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

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catsi563
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Re: Jab's Rifts Builds (Xiticix Super-Warrior, Leaper, Hunter & Young Queen)

Post by catsi563 »

Thorpocalypse wrote: Sat Oct 16, 2021 4:51 pm I'm digging these Xiticix. They would make good associates for Annihilus. ;)
Yeah a mix of them and the bugs from Starship troopers makes for a great bug swarm
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Xiticix Elder Queen

Post by Jabroniville »

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XITICIX ELDER QUEEN R.C.C.
Role:
Queen Class Super-Bug
PL 12 (234 + Psionics)
STRENGTH
13 STAMINA 13 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 2 PRESENCE 02

Skills:
Expertise (Survival) 4 (+6)
Perception 6 (+8)

Advantages:
All-Out Attack, Close Attack 1, Benefit (Ambidexterity), Defensive Attack, Fearless, Improved Critical (Unarmed), Ranged Attack 5

Powers:
"Xiticix Eyesight" Senses 5 (Radius Sight, Infravision, Ultravision, Extended Vision, Time Sense) [5]
"Antennae" Senses 14 (Extended Scent 2, Acute Scent, Accurate Scent, Extended Hearing- Tracking, Ultra-Hearing, Vibration Sense- Ranged 3 & Accurate, Temperature Sense) [14]
Communication 2 (Ultrasonics) [8]
"Chemical Alarm" Communication 1 (Scent) (Extras: Area) [5]
"Polarized Eyesight" Immunity 2 (Visual Dazzles) [2]
"Death Scent" Features 1: Gives Off Distinctive Scent When Killed [1]

Movement 1 (Wall-Crawling) [2]
Extra Limbs 2 [2]
"Limited Regeneration" Regeneration 5 (Feats: Regrows Limbs) [6]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
"Ancient Queens" Immunity 1 (Aging) [1]

"Spit Acid" Blast 6 (Feats: Accurate) (Extras: Secondary Effect) Linked to Weaken Toughness 6 (Extras: Progressive +2, Ranged, Affects Objects) (49) -- [50]
  • AE: "Create Resin" Create 5 (Feats: Innate) (11)
"Call To Arms- Chemical Scent"
Enhanced Fighting 3 (Extras: Affects Others Only +0, Area- 60ft. Burst +2) (Flaws: Limited to Workers/Diggers/Grubs, +2 only for Nannies & Queens) [9]
Enhanced Dodge 3 (Extras: Affects Others Only +0, Area- 60ft. Burst +2) (Flaws: Limited to Workers/Diggers/Grubs, +2 only for Nannies & Queens) [6]
Enhanced Advantages 3: Ranged Attack +3 (Extras: Affects Others Only +0, Area- 60ft. Burst +2) (Flaws: Limited to Workers/Diggers/Grubs, +2 only for Nannies & Queens) [6]

"Psionics" (Telepathy, Empathy, Empathic Transmission, Sixth Sense, See the Invisible, Sense Magic, Impervious to Poison, Impervious to Cold and Fire, Levitation, Mind Block, Group Mind Block, Psi-Sword, Psi-Shield, Super Telekinesis)

Offense:
Unarmed +9 (+13 Damage, DC 28)
Spit Acid +9 (+6 Ranged Damage & Weaken, DC 21 & 16)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +11 (DC 21), Toughness +13, Fortitude +13, Will +8

Complications:
Vulnerable (Sonic Attacks)- Xiticix take much more damage from sonic weapons- usually +2-3 damage or Affliction more.
Disabled (Scent-Oriented)- Xiticix depend so much on their olfactory powers that the most reliable way to sneak past them is to cover oneself in Xiticix scent. The majority will let such intruders pass and be completely fooled. Attackers will automatically have the Initiative over Xiticix, as well. Workers, Leapers, Diggers & Nannies will drop accuracy & defense by -4 against disguised attackers. Warriors and Hunters are not fooled after one round.
Power Loss (Regeneration)- Xiticix cannot regenerate legs or eyes. Legs may be replaced with resin at massive drops to athletic capability.
Motivation (The Hive)- No matter what, a Queen must survive to continue the Hive.

Total: Abilities: 80 / Skills: 10--5 / Advantages: 11 / Powers: 128 + Psionics / Defenses: 16 (234 + Psionics)

-Much is said how how large, ancient and powerful the Elder Queens are. They are in fact flightless they've grown so huge (but are only a little bit bigger than Young Queens), and must tear themselves free from their abdomens to do so. If this is done, they cannot be reattached and lose their breeding capabilities- as such, they will ask to be killed in order to make more life-giving "Sludge" for the Hive, and a new Queen will rise up and take over. Their massive egg sacs will glow with "eerie, pulsating green light". Queens can tell eggs what kind of Xiticix to turn into, thus creative the perfect hive-structure.

-Elder Queens are massive, ultra-durable Xiticix who lack mobility and aren't even the best of fighters, but do a LOT of damage (Rail Gun-tier) and have massive numbers of servants: 2D6+12 Warriors, 2D4+4 Hunters, 2D4 Leapers and two Super-Warriors.
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Re: Jab's Rifts Builds (Xiticix Super-Warrior, Leaper, Hunter & Young Queen)

Post by Jabroniville »

Thorpocalypse wrote: Sat Oct 16, 2021 4:51 pm I'm digging these Xiticix. They would make good associates for Annihilus. ;)
yeah, they're a pretty good assortment of Mooks! The fairly-light Toughness (for Rifts, anyways) makes them a bit more quality as disposable baddies.
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Xiticix Weapons

Post by Jabroniville »

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Seriously, this looks like Wayne Breaux deliberately mimicking Vince Martin's stuff, and ALMOST getting it.

XITICIX WEAPONS:
-Now we get to the weapons Xiticix wield. Though the book stresses that in most cases they fight unarmed. Their gear is made from the same resin that makes the Hives, and is created by Diggers. The four-armed Xiticix Warriors may be armed with one different weapon in each hand, making them extra deadly. The weapons are large and heavy by human standards, requiring ST 4-5 at least to be wielded properly, and do 1D6-ish Mega-Damage. This damage actually STACKS with the supernatural strength of Mega-Damage beings, making it one of the very few stackable weapons in the game. I always wondered why Palladium never gamed that way, but it appears that the late '90s is doing it.

Knives do about +6 damage alone, Short-Swords & Spike Whips doing +7 (with +1 to hit!)- Whip also have Improved Disarm. Weapons are frequently givin Xiticix venom- either the weaker stuff Warriors have of the super-elite stuff doing +10-11 Weaken effects. Maces/Morning Stars & Resin Claws do +7 and give +1 to Parry. Spears do the same but with +2 to Parry. Long Swords do +9 damage and are +1 to Parry. Beheading Axes do +9 as well, but are +3 to strike & +1 to Parry for some reason. In the hands of an already-strong creature, these bonuses are +1-2 in total. Notably, this pushes Warriors to +11-12 damage and Super-Warriors to +13-14.

For ranged weapons, we have a Resin Spike Gun (Blast 7), Resin Spitter (Snare 10- Flaws: Ranks 7-10 Only After 4-5 Rounds), and their trademark TK-Rifles (Blast +11, far and away their best ranged gear).
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Coalition/Xiticix War

Post by Jabroniville »

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THE COALITION/XITICIX WAR:
-And then, unfortunately or fortunately depending on what you're interested in, we get the second half of the book, which is entirely about NPCs, the various nations' fights against the Xiticix, and more. There's a brief history about Xiticix/human relations (starting with rumors going back many decades ago). The realization that the Coalition, Lazlo's forces and even Lord Splynncryth has made is that the Xiticix must be completely annihilated or else they will eventually envelop all of North America within mere decades- they are just too vast in number and reproduce too quickly (bolstering populations by 60-70% per year). We get a re-post of the Xiticix Killer from Rifts Lone Star, which at least is on-theme- these are the Coalition's genetically-enhanced super-warriors designed specifically to wipe out the Xiticix in a way that is more or less a series of suicide attacks, but at least can't be drawn back to the Coalition. A major concern is that a protracted fight against these aliens will leave all CS things "marked" as the enemy, and will lead to retaliatory strikes against all CS cities and units. Basically, it's an all-or-nothing situation.

The only real suggestion of how to wipe out an entire colony is to possibly blow it up with nukes, then dive into the tunnels (where the important bugs are) and fight tunnel-by-tunnel. This is a HUGE venture, and one the CS cannot take during their upcoming war with Tolkeen & Free Quebec. Plus the Diggers & Workers would make it nearly impossible to wipe out every Xiticix anyways.
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Re: Jab's Rifts Builds (Xiticix Super-Warrior, Leaper, Hunter & Elder Queen)

Post by catsi563 »

I admit im curious to see how this plays out in the minion war and in the tolkeen aftermath because Tolkeen was a major bulwark against the Xiticric for the CS but with it gone the Xitcitc are basically free to roll down south. which puts ironheart and minnesota square in their path
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The Lazlo/Xiticix War

Post by Jabroniville »

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THE LAZLO/XITICIX WAR:
-The good forces of Lazlo have come to the same conclusion of the Coalition, though are more pained to realize that only genocide is acceptable. Their most "humane" option is to single out and kill the Queens, preventing the race from ever reproducing again. This is naturally dangerous, but is theoretically easier to pull off with Psychics & Magic at the disposal of the Lazlo agents. They can detect, teleport, and escape, presumably losing less people. The only other option may be to convince the Xiticix to leave (difficult, given that they cannot be communicated with quite yet), or force-teleport them away (so difficult it might take a thousand years to do it).

The Coalition, despite being enemies of Lazlo, will likely enable them to fight by staying out of the way- they see the Xiticix as too dangerous to be allowed to live, however much they don't want Lazlo taking the credit. It also says here that Emperor Prosek carries a "grudging respect" for those men. It's assumed that allies will include the thousands of Psi-Stalkers (who consider the bugs to be mortal enemies) and nearby Tundra Rangers of Canada will send troops to help. Also D-Bees and "assorted adventurers", which brings your PCs into it.

The book treats this as the most likely thing- Lazlo ultimately invading, losing 20-30% of its population in doing so, along with 50% casualties among the Psi-Stalkers. The fallout from this would be interesting- the Hives prevent demons and other evil forces from encroaching into the United States, and the power vacuum could be filled up by nearly anything. The Simvan Monster Riders may take the opportunity to strike back at the Psi-Stalkers (who I guess are their enemies? I forget that bit). Then there's this weird bit where it's suggested that the Coalition would set up "Roach Motels" in empty Hives, luring in monsters to these new habitats, then spring traps to kill those present.

Later, in the "PC campaigns" section, the war is outlined: specialized units will target Xiticix scouts, then "Queen Killer" squads will make surgical strikes with groups containing experienced Wizards & Dragons. When the Queens are killed, the squads will turn their attention to the young so they can't turn into Queens. It points out that there are 70-100 Queens per Hive, so this is no easy feat. Once all the young are killed, they will attempt to escape and back up humanoid communities in the vicinity. The book indicates that the Xiticix will go full-bore, causing far higher casualties than anticipated, as they indiscriminately kill all Non-Xiticix they can find.

Curiously, and I hadn't known this, the snarky review website points out that incredibly, Lazlo HAS NEVER BEEN FULLY DESCRIBED. All of the pointless details inherent to this system, and we've been given nothing that shows what Lazlo is actually like, nor what its agents are like.
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Re: Jab's Rifts Builds (Xiticix Super-Warrior, Leaper, Hunter & Elder Queen)

Post by catsi563 »

yeah theres a book on Lazlo thats supposed to come soon but in typical fashion i presume its on its 30 dozenth rewrite by now

Lazlo for me is one of the DEFACTO genuine good kingdoms in the rifts world. Very wise and knowledgeable with a VERY powerful magic base,

the big story spoiler for them in my campaign is that despite being slightly smaller then tolkeen Lazlo has something NO ONE expects. A full bore military thats the equal of anything out there. and has one of the most versatile and powerful combos of magic and technology there is

i used a combo of the Iosian forces from Iron Kingdoms mixed with cygnar forces. And a used the high elves army from Warhammer fantasy and Eldar from 40k to create a powerful versatile force that backed up by Lazlo being in even better capability to defend itself from then tolkeen had means any invader would be in for a massive shock
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Psi-Stalkers

Post by Jabroniville »

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PSI-STALKERS:
-The Psi-Stalkers are given some detail here, as an important "third man" out there. In fact, Wild Psi-Stalkers prowl Canada in the hundreds of thousands, and they and the Xiticix are each other's favorite prey and deadliest enemies. Wild and unruly, the Psi-Stalkers thrill in the hunt, and will consider the Lazlo people to be allies. However, they will not work with them; they will do their own thing (note that a few paragraphs later it's mentioned others "will join the fight"- EDITING). Some tribes are detailed: for example, the Spider Tribe once fought off some spider demons and are adorned with spider tattoos- even the Native Canadians, Simvan & other Psi-Stalker tribes respect them. They get +1 to ST, AWA & PRE, and Close Attack 1. The Pony-Tail Tribe wear topknots and will ally with the Simvan, unlike the Spider Tribe (ST +1, Athletics +2). The Deathbringers are a good-aligned Necromancer cult that despises the Xiticix as the antithesis of life, and decorate their bodies in headdresses made from Xiticix corpses, and use the bugs' own weapons against them. This is the only group with NPCs given- most are evil, but they are sincere in their focus against the Xiticix and demons.

A final major section includes the team being hired by a bunch of guys who invaded and stole gear from Lone Star and want to set off a deadly virus inside a Xiticix Hive. Naturally, the PCs are expected to go in and set it off. However, the campaign is supposed to be a failure of sorts- killing either very few or none at all. "After all, what would you need this World Book for?" and the like is the excuse why. To be fair, it would be less dramatic to just have one tiny group go in. In the end, the "Xiticix Wars" are supposed to be a huge focus of respect for the rest of the world, as they see it as a "good war" and a "Heroes' War" where some absolute evil aliens were destroyed by tremendous heroism and sacrifice. The implication here is that all of the Xiticix are wiped out, I believe- this book thus serving as a capstone for the entire thing.
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Xiticix Invasion Complete

Post by Jabroniville »

XITICIX INVASION COMPLETE:
-So that's it for this book! Which, as most note, is about twice the size it should be, and largely packs in a ton of "Filler" at the end to shore up NPC counts and set up some pretty simplistic campaign ideas. I think the variety of Xiticix is okay, but they're all verrrrrrrrrrrrry same-y. Similar M.D.C. totals, similar attacks, etc. Most everything is PL 10-12, with only a few unique specialists. I would have liked to see even stuff like in Starship Troopers, where there's like... a fire-spewing big one, or mind-readers or something. But eh- Diggers, Scouts/Assassins, Elite Warriors- it's kinda there. The Xiticix remain a pretty good horde enemy, at least- great attack power but mediocre Toughness, meaning you can mow them down pretty quickly (a guy with a Rail Gun can EASILY kill 1-2 Xiticix Warriors per round).

Overall, it's not a book I'd probably end up buying. Some good art (mostly by Ramon Perez, but even WAYNE BREAUX steps up his game here, adding some good shading to his aliens), but largely of the same kind of creatures (most Xiticix look alike aside from size and limb counts). But good on them for putting some focus on one of the big names of the setting.

Next up... by many requests... Pantheons of the Megaverse! With me finally doing profiles on all those Gods! Mostly! Cuz there's no f*ckin' way I'm writing down any of the Skills or Spells!
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Pantheons of the Megaverse

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RIFTS PANTHEONS OF THE MEGAVERSE (1994):
-And now, FINALLY, I come to one of the more-requested books in the Rifts line- Pantheons of the Megaverse! Probably because it has lots of neat art, and some modern-day, sci-fi looking modifications of the Greek Gods in particular. "Pantheon" books are always a big deal in RPG settings, in part because of Power-Geeking (it's a look at the absolutely tippy-top of the setting, with outlanding power levels all over the place), and in part to see how these classic characters of mythos are adapted. Never mind that the stories about them were specifically built to be fascinating back in the day- it's the ultimate form of swiping from th e public domain!

The book... okay I've only ever read the part on the Olympians. The rest has shitty 1994 Wayne Breaux art and was totally garbage in my eyes- just never-ending people either shirtless or in togas, and never quite drawn that well. There's also INSANE "Page Bloat", as not only do you have the entire Olympian pantheon, but a ROMAN version as well, and then randomly there's a band of "Fake Olympians" running about- Carella explains from the beginning that it's meant to give you "options" but really it just pads out every section so even this large book only has six pantheons in it. And funnily enough, just from a quick-scan, it looks like even C.J. CARELLA thought Palladium's skill system was garbage, because all of the gods have a mere single line for skills saying "All _____ Skills", then mentions the languages they know. So Hera, a character thousands and thousands of years old, just has "All Domestic Skills" as part of her bio. Most of the characters also just seem to have "All Magic Spells" and "All Psionics" in their bios as well. So in the end, almost every character here is incredibly same-y.

Hoo boy, there's also a huge section on the HINDU Pantheon. That's actually about the only touching upon India that Rifts ever does, by the way. For some reason that and the Middle East (okay, we know what THAT region's deal is) have never been outlined. Carella's a top-tier writer in the setting, so HOPEFULLY he can actually do a bit of work, but I don't anticipate that it'll be terribly accurate (never mind that Indian religion itself is extremely complex and doesn't quite "fit" with the established way other pantheon-based religions work). Carella, at least, admits right from the opening that he's leaving multiple "variations" so GMs can pick & choose which ones they want, and also that he's modified all the characters to fit better into Palladium's greater universe. So at least there's no pretense here; they're saying flat-out this is just their version of stuff.

The Religions Detailed: Aztec, Babylonian, Greek, Roman, Indian, Norse & Persian. So mostly "The guys you always see" plus unique ones like that of Babylon & pre-Muslim Persia.

Conversions here will be a bit different, as I'll blank out the Skills almost entirely. If they don't give a shit, why should I? What I'll try to capture is the comparative accuracy and M.D.C.-count of these guys (which is the way Palladium usually equates power, anyhow). Also, nearly every character can become ENORMOUS... yet because it's Palladium, this doesn't make even the slightest difference on the character sheet. There's also a few R.C.C.s buried in here, too.

Note that a good chunk of the Gods have different M.D.C. counts, and are more durable in their home dimension. I guess this serves two purposes: it keeps the Gods from getting too cocky on Rifts Earth, and it prevents players from "Let's go to Olympus and kick Zeus's ass, lol" stuff, as he hits 100,000 M.D.C. there.
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Re: Jab's Rifts Builds (Xiticix Invasion Complete! Pantheons of the Megaverse!)

Post by Sidious »

You know this is one of my favs. I can't wait to read your take on it.
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Rifts Priest

Post by Jabroniville »

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RIFTS PRIEST O.C.C.
Role:
Cleric, Weak Healer
PL 7 (75)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+5)
Expertise (Demon & Monster Lore) 6 (+8)
Expertise (Religion) 8 (+10)
Expertise (Survival) 2 (+4)
Insight 3 (+5)
Perception 3 (+5)
Technology 2 (+4)
Vehicles 3 (+5)

Advantages:
Equipment 5 (Guns, Armor, etc.), Ranged Attack 3

Powers:
"Priest Abilities" (Select Three)
"Exorcism" Ritual- casts out all evil entities & destroys undead (1)
"Healing Touch" Healing 3 (6)
"Remove Curse" Nullify Magical Effects (Limited to Curses, Requires Ritual)
"Resurrection" Healing 10 (Limited to Resurrection +0) (20)
"Turn Dead" Mind Control (Limited to Undead Creatures, Burst Area)
"Prayer of Strength" Ritual for FIGHTING +1 & Dodge +1 (3 rounds/level)
"Prayer of Communion" Features: May Ask God for Visions (1)
"Prayer of Intervention" Prayer grants one spell that the God knows (at any level) at 5 levels higher than his own level, temporary Magic Scroll creation, Healing now Rank 8
"Miracles" One-off "miracles" (changing weather, parting seas, temporarily becoming Mega-Damage being, dispel Magic, etc.)

"Sense Evil" Senses 3 (Evil Awareness- Ranged, Radius) [3]
Features 1: May Become a Medium For Another Being [1]

"Magic" (as Mystic)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Gun +8 (+8 Ranged Damage, DC 23)
Initiative +2

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

Complications:
Responsibility (Gods)- Priests are beholden to certain Gods and Pantheons.

Total: Abilities: 40 / Skills: 30--15 / Advantages: 8 / Powers: 4 + Priest Abilities & Magic / Defenses: 8 (75 + Priest Abilities & Magic)

-So an "Optional O.C.C." is the Rifts Priest, which is effectively a Mystic O.C.C. but with some extra stuff. Mostly minor things, but the "Miracle" ability is pretty good at a high enough level (most have some degree of failure). They have decent skills but exceptionally piss-poor Healing abilities.
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Godling

Post by Jabroniville »

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GODLING R.C.C.: ST +5, STA +7, AGI +2, FIGHTING +3, INT +2, AWA +3, PRE +2, Dodge +3, Ranged Attack +3, Regeneration 6, See the Invisible, Immunity (Aging, Poison, Drugs, Fire Damage, Cold, Half-Effect), Low-Light Vision [70]

Plus Select Three:
Invisibility [4]
Blast 7 (+1 every two levels) [14]
Energy Aura (Force Field +1 per level) [1]
Super-Strong (ST +5) [10]
Super-Tough (STA +2) [4]
Shape-Shifter (Shapeshift, One Animal Only, Once Per Day) [3]
Super-Swift (AGI +1, Speed +2) [4]
Immunity (pick Cold/Fire/Lightning, "Energy"/Poison/Disease) [1-5]
Super-Psionics (Burster, or All Psionics from 2 of 3 lesser categories, or 1 lesser category & 5 Super-Psionics powers)
Magic Powers (Either Line Walker, Mystic, Shifter, Necromancer or Warlock)
Flight 3-5 [6-10]

-A Godling is more or less a young God from the pantheon of your choosing, and is obviously VASTLY overpowered- I'm not sure how Kevin S even let this one slide, lol. I mean, a Godling will average to about 180 M.D.C., and have stats way beyond that of any mortal, with bonuses all over the place (including an extra attack per round). AND you get to pick three from a monster category that allows this like being ST 12-ish, flying, Psionics way beyond what any starting character could get, and more. You can even just be a basic Wizard but better because you have God stats. The book suggests you'll typically act like you came from your pantheon- a Norse Godling will act like a viking and so on.
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Demigod

Post by Jabroniville »

DEMIGOD R.C.C.: ST +5, STA +7, INT +1, AWA +1, PRE +2, Immunity 6 (Fire, Cold, Half-Effect), Regeneration 3 [38]
Plus Select One:
Invisibility [4]
Blast 7 (+1 every two levels) [14]
Energy Aura (Force Field +1 per level) [1]
Super-Strong (ST +5) [10]
Super-Tough (STA +2) [4]
Shape-Shifter (Shapeshift, One Animal Only, Once Per Day) [3]
Super-Swift (AGI +1, Speed +2) [4]
Immunity (pick Cold/Fire/Lightning, "Energy"/Poison/Disease) [1-5]
Super-Psionics (Burster, or All Psionics from 2 of 3 lesser categories, or 1 lesser category & 5 Super-Psionics powers)
Magic Powers (Either Line Walker, Mystic, Shifter, Necromancer or Warlock)
Flight 3-5 [6-10]

-Demigods are the children of Gods and mortals, meaning they're effectively just EXCEPTIONAL humans or D-Bees, sporting Supernatural strength (averaging to +7 damage unarmed) with the M.D.C. equivalent to a good suit of armor (about 70 M.D.C.). They even get to pick one of the powers that Godlings get three of! Not bad, and a bit more balanced.
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