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

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

Post by Jabroniville »

Magic in Russia:
-So Magic has returned, as have demons. The Warlords oppose demons strongly, more because it's a bunch of foreign invaders than anything, while only 4% of their forces use magic- it's just seen as too unreliable and untrustworthy. Naturally a MASSIVE amount of stuff is spun out of how superstitious Russia was and how this helps them now, and only a few Magic O.C.C.s (the ones new to this book) are trusted- most are seen as naturally evil and even benevolent ones are shunned, though their advice is sometimes sought and respected. Techno and Bio-Wizardry are unknown, but the hated Necromancy is now common. Shifters are the least-trusted.

Russia has the second greatest conglomeration of Demons on Earth, second only to China. Most are royal dicks who are pretty well Chaotic Evil and do things For The Evulz, so Russians are good to be paranoid of strangers. Many eat people and their livestock, while others just like to harrass or cause deep mental anguish. Much is even made of just how RUTHLESS one must be when fighting demons- you can't leave a single one alive, as they're obsessed with revenge. Thankfully, most are arrogant and underestimate humans, and they hate each other as well, so they rarely congregate unless under the thrall of a Greater Demon.

Most Russian Demons are "Archaic Demons" and not related to those from Hades- they have no culture or civilization, and are small fries in the greater Megaverse, so focus a lot on Asia.
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The Unclean

Post by Jabroniville »

Image

THE UNCLEAN (Nechistaia Sila)
Role:
Generic Demons
PL 9 (113 + Magic)
STRENGTH
4/6 STAMINA 9 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Athletics 5 (+8/+10 at Night)
Deception 6 (+6)
Insight 2 (+2)
Intimidation 5 (+5)
Perception 6 (+6)
Stealth 6 (+9)

Advantages:
Close Attack 1, Ranged Attack 2, Startle

Powers:
"Night-Time Stats"
Enhanced Strength 2 (Flaws: Source- Darkness) [2]
Protection 1 (Flaws: Source- Darkness) [0.5]
"Horns" Strength-Damage +2 (Flaws: Limited to +1 at Night) [1.5]

Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Immunity 3 (Disease, Cold, Heat) [3]
Senses 5 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent) [5]
Regeneration 4 [4]
Comprehend 2 (Speak to & Understand Languages) [4]

Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
Flight 5 (Flaws: Source- Storms, Limited to the Direction of the Storm) [3]
"Limited Metamorphosis" Morph 2 (Cat, Pig, Wolf, Rat) (Feats: Metamorph) (Flaws: Source- Night, Unreliable- 3/day) [7]

"Magic" (Fool's Gold, Multiple Image, Levitate, Mask of Deceit, Repel Animals, Compulsion, Spoil Food/Water, Sickness, Shadow Meld, Cloak of Darkness)

Offense:
Unarmed +8 (+4 Damage, DC 19)
In Darkness +8 (+6 Damage, DC 21)
Horns +8 (+6 Damage, DC 21)
Horns in Darkness +8 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +9 (+10 Night), Fortitude +9, Will +4

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Phobia (Light)- The Unclean despise light.
Disabled (Illiterate)- Though The Unclean speak all languages, they cannot read.
Vulnerable (Silver, Birch, Juniper, Lightning)- Weapons made of silver or the wood of birch & juniper trees do +6-8 damage. Lightning does double damage.

Total: Abilities: 52 / Skills: 30--15 / Advantages: 4 / Powers: 35 + Magic / Defenses: 7 (113 + Magic)

-The Unclean are ugly, short, cloven-hoofed, horned Demons who travel in small groups, kind of fitting a "Generic Demon" thing. Despite seeing Gargoyles as inferior and subordinate to them, they have incredibly wimpy stats by comparison (like 1/5 of the total M.D.C.).

-The Unclean have a remarkable number of side abilities and some curious stat things- weak strength but solid hitting power (Supernatural Strength, which can heavily alter one's damage potential). They can Regenerate, speak any language, track, move quickly, Morph and even have some Magic Spells, as well as get stronger and tougher at night. But they max out around +7 Damage and are only +10 Toughness at night, so they're PL 7-8.5 for the most part.
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Goldar
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Re: The Unclean

Post by Goldar »

Jabroniville wrote: Thu May 06, 2021 12:52 am Image

THE UNCLEAN (Nechistaia Sila)
Role:
Generic Demons
PL 9 (113 + Magic)
STRENGTH
4/6 STAMINA 9 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Athletics 5 (+8/+10 at Night)
Deception 6 (+6)
Insight 2 (+2)
Intimidation 5 (+5)
Perception 6 (+6)
Stealth 6 (+9)

Advantages:
Close Attack 1, Ranged Attack 2, Startle

Powers:
"Night-Time Stats"
Enhanced Strength 2 (Flaws: Source- Darkness) [2]
Protection 1 (Flaws: Source- Darkness) [0.5]
"Horns" Strength-Damage +2 (Flaws: Limited to +1 at Night) [1.5]

Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Immunity 3 (Disease, Cold, Heat) [3]
Senses 5 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent) [5]
Regeneration 4 [4]
Comprehend 2 (Speak to & Understand Languages) [4]

Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
Flight 5 (Flaws: Source- Storms, Limited to the Direction of the Storm) [3]
"Limited Metamorphosis" Morph 2 (Cat, Pig, Wolf, Rat) (Feats: Metamorph) (Flaws: Source- Night, Unreliable- 3/day) [7]

"Magic" (Fool's Gold, Multiple Image, Levitate, Mask of Deceit, Repel Animals, Compulsion, Spoil Food/Water, Sickness, Shadow Meld, Cloak of Darkness)

Offense:
Unarmed +8 (+4 Damage, DC 19)
In Darkness +8 (+6 Damage, DC 21)
Horns +8 (+6 Damage, DC 21)
Horns in Darkness +8 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +9 (+10 Night), Fortitude +9, Will +4

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Phobia (Light)- The Unclean despise light.
Disabled (Illiterate)- Though The Unclean speak all languages, they cannot read.
Vulnerable (Silver, Birch, Juniper, Lightning)- Weapons made of silver or the wood of birch & juniper trees do +6-8 damage. Lightning does double damage.

Total: Abilities: 52 / Skills: 30--15 / Advantages: 4 / Powers: 35 + Magic / Defenses: 7 (113 + Magic)

-The Unclean are ugly, short, cloven-hoofed, horned Demons who travel in small groups, kind of fitting a "Generic Demon" thing. Despite seeing Gargoyles as inferior and subordinate to them, they have incredibly wimpy stats by comparison (like 1/5 of the total M.D.C.).

-The Unclean have a remarkable number of side abilities and some curious stat things- weak strength but solid hitting power (Supernatural Strength, which can heavily alter one's damage potential). They can Regenerate, speak any language, track, move quickly, Morph and even have some Magic Spells, as well as get stronger and tougher at night. But they max out around +7 Damage and are only +10 Toughness at night, so they're PL 7-8.5 for the most part.
Yeah, about these Unclean, all I have to say is yes, they are dirty! :lol:
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Ill’ya Drmon

Post by Jabroniville »

Image

ILL'YA DEMON
Role:
Generic Demons, Shapeshifters
PL 10 (129 + Magic)
STRENGTH
7 STAMINA 8/9 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+9)
Deception 6 (+6)
Insight 2 (+2)
Intimidation 5 (+5)
Perception 6 (+6)
Stealth 5 (+8)

Advantages:
Close Attack 1, Ranged Attack 2, Startle

Powers:
"Horns & Bite" Strength-Damage +2 [2]
Enhanced Stamina 1 (Flaws: Source- Night) [1]

Leaping 1 (15 feet) [1]
Immunity 9 (Aging, Disease, Cold, Heat, Electrical Damage) [9]
Senses 5 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent) [5]
Regeneration 4 [4]
Comprehend 2 (Speak to & Understand Languages) [4]

Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
Flight 3 (16 mph) (Flaws: Winged) [3]
Immunity 2 (Storms) [2]

"Limited Metamorphosis" Morph 1 (Humanoid) (Feats: Metamorph) (6) -- [7]
AE: Morph 1 (Single Animal Form) (Feats: Metamorph) (6)

"Magic" (Thunderclap, Heavy Breathing, Fingers of Wind, Float in Air, Wind Rush, Compulsion, Spoil Food & Water, Sickness, Minor Curse, Call Lightning, Electric Arc, Influence the Beast)

Offense:
Unarmed +10 (+7 Damage, DC 22)
Horns +10 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8 (+9 At Night), Fortitude +8, Will +4

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Birch, Juniper, Lightning)- Weapons made of silver or the wood of birch & juniper trees do +6-8 damage.
Responsibility (Cannot Enter Unless Invited)- Ill'ya Demons cannot enter a home or camp unless invited to do so.

Total: Abilities: 62 / Skills: 26--13 / Advantages: 4 / Powers: 40 + Magic / Defenses: 10 (129 + Magic)

-Ill'ya Demons are evil, medium-sized shapechangers that appear during storms- this is why Russian peasants are wary of strangers arriving when it's storming out. They have animal heads and small, feathered wings, and 3D6 will appear during lightning storms along ley lines- most will return to their demonic home,l but some will stay. They are, as usual, violent and malicious.
-Ill'ya Demons are pretty simple and usually PL 9-10.
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Re: Jab's Rifts Builds (Thunderhammer & Thunderstrike Shocktroopers)

Post by Jabroniville »

Curbludgeon wrote: Tue May 04, 2021 1:34 pm It's easy to rail on PB for poor editing and inconsistency, but it does seem deliberate that combat cyborgs are only capable of modest self-repair. The only cyborgs on Rifts Earth with any likelihood to be able to install or repair anything complicated are the Vedmak, whom aren't good in a fight and make several insanity rolls just because.
Okay, this post was pretty big so it took a while and then I forgot to respond to it, lol. I haven't heard of most of the later guys you're referring to, since they're from later books. It runs a bit contrary to what I'd heard- that later Rifts books stemmed the Power Creep and were more restrained. Though Rifts Lemuria has high-tier stuff, it's more due to adding tons of attacks (mostly situational, though) over insane M.D.C. Only the Aquatic Dragons were particularly O.P., and well, they're DRAGONS.

Repurposing Splicers art seems wise- Walton's art is a true highlight of "Later Rifts" and reason alone to buy most of those books. Was Splicers terribly popular?
There are 4 new D-Bees. Gridgitz are a slightly tougher and less intelligent version of mostly rural human with a high incidence of healing psionics, which they often assume to be the power of prayer. Shu-Shuum are a short, leathery-skinned race of humanoids with an eye for detail and mind for middle management who handle a fair amount of paperpushing for the state while feeling really close to some sort of insensitive stereotype. The last two are depicted as RCCs, with limited skill options. Wolverine People are hairy and average 175 MDC to start, and occasionally howl. Yaganar are humanoid elemental spirits that gain levels increasingly quickly as they develope innate abilities, before disappearing into thin air, possibly returning to an elemental plane.
I'm, uh, guessing the Shu-Shuum may be a little like Harry Potter's goblins, which were a hook-nosed, miserly race of bankers? HOO BOY, that ages almost as bad as having a character named "Cho Chang".

Too bad the "Ice Bursters" aren't great, because I'm kind of a sucker for those weird "Burster Variants".
marcoasalazarm
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Re: Jab's Rifts Builds (Warlords of Russia! Mystic Russia!)

Post by marcoasalazarm »

AFAIK, Splicers was just the one rule book, one adventure sourcebook and several Rifter articles, so not much.

Damn shame. The concept (the Guyver vs. the Terminator.... well, kinda) sounds awesome.

I am personally also interested in “Systems Failure”.
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Batgirl III
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Re: Jab's Rifts Builds (Warlords of Russia! Mystic Russia!)

Post by Batgirl III »

I’ve never understood the controversy over Cho Chang’s name. Admittedly, I’ve never read the books, so I can’t say if anything else about the character is stereotyped or racist, but a lot of the chatter online focuses on her name being made up of two common Korean surnames, “Cho” and “Chang,” instead of Chinese names.

Well, first, there’s the obvious point that the People’s Republic of China does have a small minority of ethnic Koreans living in it. About 0.25% of the population... Which is still like 3 million people, because China’s population is freakin’ massive.

Secondly, the Harry Potter ‘verse is filled to bursting with people who have very silly names: Albus Dumbledore, Dedalus Diggle, Helga Hufflepuff, Minerva McGonagall, Quirinus Quirrell, Thomas Malvo Riddle...

I just don’t get it.
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Jabroniville
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Re: Jab's Rifts Builds (Warlords of Russia! Mystic Russia!)

Post by Jabroniville »

I think that's part of the issue- most everyone in the Potterverse has goofy names like Dumbledore and Snape, and here's the only notable ethnic person, whose name is barely removed from "Ching Chong".
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Re: Jab's Rifts Builds (Warlords of Russia! Mystic Russia!)

Post by catsi563 »

alliteration its a gift and a curse
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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Batgirl III
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Re: Jab's Rifts Builds (Warlords of Russia! Mystic Russia!)

Post by Batgirl III »

Do I get to score victim points for "Dedalus Diggle," the only character in the series from Kent, who has a Greek given name and a surname that comes from Northumbria for no apparent reason?

My mother's family has been living on the Isle of Sheppy since at least the 9th Century CE, after all.
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Jabroniville
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The Demon Claw

Post by Jabroniville »

Image

THE DEMON CLAW
Role:
Generic Demon, Aggressive Monster
PL 14 (167 + Magic)
STRENGTH
12 STAMINA 11/12 AGILITY 3
FIGHTING 14 DEXTERITY 4
INTELLIGENCE -2 AWARENESS -1 PRESENCE -1

Skills:
Athletics 4 (+10)
Expertise (Survival) 9 (+8)
Intimidation 8 (+8)
Perception 7 (+6)
Stealth 6 (+7)

Advantages:
Close Attack 1, Fearless, Great Endurance, Ranged Attack 2, Startle

Powers:
Movement 5 (Environmental Adaptation- Aquatic, Water-Walking 2, Dimensional Travel 2) [10]
Swimming 2 [2]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Regeneration 5 (Feats: Regrows Limbs) [6]
Enhanced Stamina 1 (Flaws: Source- Ley Lines) [1]
"Claws" Strength-Damage +2 (Feats: Split) (Extras: Penetrating 8) [11]

Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Immunity 5 (Aging, Drowning, Disease, Cold, Heat) [5]
"Ride the Waves" Immunity 2 (Tidal Waves) [2]
Immunity 5 (Electrical Damage) (Flaws: Limited to Half-Effect) [3]
Senses 4 (Extended Scent & Vision, Low-Light Vision, Tracking- Scent) [4]
Comprehend 2 (Speak to & Understand Languages) [4]

"Magic" (Float in Air, Levitate, Chameleon, Fear, Fire Bolt, Fire Ball, Agony, Spoil Water)

Offense:
Unarmed +14 (+12 Damage, DC 27)
Claws +14 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +11 (+12 by Ley Lines), Fortitude +11, Will +4

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though the Demon Claw can speak all languages, it cannot read.
Responsibility (Aggressive)- Demon Claws are easily goated into reckless pursuit and combat.
Responsibility (Hate Weapons)- Demon Claws hate using man-made weapons, preferring their claws.
Vulnerable (Silver, Birch, Juniper, Fire)- Weapons made of silver or the wood of birch & juniper trees do +6-8 damage. Fire does 50% greater damage.

Total: Abilities: 72 / Skills: 34--17 / Advantages: 6 / Powers: 56 + Magic / Defenses: 16 (167 + Magic)

-The Demon Claws are large humanoid crab-monsters that often hang about in polluted waters, but can live anywhere. Usually solitary, they like evil humans and often work with them, and are "the embodiment of hate and fury", gladly fighting to the death and being easily provoked into reckless behavior and one-sided battles. They never use man-made weapons, preferring their own natural ones.

-Oh boy, another IMMENSELY powerful creature- all those limbs offer them six attacks, which is truly elite, never mind that they have 5D6+23 P.S., which is boosted by +3D6 damage when using their claws. This averages out to 7D6-9D6 Mega-Damage! That's equivalent to an elite Rail Gun. Add all that together and you have a PL-friggin-14 threat, only barely diminished to PL 13 defensively. So they're simple-minded death machines, easily capable of wiping out a full party of guys- you'd need some Glitter Boys or some really powerful hardware and hopefully wear it down through attrition.
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Hell Horse

Post by Jabroniville »

Image

HELL HORSE (Chertu Baran)
Role:
Demonic Steed
PL 11 (124)
STRENGTH
11 STAMINA 10 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -3

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, Close Attack 2, Great Endurance, Improved Initiative, Power Attack, Uncanny Dodge

Powers:
"Animal Senses" Senses 7 (Acute Scent, Extended Scent, Low-Light Vision, Extended Vision 3, Radius Sight) [7]
Immunity 14 (Aging, Disease, Cold, Heat, Electrical Effects) [14]

"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]
Morph 1 (Normal Horse) (Flaws: Limited to At Night, Unreliable- 3/day) [3]
Comprehend 2 (Speak to & Understand Languages) [4]

Flight 7 (250 mph) (Flaws: Flight 6 Without Ley Lines -1) (11) -- [13]
  • AE: Speed 4-5 (needs Ley Lines for Speed 5) (30-60 mph) (4)
  • AE: Leaping 2 (30 feet) (2)
"Ride the Lightning" Flight +7 (Flaws: Unreliable- 2/day -2) [4]
Enhanced Stamina 1 (Flaws: Source- Ley Line Storms) [1]

Offense:
Unarmed +9 (+11 Damage, DC 26)
Hooves +9 (+12 Damage, DC 27)
Initiative +5

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +10 (+11 Ley Line Storms), Fortitude +10, Will +4

Complications:
Disabled (Animal)- Hell Horses cannot speak to humans, nor use their hooves to easily manipulate objects.
Disabled (Illiterate)- Though the Hell Horse can speak all languages, it cannot read.
Vulnerable (Silver, Birch, Juniper)- Weapons made of silver or the wood of birch & juniper trees do +6-8 damage.

Total: Abilities: 38 / Skills: 24--12 / Advantages: 7 / Powers: 53 / Defenses: 14 (124)

-Called the "Devil's Mount", these creatures are demons who enjoy letting other demons ride them into battle. Like most Demons, they are incredibly-powerful, doing extra damage with their hooves, and being PL 10.5 overall, with PL 9 defenses.
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Re: Jab's Rifts Builds (Russian Demons! Demon Claw! Hell Horse!)

Post by Batgirl III »

Hell Horse! Hell Horse!
Hell Horse! Hell Horse!

He rides across the nation,
The Thoroughbred of...

...Oh. I did this joke already.
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Jabroniville
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Re: Jab's Rifts Builds (Russian Demons! Demon Claw! Hell Horse!)

Post by Jabroniville »

I can't remember what you're referencing, though, because I'm old and not quite pop culture savvy sometimes, lol.
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Re: Jab's Rifts Builds (Russian Demons! Demon Claw! Hell Horse!)

Post by Batgirl III »

Jabroniville wrote: Sun May 09, 2021 3:43 am I can't remember what you're referencing, though, because I'm old and not quite pop culture savvy sometimes, lol.
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