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

Where in all of your character write ups will go.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Re: Star Elf

Post by Harnos »

Jabroniville wrote: Thu Nov 17, 2022 5:06 am STAR ELF R.C.C.: ST +2, STA +5, INT +3, AWA +1, Close Attack +1, Dodge +1, Ranged Combat (Bows) +2, Immunity (Aging), Darkvision, Regeneration 4 [32]

-"Elves but Elfier", Star Elves are "perhaps descended from the Asgardian High Elves" but mostly represent the biggest stereotypes of Elves- Magically-gifted, haughty, frail-looking- but amplified. They are Mega-Damage beings, though. The art actually looks as much like a Dragon Ball Z character as anything I've seen in Palladium, though.
Elves with a strength and a big stamina bonus, that is interesting. :D
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Other Empires

Post by Jabroniville »

OTHER EMPIRES:
-The newer empires introduced in this book are focused on now. The Golgan Republik & Altess Dynasty are detailed, and then there's a bit on the Central Alliance, in which one trillion people formed around a general's cult of personality. He and his agents are all cyborgs, and these formerly-lawless worlds in a backwater part of the galaxy are usually obsessed with it. It's a military dictatorship. The Threshold is actually unknown space, and nothing is known of those who disappear travelling through here- more or less it's Earth's Bermuda Triangle but in space. It's actually where the Gene-Tech are hiding, and a lot of their power rests here.

The Splugorth Kingdom of Rynncryyl is detailed as well, given how he's actually the setting's most powerful villain just about- even Splynncryyth on Earth has less magnitude to his power. The problem being, Rynncryyl is an absolute madman who wants to find the Cosmic Forge and thinks killing the CCW and TGE is the way to do it- these absolutely MASSIVE empires are way too much for him to topple, but only he doesn't see that. And he himself has disappeared! Nobody knows where he is, so his lieutenants are currently running things, afraid to take power lest he or his assassins come back. So this empire is teetering, and could actually be destroyed if the others stop fighting each other and deal with it. Plants contained here include one where the Sunaj Assassins are trained- they may be aware of their master's disappearance and so are prepared to steal power for themselves until he returns. Another planet is a slave world currently being infiltrated by four Cosmo-Knights, who plan on leading a rebellion led by the slaves. Another world is the hiding place of a renegade Splugorth named Blyythzn, who is attempting to worm his way into power over the Kingdom.

"The Core" is a part of unknown space where the Cosmic Forge is said to exist, but those within it appear disinterested in the notion. The Core hosts both the Xodian Collective (a group of beings as powerful as the Cosmo-Knights, not in individual power but in their superior numbers combined with respectable might) and the Omegan Order- an order of fallen Cosmo-Knights. There is also the K!ozn ("Cot-zin"), a race on the verge of ascending to a new form of existence (living energy)... but if other races fight the Forge War, it will put that off for centuries! As such, they are gathering intelligence to try and halt it, and joining worlds in the rest of space. All the Core worlds are full of rumors- Coffin adds 7-16 total rumors that may or may not be true, suggesting that GMs sort them out as story potential allows.

The next 10+ pages are a "World Building Guide", Coffin making rules and tables to allow players to create a unique world of their own. This is more of the "Hard Sci-Fi" that Coffin was talking about in the book's preamble. Not interesting to me, but probably useful for some GMs.
Jabroniville
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Anvil Galaxy Overview

Post by Jabroniville »

RIFTS ANVIL GALAXY OVERVIEW:
-So THIS was a unique one! Not a list of NPCs, nor did it have a single O.C.C. in the bunch! Just a lot of WORDS! Words and words and words, as if Coffin was paid by the letter and not anything else. Given how many Rifts books are just piles of stats or lists of R.C.C.s with only a pittance given to them, it's a bit funny to see one book that's almost entire "fluff", but I guess that was Coffin's job- take CJ Carella's popular Phase World book and crank the shit out of it. There's a LOT of storytelling ideas here, and even my cursory glimpse of some of the writing (I have nowhere near the time or interest to just dig through all of it) reveals a lot of potentially interesting story ideas, and a lot of things a clever GM could milk for a campaign or two. In that sense, Anvil Galaxy is a success- I'm unsure of its greater importance to the series, nor what fan reaction was, but it's got more of what many people have suggested Palladium would have done well to try- stretching out the fluff and asking important questions rather than slapping out new statlines and redundant O.C.C.s to make page counts.

As it stands, though, this is 161 pagse of just FLUFF, none of which cries "I Want To Play This", with mediocre or forgettable art throughout, so it's hard to say this is a "Great Rifts Book" or anything. It's just THERE.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Star Elf

Post by Jabroniville »

Harnos wrote: Thu Nov 24, 2022 12:08 pm
Jabroniville wrote: Thu Nov 17, 2022 5:06 am STAR ELF R.C.C.: ST +2, STA +5, INT +3, AWA +1, Close Attack +1, Dodge +1, Ranged Combat (Bows) +2, Immunity (Aging), Darkvision, Regeneration 4 [32]

-"Elves but Elfier", Star Elves are "perhaps descended from the Asgardian High Elves" but mostly represent the biggest stereotypes of Elves- Magically-gifted, haughty, frail-looking- but amplified. They are Mega-Damage beings, though. The art actually looks as much like a Dragon Ball Z character as anything I've seen in Palladium, though.
Elves with a strength and a big stamina bonus, that is interesting. :D
You know it's Rifts when even the ELVES are ultra-durable and way beyond human capability :).
Jabroniville
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Rifts Three Galaxies

Post by Jabroniville »

Image

RIFTS DIMENSION BOOK 6- THREE GALAXIES (2003):
-And now we get another "Galaxies" space-themed book, of course written by... Carl Gleba? Who the hell is Carl Gleba? He wrote... four Rifts books in total, all around this time. Seems like one of those guys who comes in, gets put to work on a bunch of stuff, then goes "F*ck this" and bails on the entire industry, because those are his ONLY writing credits. And... wow this book doesn't even really have a foreword. It's just him verbally blowing CJ Carella and his Three Galaxies setting for the game (I wonder if this is shade tossed at Kevin S, who is largely responsible for none of the settings people say they like?). Like he gets one tiny paragraph and then we just DIVE IN.

There's a section on how to build Space Stations, and then a staggering SIXTY-PLUS PAGES of various story ideas. This is normally at the end of books, but now it's the hugest section possible. And only THEN do we get into O.C.C.s & R.C.C.s, which is... of for god's sake, tons of PAGE BLOAT about the Free World Council (the insurrectionists within Kreeghor territory) and their multiple generic Military Guy O.C.C. statblocks! Then it's different R.C.C.s like the Necrons getting their own section, then a few individual races and some monsters to fight. Demon Planets get a few pages on not only the huge planets but their "immune systems", which are fightable monsters. Then it's pages of gear, some for the various races already detailed. Most unique is stuff that's literally living creatures being used as weapons, including wearable power armor and spaceships.

The art is pretty much like Anvil Galaxy's- perfunctory and fine, but usually small pictures amidst HUGE blocks of text, and nothing that calls out to be played.

Honestly, looking at this book I wonder what the hell the point was. Did Kevin really think there was demand for 70 pages of "Potential Stories" with random piles of R.C.C.s and some O.C.C.s in the middle?
Jabroniville
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Space Stuff

Post by Jabroniville »

SPACE STUFF:
-A few pages are spent on determining random tables for Space Station creation. We actually get a ton of pages on various worlds, detailing nothing but potential story ideas in the old rifts "Hook, Line, Sinker" set-up. It's... oh my god- SEVENTY-SIX PAGES into this. I've NEVER seen this in Rifts before! It's just page after page of potential story ideas, some only a few sentences long! Who DOES this? It's over 1/3 of the entire book! This is normally a side thing thrown at the END of a book, and usually comes off like page filler- this comes off like it was supposed to be the entire damn thing.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

The Free World Council

Post by Jabroniville »

THE FREE WORLD COUNCIL:
-hahahaah OH MY GOD finally the first bunch of O.C.C.s in the book and it's just shovelware! The FWC is made up of worlds that had rebelled against the Kreeghor/Trans-Galactic Empire, and now they are starting to develop their own, well-trained military. The CCW & UWW are actually sending advisors to them to aid in this, forming a proxy-war against the TGE, just like how real world powers do things. This is apparently rather effective, though these are just the same old O.C.C.s other books have.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

FWC Soldier

Post by Jabroniville »

FREE WORLD COUNCIL SOLDIER O.C.C.
Role:
Baseline Space Fighters
PL 8 (78)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+8)
Expertise (Space Soldier) 5 (+5)
Intimidation 5 (+6)
Perception 5 (+6)
Technology 4 (+4)
Vehicles 2 (+6)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Ranged Attack 1

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Energy Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +5, Will +4

Complications:
Responsibility (Good Soldier)

Total: Abilities: 40 / Skills: 26--13 / Advantages: 19 / Powers: 0 / Defenses: 6 (78)

-Yes, another Space Soldier. Generic guys with a handful of skills, but a lot of versatility, as they get eight Secondary and six Tertiary skills.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

FWC Technical Officer

Post by Jabroniville »

FREE WORLD COUNCIL TECHNICAL OFFICER O.C.C.
Role:
Baseline Space Fighters, Tech-Boys
PL 8 (80)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+8)
Expertise (Space Soldier) 6 (+7)
Intimidation 5 (+6)
Perception 5 (+6)
Technology 5 (+7)
Vehicles 4 (+8)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Ranged Attack 1

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Energy Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +5, Will +5

Complications:
Responsibility (Good Soldier)

Total: Abilities: 42 / Skills: 30--15 / Advantages: 19 / Powers: 0 / Defenses: 7 (83)

-Like the Soldiers, but more tech-y. Each one has their own Military Operational Specialty (M.O.S.) specialty. They're a little smarter than the baseline, but their M.O.S. stuff robs them of some versatility as you now have specifically-chosen skills instead of more options for side stuff.

M.O.S. Options:
Assassin- PL 8 (87): Deception +6, Tracking [4]
Combat- PL 8 (88): Athletics +4, Fast Grab, Improved Hold, Improved Trip [5]
Communications- PL 8 (84): Technology- Limited to Communications +3 [1]
Engineering- PL 8 (95): Technology +4 [2]
Espionage- PL 8 (91): Deception +4, Stealth +6, Spy +6 [8]
Reconaissance- PL 8 (91): Survival +6, Streetwise +6, Stealth +4 [8]
Science- PL 8 (88): Science +6, Technology +4 [5]
Technician- PL 8 (85): Technology- Limited to Computers +6 [2]
Weapons- PL 8 (85): Technology- Limited to Weapons +6 [2]
Jabroniville
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FWC Medic

Post by Jabroniville »

FREE WORLD COUNCIL MEDIC O.C.C.
Role:
Space Medics
PL 8 (83)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+8)
Expertise (Space Soldier) 6 (+7)
Perception 4 (+5)
Technology 5 (+6)
Treatment 7 (+8)
Vehicles 3 (+7)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Ranged Attack 1

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Energy Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +5, Will +5

Complications:
Responsibility (Good Soldier)

Total: Abilities: 42 / Skills: 30--15 / Advantages: 19 / Powers: 0 / Defenses: 7 (83)

-Yeah, just a random "Medic" class- still as decent at fighting as anyone, but they're best used for battlefield medicine. The same impressive skill assortment as other FWC guys get, though.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

FWC Air/Space Corps.

Post by Jabroniville »

FREE WORLD COUNCIL AIR/SPACE CORPS O.C.C.
Role:
Baseline Space Fighters, Mech Pilots
PL 8 (84)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+8)
Expertise (Space Soldier) 4 (+5)
Intimidation 5 (+6)
Perception 5 (+6)
Technology 5 (+7)
Vehicles 8 (+12)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Ranged Attack 1

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"Energy Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +5, Will +5

Complications:
Responsibility (Good Soldier)

Total: Abilities: 42 / Skills: 32--16 / Advantages: 19 / Powers: 0 / Defenses: 7 (84)

-The "Pilot" variant, these guys have a bit fewer skills than the Soldiers, but a free pilot option- three are four different main vehicles they get, detailed later. The ships vary in durability from 300-600 M.D.C. (about Toughness +12-15), but I don't see any mechs in the list.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Obsidian Spell Thief

Post by Jabroniville »

OBSIDIAN SPELL THIEF O.C.C.
Role:
Spell-Stealers
PL 8 (113)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Space Soldier) 5 (+5)
Expertise (Magic) 7 (+8)
Expertise (Criminal) 5 (+6)
Expertise (Demon & Monster Lore) 5 (+6)
Insight 1 (+2)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 2 (+3)
Vehicles 1 (+5)

Advantages:
Equipment 5 (Gear), Ranged Attack 1, Ritualist

Powers:
"Sense Magic" Senses 3 (Magical Energy Awareness- Ranged, Radius) [3]
"Sense Ley Lines" Senses 5 (Ley Lines Awareness- Ranged 3, Radius) [5]

"Steal Secrets of Magic" Variable (Magical Powers) 6 (Flaws: Limited to Those Stolen, Limited to Below Level 7) (30) -- [32]
  • AE: "Unravel & Undo Magic" Nullify Magic 12 (Feats: Subtle 2) (26)
  • AE: "Discover Magical Secrets" Senses 4 (Magic Detection- Analytical 2, Acute) (4)
"Magic" (Decipher Magic, See the Invisible, Sense Magic, Sense Evil, Concealment, Detect Concealment, Armor of Ithan, See Wards, Escape, Eyes of Thoth, Teleport: Lesser, Tongues, +1D6+3 from Invocations Level 1-2)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +5, Will +4

Complications:
Power Loss (Magic)- Magic requires P.P.E. to work- especially the "Unravel" power costs a lot of it.
Power Loss (Restrictions & The Curse)- Spell Thieves cannot cast Spells over Level 6, and will automatically forget those they've swiped after a few days. They must tell their employer the manner of casting the spell before then.

Total: Abilities: 42 / Skills: 36--18 / Advantages: 7 / Powers: 40 + Magic / Defenses: 6 (113)

-This O.C.C. actually uses the "Dark Covens" thing mentioned in Rifts: The Anvil Galaxy- the secretive covens that hide within the United Worlds of Warlock. These guys are out to steal the secrets of others, which is done via a "Detect Magic" ability of sorts that lets them unlock what spells were used on something just by observing an object or whatever the spells left behind. They can therefore mimic the spells permanently, so long as they're Level 6 or under! This is a powerful Variable effect, but limited a tad (the percentages aren't great in terms of permanently absorbinb the spell, for example).
Last edited by Jabroniville on Mon Dec 05, 2022 11:31 pm, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Space Warlock

Post by Jabroniville »

SPACE WARLOCK O.C.C.
Role:
Wizard Support Staff
PL 8 (119)
STRENGTH
2/13 STAMINA 4 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+4)
Deception 2 (+4)
Expertise (Space Navy) 5 (+7)
Expertise (Magic) 7 (+9)
Expertise (Demon & Monster Lore) 6 (+8)
Insight 2 (+4)
Intimidation 2 (+4)
Perception 4 (+6)
Persuasion 1 (+3)
Technology 3 (+5)
Vehicles 2 (+7)

Advantages:
Equipment 5 (Space Gear), Ritualist

Powers:
"Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense) [7]
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]

"Line Drifting" Flight 1 (Flaws: Limited to Within Ley Lines) [1]
"Ley Line Observation Ball" Remote Sensing 1 (Vision) [2]

"Ley Line Phasing" Teleport 10 (Extras: Extended, Accurate) (Flaws: Limited to Along Ley Lines, Source- 15-60 Second Ritual -1/2, Unreliable- 4/hour -1/2) (20) -- [22]
  • AE: "Ley Line Transmission" Communication (Mental) 3 (Flaws: Limited to Along Ley Lines, Limited to Sending) (6)
  • AE: "Read Ley Lines" Remote Sensing (Touch) 12 (Flaws: Limited to Natural Disasters, Limited to Along Ley Lines) (4)
"Magic" (12 Level 1-4 Invocation Spells, 4 Space Spells, +2 per level)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Space Guns +5 (+10 Ranged Damage, DC 25)
Initiative +4

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

Complications:
Responsibility (The UWW)- Space Warlocks are loyal UWW agents.

Total: Abilities: 52 / Skills: 36--18 / Advantages: 6 / Powers: 37 / Defenses: 6 (119)

-The "Warlock Marines" were given a big focus by CJ Carella in Rifts: Phase World Sourcebook, and now they have a support class of sorts- the Space Warlock O.C.C. is meant to man defensive weapons, do support spells, and more. They aren't front-line fighters, but support the Marines in combat and have bonuses to toughness. They actually use spells from a RIFTER book of all things, so I hope you bought THAT one if you want to play one of these! The art looks like any old Wizard, but with a fancier sword.

-Space Warlocks lack hitting power and don't have special boosts, and have INCREDIBLE stat requirements (ie. you ain't gonna be playing one), but are effectively modified Line Walkers. They're basic PL 7.5 space guys, far beneath the PL 11 Warlock Marines, but good aides for them (as they're plain heavy-hitters with no spells).
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Techno-Smithy

Post by Jabroniville »

TECHNO-SMITHY O.C.C.
Role:
Wizard Support Staff, Tech Guys
PL 8 (79)
STRENGTH
2/13 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+4)
Deception 2 (+4)
Expertise (Space Navy) 5 (+7)
Expertise (Magic) 3 (+5)
Expertise (Science) 5 (+7)
Insight 2 (+4)
Perception 4 (+6)
Technology 8 (+10)
Vehicles 3 (+8)

Advantages:
Equipment 5 (Space Gear)

Powers:
"Recharge P.P.E. Batteries" Features 1: May Recharge Batteries Via a Ritual [1]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Space Guns +5 (+10 Ranged Damage, DC 25)
Initiative +4

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

Complications:
Responsibility (The UWW)- Techno-Smithies are loyal UWW agents.

Total: Abilities: 50 / Skills: 34--17 / Advantages: 5 / Powers: 1 / Defenses: 6 (79)

-Given a very Rifts-appropriate Steampunk bit of art, the Techno-Smithies are the engineers of UWW ships, keeping the P.P.E. Engines burning and fixing things that break, as well as equipping troops with magical talismans- making them ARMORERS, too! Effectively they're Scotty but wizards. That's pretty great. Again, they have ridiculously high mental stat requirements. They are otherwise low-level Wizards with only a handful of spells (unique to their specialty, seen below), but can bargain and barter for additional spells.

Specialties:
Talisman Creation- PL 8 (80): Artificer, "Magic" (See Aura, See the Invisible, Sense Magic, Amulet, Talisman, +6 Spells Level 1-4) [1]
-These create talismans for troops to use in battle.

Forge Magic Weapons & Armor- PL 8 (80): Artificer, "Magic" (Blinding Flash, Sense Evil, Turn Dead, Impervoius to Fire/Energy, Enchant Weapon- Minor, +4 Spells Level 1-4) [1]
-... okay this stats out the same in M&M, but these guys mostly build actual WEAPONS- suits of armor and swords that do stuff.

Techno-Wizard- PL 8 (80): Features 1: May Use Any TW Device, "Magic" (Blinding Flash, Globe of Daylight, Ignite Fire, Fuel Flame, Impervious to Energy, Telekinesis, +4 Spells Level 1-4) [1]
-These create talismans for troops to use in battle.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Necrons

Post by Jabroniville »

NECRON R.C.C.: ST +4, STA +7, AGI +2, FIGHTING +4, PRE -2, Dodge +2, Regeneration 2, Low-Light Vision, "Psionics" (Telepathy & Empathy- Limited to Symbiotes) [35 + Psionics]

-The Necrons are the new threat in the Three Galaxies (aka "the writer of the book wants these as his new signature precious pets"). They look like flesh-free creatures made of exposed muscles & bone. They are techno-phobic and only ever use living symbiotes to augment themselves, and 70% are evil. And... there's really not much to them. They do get a section much earlier about the "Necrosis System" deep in the Corkscrew Galaxy- it's implied a solitary band made inroads of technology until they were overwhelmed by the others in a sneak attack... and the rulers became enraged upon the discovery of what is clearly the VOYAGER spacecraft (mention is made of the images of the male & female of the species)- the roving satellite launched by NASA out into the depths of space, where they hoped aliens might find it. Infuriated by this attempt at "contamination", the Necrons have made war their goal, and have launched organic ships out into space.
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