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

Where in all of your character write ups will go.
User avatar
Sidious
Posts: 1610
Joined: Fri Nov 11, 2016 12:27 am

Re: Jab's Rifts Builds (Junk Beast! Scavenger! Naruni Wave 2! Molocks!)

Post by Sidious »

4 parts of the same Intelligence. It was split when it was summoned. Death is, naturally, the lead part.
User avatar
catsi563
Posts: 4128
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

Re: Jab's Rifts Builds (Junk Beast! Scavenger! Naruni Wave 2! Molocks!)

Post by catsi563 »

yeah even in my game as powerful as they were they were basically small fries in the grand scheme of things using the horsemen name to sew fear for the inellgence they were a part of

the actual 4 horsemen would have sent them screaming in terror for the respective dimensional hills
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Re: Jab's Rifts Builds (Junk Beast! Scavenger! Naruni Wave 2! Molocks!)

Post by Harnos »

Sidious wrote: Thu Mar 09, 2023 12:28 pm 4 parts of the same Intelligence. It was split when it was summoned. Death is, naturally, the lead part.
Thank you.
catsi563 wrote: Thu Mar 09, 2023 8:21 pm yeah even in my game as powerful as they were they were basically small fries in the grand scheme of things using the horsemen name to sew fear for the inellgence they were a part of

the actual 4 horsemen would have sent them screaming in terror for the respective dimensional hills
I guess they would make more sense in Europe or America.
User avatar
catsi563
Posts: 4128
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

Re: Jab's Rifts Builds (Junk Beast! Scavenger! Naruni Wave 2! Molocks!)

Post by catsi563 »

Well partly but really the horsemen as aspects of destruction that follow each other in some form is a somewhat universal concept, war leads to famine and pestilence or famine and pestilence lead to war and in the end death follows them all.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Naruni Power Armor

Post by Jabroniville »

NARUNI POWER ARMOR:
* And now we hit the non Thermo-Kinetic Power Armors in the book.

"Earth Angel": Toughness +12, ST 7, FIGHTING +1, Ranged Attack +1, Dodge +1, Speed 4, Flight 7, Blast 14, Mini-Missiles.
-A deliberately-cheaper suit because Earthlings keep buying the cheaper Wilks & Northern Gun flying armors instead of the super-expensive NE Mecha-Knight.

"Space Angel" Toughness +11, ST 6, +2 Defenses, Speed 4, Swimming 7, Flight 8, Optional Missiles.
-A SAMAS counterpart with a specialty in going underwater.

"Black Fist Stealth Armor" Toughness +11, ST 6, Speed 3, Leaping 1, Swimming 1, Thermo-Kinetic Armor (half-immunity to fire, physical blasts), Extended Vision 2, Ultravision, Infravision, Stealth (Concealment from Radar, Infravision).
-A "light" suit of stealth armor with INSANE toughness for its size- 220 M.D.C., but has no built-in weapons.

"Tech-Warrior": Toughness +12, Force Field +1, ST 9, FIGHTING +2, Parry +1, Dodge +1, Speed 3, Leaping 1, Flight 7, Electrical Arc (Blast 11 linked to Dazzle Communications 8), Eye Beams +11, Dazzle Burst 10, Mini-Missiles, Stealth +6, Radar Jammer.
-A deliberately "retro" design to lull opponents into a false sense of security- actually one of the tougher suits in North America.

"Razor Heavy Power Armor": Toughness +15, ST 9, FIGHTING +2, Dodge +2, Speed 5, Leaping 1, Weapon Package +13 (Variable- Plasma/Laser), Missiles +14, Mini-Missiles.
-An absolutely gigantic, ultra-durable suit that unfortunately looks pretty bulky and lame.

"Drudge Industrial Power Armor": Toughness +13, ST 10, FIGHTING +1, Parry +1, Ranged Attack +1, Speed 3, 16 feet tall.
-Designed for lifting and work instead of fighting, this "workhorse" can be given weapons and thus be of great use in explorations.

"Sun Chariot": Toughness +12, ST 6, FIGHTING +1, Parry +2, Ranged Attack +1, Speed 5, "Plasma Forearm Ejectors" Blast 13 (Multiattack), Chest Mini-Missiles, "Dragon's Breath" Blast 12, Plasma Swords +12, "Unicycle Mode" Speed 8 & Burning Aura 9, "Thermo-Kinetic Armor" Immunity (Fire Damage), Immunity (Physical Ranged Attacks, Half-Effect).
-Chuck Walton goes all-out in designing this complex suit of armor obviously based off of manga & anime sources, as it's blatantly got the Appleseed "Bunny Ears" and Macross-style bulky leggings. The suit even has the Macross "Transforms to Vehicle" mode, as it becomes a blitzing, flaming "Sun Chariot" that unicycles around at near-sonic speeds along with a burning aura of plasma around it. Otherwise it's a pretty weak, but durable armor with great weaponry. It's currently being sold at 1/4 cost as Naruni floods the North American market with them to hype it up before jacking up the price to 12 million credits.

"Hammer Super Combat Robot": Toughness +17, ST 9, Speed 5, Leaping 1, Swimming 4, Missiles +14, Mini-Missiles, Particle Cannons +12-14. 30 feet tall.
-The enormous "Hammer" is a larger version of the Razor, and a true "Combat Robot" given that it has more durability than the Glitter Boy, and even its WEAPONS are more durable than SAMAS suits!

"Reaper Assault Robot": Toughness +18, ST 10, FIGHTING +4, Ranged Attack +4, Dodge +3, Speed 5, Swimming 5, Leaping 2, Particle Eye Beams +13, Mini-Missiles (Accurate 2), "Energy Scythe" (Blast 11, Strike +12, +1 to hit), Infravision, Ultravision, Sonar, Radar, 32 feet tall.
-Looking like a Predator but with a scythe, this is right out of Gundam Wing body & weapon-wise. It's recommended to those from fallen Tolkeen, acting as the "Angel of Death" to occupying Coalition forces. With 2600 M.D.C., it's far and above any power armor found on Earth.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Re: Jab's Rifts Builds (Junk Beast! Scavenger! Naruni Wave 2! Molocks!)

Post by Harnos »

catsi563 wrote: Fri Mar 10, 2023 8:52 pm Well partly but really the horsemen as aspects of destruction that follow each other in some form is a somewhat universal concept, war leads to famine and pestilence or famine and pestilence lead to war and in the end death follows them all.
Makes sense. There are rebellions caused by hunger and famine. Diseases follow the marching armies.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Naruni Drones

Post by Jabroniville »

NARUNI DRONES
Role:
Floating Kill-O-Bots
PL 11 (70)
STRENGTH
2 STAMINA -- AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -- AWARENESS 0 PRESENCE --

Skills:
Perception 6 (+6)
Stealth 2 (+3)

Advantages:
Ranged Attack 9

Equipment:
"Floating Drones"
Immunity 30 (Fortitude Effects) [30]
Protection 9 [9]
Flight 5 (60 mph) [10]
Senses 9 (Infravision, Ultravision, Radar, Extended Vision 3) [9]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Weapons +9 (+xx Ranged Damage)
Initiative +1

Defenses:
Dodge +13 (DC 23), Parry +5 (DC 15), Toughness +9, Fortitude --, Will --

Total: Abilities: -14 / Skills: 8--4 / Advantages: 9 / Powers: 58 / Defenses: 12 (70)

-Naruni also offers a variety of Drones for various purposes.

Drone Types:
NE POINT DEFENSE DRONE- PL 11 (97): Close Attack +4, Perception +6, Stealth +4, Concealment (Infravision, Radar), Laser +9 [27]
-These are scouts, specialized in avoiding detection and scoping out things as an advance force.

NE GROUND ATTACK DRONE FIGHTER- PL 14 (139): FIGHTING +4, Ranged Attack +5, Dodge +2, Protection +5, Flight +3 (500 mph), Pulse Cannon +14 (Multiattack), Missiles, 18 feet tall [69]
-A powerful ground-fighter with 500 M.D.C. and sonic flight, plus weapons that nearly match a Glitter Boy! With fantastic bonuses on top of its durability and hitting power, it easily makes PL 14!

NE INTERCEPTOR DRONE- PL 15 (134): FIGHTING +6, Ranged Attack +8, Dodge +4, Protection +5, Flight +3 (500 mph), Pulse Laser Cannon +14, Missiles [64]
-This one is an actual aircraft, with none of the weaknesses of pilots and around the same cost.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Naruni Vehicles

Post by Jabroniville »

NARUNI VEHICLES:
-For land vehicles a Racing Bike (+12, gives Auto-Dodge), Combat Hoverbike (+11, Blast 14), Combat Bike (+12, +1 Force Field, Blast 14), Rover SUV (+11), Pathfinder All-Terrain RV (+13), Aggressor Hover Assault Tank (+15, Particle Cannon +15, Missiles). For aircraft, there's a Transport Aerodyne (+13, Missiles), Quad-Wing one-man Mach 1 glider (+11, Blasters +13, Missiles, Auto-Dodge), Star Dragon Superiority Fighter (+14, Pulse Cannon +14- Accurate), and the alien Wrath of God Destroyer, which pre-dates Naruni Enterprises and has a mysterious origin- these horrid machines actually dissect a living pilot and uses them to fuel its hatred of enemies (+21, Blasters +15 Multiattack, Ram for +20 damage, Regeneration).

Finally, it reprints some "Combat Drones" (mostly floating, small robots of +9 Toughness with +11 accuracy and +10-12 guns) that work with the Destroyer, and a bunch of land mines.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Naruni Wave 2 Summation

Post by Jabroniville »

RIFTS NARUNI WAVE 2 SUMMATION:
-Soooooooooooo it's basically just a big list of gear. Nothing that interesting and some stuff that's totally game-breaking if unleashed. The Molock Enforcers aren't that interesting (just ultra-loyal brawlers) and the gear isn't that terrific either, though Chuck Walton draws a couple of good ones that allude to how good his art is going to be for the line in the future. But mostly it's just some stuff and I dunno how many people are going to use it. They go out of their way to explain that Naruni is flooding the North American market with this stuff way under cost just so mercenaries (ie. player characters) will attack the Coalition and other forces, so it's expected that people can get some use out of this outside the Three Galaxies setting, but we'll see.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Chi-Town 'Burbs: Forbidden Knowledge

Post by Jabroniville »

RIFTS ADVENTURE SOURCEBOOK 1- CHI-TOWN 'BURBS- FORBIDDEN KNOWLEDGE (2003):
-The Adventure Sourcebooks appear to be a bunch of 50-page books about one particular region, and is more or less a bunch of story ideas. I won't go into too much detail in these. The first is about the 'Burbs of Chi-Town, which gives us Kevin S's favorite thing- random details about communities. The various "towns" around Chi-Town are constantly being "purged" and burned down, but will inevitably rebuild, with the Coalition tolerating its presence as a way to keep tabs on various criminal organizations. It's mostly human, but D-Bees abound. The art in here is pretty good, at least- lots of "Modern-Day Comics"-esque drawings of Coalition soldiers in the newer style (man they really didn't keep the original look for more than 6-7 years, did they?).
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Rifts Arzno: Vampire Incursion

Post by Jabroniville »

Image

RIFTS WORLD BOOK 28- ARZNO- VAMPIRE INCURSION (2005):
-Coming after the Dinosaur Swamp stuff in the line is a book about Arzno. The writer, Jason Richards, promises a book that combines three previous books: Rifts Mercenaries, New West and Vampire Kingdoms. This means it's another in the line of "Rifts Fans Writing Rifts Books"- fans who saw the past work, loved it, and tried to put their own spins on it. This tends to create better works and better setting stuff, while losing some of the beautiful stupidity that makes Rifts fun.

It's another "region" book, like Dinosaur Swamp, with Arzno covering Arizona, Utah & New Mexico. The big deal here is that it's a western-esque vibe covered with Mercenaries, but also has Vampires coming in from their southern strongholds in Mexico. Arzno itself is in the Grand Canyon area, using it for resources- the city was founded by mercenaries and currently has a "Council of Elders" leading it, various political factoins, and more- this section is 40+ pages long. You can tell the writer takes particular care in having his own "City of Adventure", as Dinosaur Swamp's writer and others have done in the post-Carella era of Rifts. There's a giant mercenary corps, prostitution of both sexes, a sleazy motel, a treaty with the Lyn-Srial sky people from New West, and a PYRAMID in the middle of the city, as it specializes in magical stuff and Techno-Wizardry and pyramids help. Close by is "The Waste"- a desolate area created by volcanic eruptions in Flagstaff, Arizona.

Later on, we get a VERY large section of Techno-Wizard gear- Arzno is heavily themed around TW stuff, especially for Anti-Vampire purposes. After that is Fort Tombstone, a den of Vampires and some NPCs, establishing the stakes and the danger to Arzno. Following that is a big set around the "Blood Cult" and the Blood Priest O.C.C.

The art is very comic book-y, with not a lot of inventive stuff. Basic "Guy in Armor" designs and some various armor suits, many of which are BLATANTLY swiped from Games Workshop's Space Marines- Kevin "Master of Copywrite Infringement Lawsuits" Siembieda naturally okayed a book full of very obvious trace-jobs to these Anti-Vampire Marines. I never found Vampires that compelling a group of villains in Rifts, but others do and they were obviously meant to be integral to the setting from the start (the first World Book IS about entirely them, after all)... and at least this book isn't just Monster Bloat and Class Bloat. Hell there's only one O.C.C. in this entire book! An no extra, like... "Vampire Monsters" or "Vampire +1" stuff or anything like that.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Waste Ghost

Post by Jabroniville »

WASTE GHOST
Role:
Classic Ghost
PL 6 (59)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -4 PRESENCE -3

Skills:
Intimidation 8 (+5)

Advantages:
Ranged Attack 5, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Psionic Attacks -1/2) [16]

Offense:
Unarmed +5 (-- Damage, DC xx)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +8, Fortitude --, Will +2

Complications:
Motivation (Emotions)- Entities are drawn to places that faced great emotions.
Responsibility (Reliving Their Last Day)- Waste Ghosts simply re-live the last day of life of an individual, almost by routine. They believe they are that person, and are ignorant of the outside world. They will communicate as if they are the man, woman or child on the last day before the Great Cataclysm.

Total: Abilities: -26 / Skills: 8--4 / Advantages: 6 / Powers: 65 / Defenses: 10 (59)

-Waste Ghosts are "Entities" of a sort who relive the daily lives of those in and around Flagstaff, Arizona. They appear as spectres that re-enact the last day of life of an individual and seem ignorant of the world around them until the banshee-like Screamers arrive, which sends the Ghosts fleeing or cowering in terror, as they now re-enact their last days alive. They have no Psionics and cannot even attack.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Screamer

Post by Jabroniville »

SCREAMER (Waste Banshee)
Role:
Ghostly Threat
PL 10 (205)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -4 PRESENCE -3

Skills:
Intimidation 8 (+5)

Advantages:
Ranged Attack 7, Startle

Powers:
"Empathic Being" Senses 3 (Emotion Awareness- Ranged & Radius) [3]

"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 9 [9]
Flight 3 (16 mph) [6]
Insubstantial 4 (Flaws: Limited to Non-Psionic Attacks -1/2) [16]
Concealment 2 (Vision) [4]

"Scream of the Waste Banshee" Affliction 10 (Fort; Dazed, Hindered & Impaired/Stunned, Defenseless & Disabled/Incapacitated, Transformed to Random Emotions & Unaware Hearing) (Extras: Extra Condition +2, Area- Hearing Perception, Reaction +3, Affects Corporeal) (Flaws: Limited to Hearing) Linked to Weaken Awareness 10 (Extras: Area- Hearing Perception, Reaction +3, Affects Corporeal) [130]

Offense:
Unarmed +7 (-- Damage, DC xx)
Scream of the Waste Banshee +10 Area (DC 20)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +9, Fortitude --, Will +6

Complications:
Motivation (Emotions)- Entities are drawn to places that faced great emotions.
Responsibility (Reliving Their Last Day)- Waste Ghosts simply re-live the last day of life of an individual, almost by routine. They believe they are that person, and are ignorant of the outside world. They will communicate as if they are the man, woman or child on the last day before the Great Cataclysm.

Total: Abilities: -22 / Skills: 8--4 / Advantages: 8 / Powers: 200 / Defenses: 15 (205)

-Unlike Waste Ghosts, Screamers are DEFINITELY dangerous. They will feed off of panic and terror, and are drawn to areas where many Waste Ghosts preside. They are incorporeal AND have an attack that's nearly always on that can incapacitate beings and drain their very spirits, so they're very dangerous.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Thumper

Post by Jabroniville »

THUMPER R.C.C.: ST -1, STA +5, FIGHTING +2, AWA +1, PRE +1, Uncanny Dodge, Parry +3, Dodge +4, Accurate Radius Ranged Telekinetic Sense, "Antennae Sense" (Accurate Radius Acute Heat Sense, Time Sense, Precognition- Storms Only), Acute & Analytical Scent, Concealment (Psionic Senses), "Telekinetic Push" Blast 3 Linked to Ranged Affliction 4 (Athletics/Acrobatics; Dazed & Hindered/Stunned & Prone), "Psionics" (TK Lift, Levitation) [58 + Psionics]

-"Thumpers" are blind D-Bees named for giving out Telekinetic "sonar" pulses that give them a perfect reading of their surroundings. Being psionically and visually blind, they never notice Waste Ghosts, nor can Screamers affect them, so they live in the Waste relatively unmolested. They're only about +7 toughness, being minor Mega-Damage beings, and have good defenses owing to this blindsight and movement-detection in their antennae. Not sure if anyone would want to play something that was mute and had to communicate via gesture, but that's a very "Kevin S" role-playing idea.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Waste Monkey

Post by Jabroniville »

WASTE MONKEY R.C.C.: FIGHTING +3, AWA +2, PRE +1, Dodge +5, Athletics +8, Sleight of Hand +6, Stealth +6, Burrowing 1, Low-Light Vision, Features: May Use Feet Like Hands [30]
-Strange spider monkey-like sentient beings with digging spades for hands, Waste Monkeys are another potential R.C.C. They can't talk but are as smart as "a child or a teenager" (not that their final INT will actually likely be above-average- 1D6+9). They're low-tier S.D.C. beings, however, and are good for little more than picking pockets (they are readily "adopted" by humans and given jobs like that).
Post Reply