Jab's Rifts Builds (Rifts- A Final Summation!)
Re: Jab's Rifts Builds (Free World Council! Spell Thief! Space Warlock!)
Heh, deliberate anthitheses of Warhammer's Necrons.
"I'm sorry. I love you. I'm not sorry I love you."
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- Posts: 24689
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Necron Warrior
NECRON WARRIOR O.C.C.
Role: Techno-Phobic Space Soldier
PL 10 (95)
STRENGTH 6 STAMINA 8 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE -2
Skills:
Athletics 2 (+8)
Expertise (Space Soldier) 5 (+5)
Intimidation 8 (+6)
Perception 5 (+6)
Vehicles 2 (+6)
Advantages:
Equipment 7 (Gear- Armor & Blasters), Ranged Attack 5
Powers:
Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]
"Psionics" (Telepathy & Empathy- Limited to Symbiotes)
Offense:
Unarmed +9 (+6 Damage, DC 21)
Rifle +9 (+11 Ranged Damage, DC 26)
Initiative +4
Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8 (+9 Armor), Fortitude +8, Will +5
Complications:
Hatred (Technology)- Necrons despise technology.
Total: Abilities: 60 / Skills: 22--11 / Advantages: 12 / Powers: 3 + Psionics / Defenses: 9 (95)
-The Necron Warriors make up the bulk of their forces- with +9 accuracy and low-level M.D.C., they're quite the fighting force in numbers, but don't have a lot of fancy extras.
Role: Techno-Phobic Space Soldier
PL 10 (95)
STRENGTH 6 STAMINA 8 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE -2
Skills:
Athletics 2 (+8)
Expertise (Space Soldier) 5 (+5)
Intimidation 8 (+6)
Perception 5 (+6)
Vehicles 2 (+6)
Advantages:
Equipment 7 (Gear- Armor & Blasters), Ranged Attack 5
Powers:
Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]
"Psionics" (Telepathy & Empathy- Limited to Symbiotes)
Offense:
Unarmed +9 (+6 Damage, DC 21)
Rifle +9 (+11 Ranged Damage, DC 26)
Initiative +4
Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8 (+9 Armor), Fortitude +8, Will +5
Complications:
Hatred (Technology)- Necrons despise technology.
Total: Abilities: 60 / Skills: 22--11 / Advantages: 12 / Powers: 3 + Psionics / Defenses: 9 (95)
-The Necron Warriors make up the bulk of their forces- with +9 accuracy and low-level M.D.C., they're quite the fighting force in numbers, but don't have a lot of fancy extras.
Re: Jab's Rifts Builds (Free World Council! Spell Thief! Space Warlock!)
so the "Necrons" in this are basically the Yuuzhan Vong?
Re: The Beast
Jabroniville wrote: ↑Fri Dec 11, 2020 7:40 am
Aaaaaaaaaaaand there goes your players taking this threat seriously.
INTRUDER TYPE ONE- THE BEAST R.C.C.: ST +7, STA +6, AGI +2, FIGHTING +2, INT -1, Regeneration 2, Darkvision, See the Invisible, Infravision, "Psionics" (Mind Block Auto-Defense) [39 + Psionics]
-The first type of Invaders are called "Beasts", and are semi-dumb and have weird hands, with various sorts implying that they might be a slave race of the Mind Creatures. They look like big, hairy walrus-muppets and have small amounts of M.D.C., and weak Skills keyed around being pilots and sensor-readers. They wear armor that gives them +13 Toughness.
It is incredible that someone draw them and another allowed them to be published. I guess CEO kept artist and editor in basement and fed them bird food.Jabroniville wrote: ↑Sat Dec 12, 2020 9:40 am
WHICH EDITOR LOOKED AT THIS and was like "yeah, that'll do for our big threat"?
INTRUDER TYPE TWO- THE MIND CREATURE R.C.C.: ST -1, STA +6, INT +3, AWA +3, PRE +1, Regeneration 2, Darkvision, See the Invisible, Infravision, Mental Communication 4 (Limited to Beasts), "Psionics" (All Sensitive Powers, Mind Block Auto-Defense, Empathic Transmission, Group Mind-Block) [45 + Psionics]
-These ridiculous-looking living potatoes have huge heads, a big central eye, and teeth that make them look like alien nerds with enormous overbites. They are fewer in number than the Beasts, and one invasion incident saw the Beasts kill a Mind Creature when the vessel had been breached, with some guessing this meant the Mind Creatures were hated masters of their fellows. They are less often seen as pilots, and more often are commanders- their skills are more broad and give them more options. Their armor is Toughness +10 and Regenerates, as well as giving them Blast 14.
Re: The Beast
Around the same time this.. atrocity came out, the RIFTS Manhunters book also came out. They had decidedly better villains in it.Harnos wrote: ↑Wed Dec 07, 2022 12:47 pmIt is incredible that someone draw them and another allowed them to be published. I guess CEO kept artist and editor in basement and fed them bird food.Jabroniville wrote: ↑Fri Dec 11, 2020 7:40 am Aaaaaaaaaaaand there goes your players taking this threat seriously.
From what I can surmise, swapping the two is the ideal fix.
Re: The Beast
I see. The backstory of manhunters quoted in this thread sounds better than mysterious invaders who look like stupid puppets indeed.Sidious wrote: ↑Wed Dec 07, 2022 1:02 pmAround the same time this.. atrocity came out, the RIFTS Manhunters book also came out. They had decidedly better villains in it.Harnos wrote: ↑Wed Dec 07, 2022 12:47 pmIt is incredible that someone draw them and another allowed them to be published. I guess CEO kept artist and editor in basement and fed them bird food.Jabroniville wrote: ↑Fri Dec 11, 2020 7:40 am Aaaaaaaaaaaand there goes your players taking this threat seriously.
From what I can surmise, swapping the two is the ideal fix.
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- Posts: 24689
- Joined: Fri Nov 04, 2016 8:05 pm
Necron Witch
NECRON WITCH O.C.C.
Role: Techno-Phobic Space Wizard
PL 10 (132)
STRENGTH 6 STAMINA 8 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE -2
Skills:
Athletics 2 (+8)
Expertise (Space Soldier) 5 (+5)
Expertise (Science) 6 (+6) (Flaws: Limited to Biology)
Expertise (Magic) 8 (+8)
Intimidation 8 (+6)
Perception 5 (+6)
Treatment 6 (+6)
Vehicles 2 (+6)
Advantages:
Equipment 7 (Gear- Armor & Blasters), Ranged Attack 5
Powers:
Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]
"Pact Symbol" Blast 14 [28]
"Magic" (1D4+4 Spells from each Level 1-4, 1D4 from Levels 5-6, 2 from Levels 7-10, 30% have 1D6+7 Space Magic Spells, 28% know 16 spells from one Elemental Magic source)
"Psionics" (Telepathy & Empathy- Limited to Symbiotes)
Offense:
Unarmed +9 (+6 Damage, DC 21)
Rifle +9 (+11 Ranged Damage, DC 26)
Initiative +4
Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8 (+9 Armor), Fortitude +8, Will +5
Complications:
Hatred (Technology)- Necrons despise technology.
Total: Abilities: 60 / Skills: 40--20 / Advantages: 12 / Powers: 31 + Magic & Psionics / Defenses: 9 (132)
-12% of Necrons are Witches- combat shamans who lead the groups into battle. Currying their favor is so important that many Warriors take foolish risks and fight to the death just to impress them- something the Necron leaders encourage.
-Necron Witches have a symbol of their pact somewhere on their bodies, and this can let out a Blast 14 effect once per round. They get LOTS of Skills, but again are limited to their hatred of technology. There is a LOT of variability to their Magic, with some having Space Magic and some having Elemental Magic- possibly both! They otherwise have no modifications to stats.
Role: Techno-Phobic Space Wizard
PL 10 (132)
STRENGTH 6 STAMINA 8 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE -2
Skills:
Athletics 2 (+8)
Expertise (Space Soldier) 5 (+5)
Expertise (Science) 6 (+6) (Flaws: Limited to Biology)
Expertise (Magic) 8 (+8)
Intimidation 8 (+6)
Perception 5 (+6)
Treatment 6 (+6)
Vehicles 2 (+6)
Advantages:
Equipment 7 (Gear- Armor & Blasters), Ranged Attack 5
Powers:
Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]
"Pact Symbol" Blast 14 [28]
"Magic" (1D4+4 Spells from each Level 1-4, 1D4 from Levels 5-6, 2 from Levels 7-10, 30% have 1D6+7 Space Magic Spells, 28% know 16 spells from one Elemental Magic source)
"Psionics" (Telepathy & Empathy- Limited to Symbiotes)
Offense:
Unarmed +9 (+6 Damage, DC 21)
Rifle +9 (+11 Ranged Damage, DC 26)
Initiative +4
Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8 (+9 Armor), Fortitude +8, Will +5
Complications:
Hatred (Technology)- Necrons despise technology.
Total: Abilities: 60 / Skills: 40--20 / Advantages: 12 / Powers: 31 + Magic & Psionics / Defenses: 9 (132)
-12% of Necrons are Witches- combat shamans who lead the groups into battle. Currying their favor is so important that many Warriors take foolish risks and fight to the death just to impress them- something the Necron leaders encourage.
-Necron Witches have a symbol of their pact somewhere on their bodies, and this can let out a Blast 14 effect once per round. They get LOTS of Skills, but again are limited to their hatred of technology. There is a LOT of variability to their Magic, with some having Space Magic and some having Elemental Magic- possibly both! They otherwise have no modifications to stats.
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- Posts: 24689
- Joined: Fri Nov 04, 2016 8:05 pm
-
- Posts: 24689
- Joined: Fri Nov 04, 2016 8:05 pm
Re: The Beast
Johnson is one of the old-school Palladium people, and seemed to be getting work by virtue of this old relationship. His stuff was REALLY BAD but not that unusual for 1980s or early '90s RPG work, as typically the rates were very poor so you never lured the best talent in.Harnos wrote: ↑Wed Dec 07, 2022 12:47 pmJabroniville wrote: ↑Fri Dec 11, 2020 7:40 am
Aaaaaaaaaaaand there goes your players taking this threat seriously.
INTRUDER TYPE ONE- THE BEAST R.C.C.: ST +7, STA +6, AGI +2, FIGHTING +2, INT -1, Regeneration 2, Darkvision, See the Invisible, Infravision, "Psionics" (Mind Block Auto-Defense) [39 + Psionics]
-The first type of Invaders are called "Beasts", and are semi-dumb and have weird hands, with various sorts implying that they might be a slave race of the Mind Creatures. They look like big, hairy walrus-muppets and have small amounts of M.D.C., and weak Skills keyed around being pilots and sensor-readers. They wear armor that gives them +13 Toughness.It is incredible that someone draw them and another allowed them to be published. I guess CEO kept artist and editor in basement and fed them bird food.Jabroniville wrote: ↑Sat Dec 12, 2020 9:40 am
WHICH EDITOR LOOKED AT THIS and was like "yeah, that'll do for our big threat"?
INTRUDER TYPE TWO- THE MIND CREATURE R.C.C.: ST -1, STA +6, INT +3, AWA +3, PRE +1, Regeneration 2, Darkvision, See the Invisible, Infravision, Mental Communication 4 (Limited to Beasts), "Psionics" (All Sensitive Powers, Mind Block Auto-Defense, Empathic Transmission, Group Mind-Block) [45 + Psionics]
-These ridiculous-looking living potatoes have huge heads, a big central eye, and teeth that make them look like alien nerds with enormous overbites. They are fewer in number than the Beasts, and one invasion incident saw the Beasts kill a Mind Creature when the vessel had been breached, with some guessing this meant the Mind Creatures were hated masters of their fellows. They are less often seen as pilots, and more often are commanders- their skills are more broad and give them more options. Their armor is Toughness +10 and Regenerates, as well as giving them Blast 14.
Re: The Beast
Than I'm glad that times have changed.Jabroniville wrote: ↑Wed Dec 07, 2022 11:09 pmJohnson is one of the old-school Palladium people, and seemed to be getting work by virtue of this old relationship. His stuff was REALLY BAD but not that unusual for 1980s or early '90s RPG work, as typically the rates were very poor so you never lured the best talent in.Harnos wrote: ↑Wed Dec 07, 2022 12:47 pmJabroniville wrote: ↑Fri Dec 11, 2020 7:40 am
Aaaaaaaaaaaand there goes your players taking this threat seriously.
INTRUDER TYPE ONE- THE BEAST R.C.C.: ST +7, STA +6, AGI +2, FIGHTING +2, INT -1, Regeneration 2, Darkvision, See the Invisible, Infravision, "Psionics" (Mind Block Auto-Defense) [39 + Psionics]
-The first type of Invaders are called "Beasts", and are semi-dumb and have weird hands, with various sorts implying that they might be a slave race of the Mind Creatures. They look like big, hairy walrus-muppets and have small amounts of M.D.C., and weak Skills keyed around being pilots and sensor-readers. They wear armor that gives them +13 Toughness.It is incredible that someone draw them and another allowed them to be published. I guess CEO kept artist and editor in basement and fed them bird food.Jabroniville wrote: ↑Sat Dec 12, 2020 9:40 am
WHICH EDITOR LOOKED AT THIS and was like "yeah, that'll do for our big threat"?
INTRUDER TYPE TWO- THE MIND CREATURE R.C.C.: ST -1, STA +6, INT +3, AWA +3, PRE +1, Regeneration 2, Darkvision, See the Invisible, Infravision, Mental Communication 4 (Limited to Beasts), "Psionics" (All Sensitive Powers, Mind Block Auto-Defense, Empathic Transmission, Group Mind-Block) [45 + Psionics]
-These ridiculous-looking living potatoes have huge heads, a big central eye, and teeth that make them look like alien nerds with enormous overbites. They are fewer in number than the Beasts, and one invasion incident saw the Beasts kill a Mind Creature when the vessel had been breached, with some guessing this meant the Mind Creatures were hated masters of their fellows. They are less often seen as pilots, and more often are commanders- their skills are more broad and give them more options. Their armor is Toughness +10 and Regenerates, as well as giving them Blast 14.
Re: Jab's Rifts Builds (Free World Council! Spell Thief! Space Warlock!)
basically "invaders from outside space that use organic technology and try to subjugate the native inhabitants." Also they killed Chewie...indirectly, but still.
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- Posts: 24689
- Joined: Fri Nov 04, 2016 8:05 pm
Necron Worker
NECRON WORKER O.C.C.
Role: Techno-Phobic Worker Bee
PL 10 (102)
STRENGTH 7 STAMINA 9 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE -2
Skills:
Athletics 2 (+8)
Expertise (Manual Labor) 7 (+7)
Expertise (Domestic Skills) 6 (+6)
Intimidation 8 (+6)
Perception 5 (+6)
Vehicles 2 (+6)
Advantages:
Equipment 6 (Gear- Armor & Blasters), Ranged Attack 5
Powers:
Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]
"Psionics" (Telepathy & Empathy- Limited to Symbiotes)
Offense:
Unarmed +9 (+7 Damage, DC 22)
Rifle +9 (+11 Ranged Damage, DC 26)
Initiative +4
Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +9 (+10 Armor), Fortitude +8, Will +5
Complications:
Hatred (Technology)- Necrons despise technology.
Total: Abilities: 64 / Skills: 30--15 / Advantages: 11 / Powers: 3 + Psionics / Defenses: 9 (102)
-Necron Workers make up 38% of the species, and are bulkier, stronger individuals. They have a lot of domestic and manual labor skills (stuff like mining & repairs to their organic weapons), and more hitting power, but less access to gear.
Role: Techno-Phobic Worker Bee
PL 10 (102)
STRENGTH 7 STAMINA 9 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE -2
Skills:
Athletics 2 (+8)
Expertise (Manual Labor) 7 (+7)
Expertise (Domestic Skills) 6 (+6)
Intimidation 8 (+6)
Perception 5 (+6)
Vehicles 2 (+6)
Advantages:
Equipment 6 (Gear- Armor & Blasters), Ranged Attack 5
Powers:
Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]
"Psionics" (Telepathy & Empathy- Limited to Symbiotes)
Offense:
Unarmed +9 (+7 Damage, DC 22)
Rifle +9 (+11 Ranged Damage, DC 26)
Initiative +4
Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +9 (+10 Armor), Fortitude +8, Will +5
Complications:
Hatred (Technology)- Necrons despise technology.
Total: Abilities: 64 / Skills: 30--15 / Advantages: 11 / Powers: 3 + Psionics / Defenses: 9 (102)
-Necron Workers make up 38% of the species, and are bulkier, stronger individuals. They have a lot of domestic and manual labor skills (stuff like mining & repairs to their organic weapons), and more hitting power, but less access to gear.
Re: Jab's Rifts Builds (Free World Council! Spell Thief! Space Warlock!)
Hah! I didn't see that connection, but yeah, good point!
"I'm sorry. I love you. I'm not sorry I love you."
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- Joined: Fri Nov 04, 2016 8:05 pm
Re: Jab's Rifts Builds (Free World Council! Spell Thief! Space Warlock!)
Okay so I accidentally left one of the FWC classes out- I thought there was one I was missing, but the similarity in appearance on their templates confused me.
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- Posts: 24689
- Joined: Fri Nov 04, 2016 8:05 pm
FWC Insurrectionist
FREE WORLD COUNCIL INSURRECTIONIST O.C.C.
Role: Elite Space Fighters, Cel Leaders
PL 8 (97)
STRENGTH 2 STAMINA 4 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2
Skills:
Athletics 5 (+8)
Deception 4 (+6)
Expertise (Space Soldier) 6 (+8)
Intimidation 5 (+7)
Investigation 3 (+5)
Perception 5 (+7)
Persuasion 5 (+7)
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 +6, Will +6
Complications:
Responsibility (Good Soldier)
Total: Abilities: 50 / Skills: 42--21 / Advantages: 19 / Powers: 0 / Defenses: 7 (97)
-Wow, this writer is clearly a man after Kevin S's own heart- a "the same, but BETTER" class! Insurrectionists are FWC elite soldiers who infiltrate Kreeghor worlds and start and advice resistence cels. They train fighters and test Kreeghor defenses, among other things. Their skill listing is through the roof, but you have to have really high mental stats to even play one. They get a few M.O.S. options, though!
M.O.S. Options:
Communications- PL 8 (98): Technology- Limited to Communications +3 [1]
Engineering- PL 8 (99): Technology +4 [2]
Science- PL 8 (102): Science +6, Technology +4 [5]
Technician- PL 8 (99): Technology- Limited to Computers +6 [2]
Weapons- PL 8 (99): Technology- Limited to Weapons +6 [2]
Role: Elite Space Fighters, Cel Leaders
PL 8 (97)
STRENGTH 2 STAMINA 4 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2
Skills:
Athletics 5 (+8)
Deception 4 (+6)
Expertise (Space Soldier) 6 (+8)
Intimidation 5 (+7)
Investigation 3 (+5)
Perception 5 (+7)
Persuasion 5 (+7)
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 +6, Will +6
Complications:
Responsibility (Good Soldier)
Total: Abilities: 50 / Skills: 42--21 / Advantages: 19 / Powers: 0 / Defenses: 7 (97)
-Wow, this writer is clearly a man after Kevin S's own heart- a "the same, but BETTER" class! Insurrectionists are FWC elite soldiers who infiltrate Kreeghor worlds and start and advice resistence cels. They train fighters and test Kreeghor defenses, among other things. Their skill listing is through the roof, but you have to have really high mental stats to even play one. They get a few M.O.S. options, though!
M.O.S. Options:
Communications- PL 8 (98): Technology- Limited to Communications +3 [1]
Engineering- PL 8 (99): Technology +4 [2]
Science- PL 8 (102): Science +6, Technology +4 [5]
Technician- PL 8 (99): Technology- Limited to Computers +6 [2]
Weapons- PL 8 (99): Technology- Limited to Weapons +6 [2]