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

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Jabroniville
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Chun Tzu

Post by Jabroniville »

CHUN TZU O.C.C.
Role:
Philosopher Warrior
PL 8 (80)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7)
Deception 3 (+5)
Expertise (Chinese Culture) 6 (+8)
Expertise (Business/Administration) 4 (+6)
Expertise (Survival) 4 (+6)
Insight 2 (+4)
Investigation 3 (+5)
Perception 4 (+6)
Persuasion 4 (+6)
Stealth 2 (+5)

Advantages:
Equipment 5 (Energy Weapon +8, Armor), Ranged Attack 3

Powers:
"Special Weapon w/ Cloud Characters" (Flaws: Easily Removable) [5]
Strength-Damage +7 (7 points)

"Martial Art" (Any)
"Martial Arts Powers" (Crane, Snake, Mantis, Dragon Blade, Cotton Fist, Animus, Touch Mastery, Chi Manipulation Kung-Fu)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Bamboo Weapon +5 (+9 Damage, DC 24)
Initiative +3

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

Complications:
Motivation (Demon-Fighting)- Chun Tzu are devoted to fighting the Yama Kings and their demonic minions, and removing the Mist that hides China from the Celestial Court.

Total: Abilities: 42 / Skills: 36--18 / Advantages: 8 / Powers: 5 + Martial Arts / Defenses: 7 (80 + Martial Arts)

-Chun Tzu are said to be philosophers who also study war, leading from the forefront as inspiration to others. They are practical and smart, realizing that both technology and magic will be required to win back the world, and are restless despite being scholarly readers. They all worship the role models of Sun Tzu (I mean, duh) as well as two others- a man who feigned madness to avoid serving a tyrant, and another who led by example by living with his troops and doing the dirty work alongside them (Serpentor mimics this behavior in Larry Hama's G.I. Joe).

-Chun Tzu are more variable, able to take almost any Martial Arts power and any fighting style. No bonuses or anything fancy, so they're almost a "Generic Class" but with more baseline skills (few Secondary or Class-related ones, though)... except they have some automatic Bamboo Spear that does way more damage than the Chi Blade of the swordfighter guys at base.
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Nei Chia Wu Shih

Post by Jabroniville »

NEI CHIA WU SHIH O.C.C.
Role:
Zen Warrior
PL 10 (101)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+8)
Expertise (Chinese Culture) 4 (+4)
Expertise (Demons & Monsters) 6 (+6)
Expertise (Survival) 3 (+6)
Insight 1 (+4)
Perception 3 (+6)
Persuasion 2 (+4)
Stealth 2 (+5)

Advantages:
Equipment 5 (Energy Weapon +8, Armor), Ranged Attack 7

Powers:
"Chi Blade" (Flaws: Easily Removable) [9]
"Detect HIdden Enemies" Senses 7 (Radius Ranged Mental Awareness- Penetrates Concealment) (7)
Strength-Damage +6 (6) -- (7)
  • AE: Healing 5 (Flaws: Limited to Others) (5)
-- (15 points)

"Trained to Manipulate Chi" Strength-Damage +4 (Flaws: Source- Any Weapon) [2]

"Martial Art" (Eighteen Weapons plus Drunken/Dog Boxing/Monkey Style)
"Martial Arts Powers" (Dragon Blade Kung-Fu)

Offense:
Unarmed +9 (+4 Damage, DC 19)
Regular Weapons +9 (+7 Damage, DC 22)
Chi Blade +9 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4 (+8 Armor), Fortitude +6, Will +6

Complications:
Motivation (Fighting)- These Monks live ONLY to fight, and only come truly alive when in combat. They will not use their Chi Blades unless the foe is truly challenging.

Total: Abilities: 54 / Skills: 26--13 / Advantages: 12 / Powers: 11 + Martial Arts / Defenses: 11 (101 + Martial Arts)

-Deadly monks, the Nei Chia Wu Shi "think of nothing at all as their opponents are swept aside like so many blades of grass". They lack ego, and have simply fallen into this "perfection", and seek to improve the fighting of others. They believe their destiny is to fight the Yama Kings and their minions.

-The "perfection" of these fighters is accomplished through something insane- they have TWO martial arts styles at their baseline! They naturally use Eighteen Weapons, but can pick either Dog Boxing, Drunken or Monkey Style! This allows them a variety of options (and who knows if the attack bonuses stack?). They also use the Chi Blades of Gui Long Kung Fu, but do 3D6 Mega-Damage with the blades (and regular Mega-Damage with any old S.D.C. weapon). So they're PL 10 warriors right out of the gate. They have poor Skills but are otherwise amazing.
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JDRook
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Re: Nei Chia Wu Shih

Post by JDRook »

Jabroniville wrote: Mon Oct 03, 2022 1:57 am NEI CHIA WU SHIH O.C.C.
Role:
Zen Warrior

"Trained to Manipulate Chi" Strength-Damage +4 (Flaws: Source- Any Weapon) [2]

"Martial Art" (Eighteen Weapons plus Drunken/Dog Boxing/Monkey Style)
"Martial Arts Powers" (Dragon Blade Kung-Fu)

-The "perfection" of these fighters is accomplished through something insane- they have TWO martial arts styles at their baseline! They naturally use Eighteen Weapons, but can pick either Dog Boxing, Drunken or Monkey Style! This allows them a variety of options (and who knows if the attack bonuses stack?).
I would assume the bonuses for each form don't stack. Ninjas & Superspies had a Dedicated Martial Artist class that chose THREE different martial arts, but the idea was the bonuses would be separate, each essentially belonging to a particular style or stance (and presumably allowing for flexibility as opposed to obscene combat traits).
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Re: Jab's Rifts Builds (Rifts China 2- Martial Arts! Jian-Shih! Chun Tzu!)

Post by catsi563 »

thats the scary part they DO stack you have 2 martial styles you get all the bonuses combined

yeah its pretty broken
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Jabroniville
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Wai Chia Wu Shih

Post by Jabroniville »

WAI CHIA WU SHIH O.C.C.
Role:
Anti-Technology Monk
PL 7 (94)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7)
Deception 3 (+5)
Expertise (Chinese Culture) 7 (+8)
Expertise (Business/Administration) 6 (+7)
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Investigation 3 (+5)
Perception 4 (+6)
Persuasion 2 (+4)
Stealth 2 (+5)

Advantages:
Equipment 2 (Basic Gear), Improved Trip, Ranged Attack 5

Powers:
"Xian Tai Chi Chuan"
"Gather Chi Ball" Blast 6 (Flaws: Source- 4 Rounds of Build) (6) -- [8]
  • AE: "Lay Hands" Healing 6 (Flaws: Limited to Others) (6)
  • AE: "Cure Diseases" Healing 6 (Extras: Restorative Only +0)
(Flaws: Limited to Others, Source- Multiple Rounds) (6)

"Martial Art" (Xian Tai Chi)
"Martial Arts Powers" (Xian Tai Chi Chuan)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Chi Ball +7 (+6 Ranged Damage, DC 21)
Initiative +3

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

Complications:
Motivation (Defeating the Yama Kings/Protecting the Weak)
Hatred (Technology)- The Wai Chia monks are devoted to seeing technology as evil- "toys" that led to the ruination of society, and then the world. They will not use weapons, seeing them as barbaric.

Total: Abilities: 48 / Skills: 38--19 / Advantages: 8 / Powers: 8 + Martial Arts / Defenses: 11 (94 + Martial Arts)

-The Wai Chia Wu Shih monks are "open-hand" fighters who see the use of weapons as falling into barbarism, and thus will NEVER learn martial arts focusing on them. Them blame technological "toys" for the ruination of society and the Coming of the Rifts. They are thus seen as grumblers and complainers, always lecturing others about the evils of television and what-not. Despite this, they are brave defenders of the weak, and are devoted to eliminating the Mists.

-Wai Chia monks use a modification of the Tai Chi fighting style- it starts pretty high and has nothing but accuracy & defense increases as you go, piling up some incredible totals as things go on. They'd be solid fighters but appear to have no armor, making them extremely weak in this setting.

Xian Tai Chi:
Level 1: FIGHTING 7, Ranged Attack 7, Dodge +7, Improved Trip.
Level 2: Defenses +2 (9 total).
Level 3: Close & Ranged Attack +2 (9 total).
Level 4: Defenses +1 (10 total).
Level 5: FIGHTING +2, Ranged Attack +2 (11 total), Dodge +2.
Level 6: Defenses +1 (13 total).
Level 7: Close & Ranged Attack +1 (12 total).
Level 8: FIGHTING +2, Ranged Attack +2 (14 total), Dodge +2.
Level 9:
Level 10: FIGHTING +2, Ranged Attack +2 (16 total), Dodge +2.
Level 11: Close & Ranged Attack +1 (17 total).
Level 12: Defenses +1 (16 total).
Level 13:
Level 14: FIGHTING +2, Ranged Attack +2 (19 total).
Level 15: Close & Ranged Attack +1 (20 total).
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Chi-Gung Seng Ren

Post by Jabroniville »

CHI-GUNG SENG REN O.C.C.
Role:
Chi-Spewing Monk
PL 8 (77)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 4 PRESENCE 3

Skills:
Athletics 4 (+7)
Expertise (Chinese Culture) 2 (+3)
Expertise (Survival) 2 (+6)
Perception 2 (+6)
Persuasion 2 (+5)
Stealth 2 (+5)

Advantages:
Equipment 3 (Basic Gear), Improved Trip, Ranged Attack 5

Powers:
"Martial Art" (Dog Boxing, 18 Hands, Drunken, Monkey, Shao-Lin)
"Chi-Gung Powers" (6 to start; +2/level)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4 (+8 Armor), Fortitude +6, Will +6

Complications:
Motivation (Doing Good)- Chi-Gung users know little else other than that they should use their powers to combat evil and help people.
Responsibility (Naive)- Chi-Gung monks have often been sequestered most of their lives, and know little of the way of the world.

Total: Abilities: 50 / Skills: 14--7 / Advantages: 9 / Powers: 0 + Martial Arts / Defenses: 11 (77 + Martial Arts)

-The Chi-Gung Monks are all packing the same origin- inward-looking monks, hidden from the world, who suddenly tap a "geyser" of Chi that turns them into superhuman warriors. With this new responsibility and power, they travel the wilderness to fight the Yama Kings.

-These monks pack new "Chi-Gung Powers", many of which are quite mighty... if you ignore the fact that Mega-Damage weapons are more potent in general. You get a lot to start, then +2 per level, so you should eventually end up with them all.

CHI-GUNG POWERS:
"Chi-Gung Attack Damage" Strength-Damage +2. Damage +9 (15 points per use)
"Chi-Gung Blast" Blast 4-11.
"Chi-Gung Energy Channelling" Can power any weapon w/ own I.S.P.
"Chi-Gung Energy-Powering Touch" Can power any device/vehicle w/ own I.S.P.
"Chi-Gung Energy Parry" May parry even energy attacks (increased Defenses?).
"Chi-Gung Erase Self" Concealment (All Senses; even Psionic!).
"Chi-Gung Enticement" Lures possessing creatures to think their body is a good host.
"Chi-Gung Exorcism" Excorcises or damages possessing creatures.
"Chi-Gung Healing" Heals S.D.C. Another heals M.D.C.
"Chi-Gung Heat" The monk is hot to the touch and always warm.
"Chi-Gung Ice" Creates ice, ice slicks & frosts screens.
"Chi-Gung Ignition" Starts up unconscious people or dead vehicles.
"Chi-Gung Lightning" Blast 4-12.
"Chi-Gung Lightning Fists" Unarmed +9.
"Chi-Gung Mystic Body" All HP/S.D.C. becomes M.D.C.
"Chi-Gung Purification" Does incredible damage to possessing entities (5D10- something like Damage +14).
"Chi-Gung Sense" Feels weaknesses, gains +2 to hit.
"Chi-Gung Spark" Environment (Light).
"Chi-Gung Spirit Defense" Can avoid possession entirely.
"Chi-Gung Shared Spirit Defense" Can share this ability with others.
"Chi-Gung Tough Skin" Toughness +2 to baseline of +7 plus a bit per level.
"Chi-Gung Turn Away Animated Dead" Turns 1D6 dead per level.
"Chi-Gung Vibrating Palm" Energy amount doubles per round- if you reach a level beyond the object's toughness, it explodes. Has an M.D.C. version for 4x cost.
"Chi-Gung Ward Body" Alerts others that someone is under their protection; prevents possession.
"Fill Other With Chi-Gung Attack Damage" Gives +1 to damage.
Jabroniville
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Soothsayer

Post by Jabroniville »

SOOTHSAYER R.C.C.
Role:
Diviner, Demon Queller
PL 8 (90)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7)
Expertise (Chinese Culture) 2 (+3)
Expertise (Survival) 4 (+5)
Expertise (Art) 3 (+4)
Perception 4 (+6)
Persuasion 3 (+5)
Stealth 2 (+5)

Advantages:
Equipment 3 (Basic Gear), Ranged Attack 3

Powers:
"Read Chi" Senses 3 (Detect Chi/Ley Lines- Ranged 2) [3]
"Future Sight" Precognition 4 (Flaws: Uncontrolled) [2]
"Recognize the Face of Evil" Senses 8 (Vision Counters Illusion, Vision Counters Concealment) (Flaws: Limited to Evil Beings) [4]
"Stalks of Fortune" Senses 4 (Sense Nature- Analytical, Acute) (Flaws: Source- Stalks of Plants, Ritual) [1]
"Peach Pit Spit" Blast 7 (Flaws: Source- Peach Pits) (Quirks: Scales Damage to M.D.C. Creatures Only) [5]
"Peach Tree Wood" Features 5: Makes Ghosts, Lesser Demons & Goblins Unable to Enter Establishments (Flaws: Source- Tree Wood) [3]

"Stone Ax" (Flaws: Easily Removable) [3]
Strength-Damage +7 (Quirks: Damage Scales to M.D.C. Creatures Only) (5 points)

"Wooden Broom" (Flaws: Easily Removable) [3]
Strength-Damage +9 (Flaws: Limited to Demons, Evil Nature Spirits, Ghosts, Goblins) (5 points)

"Psionics" (Alter Aura, Clairvoyance, Death Trance, Empathy, Exorcism, Mask ISP/Psionics, Meditation, Mind Block, Psychic Diagnosis, See Aura, Sense Evil, +2-3/level)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Stone Ax +5 (+9 Damage, DC 24)
Wooden Broom +5 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4 (+8 Armor), Fortitude +6, Will +6

Complications:
Motivation (Doing Good)- Soothsayers typically go from place to place to help people and fight the Yama Kings.

Total: Abilities: 40 / Skills: 22--11 / Advantages: 6 / Powers: 24 + Psionics / Defenses: 9 (90 + Psionics)

-The first of a set of "Diviner" future-seeing Psychic Character Classes, the Soothsayers are more approachable and less intimidating than wizards & immortals, and are thus more valued to people in towns & cities. These are an ancient sort of class, made up of "regular guys" who just happen to be able to see the future. Most are good people who help others and want to fight the Yama Kings, while a small handful are charlatans who take advantage of others and use their gifts to make money, or cause panic.

-Soothsayers will gain "feelings" on certain things- like the sense that a weapon is magical and has a degree of power and must be "awakened" by someone, and their powers will lead them to the hero who can do it. Other times they follow Ley Lines or locate places of power. They have a bunch of random powers tied around doing damage to Demons and the like (with simple things like brooms & axes doing increasing levels of damage), but they have limited martial arts- only basic Tai Chi.
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Spirit Host

Post by Jabroniville »

SPIRIT HOST R.C.C.
Role:
Diviner, Host For Spirits
PL 8 (122)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7)
Expertise (Chinese Culture) 2 (+3)
Expertise (Survival) 4 (+6)
Perception 5 (+7)
Persuasion 3 (+5)
Stealth 2 (+5)

Advantages:
Equipment 3 (Basic Gear), Ranged Attack 5

Powers:
"Manipulate Chi" Strength-Damage +6 (Flaws: Source- Weapons) [3]
"View Ghost Drama" Senses 4 (Postcognition) (Flaws: Limited to Via Spiritual Reenactment) [2]

"Metamorphosis: Animal/Human" Morph 2 (Animal Forms) (Flaws: Reduce Fighting by -4) [8]

"Union of Flesh & Spirit" Variable 6 (Spiritual Powers) (Flaws: Source- Specific Spirit to Possess Body) [36]
(Hare/Rabbit: +8 Toughness, AGI +1, FIGHTING +2, Dodge +4, Uncanny Dodge, Leaping, Speed 2)
(Horse: +9 Toughness, ST +2, FIGHTING +1, Dodge +2, Speed 2, Leaping)
(Monkey: +8 Toughness, INT +1, AWA +1, FIGHTING +3, Dodge +1, Extra Limbs- Feet as Hands)
(Dog/Wolf: +8 Toughness, ST +1, FIGHTING +3, Dodge +3, Tracking)
(Ox/Bull: +10 Toughness, ST +4, Horns +9, Close Attack +2, Defenses +1, Speed 2)
(Panda: +8 Toughness, ST +1, Parry +1, Low-Light Vision, Regeneration 2)
(Dragon: +11 Toughness, ST +4, INT or AWA +2, FIGHTING +3, Dodge +3)
(Pig/Boar: +8 Toughness, ST +1, Speed 1, Close Attack +3, Defenses +1, Deception +4)
(Rat/Rodent: +8 Toughness, AGI +1, PRE +2, Speed 1, Close Attack +2, Defenses +1)
(Rooster: +8 Toughness, AGI +1, ST +1, Speed, Close Attack +3, Defenses +2)
(Sheep/Goat: +8 Toughness, ST +1, AWA +1, Speed, FIGHTING +2, Defenses +2)
(Snake: +8 Toughness, INT +1, AWA +1, Close Attack +3, Parry +1, Dodge +4, Uncanny Dodge, Speed, Slithering, Low-Light Vision, Swimming 1)
(Stag/Deer: +9 Toughness, ST +1, AGI +1, Speed, FIGHTING +2, Parry +2, Dodge +4, Leaping, Low-Light Vision)
(Tiger: +9 Toughness, ST +2, AGI +1, Speed 1, FIGHTING +5, Dodge +5, Low-Light Vision, Leaping, Stealth +6)

"Martial Arts Powers" (Crane, Dragon Blade, Snake, Cotton Fist, Drunken)
"Psionics" (Commune With Spirits, See the Invisible, Meditation, +2-3/level)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Add Chi to Weapons +7 (+8 Damage, DC 23)
Animal Powers +7 (+8-9 Damage, DC 23-24)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+8-12 Armor & Animal Forms), Fortitude +6, Will +6

Complications:
Motivation (Doing Good)- Spirit Hosts typically go from place to place to help people and fight the Yama Kings.

Total: Abilities: 44 / Skills: 20--10 / Advantages: 8 / Powers: 49 / Defenses: 11 (122)

-Spirit Hosts are warriors who've allowed animal spirits and others to inhabit their own bodies, turning them into Mega-Damage fighters. Most of these have pretty similar low-level M.D.C., but the Dragon form is a huge bad-ass. Skill-wise, they're the same low-skill "Adventure Hobo" as most of the others so far.
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Re: Chi-Gung Seng Ren

Post by Ares »

Jabroniville wrote: Thu Oct 06, 2022 8:08 pm CHI-GUNG SENG REN O.C.C.
Role:
Chi-Spewing Monk

-The Chi-Gung Monks are all packing the same origin- inward-looking monks, hidden from the world, who suddenly tap a "geyser" of Chi that turns them into superhuman warriors. With this new responsibility and power, they travel the wilderness to fight the Yama Kings.

-These monks pack new "Chi-Gung Powers", many of which are quite mighty... if you ignore the fact that Mega-Damage weapons are more potent in general. You get a lot to start, then +2 per level, so you should eventually end up with them all.

CHI-GUNG POWERS:
"Chi-Gung Attack Damage" Strength-Damage +2. Damage +9 (15 points per use)
"Chi-Gung Blast" Blast 4-11.
"Chi-Gung Energy Channelling" Can power any weapon w/ own I.S.P.
"Chi-Gung Energy-Powering Touch" Can power any device/vehicle w/ own I.S.P.
"Chi-Gung Energy Parry" May parry even energy attacks (increased Defenses?).
"Chi-Gung Erase Self" Concealment (All Senses; even Psionic!).
"Chi-Gung Enticement" Lures possessing creatures to think their body is a good host.
"Chi-Gung Exorcism" Excorcises or damages possessing creatures.
"Chi-Gung Healing" Heals S.D.C. Another heals M.D.C.
"Chi-Gung Heat" The monk is hot to the touch and always warm.
"Chi-Gung Ice" Creates ice, ice slicks & frosts screens.
"Chi-Gung Ignition" Starts up unconscious people or dead vehicles.
"Chi-Gung Lightning" Blast 4-12.
"Chi-Gung Lightning Fists" Unarmed +9.
"Chi-Gung Mystic Body" All HP/S.D.C. becomes M.D.C.
"Chi-Gung Purification" Does incredible damage to possessing entities (5D10- something like Damage +14).
"Chi-Gung Sense" Feels weaknesses, gains +2 to hit.
"Chi-Gung Spark" Environment (Light).
"Chi-Gung Spirit Defense" Can avoid possession entirely.
"Chi-Gung Shared Spirit Defense" Can share this ability with others.
"Chi-Gung Tough Skin" Toughness +2 to baseline of +7 plus a bit per level.
"Chi-Gung Turn Away Animated Dead" Turns 1D6 dead per level.
"Chi-Gung Vibrating Palm" Energy amount doubles per round- if you reach a level beyond the object's toughness, it explodes. Has an M.D.C. version for 4x cost.
"Chi-Gung Ward Body" Alerts others that someone is under their protection; prevents possession.
"Fill Other With Chi-Gung Attack Damage" Gives +1 to damage.
This was honestly a lot closer to what I was hoping for from the game, given previous games like Ninjas and Superspies and Mystic China had large lists of martial arts, martial arts techniques, chi powers and katas to choose from. Instead I kind of found these guys underwhelming, since as Jab says, the gear you can find is generally more useful. The biggest advantage the Sen Ren monks have is how quickly their ISP regenerates. It's less that their individual techniques or powerful as much as they can use them a lot more frequently than other ISP / PPE classes.

The Wai Chia Wu Shih monks likewise were a disappointment. "Martial arts masters that refuse to use weapons" sounds cool, until you see the only style they can take is a modified version of one of the more middling MA's in the book. Basically no customization at all.

I probably would have just given the Wai Chia access to the Oni Ninja / Wormwood Monk martial arts techniques, maybe threw a few more in there, but allow them to build their own style like the Oni could. Or just let them pick a martial arts style like the Crane which legit lets them be unarmed monsters.
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Blind Mystic

Post by Jabroniville »

BLIND MYSTIC R.C.C.
Role:
Blind Warrior, Demon Fighter
PL 4 (80)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+7)
Expertise (Chinese Culture) 2 (+3)
Expertise (Survival) 4 (+7)
Perception 5 (+8)
Persuasion 3 (+6)
Stealth 2 (+5)

Advantages:
Equipment 3 (Basic Gear), Ranged Attack 3

Powers:
"Sense Chi" Senses 8 (Sense Chi- Ranged, Detect Supernatural- Ranged, Accurate & Analytical) [8]
"Reading Bones" Senses 3 (Human Sense- Analytical) (Flaws: Source- Feeling Bones in Hands) [2]
Senses 4 (Precognition) (Flaws: Limited to When Asleep) [2]

"Martial Arts Powers" (Crane, Touch Mastery, Cotton Fist, Drunken)
"Psionics" (Commune With Spirits, Mask ISP & Psionics, Meditation, Presence Sense, Alter Aura, +2-3/level)
"Magic" (4 Spells at Level 1; +2 every 2 levels)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3, Fortitude +6, Will +6

Complications:
Motivation (Doing Good)- Blind Mystics are ardent demon-fighters, and always defend the weak.
Disabled (Blind)- These Mystics are truly blind. Though they can see spiritual beings, they are at a disadvantage against mortal or mechanical foes. -4 to hit, -3 to defend, and -4 to Initiative.

Total: Abilities: 44 / Skills: 20--10 / Advantages: 6 / Powers: 12 + Psionics/Magic / Defenses: 8 (80 + Magic & Psionics)

-Blind Mystics are literally blind people whose "third eyes" have opened to see the spiritual world around them. The book specifics that they ARE truly blind, bringing up things like how they can't read computer screens, ANY form of writing, etc., so it's not just a "oh, they see via their spirit sense" or whatever. They typically use a deceptive martial art (Tai Chi, Drunken Boxing, Jade Fan). There are a bunch of pages devoted to how and when they can "see" things (they can detect the age, gender, power level, etc. of most supernatural entities, as well as detect the health & career of people whose hands they're touching), but their key advantage is having a smattering of both Psionics & Magic to use- otherwise they're pretty low-level and have only the weaker martial arts.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Fu Yao Da Chia

Post by Jabroniville »

FU YAO DA CHIA O.C.C.
Role:
Blind Warrior, Demon Fighter, Demon Redeemer
PL 6 (112)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7)
Expertise (Chinese Culture) 4 (+5)
Expertise (Survival) 4 (+6)
Expertise (Demon Lore) 8 (+9)
Perception 5 (+7)
Persuasion 3 (+5)
Stealth 2 (+5)

Advantages:
Equipment 3 (Basic Gear, Book- Essentials of 10000 Infernals), Ranged Attack 6, Sidekick 20 (Lesser Demon)

Powers:
"Trained to Manipulate Chi" Strength-Damage +4 (Flaws: Source- Any Weapon) [2]

"Demon Hunter Blade" (Flaws: Easily Removable) [5]
Damage 12 (Flaws: Limited to Demons) (6)
Damage +2 (Flaws: Limited to Greater Demons/Alien Intelligences) (1)
-- (7 points)

"Martial Arts" (Dog Boxing, 18 Weapons, Shao-Lin)
"Martial Arts Powers" (Mantis Style, Touch Mastery, Cotton Fist, Drunken)
"Body Hardening Exercises" (Four; +1 every 3 levels)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +6, Will +6

Complications:
Motivation (Doing Good)- Blind Mystics are ardent demon-fighters, and always defend the weak.
Disabled (Blind)- These Mystics are truly blind. Though they can see spiritual beings, they are at a disadvantage against mortal or mechanical foes. -4 to hit, -3 to defend, and -4 to Initiative.

Total: Abilities: 50 / Skills: 30--15 / Advantages: 29 / Powers: 7 + Martial Arts / Defenses: 11 (112 + Magic & Psionics)

-The "Great Demon Catching Hero" is a unique one, for his goal is to not simply kill demons (though he will when pressed), but to REHABILITATE them. This is (apparently) part of Chinese myth- with demons and other evil being seeing enlightenment. This character will "adopt" demons and lecture and force them into enlightenment, being brutal but not cruel to them. They even fight to save the demon's life- something that has a profound effect on them, much as they claim it is stupid. The hero thus acts as a moral barometer, taking "baby steps" to show demons a better way. Captive demons (even a 1st Level hero starts with at least one) are either belligerent, faking ("playing the game" and acting as if they're loyal), fearful and hateful, actually enlightened and willing, or merely searching for the path.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Demon & Dead Slaver

Post by Jabroniville »

DEMON & DEAD SLAVER (Nu Li Zhang Wo) O.C.C.
Role:
Demon Enslaver
PL 7 (106)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+7)
Expertise (Survival) 4 (+6)
Expertise (Demon Lore) 8 (+9)
Expertise (Traps & Binding) 8 (+9)
Perception 5 (+7)
Persuasion 3 (+6)
Stealth 4 (+7)

Advantages:
Equipment 6 (Energy Weapons, Silver & Bone Weapons), Ranged Attack 6, Sidekick 20 (Lesser Demon)

Powers:
"Martial Arts" (....)
"Martial Arts Powers" (...)

"Magic Items" (2 Green Scarf Items, 2 Binding Chains, 1 Demon Snare, 1 Choker Snare)
"Body Hardening Exercises" (Two; +1 every 4 levels)
"Psionics" (Random; Minor to Master, Mind Bleeder- not Mind Melters)

Offense:
Unarmed +5 (+4 Damage, DC 19)
Energy Weapon +5 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+8 Armor), Fortitude +6, Will +6

Complications:
Motivation (Doing Good)- Blind Mystics are ardent demon-fighters, and always defend the weak.
Disabled (Blind)- These Mystics are truly blind. Though they can see spiritual beings, they are at a disadvantage against mortal or mechanical foes. -4 to hit, -3 to defend, and -4 to Initiative.

Total: Abilities: 48 / Skills: 36--18 / Advantages: 32 / Powers: 7 + Martial Arts & Psionics / Defenses: 8 (106 + Psionics)

-The Slaver is a practical sort who thinks that the best way to protect people from the Yama Kings is to beat down the Demons & Undead that populate their lands and actually ENSLAVE them, making them fight on humanity's behalf. These guys tend to have Psionics with 2-8 powers... but they of course FORGOT TO INCLUDE THE MARTIAL ARTS so it's unclear just what styles or Powers these guys can use. They're mostly gear-heads, though, having a lot of stuff from the Green Scarf Sect (placed later).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Goblin Wrangler

Post by Jabroniville »

GOBLIN WRANGLER (Mo Di Wu Yang) O.C.C.
Role:
Professional Anti-Demon Advisor
PL 8 (110)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+7)
Expertise (Survival) 4 (+6)
Expertise (Demon Lore) 10 (+11)
Expertise (Traps & Binding) 8 (+9)
Expertise (Chinese Culture) 2 (+3)
Intimidation 2 (+5, +10 vs. Goblins)
Perception 4 (+6)
Persuasion 4 (+7, +12 vs. Goblins)
Stealth 4 (+7)

Advantages:
Close Attack, Equipment 6 (Energy Weapons, Silver & Bone Weapons), Ranged Attack 6

Powers:
"Good With Goblins" Enhanced Presence 5 (Flaws: Limited to When Dealing With Goblins & Lesser Demons) [5]
"Manipulate Chi" Strength-Damage +6 (Flaws: Source- Weapons) [3]

"Demon Hunter Blade" (Flaws: Easily Removable) [5]
Damage 12 (Flaws: Limited to Demons) (6)
Damage +2 (Flaws: Limited to Greater Demons/Alien Intelligences) (1)
-- (7 points)

"Magic Items" (2 Green Scarf Items)
"Body Hardening Exercises" (Vital Breath, 2 Others; +1 every 3 levels)
"Martial Arts" (Dox Boxing, Drunken, 18 Weapons, Monkey, Shao-Lin)

Offense:
Unarmed +5 (+4 Damage, DC 19)
Energy Weapon +5 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+8 Armor), Fortitude +6, Will +6

Complications:
Motivation (Doing Good)- Blind Mystics are ardent demon-fighters, and always defend the weak.
Disabled (Blind)- These Mystics are truly blind. Though they can see spiritual beings, they are at a disadvantage against mortal or mechanical foes. -4 to hit, -3 to defend, and -4 to Initiative.

Total: Abilities: 52 / Skills: 42--21 / Advantages: 13 / Powers: 13 + Martial Arts & Psionics / Defenses: 11 (110 + Magic & Martial Arts)

-A "Goblin Wrangler" is treated more as like a professional exterminator, but more along the lines of someone who tries to get rid of the Goblin threat via non-violent means, if necessary. It indicates that fighting off hundreds or thousands of Demons is too difficult and a last resort, so it's ideal to figure out what the problem is and how to enable a trap or negotiation to deal with everything at once. They will use trickery to convince gullible Demons & other creatures to avoid a place, or just use the standard things Demons actually like to satiate them (like leaving wine at the edge of town, or pleasing Nature Spirits by feeding hungry animals). So this'd be your "Role Playing" class, right down to the three-page diatribe between a One-Horned Mountain Goblin and a Wrangler, who convinces him that some trembling mob is ready and able to kill him.

-Goblin Wranglers have low-key Magic Items and stuff, plus the minor "All Weapons do M.D.C." ability and access to Shao-Lin Kung Fu (which is so much better than the others I'm shocked anyone would pick another kind).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Demon Queller Body Hardening Exercises

Post by Jabroniville »

DEMON QUELLER BODY HARDENING EXERCISES:
* Demon Quellers get a handful of abilities to choose from, all pretty minor (most are barely worth more than 1 point).

"Control Revulsion" Resists Horror Factor.
"Demon Digestion" Resists Poisons, Vomits up gross things.
"Dislocation Training" Can easily dislocate limbs.
"Feign Death" Mimics a dead body; can fool even animals.
"Hardened Internal Organs" May shift organs within body.
"Heal Internal Organs & Injury" Regeneration 1.
"Laugh at Pain" Scares others by laughing at pain. Resists pain.
"Life Stone" A small stone is pounded into their body, making them a low-tier M.D.C. being (+6-7 Toughness).
"Resist Psychic Drain" Halves fatigue rate.
"Vital Breath" Able to more easily hold breath or resist breath weapons.
"Yung Chin (Eternal Clarity" Resists getting drunk.
Jabroniville
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Enlightened Demon

Post by Jabroniville »

ENLIGHTENED DEMON R.C.C.: ST +2, INT +1, AWA +1, Features: Undead Accept Them, Senses 4 (Detect Sinner- Ranged, Analytical Detect Sins) [13]

Level 1 (Morph- Powerless Human), Level 2 (All Weapons do M.D.C.; Loses Initiative), Level 3 (Can't use Psionics as human; can't use Curses), Level 4 (more human in charisma; gains Mind Walk- Remote Sensing), Level 5 (gains a Martial Art; lose Comprehend Languages), Level 6 (gains human wants & hungers; lose unique Demonic Power), Level 7 (Human form is default; lose Magic Spells), Level 8 (learns human culture; loses Supernatural Strength), Level 9 (can now get human diseases; lose Psionics), Level 10 (Martial Arts Power; lose 2 attacks/-4 FIGHTING), Level 11 (full empathy; lose Vision), Level 12 (learns music; lose M.D.C.), Level 13 (human sense of humor; lose Regeneration), Level 14 (human sense of love; lose Demonic Presence/nature), Level 15 (Fully Human)

-So with the Demon Quellers being able to actually REFORM Demons, here's an R.C.C. devoted to just that. Unusually, the characters are actually on the march towards becoming human. It's stated that the miserable life of a Demon, full of boring immortality and a brutal pecking order, is actually undesirable to them, and many long for the life of humans. Of course this is RIFTS EARTH, where life is always horrible, so that's a bit weird, but meet me in the middle here. They're actually somewhat immune to being dragged back by other Demons because of... rules, I guess, but if they break any of the rules they have to follow, they can be taken back with impunity.

-Some Demons lose a bit of stuff as you play them, and they actually get more human and less demonic as you go, LOSING POWERS, meaning this is your big "Role Playing" class, with big milestones being things like "Gain Empathy" and "Can Now Appreciate Human Music". Very Star Trek.
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