5

Complications:
Responsibility (Dangerous Staphra Females)- Apparently surviving mating with Staphra females is a tricky business.

Total: Abilities: 44 / Skills: 14--7 / Advantages: 6 / Powers: 8 + Magic & Psionics / Defenses: 9 (68 + Augmentations)


-And now a big section on "Bio-Borgs", another kind of powerful Splugorth minion. Similar to the Splugorth Juicer, these are Bio-Wizardry-enhanced S.D.C. beings who are thus highly powerful Mega-Damage creatures now. They are, however, monstrous and inhuman now, so of course there's an Insanity Table. Freed ex-slaves are likely to be aloof outcasts who nobody trusts, too. Partial Bio-Borgs have only had a handful of enhancements, while True Bio-Borgs have been completely transformed by magic.

-True Bio-Borgs are beings who have been completely transformed by the Splugorth into another thing entirely. Even their minds are altered- Magic & Psionics are lost. Partial Bio-Borgs are largely similar, but lose a notch of ST & Toughness.

Archetypes:
* Bio-Borgs are given "Archetypes" to choose their powers from.

"Hunter/Thief" 3 Sensory, 1 Long-Range & Speed or Agility boost. Spy Skills.
"Warrior/Killer" 1 Enhanced Physical Structure, 2 Long-Range or Natural Weapon.
"Gladiator" 1 Enhanced Physical Structure, 3 Natural Weapons, 2 Physical Enhancements.
"Guardian" 1 Enhanced Physical Structure or Titanizer Symbiote. Supernatural Strength (+12).
"Freak" 5 Random ones for their bosses' amusement.
"Burn-Out" One-off henchmen given temporary boosts.

The Charts:
* Five different categories, all in different amounts. Because Rifts, some are blatantly better than others.

"Enhanced Physical Structure" Size & durability shifts (though mostly S.D.C.) in various amounts. Boost Toughness. One boosts ST +2. Speed 1-2 & ST +2. Toughness +9-10. Armor that gives +9-11 toughness. Parasites (Heart Worms, Living Armor, Beastifier), Microbe- Transfortifiers. Symbiotes (Chest Amalgamate, Absurr Life Node).

"Natural Offensive Body Weapon" Various body weaponry, S.D.C. unless you're a Mega-Damage creature. Blades +8-10. Parasite (Psychic Vapor, Black Claw).

"Long Range Offensive Ability" Blasts & stuff. Chemical Spray, Dragon's Fire Breath, Energy Expulsion +9, Symbiote (Electrone, Storm Breather, Storm Screamer, Elom).

"Sensory Enhancement" Senses. Infravision, Nightvision, Polarized, Heat Detection, Extended Hearing, Molecular Analyzer, Motion Detection. Parasite (Oplus Symbiote, Psi-Receiver, Free Breather, Musical Nymph, Line Feeder, Eye of Eylor Implants.

"Physical Enhancement" Minor buffs. AGI +2. Speed +2. ST 8-13. Extra Arms (FIGHTING +2, Extra Limbs 2, Parry 2), Extra Tentacles (FIGHTING +2, Extra Limbs 2, Parry 1), Wings (Flight 4), Parasite (Spinetwister, Heaven's Wings, Titanizer, Temporal Link, Brain Helmet), Symbiotes (Solara, Symbiotic Heart, Thundergut).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Atlantis Gear

Post by Jabroniville »

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ATLANTIS GEAR:
Bio-Weapons:
"Line Lockers" Parasitic creatures that lock a victim to a Ley Line.
"Time Lock" Like above, but prevent any Temporal Magic.
"Barrier Projectors" Guns that fire energy bubbles that trap people within (Create 10). Not Phase, Teleport or use Dimensional Travel.

Kittani Weapons:
"Plasma Chainsaw" Damage 13. Inspired by the legendary Juicer Chainsaw.
"Plasma Net" Nets that mostly stop non-supernatural creatures, but does Blast 14 damage to those trapped, each round (insanely overpowered in M&M and in Rifts, but most beings can break out in one round).
"Plasma Whip" Damage 10.
"Plasma Harness" Energy Aura 12, +7 Toughness. Renders Vampires almost invincible since it stops S.D.C. stuff, so these are restricted. Insanely overpowered and mentioned as ideal for Bursters, so yet another way to buff up that weak class.

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Kittani Power Armor:
"Kittani Centipede" Toughness +13, ST 10, Bite +2, Speed 4, Missiles, Mini-Missiles, Eye Lasers +10, Energy Lance +10, Handheld Rocket Shield +13, All Vision Senses, Ranged Attack +2, 30 feet long.
-Humorously, a suit of multi-armed armor that is clearly Wayne Breaux attempting to copy the Kittani gear from the previous Atlantis book. He makes a good go of it- it has all the signatures- but he's a few steps below the last guy. Multiple sections can be separated if damaged. The suit is mainly for anti-aircraft ops.

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"Kittani Flying Fox" Toughness +13, ST 9, Speed 4, Flight 8, Plasma Axe +13, Shield +9, Mini-Missiles, Wing Lasers +14, Wing Blades +12, FIGHTING +2, Dodge +2.
-The answer to the Coalition Super SAMAS, about equivalent all-around.

Octuril Weapons:
* A random race of guys' stuff also shows up here. This shows the "Diversity of the Marketplace", as all of this gear works best for people with tentacles.

"Vibro-Axe" Damage +10.
"Charged Particle Ejector" Blast 13.

Kizh Weapons:
* An aquatic race of raiders who produce knock-off gear.

"Plasma Pistol" Blast 10.
"Iron Rifle" Blast 12, +9 Axe-Head.
"TW Sensor Gauntlet" Infravision, Motion Detection, Radiation & Radar Detector, Molecular Analyzer, Sense Evil, Sense Magic, Eyes of the Wolf, Locate.

Miscellaneous Gear:

"Power Jaw Helmet" Allows humanoids with no bite attack a +8 Bite.
"Mega-Blades" S.D.C. becomes M.D.C.; can have Magic added.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Atlantis Vehicles

Post by Jabroniville »

ATLANTIS VEHICLES:
* Naturally, there's a huge section on vehicles. Skybourne Excursions is huge, and gives people tours of Atlantis and Splynn itself, making a killing doing so. It's run by a Dragon in disguise, and a Demigod- the Dragon may be planning on cutting out his partner, however.

"Techno-Wizard Vehicle Attachments": Fireball Launcher +11, Lightning Blaster +12, Particle Beam Cannon +13, TK Mini-Gun +12, Super Laser Cannon +11, Combat Tentacles (15 feet, Damage +9), Spells: Circle of Protection- Minor & Superior, Enhanced Speed & Manueverability (20% boost in speed), Force Field +1.

There's a huge variety of vehicles- Flying Platforms (Toughness +10), Splugorth Hover Platforms (Toughness +12, Eye of Eylor attachment), TW Wing Packs (Toughness +10, Eye or Eylor w/ Blast 11 Eyebeams), Eylor Hovercycle (Toughness +11, Eye or Eylor), Kittani Hover Pods (Toughness +10, Blast 11), Kittani Patrol Flyer (Toughness +11, Blast 14), Kittani War Pods (Toughness +10, Blast 14), TW Sky-Flyer (Toughness +10), plus notes on the typical M.D.C. of various Skybourne ships: Yachts (+11), Medium Airships (+12-14), Large Airships (+15-16), Luxury Airships (+16-17).

Then we get the Splugorth Flying Ships & Barges, which all have 1-4 Eyes of Eylor giving them a ton of spells. M.D.C. varies, with a Toughness +11-19 spread from the small vessels to the largest Frigates. None are very fast- Flight 4-6 is common.
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