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

Where in all of your character write ups will go.
Jabroniville
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Re: Jab's Rifts Builds (Giant Kangaroo! Razorback! Bunyip!)

Post by Jabroniville »

catsi563 wrote: Tue Aug 31, 2021 7:20 pm The Bunyip still one of the most terrifying scenes from Dot and the Kangaroo
I'm still mind blown they ever showed this to children: https://www.youtube.com/watch?v=WtrYO-Mog60
Jabroniville
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Devil Dingo

Post by Jabroniville »

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DEVIL DINGO
Role:
Evil Torturer
PL 13 (181 + Magic & Psionics)
STRENGTH
12 STAMINA 10 AGILITY 3
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 5

Skills:
Deception 8 (+13)
Expertise (Survival) 6 (+8)
Intimidation 6 (+13 Size)
Perception 8 (+10)
Stealth 4 (+7)

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

Powers:
"Animal Senses" Senses 5 (Acute & Extended Scent, Tracking- Scent, Extended & Low-Light Vision) [5]
"Demon" Immunity 3 (Aging, Disease, Cold) [3]
Regeneration 8 [8]
Morph 2 (Flaws: Limited to Dingo Forms) [8]
Speed 6 (120 mph) [6]
Leaping 1 (15 feet) [1]
Comprehend 3 (All Languages) [6]
"Claws" Strength-Damage +1 (Feats: Split) [2]

Growth 3 (Str & Sta +3, +3 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Become Ethereal"
Insubstantial 4 [20]
Concealment 2 (Vision) [4]
Flight 1 (4 mph) [2]

"Magic" (Chameleon, Mask of Deceit, Fool's Gold, Death Trance, Escape, Teleport- Lesser & Superior, Calling, +1D4+2 Wizard Spells)
"Psionics" (Induce Sleep, Astral Projection, Clairvoyance, Object Read, See Aura, Sense Magic, Telepathy, Empathic Transmission, Hypnotic Suggestion, Mentally Possess Others, Radiate Horror Factor, Mind Block Auto-Defense, Mind Bleeder Powers: Bleed Memory, Brain Bleed, Day Dream, Mind Trip)

Offense:
Unarmed +13 (+12 Damage, DC 27)
Claws +13 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +11, Will +6

Complications:
Disabled (Illiterate)- Like many Demons, Devil Dingos cannot read.
Motivation (Spreading Fear)

Total: Abilities: 76 / Skills: 32--16 / Advantages: 5 / Powers: 72 + Magic & Psionics / Defenses: 22 (181 + Magic & Psionics)

-Another "Giant Australian Demon Monster" thing, the Devil Dingo is said to have been created by the animals as a form of protection, but it got twisted and is now a monster that hunts all men. It lives on fear, loving to spread it around, making people terrified and confused before killing them. Which... okay this thing shows up a LOT in Rifts, and is I guess Australia's version of the "Evil Shit-Disturber Who Loves Mental Torture". They prefer to cause dissention and paranoia so friends fight friends, and often have tons of minions forced or threatened into doing their bidding.

-Powerful PL 13 attackers, Devil Dingos are PL 11 on defense and a little lighter than you might expect- Rifts has a lot of pretty fragile demons. Expect them to flee battle as soon as it goes wrong- with their "Ethereal" power, they can easily escape.
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Mopaditis

Post by Jabroniville »

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MOPADITIS (Undead Spirit Template): ST +2, No STA score, AGI +1, FIGHTING 8 (+2 to hit), INT -1, AWA +1, PRE -3, Damage +7, Flight 2, M.D.C. equal to S.D.C. in life (so Toughness +10 or so), Stealth +6, Intimidation +8, Regeneration 6, Immortality 2, Comprehend 3 (Languages), Immunity (Cold, Heat, Disease), Immunity (All Damage, Limited to Half on Magic & 1/4 on Magic Weapons, Psionics does full), "Psionics" (Bio-Manipulation, Empathic Transmission, Electrokinesis, Mind Bolt, Telekinesis, Telekinetic Push, Telekinetic Lift, See the Invisible, Sense Evil, Sense Magic, Empathy, Telepathy, Radiate Horror Factor, Mind Block) [Various points costs]

-Another Aboriginal Myth, the "Mopaditis" is the spirit of an Aborigine who dies alone in the wild (often having wandered into the wild), and now seeks proper burial. Their means of doing this is to find a "spiritual companion" to lead them to the afterlife, but this involves killing that person as well- so they're sympathetic yet feared. But in Rift Australia, they're just angry monsters- Aborigines who resisted death thanks to sheer stubborness, and now seek out mortals to torment and kill. It has a lot of the weird "Rifts Undead" stuff like immunity to all weapons but magic stuff and weirdo effects that alter one's baseline stats in human form.
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Garkain Vampire

Post by Jabroniville »

Image

Why yes, this came out after the "Spider-Man" 1990s cartoon debuted Morbius, why do you ask?

GARKAIN (VAMPIRE)
Role:
Bloodthirsty Monster
PL 11 (107)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 2 PRESENCE -2

Skills:
Athletics 2 (+12)
Expertise (Survival) 6 (+8)
Perception 6 (+8)
Stealth 6 (+9)

Advantages:
Close Attack 1, Fast Grab

Powers:
Senses 5 (Low-Light & Extended Vision 2, Extended Scent- Tracking) [5]
Flight 3 (16 mph) (Flaws: Winged) [3]
Immunity 4 (Poison, Drugs, Gases, Disease) [4]
Regeneration 2 [2]
Comprehend 3 (Languages) [6]
Morph 1 (Giant Bat) (Feats: Metamorph) [6]
"Claws" Strength-Damage +2 (Feats: Split) [3]
Enhanced Dodge 2 (Flaws: Limited to While Flying) [1]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Claws +10 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +9 (+11 Flight, DC 19-21), Parry +9 (DC 19), Toughness +9, Fortitude +9, Will +3

Complications:
Disabled (Illiterate)

Total: Abilities: 58 / Skills: 20--10 / Advantages: 2 / Powers: 29 / Defenses: 7 (107)

-Called "Dumb Spirits", Garkains are bloodthirsty demons called "Vampires", but are unrelated to them- they're an actual part of Aborigine mythos, being large bat-winged creatures said to pounce down on people and scoop them up. There's almost nothing interesting about them- they're just treated as foot soldiers by actual undead, to whom they differ.

-Garkains are actually really good fightesr who do a lot of damage, but are PL 9-10 on defense.
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Yara Mayha Sho

Post by Jabroniville »

YARA MAYHA SHO (VAMPIRE)
Role:
Bloodthirsty Monster
PL 11 (163)
STRENGTH
9 STAMINA 9 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE -2 AWARENESS -1 PRESENCE -2

Skills:
Athletics 2 (+12)
Expertise (Survival) 6 (+5)
Perception 6 (+5)
Stealth 4 (+7)

Advantages:
Close Attack 1, Fast Grab, Ranged Attack 6

Powers:
Senses 8 (Low-Light & Extended Vision, Vision Counters Concealment, Extended Scent- Tracking) [8]
Speed 2 (8 mph) [2]
Immunity 16 (Poison, Drugs, Gases, Disease, Acid, Heat, Fire Damage, S.D.C. Weapons) [16]
Immunity 80 (All Damage) (Flaws: Non-Magical Cold & Fire Attacks Do Half, Other Damage Does 10%, Magic & Psionics Do Full Damage) [27]
Regeneration 6 (Feats: Regrows Limbs) [7]
Comprehend 3 (Languages) [6]
"Claws" Strength-Damage +2 (Feats: Split) [3]
Immortality 3 (Flaws: Not If Drowned & Fed to Sharks, Stake to the Heart) [6]

Offense:
Unarmed +10 (+9 Damage, DC 24)
Claws +10 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +9, Fortitude +9, Will +3

Complications:
Disabled (Illiterate)
Power Loss (Immunity- Wood & Silver)- Wooden & Silver weapons do +6-8 damage against these.
Phobia/Weakness (Water)- Yo Mayha Sho are terrified of water, which can be used to drown them. They will also drown very quickly- lasting between 10-120 seconds.

Total: Abilities: 58 / Skills: 18--9 / Advantages: 8 / Powers: 75 / Defenses: 13 (163)

-A rough equivalent to Wild Vampires, they are created from the Slow Bite of a Secondary Vampire. A "madman" desiring to be one can kill one, eat its liver, and smear himself with its blood and then rise from death as one immediately. Unlike vampires, they suck blood via suckers on their hands, like Morbius's disgusting powers in the '90s Spider-Man cartoon. They have a massive number of Immunities with granularity M&M isn't really designed to handle, so I just made it 1/3 the cost, I dunno. They have good senses and are PL 10.5-ish.
Jabroniville
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Wandjinas

Post by Jabroniville »

Image
Image

WANDJINAS
Role:
Weather Demons
PL 11 (217 + Magic)
STRENGTH
9 STAMINA 11 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE -2

Skills:
Expertise (Survival) 6 (+9)
Perception 6 (+9)
Stealth 4 (+7, +2 Size)

Advantages:
Ranged Attack 3

Powers:
Senses 11 (Low-Light & Extended Vision 4, Vision Counters Concealment, Infravision, Ultravision) [11]
Flight 4 (30 mph) [8]
Immunity 13 (Poison, Radiation, Disease, Electrical Damage, S.D.C. Weapons) [13]
Immunity 15 (Man-Made Weapons, Fire Damage) (Flaws: Limited to Half-Effect) [8]
Regeneration 10 [10]
Comprehend 3 (Languages) [6]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Communication 3 (Telepathy) (Flaws: Limited to Other Wandjinas) [9]
"Weather Breath Attacks" Environment 9 (one mile) (Visibility 2, Impede Movement 2) [36]

Lightning/Water/Air Blast 11 (Feats: Variable- Weather Effects, Extra Knockback, Increased Range 2) (26) -- [27]
  • AE: "Storm Effects" Blast 8 (Feats: Increase Range 2) (Extras: Area- 60ft. Burst +2) (Flaws: Unreliable- Strikes at Random) (26)
"Magic" (All Air Wizard Spells, Blinding Flash, Levitation, Escape, Magic Pigeon, Calling, Purification, Mystic Portal, Summon Storm, Summon Rain, Summon Fog, Teleport: Lesser, Teleport: Superior, Cleanse, Cloak of Darkness, Orb of Cold, Ice, Create Water, Chromatic Protection, Sonic Blast/Boom, Electric Arc, Lightning Arc, Frequency Jamming, Wall of Wind, Heavy Air, Mystic Fulcrum, Distant Voice, Sheltering
Force, Forcebonds)

Offense:
Unarmed +7 (+9 Damage, DC 24)
Blasts +7 (+11 Ranged Damage, DC 26)
Storm Effects +8 Area (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +7 (DC 17), Toughness +11, Fortitude +11, Will +7

Complications:
Disabled (Illiterate)
Disabled (Mute)- Wandjinas do not communicate in any way with other beings. They only make a deep humming or moaning sound.
Power Loss (Immunity- Wood & Pure Iron)- Wooden & iron weapons do +6-8 damage against these.

Total: Abilities: 52 / Skills: 16--8 / Advantages: 3 / Powers: 139 + Magic / Defenses: 15 (217 + Magic)

-Giant flying baby-looking things, Wandjinas are enigmatic and dangerous, but were good spirits in Aborigine mythos (they are drawn and redrawn by successive generations of people in rock art to this day). No beings can communicate with them, nor comprehend what they are. They simply create massive storms, then hover down to earth to eat the corpses of those who've died in the aftermath. They only sometimes fight mortals, but might kill someone just for observing them.

-Wandjinas aren't actually that durable, but have a TON of Regeneration and tend to fight in large groups.
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Yowie

Post by Jabroniville »

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YOWIE
Role:
Generic Evil Demons, Bullies
PL 17 (212 + Magic)
STRENGTH
12 STAMINA 13 AGILITY 3
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 4 PRESENCE 0

Skills:
Expertise (Survival) 5 (+9)
Perception 5 (+9)
Stealth 10 (+13, +8 Size)

Advantages:
Fast Grab, Ranged Attack 9, Startle

Powers:
Senses 9 (Low-Light & Extended Vision 4, Vision Counters Concealment) [9]
Immunity 11 (Cold, Heat, Poison, Disease, Suffocation & Drowning, S.D.C. Weapons) [11]
Protection 4 (Extras: Impervious 17) [21]
Regeneration 12 [12]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Comprehend 3 (Languages) [6]
Movement 2 (Wall-Crawling 2) [4]

Swimming 6 (6) -- [7]
  • AE: Speed 4 (30 mph) (4)
Morph 1 (Man-Sized Version) (Feats: Metamorph) (5) -- [6]
  • AE: Morph 1 (4-Foot Centipede) (Feats: Metamorph) (5)
Movement 3 (Dimensional Travel) (6) -- [7]
  • AE: "Bite" Strength-Damage +1 (1)
"Magic" (Fool's Gold, Multiple Image, Charismatic Aura, Seal, Calling, Magic Pigeon, Float in Ah-, Fear, Energy Disruption, Call Lightning, Dispel Magic Barrier, Purification & Spoil- water only, Water to Wine, Aura of Power, Cleanse, Distant Voice, Featherlight, Illusory Wall, Illusion Booster, and Circle of Travel. +1D6+3 Wizard Spells)

Offense:
Unarmed +13 (+12 Damage, DC 27)
Bite +13 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +16 (DC 26), Toughness +17 (+9 Impervious), Fortitude +13, Will +6

Complications:
Motivation (Hurting Others)- Yowies love to bully and lord over others.
Disabled (Illiterate)

Total: Abilities: 78 / Skills: 20--10 / Advantages: 11 / Powers: 94 + Magic / Defenses: 20 (212 + Magic)

-Yowies were treated like monsters in Aboriginal mythology, but Cryptozoologists just kind of turned them into another Big Furry Hominid to go along with the Orang-Pendek, Sasquatch, Yeti and other such creatures. But in Rifts, it's a 20-foot tall demon, said to combine lizard & insect traits. They especially like to eat humans, and are naturally utterly evil, treacherous and mean, willing to lie and cheat, even after bargaining with mortals.

-They are said to be "nearly as powerful as an adult Dragon and can be twice as dangerous", which is a lot of hype, but it actually holds up, averaging to 930 M.D.C., putting them into the Glitter Boy Tier. And then adding seven attacks and a ridiculous +7 to Parry, meaning these suckers are actually PL 16.5 defensively!!
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Aboriginal Gods

Post by Jabroniville »

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The art in this book is pretty good, I gotta say. This quasi-painted style is very unique for "Rifts".

ABORIGINAL GODS:
-Only a handful are provided here. Bunyil is given no stats- it's more of a living "force" that is said to have created all animals and men. The Rainbow Serpent left after his work was done, creating all the rivers and streams of the world. He is almost 2 miles long, and flies through the air (his scales are said to be the rainbow). He rarely visits the Earth any more, but will protect Australia in times of struggle (this has happened a few times so far). It has vast sensory powers, and thanks to having a body made of light, physical attacks and explosions do NO DAMAGE, and energy blasts do only 1/10th of their normal damage. It has Blast 14, Controls the Weather, can Resurrect others, and has all Air & Water Magic, plus all Sensitive powers. Ten attacks (about FIGHTING 18), with an insane 1D6x100 Mega-Damage bite (about +17-18 damage, but never does less than Blast 15, thereabouts).

Tikilik is the closest thing to an Aborigine version of a "Devil"- a giant, bloated frog who could drink all the water in the world, and continues to make Australia drier even as it gained an inland sea. An "Avatar" of the Frog God is gestating underneath Australia, and is currently a giant tadpole- if it matures, ie will drink all of Australia's water. He doesn't appear to have any stats, but his Demon Frogs are detailed.
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Demon Frogs

Post by Jabroniville »

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DEMON FROGS
Role:
Tikilik's Minions
PL 12 (141 + Psionics)
STRENGTH
12 STAMINA 10 AGILITY 1
FIGHTING 11 DEXTERITY 4
INTELLIGENCE -2 AWARENESS 1 PRESENCE -3

Skills:
Stealth 5 (+6)
Perception 5 (+6)
Stealth 4 (+5)

Advantages:
Ranged Attack 7

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment, Detect Ley Lines- Ranged 4 & Acute) [11]
Immunity 10 (Drowning, Drugs, Poison, S.D.C. Weapons, Gases, Cold) [10]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Regeneration 6 [6]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]

Swimming 5 (5) -- [7]
  • AE: Speed 2 (8 mph) (2)
  • AE: Leaping 3 (60 feet) (3)
"Eat Millennium Wood" Weaken Toughness 12 & Damage 12 (Flaws: Limited to Millennium Trees) (12) -- [13]
  • AE: "Drink P.P.E." Weaken Magic Powers 12 (12)
"Psionics" (Sense Evil, Sense Magic, Sense Dimensional Anomaly, Read Dimensional Portal, Sense Time, Commune with Spirits, Mind Block)

Offense:
Unarmed +11 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +10, Fortitude +10, Will +4

Complications:
Motivation (Hurting Others)- Yowies love to bully and lord over others.
Disabled (Illiterate)

Total: Abilities: 48 / Skills: 14--7 / Advantages: 7 / Powers: 60 + Psionics / Defenses: 20 (141 + Psionics)

-The idiotic minions of Tikilik, the Demon Frogs are devoted to hunting down sources of magic and destroying them, focusing mostly on Millennium Trees and objects made from them. They are fairly strong, being PL 12 creatures, but limited and thick-headed. Unlike most other Demons, they are Psionic and not Magical beings (fitting, given what they eat).
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Australia Gear

Post by Jabroniville »

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LOL the little baby helicopters being the arm of the vicious fascist city governments.

AUSTRALIA GEAR:
-Australia is mostly reduced to S.D.C. weaponry and gear which, if you'll recall from literally any other Rifts book, means that normal people are 100% helpless against EVERYTHING. The players are assumed to be "among the lucky few" with solid gear, but again don't have much, and will be targetted by monsters and raiders for it. There's a bunch of random S.D.C. guns & boomerangs, but we do get some unique stuff (rather necessary, as Australia is cut off from everyone else). A low-tier Blast 7 pistol soon gives way to Blast 9, Blast 11 and even a Blast 12 "Super-Shotgun". There's also a "Mankiller" pistol that directly targets S.D.C./Hit Points by ignoring up to 90 M.D.C. of armor (hard to stat out in M&M- even "Penetrating" doesn't really work like THAT. I guess a Nullify Armor effect linked to it, only for that one shot?).

I see a handful of very light Rail Guns, most doing minor damage (+10 or so), but soon upgrade to legit powerful Blast 14 ones. Then there's even "The master of all shotguns", a weapon that's "broken all the rules" because it does Blast 13 (though has a lot of kick). So all in all, it kind of elevates the "typical gear", but mostly for army and rich sorts.

There's a 4x4 (+11 Toughness, Blast 10-11 guns), APC (+14 Toughness, Blast 11-12 guns, missiles), Patrol Boat (+14 Toughness, Blast 12-14 guns, missiles), Manned Pods (+11-12 Toughness, Blast 11, missiles), Helicopter (+11 Toughness, Blast 14, missiles), and the tiny Remote-Controlled/Drone Helicopters of the Tech-Cities (+8 Toughness, Blast 14, missiles). Both choppers have +1 to hit. The Drones in particular are dangerous- very fragile but do Rail Gun-tier damage. EVERYTHING here has similar armaments, in fact.

Image

ARMOR:
-M.D.C. armor is rarer and more precious. Most typically, guys are in +7-8 gear at best. The two suits available outside of the Tech-Cities are rusty, undependable and have mysterious origins- it's possible they're bugged by the Tech-Cities to see who's going where, or that one town has the secret of manufacturing.

"Rusty"- +11 Toughness, ST 6, Speed 4, Leaping 1, Vibro-Blades +9, +1 Dodge.
-A weak suit of armor, but still rather durable. Can be boosted to Toughness +12 and given other armaments.

"Bushbasher"- +11 Toughness, ST 7, Speed 2, Leaping 1, Flamethrower +7, Shoulder-Mounted Laser (Variable), Vibro-Blades +9, +1 to hit & dodge.
-Fully-environmental suit of armor with more gear options.
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Rifts Australia Done

Post by Jabroniville »

AUSTRALIA DONE:
-And that does it for Rifts World Book 19: Australia! A... kind of okay book. Nothing too fancy, nothing mind-blowing, and no art that screams "Man, I want to play THAT!". It's just kinda... there. Average World Book, really. That Rifts Russia came along the same year and pretty well used the exact same gimmick (ie. ripping off Mad Max and having a few high-tech cities with dark backstories) really hurts this one. There's a bit of Aussie flavor to make it stand out, but it doesn't go far enough- some more wild-ass wildlife would have been perfect. Giant Kangaroos & Wombats is pretty great, but they could be going all-out with even weirder stuff. And turning a lot of Australian Mythology into "Generic Demons" is weird and unimaginative.

I can't imagine Mystic Australia and inexplicably, Rifts Dreamtime were going to be any good. Given the line gave us two horrible Mystic-themed books in 1997-98, each hurting the preceding decent book (New West and Warlords of Russia), may have hurt them. For whatever reason, Kevin got all up himself hyping both books in repeated passages of this one, announced them both, explained they'd elaborate on a lot of stuff... and then just never mentioned the books again, as this writer never did Palladium stuff after this. We never found out what happened to those books, but it's for the best, really. But it also means that this potentially GIGANTIC setting (Australia is an enormous chunk of land) never gets touched on again. All we get is "White Fellas", Aborigines (with no O.C.C.s to showcase them), one Good Alien Race, one Evil Alien Race, a couple gods, and that's about it.

Next up, we round out the 1990s as we get Splynn Dimensional Market!
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Re: Jab's Rifts Builds (Wandjinas! Yowie! Rifts Australia Done!)

Post by catsi563 »

Still working on getting splynn DM got library of bethled and mysteries of magic and rifts aftermath just recently for my BDay. still reading through those.

also updating some of my PCs with the new rules still need to see if jabs cool with me posting some conversion i want to see if i can figure out the formula here
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
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Re: Jab's Rifts Builds (Wandjinas! Yowie! Rifts Australia Done!)

Post by Jabroniville »

catsi563 wrote: Thu Sep 09, 2021 12:13 am Still working on getting splynn DM got library of bethled and mysteries of magic and rifts aftermath just recently for my BDay. still reading through those.

also updating some of my PCs with the new rules still need to see if jabs cool with me posting some conversion i want to see if i can figure out the formula here
Yeah, it's fine to post stuff here, I guess. I included my conversion formula before, too:

(1d4): Blast 6
(1d6): Blast 7
(2d4): Blast 8
(2d6): Blast 9
(3d6): Blast 10
(4d6): Blast 11
(5d6): Blast 12
(6d6 + 1d4 x 10): Blast 13
(1d6 x 10): Blast 14
(3d6 x 10): Blast 15
(6d6 x 10): Blast 16
---
5-30 MDC (+7)
30-70 MDC (+8)
70-110 MDC (+9)
110-190 MDC (+10)
190-260 MDC (+11)
260-340 MDC (+12)
340-430 MDC (+13)
430-530 MDC (+14)
530-660 MDC (+15)
660-800 MDC (+16)
800-1,100 MDC (+17)
1,100-3,000 MDC (+18)
3,000-6,000 MDC (+19)
6,000-12,000 MDC (+20)


Super Strength:
PS 15: 1D4 MD (+6)
PS 16-20: 1D6 MD (+7)
PS 21-25: 2D6 MD (+9)
PS 26-30: 3D6 MD (+10)
PS 31-35: 4D6 MD (+11)
PS 36-40: 5D6 MD (+12)
PS 41-50: 6D6 MD (+13)
PS 51-60: 1D6x10 MD (+14)

Attacks:
3 (+5 to hit)
4 (+7 to hit)
5 (+9 to hit)
6 (+11 to hit)
7 (+13 to hit)
8 (+14 to hit) (Ghost Dragon is 8 atks, +4 to hit)
9 (+16 to hit) (Octo Dragon is 9 ats, +8 to hit)
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Rifts Atlantis 2: Splynn Dimensional Market

Post by Jabroniville »

Image

RIFTS WORLD BOOK 21- ATLANTIS 2- SPLYNN DIMENSIONAL MARKET (1999):
-So the second-last book of the 1990s, and one of only TWO books to come out during 1999, Splynn Dimensional Market! Essentially just a splatbook to elaborate more upon the Splugorth's off-world shenanigans. I wonder who planned on buying a book like THAT, but the art seems pretty good, and Rifts spent the entire next decade either focusing on the Coalition Wars or elaborating upon outer space, so either these books did well or they really wanted to focus on this.

At least half the book is just focusing on the Market at Splynn (Lord Splynncryth's hometown- he's the Big Bad of Rifts Earth, remember), so probably has a ton of RPing details. Of course it's a big thing that almost no humans are found there, and are sometimes in tremendous danger if they are (humanoids are seen as slave-stock by the monster races). It's kind of a "Den of PC Spending Spreeds" as you can find ANYTHING there, and it details crap-tons of stores that sell unique gear (of interest are Magic Potions, Giant-Sized Armor, Poisons, and Instant Resurrections). Shopkeepers are given mini-bios as well, so there are a lot of potential storytelling opportunities.

Having read a bit ahead, I'm a bit impressed by the fact that this looks like one of the first "Well-Read in the Lore" books that takes into account the vast amount of stuff mentioned to this point. Like, there's descriptions of stuff from Skraypers and other exotic space settings, as well as guys obsessed with Africa, the cat-people psychics of South America, Crazies from Mindwerks & South America, and more. Like, the writer here has DONE HIS RESEARCH, and makes this one of the first books to sort of include bits and pieces of the lore from every preceding book.

This is the only book in the line written by Mark Sumimoto, who had "Additional Text" in Mystic Russia and a few articles in The Rifter, and pretty much vanishes after that. That's not a great sign- sort of the idea of a freelancer who once pissed Kevin off.
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Re: Jab's Rifts Builds (Wandjinas! Yowie! Rifts Australia Done!)

Post by catsi563 »

While I never had the splynn DM book my Dragon and my Mage both made trips to the DM on several occasions during their campaigns. the GM used a provy version as this was wlel before the book was ever released. but still yeah the Splynn DM is one of those places where you cna all but literally have ANYTHING you think a PC can need. if you can brave the potential dangers.
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