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

Where in all of your character write ups will go.
Jabroniville
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Star Elf

Post by Jabroniville »

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.
Jabroniville
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Dwarven Guildmaster

Post by Jabroniville »

DWARVEN GUILDMASTER R.C.C.: ST +4, STA +6, PRE -2, Darkvision, Technology +4 [16]
-"Anvil Dwarves" like to be thought of as useful, and will do nearly anything to 100% completion if requested, but they don't like obvious kiss-ups and don't want to be ordered around. A big thing is "Rune Smithing", which may take "months or years".
Jabroniville
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Space Minotaur

Post by Jabroniville »

SPACE MINOTAUR R.C.C.: ST +5, STA +6, FIGHTING +6, INT -1, PRE -2, Ranged Attack +6, Dodge +4, Darkvision, Immunity (Cold, Fire- Half-Effect) [44]

-lol- "Space Minotaur". All this other stuff like "Star Elves" and "Anvil Dwarves" and then we get stuck with "Space Minotaur". No one is sure where they came from, but these red-skinned bull-men are the front-line fighters of the United Worlds of Warlock. They are incredible fighters, sporting TWO extra attacks, which is crazy for any starting PC race- doubled-up with some of the gear in these other books and you could easily create a broken super-warrior at first level. The art is VERY "1990s Comics", with a detailed, muscular warrior charging forward, wearing metal gear.
Jabroniville
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Ratarian

Post by Jabroniville »

RATARIAN R.C.C.: ST -1, INT +2, AWA -2, Athletics +6, Deception +4, Defenses +3, Darkvision [11]

-Ratarians are a race of rat-like humanoids who end up on all the UWW planets whether they're wanted or not- they're a race of stereotypical rat-people, being scroungers, spies, "City Rats" and the like. For the UWW they've proven useful as spies & saboteurs, but the race has a tendency towards low self-image, seeing themselves as inferior to humans, Star Elves and others. They are actually quite inferior compared to other R.C.C.s, which is a nice tough in a game prone to power creep- there's little to them aside from improved defenses (which could make them fairly potent if combined with proper gear or O.C.C.s).
Jabroniville
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The Gene-Tech

Post by Jabroniville »

GENE-TECH R.C.C.: ST +5, STA +5, AGI +4, FIGHTING +5, INT +4, AWA +4, Close Attack 1, Ranged Attack 5, Dodge +4, Ambidexterity, Technology +8, Darkvision, Infravision, Ultravision, Immunity (Aging, Cold, Fatigue- Half-Effect), "Psionics" (All Healing & Sensitive, plus Bio-Regeneration, Empathic Transmission, Psychosomatic Disease, Telemechanics, TK- Super, Electrokinesis, Mind Bolt, Hypnotic Suggestion, Group Mind Block, Mind Block Auto-Defense, Psychic Body Field, Psychic Omni-Sight) [75 + Psionics]

-The Gene-Tech are a race of clinical, detached, monstrous scientists who perform horrifying experiments on sentient beings they capture, effectively being a riff on the alien race in DC comics who gave Starfire & Blackfire their powers. Their subjects are ALWAYS left disfigured, sometimes mentally as well, but they're given powers and treated as "one-of-a-kind" works of art. But they mostly do things for the sake of experiments or creating art, and are so cruel that they don't care about their creations at all, abandoning them to the world and refusing to fix them. They sometimes team up with other Gene-Tech members, but they aren't outgoing and have completely mysterious origins. They currently live out in the "Threshold"- a part of undocumented space from which travellers almost never return. Though they use the fastest ships in the universe (their tech is INCREDIBLE), they are outnumbered by other races, and they actually fear incredibly powerful beings such as Dragons, Cosmo-Knights, Prometheans & Phase Adepts.

-The Gene-Tech are massively intelligent and live for thousands of years, but are merely high-S.D.C. creatures (like Juicers) and have pretty basic gear. However, they have boatloads of Psionics and a great number of attacks- it's also implied you'll mostly be fighting their minions, the Monster-X creatures. They also have "Med-Assistants" with +8 Toughness and Force Fields adding +3-4 more.
Jabroniville
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Gene-Tech Monster

Post by Jabroniville »

GENE-TECH MONSTER-X R.C.C.: ST +7, STA +9, AGI +4, FIGHTING +9, AWA -1, PRE -1, Ranged Attack +9, Dodge +8, Sleight of Hand +4, Stealth +4, Tracking, Ambidexterity, Extra Limbs 2, Flight 6 (Winged), Extended Vision 3, Immunity (Fire, Cold Damage- Half-Effect), Immunity (Heat, Cold), Wall-Crawling 2, "Psionics" (Deaden Senses, Death Trance, Impervious to Fire & Poison, Levitate, Telepathy, See the Invisible, Sense Magic, Mind Block, Intuitive Combat) [99 + Psionics]

-Four-armed monstrosities, these creatures number four to every one Gene-Tech, and are their bodyguards. They LOVE torture and are single-minded evil creatures, but loyal to their Gene-Tech masters and will always do their bidding. They do +9 damage unarmed and are about +11 Toughness, and an incredible EIGHT ATTACKS, making them very solid M.D.C. minions. The attacks alone push them from basic damage up to PL 12-ish monsters.
Jabroniville
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Gene-Tech Creatures

Post by Jabroniville »

GENE-TECH CREATURES:
WARHOUNDS: FIGHTING +3, Dodge +3, Ranged Attack +3, Claws +1, Variable Powers (+2-6 ST, Extended & Acute Scent- Tracking, or various Superhuman Powers)
THRESHER SHAPECHANGERS: Various Shapechanging Powers (from Heroes Unlimited)
THRESHER POWERHOUSES: Toughness +10, Flight 7, Space Travel 1, Immunity (Life Support), 1 Major or Minor Superpower, Variable Powers (All Psionics, Some Psionics, Immunity to Aging, FIGHTING +3, Extra Limbs, etc.).

-These are three kinds of superhuman creatures the Gene-Tech also create, detailed much later in the book in their empire's focus.
Jabroniville
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Golgan

Post by Jabroniville »

GOLGAN R.C.C.: AGI -1, STA -1, INT +2, AWA +2, "Random Senses" (Touch- Analytical Touch & Temperature Sense; Scent- Extended, Acute & Analytical; Taste- Analytical; Vision- Extended 3, Ultra & Infravision, X-Ray Vision) [7-13]

-The Golgan Republik is an interesting concept: An empire in decline. The various races contained within and "in the process of abandoning the Republik for a better life on their own" and soon only this one race will be left. They are reptilian-looking with very alien heads, and were once a gregarious people that has since become cold and cynical. They used to rule much of the Anvil Galaxy but are now greatly reduced in power and paranoid after being attacked by their neighbors so many times, and their methods of leadership were overly-complex and bureaucratic, driving many worlds away. The Golgans chose not to persecute breakaway worlds in expensive wars, choosing instead to try for trade deals with the rebels, and this sounded the "death knell", as this peaceful process made other worlds realize that they wouldn't be punished for rebellion.

-Golgans are sometimes superficially civil, but most are jumpy and nervous. Golgans are weak physically but have enhanced senses- roll on a table (of course) to determine which senses are enhanced- those with lots are in high positions of power.
Jabroniville
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Lurgess

Post by Jabroniville »

LURGESS R.C.C.: ST -1, STA -1, Immunity (Poison), "Contagion" Weaken Stamina 5 (Reaction +3, Progressive +2, Contagious +2, 120ft. Cloud +4) [57]
-A race affiliated with the Golgan Republik, "LURE-jess" are a race of similar-looking beings who are notorious for hosting diseases and plagues- they wear sealed-off suits round-the-clock around other races. However, a small group of terrorists sows fear throughout the galaxy as living biological weapons. Their "Contagion" is a HUGELY expensive bit of property, with a DC 15 check required each round to not be infected (meaning it's constantly active and progresses quickly). Their Environmental Armor is drastically powerful (400 M.D.C.!).
Jabroniville
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Ultrovians

Post by Jabroniville »

ULTROVIAN R.C.C.: ST +4, STA +4, INT +1, AWA +1, PRE +1 [22]
-Ultrovians are a strong, squat race of powerful amphibians who are naturally gifted with magic. However, they are more talented than skilled, lacking the history or techniques to perfect this, and so take crazy risks in order to compete with the spellcasters of the United Worlds of Warlock. 80% take on some kind of Magic O.C.C.
Jabroniville
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Zebuloid

Post by Jabroniville »

ZEBULOID R.C.C.: ST +1, AGI +4, STA +9, FIGHTING +19, INT +5, AWA +1, PRE +1, Ranged Attack +19, Dodge +17, Pilot +6, Quickness 4, Extra Limbs 6 [129]

-Floating jellyfish with armored heads and eyes sticking out the bottom, Zebuloids at least look very unique. Their odd appearance made them outcasts despite their incredible intelligence and kindness, and so they went in with the Golgan Republik, as the Golgans were the only ones who treated them with any respect (despite their established xenophobic streak), and it's said they'll never abandon them (despite the Golgans having a lot mentioned about all their peoples abandoning them). They have Dragon-tier M.D.C. and huge bonuses to intelligence, and also an INCREDIBLE number of attacks per melee- +14!! That's more than most GODS, and with Mega-Damage weapons puts them legions beyond nearly anyone else in the game! This is roughly +24 to hit, which would make them PL 12-14 with any decent guns.
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Davies
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Re: Jab's Rifts Builds (Star Elves! Space Minotaurs! The Gene-Tech!)

Post by Davies »

... I think these critters might be a reference to the strangler chutes of the planet Volturnus, from Star Frontiers, which are, yes, floating jellyfish though without eyes. Because Volturnus orbits a star named Zebulon.
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
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The Altess

Post by Jabroniville »

THE ALTESS R.C.C.: ST +4, AGI +4, STA +6, FIGHTING +4, INT +3, AWA +3, PRE +2, Ranged Attack +4, Dodge +3 [59]

-The Altess are a race of "Super Humans" who have evolved far past ordinary humanity, turning them into low-tier Mega-Damage beings with incredible bonuses to their stats. However, they are haughty and bored even compared to Star Elves, most taking on "Noble" pursuits and avoiding practical skills in favor of trivial things like falconry because they're classic bored, rich assholes who feel entitled to everything. Later, there is more explained of their backstory- of possibly being the "first race" to spring from the Cosmic Forge, with the memory of its secrets lost in their racial hive-mind- they have sought to recapture it, but centuries of problems (like one genocidal warlord attempting to wipe out their population- reducing 7 billion to 200 million) have maybe rendered this an impossibility. They are nonetheless the richest people per-capita in the galaxy.
Jabroniville
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Re: Jab's Rifts Builds (Star Elves! Space Minotaurs! The Gene-Tech!)

Post by Jabroniville »

Davies wrote: Tue Nov 22, 2022 2:35 am ... I think these critters might be a reference to the strangler chutes of the planet Volturnus, from Star Frontiers, which are, yes, floating jellyfish though without eyes. Because Volturnus orbits a star named Zebulon.
Oh yeah, that's pretty likely. Palladium, ironically, is pretty bad about just swiping stuff and even including the names, though I guess in this case it can count as an "Homage" since the name is an open reference :).
Jabroniville
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Established Empires in the Anvil Galaxy

Post by Jabroniville »

ESTABLISHED EMPIRE STUFF:
-What continues is OH MY GOD a lot of words about how the Anvil Galaxy is. Like, the day-to-day operations of various groups and how their policies are. Most are searching for the "Cosmic Forge" now, draining resources.

We start off with the CCW, who has a simple list of edicts for member planets (no slavery, military conquest, anarchy or tyranny). They are rivals of the TGE but work with the others, and buy a LOT from Naruni. They have their own military forces, etc. Arch-enemies are the TGE and Splugorth- the Gene-Tech and others are in open war as well. Three political forces within the CCW are troublesome- the Korgan Legion are ultra-loyal terrrorists who strike all worlds and will commit suicide through force of will when captured. The Galton Ring are pirates who secretly sell to the TGE. The Uganza are a planet-wide criminal syndicate who took over a world, which is about to be ejected from the CCW for its unsavory practices (despite holding true to CCW rules to the letter). Literally dozens of worlds are then detailed- a flagship world, a "Breadbasket" one freed from the TGE, and more.

The Trans-Galactic Empire is detailed next, with some old information brought up- they're founded by the Kreeghor, who are a slave-race created by the Splugorth but actually fought them off, growing mean enough to finally do so. The "Free World Council" has sprung up from within to seek their own freedom (a human governor was torturing the media for reporting on his corruption, creating a popular revolt on the planet, which has spread elsewhere), while the TGE & CCW are engaged in a cold war that occasionally grows hotter- they have sworn to beat their ancient enemies (who largely formed in opposition to the TGE). The Empire hates everybody else in the world, seeing them as either rivals who should die (Splugorth, CCW, Cosmo-Knights, Naruni) or potential victims (the Golgan Republik). They still hate the Splugorth worst of all, and will invade the nearest empire as soon as any other wars die down. Their own planets are now detailed, including a prison world, some research & development worlds (to counter the Naruni, who sell to CCW only) and even a world run by demons, having had a similar apocalypse to Rifts Earth. This actually seems like Bill Coffin laying out a lot of potential "Planets of Adventure" for characters.

The United Worlds of Warlock is a much smaller union of less united worlds, ruled by the same High King for thousands of years. Its first tests into exploring the stars led to a vicious Splugorth attack, but they created a heroic counterattack that destroyed an entire Splugorth empire, resulting in its rulers death at the hands of his own species for his failure. They are a third power in the stars, not as adversarial to the others but always lying in wait. Star Elves dominated the UWW, but Dark Covens of evil beings exist like criminal syndicates, hiding out and seeking their own power within the worlds.

The Naruni are next, and more or less re-stated from CJ Carella's old notes- they will sell at high prices, then "debt collectors" show up to harrass those who can't pay, even selling entire worlds into slavery to "collect". It's suggested few fight back because the Naruni have vast armies and it's pointless, but it's still kinda funny to think about them seizing entire planets and converting them into factory worlds or selling entire populaces. However, they're not as bad as the Splugorth, as they don't practice OVERT slavery (oh come on! It literally mentions twice that they sell slaves!). The CCW is their best customer... but is in the process of double-crossing them, as they are building CCW versions of reverse-engineered Naruni stuff, which will wreck 60-70% of their business.

The Hartigal Combine is actually a former Naruni subsidiary, created to make a more "personable", human sales force. However, heads rolled over a failed product roll-out, and the angry Hartigals broke off and formed their own company, selling Naruni knock-offs. Naturally, the Naruni hate them, but others are thinking this cheaper stuff is GREAT.
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