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

Where in all of your character write ups will go.
Jabroniville
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Mantaz Sectle

Post by Jabroniville »

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MANTAZ SECTLE R.C.C.: ST +6, AGI +3, STA +6, FIGHTING +2, INT +1, AWA +3, PRE +2, Extra Limbs 2, Benefit (Ambidexterity), Leaping 1, Athletics +4, Survival +4, Faerie Lore +2, Low-Light Vision, Vision Counters Concealment 4, Tracking (Scent), "Tongues" Comprehend 3 (All Languages; Affects Others), "Globe of Daylight" Environment 2 (Light), Tongues, "Chameleon" Concealment 2 (Visuals; Affects Others, Blending), Features 1 (Leaves Chemical Trails) [79]

-... okay, full points for this one. The Mantaz Sectle are a race of weird upside-down Preying Mantis People, with two sets of arms and a head poking forward from the bottom of the creature. Despite their unusual appearance, they are good guys, and fight the evil Dabbughs. They don't have a lot in the way of interesting or unique powers aside from leaving chemical trails that can alert other Sectles to their presence, and their bio is so short as to leave out almost everything possible about their culture, but there's stuff to work with here. They look interesting, have some different stuff, and are powerful without being utterly broken- typically about as durable as a good suit of M.D.C. armor and being able to hit pretty hard without being insane.
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Sidious
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Re: Jab's Rifts Builds (Hippies! Chiang-Ku Dragons! Earth Child!)

Post by Sidious »

You can take a Dabbugh and make a really easy Spiderman 2099 out of it.

.... Not that I've ever done such a thing... Nope not me!
Jabroniville
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Dabbugh

Post by Jabroniville »

DABBUGH R.C.C.: ST +5, STA +6, AGI +3, INT +1, AWA +2, Expertise (Survival) +4, Protection 2, Speed 1, Low-Light Vision, Acute & Extended Scent, Tracking (Scent), Leaping 1, "Insect Traits" (Random; Limbs: Winged Flight, Extra Limbs 2 & Fighting 2, Leaping 2, "Stinger" Damage 9 & Paralysis Affliction 8, "Webs" Snare 6, Wall-Crawling, Claws +2; Mouths: "Chemical Spray" Damage 6- Reach, "Acid Spray" Diminished Range -2 Blast 10, Chemical Spray Trail; Eyes: Radius Sight, Immunity to Visual Dazzles, Ultravision, Infravision; Antennae: Accurate Scent, Analytical Scent, Feels by Antennae, Accurate Hearing, Ultra-Hearing, Communicate by Ultrasonics; Body Armor: +1-4 Toughness) [44 + Insectoid Features]

-The enemies of the Sectle race also listed in this book, the Dabbughs probably hail from the same planet. Dabbughs resemble humans, but have three separate kinds of insectoid traits & powers, and their primary prey is other humanoids. Their mentality is like that of Orcs- they respect toughness & winning, and love to fight. They hide out in human communities, and try to stamp out Sectles wherever they find them. Their skills are pretty minor-league in total, and they only get average amounts of "extra" ones, and their racial abilities are ENTIRELY random- roll and you can be either Toughness +8 or +12, which is a big difference. Others are minor sensory powers, while others allow short-range Mega-Damage Blasts.
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Cernun Mystic

Post by Jabroniville »

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THE CERNUN MYSTIC R.C.C.: ST +2, STA +7, AGI +2, FIGHTING +1, INT +2, AWA +3, PRE +2, Protection 4, Regeneration 4 (Regrow Limbs), "Sense Evil" (Evil Awareness- Ranged & Radius), Features (May Become a Medium For Another Being), Low-Light Vision, Leaping 1, Benefit (Ambidextrous), "Control Gigantes" Mind Control 8 (Limited to Gigantes), Communication (Mental) 2 (Limited to Gigantes), "Magic" (All Powers of the Mystic O.C.C.) [84 + Magic]

-Reptilian-looking ram-horned guys, the Cernun Mystics are symbols of the Celts and Gauls, and actaully match the cover- they are greedy beings who control the Gigantes as minions. They have "All the powers of the Mystic O.C.C." and solid M.D.C. and Regeneration, but aren't really given much of a bio at all for a "Cover Monster".
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Temporal Magic

Post by Jabroniville »

TEMPORAL MAGIC:
-Temporal Magic is known only to these two O.C.C.s and one R.C.C., and are typically high-level spells, with some access to Ley Line Walker stuff.

TEMPORAL SPELLS:
-Oh BOY, more spells! A smaller list this time. Most of these powers are actually very useful, but unlikely to be cast overly much- they're 7-8th level at minimum, and often cost a TON of PPE, especially for good spells.

"Attune Object to Owner" Makes it so devices only work for one particular person.
"D-Phase" Phases through solid materials for 15 seconds/level- failure to concentrate injures and dazes them.
"D-Shift Phantom" Becomes an Insubstantial, unmoving "ghost".
"D-Shift Two Dimensions" Becomes a near-invisible, two-dimensional form. Cannot be spotted by infravision, motion or most other sensors. Vulnerable to breezes. Cannot move, speak, or cast spells.
"Dimensional Envelope" Creates a closet-sized envelope of space- hides objects or themselves there. Dimensionally-aware casters like Shifters can sense these. 12th Level spell.
"Dimensional Pockets" Stores items in small, mobile "pockets" in objects. Used to pull guns and stuff out of nowhere. Very high-end spell (10th).
"Fourth Dimension Transformation" Turns into a 4D creature- 50 M.D.C., Half-Immunity to all Damage, Impervious to Illusions & Mind Control, and turn invisible. Sees all spectrums of light. 3 extra attacks, +4 to hit, +6 to defenses. Gains Teleport: Superior, Time Warp: Fast Forward & Time and Space Warp. Insanity Table side-effects. 14th Level spell- 350 PPE to cast.
"Id Self" Summons one alternate universe self per five levels of experience. The Id self may try to stay in this dimension. 13th Level spell, 400 PPE.
"Remote Viewing" Remote Sensing of a specific person, object or place, 10 miles & 1 minute per level.
"Retro-Viewing" Postcognition for a few minutes (with no sound).
"Sense Dimensional Anomaly" Senses ripples in space/time, like Rifts, portals, dimensional envelopes & pockets, astral beings and more.
"See Dimensional Anomaly" Renders all the above visible to him.
"Suspended Animation/Stasis Field" Puts the Wizard into stasis for 10 years/level. Can be used as an attack.
"S-Dep" (Sensory Deprivation) Blindness Affliction- cuts off all senses (including time and touch). -10 to attack & defenses, Psionics can use only "Mind Block".
"T-Dep" (Time Deprivation) Affliction that removes the sense of time- victims become tired, think they've been working for ages, etc. -1 to attack & dodge, -3 Initiative.
"Temporary Time Hole" Sends everyone within 50 feet into a "time hole" alternate dimension. Lasts for a few minutes, and usually done to bring a battle away from others. Costs 100 PPE to cast.
"Time Barrier" Prevents use of all time travel, time powers, etc. for 100 feet/level. Costs 100 PPE.
"Time Capsule" Places inanimate objects in a time capsule for 50 years/level.
"Time Maelstrom" Messes with the time travel of others- creates a random table to roll on.
"Time Warp: Age" Temporarily ages someone- 1 minute/level.
"Time Warp: Fast Forward" Moves forward seconds, minutes, or hours in time. A big thing is listed about possible game-wrecking effects like missing major battles- ideally used to skip "boring" things.
"Time Warp: Slow Motion" Slows everyone else down for 30 feet/level- gains +2 to attack and +3 to defenses, +4 Initiative and +2 Speed.
"Time Warp: Send" Sends an objects 8 hours/level forward in time. Used best for stolen objects and hiding stuff like that.
"Time Warp: Space & Time" Teleport combined with Time Warp: Fast Forward. 15th level and 800 PPE- they do NOT want you to cast this!
"Wink-Out" Teleports out to a world where time passes four times more quickly. Five-minute maximum.
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Temporal Raider

Post by Jabroniville »

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TEMPORAL RAIDER R.C.C.: ST +4, STA +6, FIGHTING +7, INT +4, AWA +4, Ranged Attack +4, Improved Initiative, Protection 5, Regeneration 6, Low-Light Vision, Infravision, Leaping 1, Immunity 5 (Suffocation 2, Heat, Radiation, Poison), Immunity (Energy Damage, Half-Effect), Energy Blasts 12 (Extended Range 2, Multiattack), AE: "Life Drain" Weaken Strength 8, AE: "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), "Sense Rifts" Senses 3 (Rift Awareness- Ranged 2), "Temporal Magic" (All Spells), "Magic" (Sense Magic, See the Invisible, Tongues, Fool's Gold, Chameleon, Befuddle, Lesser Teleport, Close Rifts, Dimensional Portal, Armor of Ithan, Escape, Superior Teleport, +1 Spell, Shadow Meld, Detect Concealment; 12 Spells from 1-8) [127 + Magic]

-Mega-Damage beings, the Temporal Raiders are a loosely-associated band of pirates that steal from anyone they can think of, even daring to rob the Splugorth and Godlings! They drink the life energy of living beings, but don't need to kill them to do it- naturally, they do so just because they enjoy it! Darkly, they see humankind as "kindred spirits" owing to man's tenacity and ingenuity. Because of this, they often adopt humans as apprentices, keeping them on for several years until they becoming Temporal Wizards, but warn them not to teach anyone else the secrets of Temporal Magic.

-Temporal Raiders are IMMENSELY powerful, sporting tons of ability increases, Skills (they get to pick ten more!), and Magic Spells (all the ones Temporal Wizards know, plus twelve, then all Temporal Magic, which produces some INCREDIBLE effects). This makes them incredibly smart, versatile, dangerous foes who also sport Dragon-like durability (averaging to Toughness +11) and Blast 12. They have five attacks, +5 in melee, +7 at range, and more, boosting their accuracy by a lot. A Temporal Raider is likely a PL 11-12 being as a result.
Jabroniville
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Temporal Wizard

Post by Jabroniville »

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*sigh*- YES, they really just introduced a bad-ass new magical O.C.C. and gave him a "Generic McTunic" look.

TEMPORAL WIZARD O.C.C.
Role:
Dimensional Raider
PL 7 (108 + Magic)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+7)
Deception 3 (+6)
Expertise (Astronomy) 8 (+11)
Expertise (Survival) 8 (+11)
Expertise (Monster & Demon Lore) 5 (+8)
Perception 2 (+5)
Vehicles 4 (+8)

Advantages:
Equipment 5 (Light Energy Rifle, Light M.D.C. Armor), Ranged Attack 1, Ritualist

Powers:
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]
"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]

"Temporal Magic" (Apprentice: See Dimensional Anomaly, Time Maelstrom, 7 Other Spells; Ten Years Training: Dimensional Pocket, D-Phase, Time Warp- Send; 14 Years Training: Sense Dimensional Anomaly, Time Warp- Fast Forward)
"Other Magic" (Sense Magic, See the Invisible, Tongues, Fool's Gold, Chameleon, Befuddle, Lesser Teleport, Close Rifts, Dimensional Portal, Armor of Ithan, 4 Others; 10 Years Training: Escape, Superior Teleport, +1 Spell, 14 Years Training: Shadow Meld, Detect Concealment, +1 Spell)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Energy Rifle +5 (+7 Ranged Damage, DC 22)
Initiative +3

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

Complications:
Motivation (Greed)
Responsibility (Random Insanity)- Temporal Wizards tend to be a little insane. Roll on one of those tables- may be hateful of Temporal Raiders, slimy stuff, etc., or just be really punctual or always late.

Total: Abilities: 54 / Skills: 36--18 / Advantages: 7 / Powers: 23 + Magic / Defenses: 6 (108 + Magic)

-Temporal Wizards are said to be greedy, villainous dimensional raiders, training their apprentices in such dishonesty as a matter of course by the Temporal Raider R.C.C. Their training is given some focus- they will act as apprentices for six years, generally being bodyguards and servants to a Raider (they may learn magic only in the final year or so), after which point they may take on another level of training for six more years- this time as partners. They may also serve for ANOTHER four years, this time gaining even more spells, and then the two will depart, possibly as rivals or enemies (though they will often choose to stay out of each other's way).

-This is all potentially interesting, and gives the sense of interplanetary, interdimensional action & adventure as you steal from various people, so of course the art is of some generic guy dressed like Robin Hood. Sure, there's a guy in Roman Legionnaire-esque armor and a Space Gun behind him, but still.

-Wizards have a pretty small spell selection, but may gain one of each type with each level of experience. Their skills definitely aren't bad for Wizards, though, with 7 regular and 5 "other" of various types, meaning they can be a lot more well-rounded than seen here. Despite talk of Temporal Magic, they are very weak, with only light rifles & armor- still Mega-Damage, but nothing overly great.
Jabroniville
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Temporal Warrior

Post by Jabroniville »

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TEMPORAL WARRIOR O.C.C.
Role:
Dimensional Raider, Combat Mage
PL 8 (85 + Magic)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 6 (+9)
Deception 4 (+7)
Expertise (Criminal) 7 (+9)
Perception 4 (+6)
Stealth 5 (+8)
Vehicles 2 (+6)

Advantages:
Equipment 5 (Heavy Energy Rifle, Heavy M.D.C. Armor), Ranged Attack 1, Ritualist

Powers:
"Sense Rifts" Senses 3 (Rift Awareness- Ranged 2) [3]

"Temporal Magic" (Apprentice: See Dimensional Anomaly, Wink-Out, Dimensional Pocket, D-Phase, S-Dep, T-Dep, 3 More Spells; 10 Years Training: Time Warp- Slow Motion, +1 Spell; 14 Years: D-Shift, Time Warp- Fast Foroward, +2 Spells)
"Other Magic" (Sense Magic, See the Invisible, Tongues, Armor of Ithan, Globe of Daylight; 10 Years: Fool's Gold, Chameleon, Escape, Befuddle, +1 Spell; 14 Years: Time Slip, Shadow Meld, +1 Spell)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Energy Rifle +5 (+9 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+10 Armor), Fortitude +5, Will +6

Complications:
Motivation (Greed)
Responsibility (Random Insanity)- Temporal Warriors tend to be a little insane. Roll on one of those tables- may be hateful of Temporal Raiders, slimy stuff, etc., or just be really punctual or always late. They will also get uglier and stupider the more experienced they get.

Total: Abilities: 54 / Skills: 28--14 / Advantages: 7 / Powers: 3 + Magic / Defenses: 7 (85 + Magic)

-Now THIS guy... actually seems interesting. A third kind of minion in this trio of Temporal guys, he's one trained to use his magic as an assist in combat- typically keeping weapons stored in dimensional pockets and then unleashing them. Also trained by Temporal Raiders, the Warriors stay on for similar lengths of time as do the Wizards, and learn fewer spells, having most of their choices chosen as part of the O.C.C. itself. However, they are keyed much more towards physical action- they have martial arts training, and specialize in assassination. They have way better gear than Temporal Wizards do, and kick a lot more ass. Sadly, very little is given to them in terms of characterization and plot hooks- in fact, you have to read in their rules to find the stuff about them getting dumber and uglier with each phase in their apprenticeship.
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Bestiary (England)

Post by Jabroniville »

BESTIARY:
* Rifts England features a small Bestiary halfway through the book- most of the things here are drawn by Nelson Ewell, which gives them all a very detailed, realistic appearance, as they're covered in fine scales, tentacles, and the like. It has the unfortunate side effect of everything here looking like it came out of Rifts Atlantis, also largely drawn by him, but that'll happen when you have one artist draw every animal in the book. The vast majority of stuff in here is bugs, which is weird (I guess England has a lot of bugs?), and have very similar statlines- most are doing mediocre damage in melee, but have INCREDIBLE toughness, a lot of attacks, and great bonuses to hit. In fact, a lot of the early Rifts books feature stuff like that- piled on attacks and accuracy as R.C.C. and animal features instead of raw hitting power, which is often quite weak. Later books would slow down on the accuracy and pile on Mega-Damage attacks.
Last edited by Jabroniville on Thu Mar 26, 2020 5:17 am, edited 1 time in total.
Jabroniville
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Armored Devil Fish

Post by Jabroniville »

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ARMORED DEVIL FISH
Role:
Armored Oceanic Predator
PL 13 (129)
STRENGTH
11 STAMINA 11 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Bite) 3 (+8)
Expertise (Survival) 6 (+6)
Intimidation 15 (+12, +16 Size)
Perception 8 (+8)
Stealth 10 (+12, +3 Size)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Improved Critical (Bite) 4, Improved Hold, Power Attack, Startle, Withstand Damage

Powers:
"Animal Senses" Senses 8 (Extended 2 & Acute Scent, Tracking-Scent, Low-Light & Extended Vision, "Sonar" Accurate Hearing) [8]
"Lateral Lines" Senses 1 (Ranged Touch) [1]

"Sea Creature"
Swimming 3 (16 mph) [3]
Immunity 1 (Drowning) [1]

"Natural Size" Growth 9 (Str & Sta +9, +9 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -9 Stealth) -- (36 feet) (Feats: Innate) (Extras: Permanent +0) [19]
"Armored Scales" Protection 4 (Extras: Impervious 9) [13]
"Predatory Bite" Strength-Damage +3 (Extras: Penetrating 8) [11]

Offense:
Unarmed +4 (+8 Damage, DC 23)
Bite +12 (+14 Damage, DC 29)
Initiative +6

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +15, Fortitude +14, Will +6

Complications:
Disabled (Animal)- Fish cannot speak to humans, nor use their fins to easily manipulate objects.

Total: Abilities: 16 / Skills: 42--21 / Advantages: 12 / Powers: 55 / Defenses: 25 (129)

-Looking like a big, fat fish in a conch's shell, the Armored Devil Fish is a Megalodon-sized boat-rammer that smashes into vehicles and consumes those who fall into the water. Given a RIDICULOUS M.D.C. tota land a high-powered bite, it's actually the most powerful thing in this entire book! Like, four attacks and +5 to hit is a ludicrous advantage given that it fires off bites like a Rail Gun.
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The Crawlies

Post by Jabroniville »

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THE CRAWLIES (aka Hill Beetles)
Role:
Carnivorous Super-Bugs
PL 10 (85)
STRENGTH
6 STAMINA 5 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Close Combat (Unarmed) 2 (+9)
Expertise (Survival) 6 (+3)
Expertise (Building) 8 (+4)
Intimidation 12 (+8 Size)
Perception 4 (+4)

Advantages:
Fast Grab, Improved Critical (Stinger), Improved Hold, Set-Up, Teamwork

Powers:
"Insect Physiology"
"Insect Senses" Senses 3 (Acute & Extended Scent, Tracking- Scent) [3]
"Chitinous Exoskeleton" Protection 6 [6]
Movement 2 (Wall-Crawling 2) [4]
Extra Limbs 8 [8]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Tear Gas-Like Spray" Affliction 6 (Fort; Impaired & Vulnerable/Defenseless & Disabled) (Extras: Ranged, Cumulative, Extra Condition) (Flaws: Limited Degree) (Diminished Range -3) [15]

Offense:
Unarmed +9 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +11, Fortitude +7, Will +0

Complications:
Disabled (Animal)- Crawlies cannot speak to humans, nor use their legs to easily manipulate objects.
Weakness (Underbelly)- A Crawlie's underbelly is very soft and much more easily damaged, by contrast.

Total: Abilities: 14 / Skills: 32--16 / Advantages: 5 / Powers: 41 / Defenses: 9 (85)

-Crawlies are 10-15-foot Alien Centipedes, and are said to be cowardly carrion-eaters who only fight if cornered, but will do so to the death. But then it also says they'll attack any humanoid and Fairy Folk under 12 feet in size, so who knows? They're one of those weird creatures that has huge M.D.C. (200- about +11 Toughness) and great fighting stats, but has garbage for damage, doing only 1D4 Mega-Damage with its tail. So it's helpless to fight heavily-armored anything, but is hard to bring down unless you can target the underbelly.
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Giant Clamp-Mouth Dragonfly

Post by Jabroniville »

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GIANT CLAMP-MOUTH DRAGONFLY
Role:
Flying Monster
PL 11 (77)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Athletics 4 (+11)
Close Combat (Stinger) 1 (+9)
Expertise (Survival) 7 (+3)
Intimidation 13 (+11 Size)
Perception 5 (+5)
Stealth 6 (+9)

Advantages:
Fast Grab, Improved Critical (Bite), Startle, Uncanny Dodge

Powers:
"Insectoid Physiology"
"Tremorsense" Senses 2 (Accurate Scent) [2]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Chitinous Exoskeleton" Protection 8 [8]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Bite" Strength-Damage +5 [5]

Offense:
Unarmed +9 (+6 Damage, DC 21)
Bite +9 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14, Fortitude +8, Will +2

Complications:
Disabled (Animal)- These creatures cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Shots to the Back of the Neck)- This is the weakest part of the creature's carapace, but holding on and striking it enough to kill the animal is a difficult thing.

Total: Abilities: 18 / Skills: 36--18 / Advantages: 4 / Powers: 27 / Defenses: 10 (77)

-This titanic, elongated creature has a segmented body and a mouth like the Ethereal Marauder in Dungeons & Dragons, and is said to carry away victims to devour them, consuming them via a tiny mouth hidden within its large mandibles. Most of the Bestiary Bio is just about what it's like to hunt these creatures (the space behind their neck is their most vulnerable point), as they fly about and batter people holding onto them. There's a ton of stats for this that could really have been used for any flying creature, but whatever. They're said to be hunted by very crazy people because its chitinous shell is very useful for body armor.

-The M.D.C. of a Giant Clamp-Mouth Dragonfly is remarkable- the equivalent of a Dragon Hatchling who rolled the highest amount possible. It also potentially does a lot of damage, but only 6D6 per melee, which is actually four of its attacks, so I downgraded it slightly. All in all, it's a PL 10 offense, PL 11 defense creature. Very dangerous, but not unstoppable, especially with limited intelligence and attacks.
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Flash Beetle

Post by Jabroniville »

Image

FLASH BEETLE
Role:
Blaster-Bug
PL 11 (99)
STRENGTH
6 STAMINA 5 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Close Combat (Unarmed) 2 (+9)
Expertise (Survival) 6 (+3)
Expertise (Building) 8 (+4)
Intimidation 12 (+8 Size)
Perception 4 (+4)

Advantages:
Close Attack 1, Fast Grab, Improved Critical (Blasts), Improved Hold, Set-Up, Teamwork

Powers:
"Insect Physiology"
"Insect Senses" Senses 3 (Acute & Extended Scent, Tracking- Scent) [3]
"Chitinous Exoskeleton" Protection 7 [7]
Movement 2 (Wall-Crawling 2) [4]
Flight 4 (30 mph) (Flaws: Winged) [4]
Extra Limbs 2 [2]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Flash Beam" Blast 7 (Feats: Accurate 5) [19]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Flash Beam +10 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +12, Fortitude +7, Will +0

Complications:
Disabled (Animal)- Flash Beetles cannot speak to humans, nor use their legs to easily manipulate objects.

Total: Abilities: 14 / Skills: 32--16 / Advantages: 6 / Powers: 50 / Defenses: 13 (99)

-Flash Beetles are laser-shooting alien insects given almost no bio at all- they're just solitary, less-aggressive hunters than the Dragonflies. They also have ridonkulous M.D.C., hitting 350, though their "Flash Beam" is a really weak Blast by Rifts standards, doing a paltry 1D6 Mega-Damage (less than a gun a Street Rat might be carrying). It's got three attacks and very good bonuses to hit, however, so it's still very dangerous, and PL 11 defensively.
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Petal Thing

Post by Jabroniville »

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PETAL THING
Role:
Weird Grabby Flying Plant-Thing
PL 10 (80)
STRENGTH
4 STAMINA 3 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Close Combat (Unarmed) 2 (+9)
Expertise (Survival) 6 (+3)
Intimidation 12 (+7)
Perception 4 (+4)

Advantages:
Close Attack 1, Fast Grab, Improved Hold

Powers:
"Insect Physiology"
"Insect Senses" Senses 3 (Low-Light Vision, Detect Psychic Energy, Tracking- Psychic Energy) [3]
"Exoskeleton" Protection 7 [7]
Flight 3 (16 mph) (Flaws: Winged) [3]
Extra Limbs 2 [2]
"Leafy Limbs" Strength-Damage +3 [3]
"Hypnotic Movements" Affliction 4 (Will; Dazed & Vulnerabled/Stunned & Defenseless) (Extra: Area- Visual Perception, Extra Condition, Continuous +3) (Flaws: Limited Degree) [20]

"Psionics" (Mind Block, Empathy, Empathic Transmission, Pyrokinesis, Mind Bolt, Mentally Possess Others, Resist Fatigue, Bio-Regenerate)

Offense:
Unarmed +10 (+7 Damage, DC 22)
Hypnosis +4 Area (+4 Affliction, DC 14)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +9 (DC 19), Toughness +10, Fortitude +7, Will +0

Complications:
Disabled (Animal)- Petal Things cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Abilities: 18 / Skills: 24--12 / Advantages: 3 / Powers: 38 + Psionics / Defenses: 9 (80)

-A 300-lb. flying alien that resembles a bug/plant hybrid, the Petal Thing is a ferocious hunter with a "false head"- the four-eyed, large-mouthed construct on the bottom of the creature's body is nothing more than a durable diversion, and the true head is the green emerald above it. They have leafy-looking wings that act as poor-gripping "hands", and have hypnotic movements as they fly along, and will track creatures by their P.P.E. Their physical abilities are weak like the other creatures here, but they have solid durability and are good grapplers. PL 8.5 offense and PL 9.5 defense.
Jabroniville
Posts: 24693
Joined: Fri Nov 04, 2016 8:05 pm

Stone Ball Bug

Post by Jabroniville »

Image

STONE BALL BUG
Role:
"Character" Animal

-Given a pretty weak bit of art (just a stone ball with some legs), these alien arthropods are said to be harmless scavengers (no "Combat" score at all) that act as living garbage disposals, and are often kept as pets. They have 60 M.D.C. for some reason (about Toughness +8), but that's it.
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