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

Where in all of your character write ups will go.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Psi-Warrior

Post by Jabroniville »

Image

PSI-WARRIOR R.C.C.
Role:
Travelling Do-Gooder
PL 7 (80 + Psionics), PL 10 (80 + Psionics) at Third Level
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Athletics 6 (+12) -- Flaws: Limited to Riding
Deception 2 (+4)
Expertise (Survival) 4 (+6)
Expertise (Demon & Monster Lore) 6 (+6)
Intimidation 3 (+5)
Perception 3 (+5)
Stealth 2 (+5)
Technology 3 (+3)
Treatment 3 (+3)

Advantages:
Equipment 6 (Gun, Armor, Gear & Supplies), Ranged Attack 1, Tracking

Powers:
"First Level"
Immunity 3 (Starvation, Thirst, Sleep) (Flaws: Limited to Every Few Days Per Level -2) [1]
"Psionics" (Mind Block, Summon Inner Strength, Resist Fatigue, Resist Hunger, Resist Thirst, Telekinetic Lift, Telekinetic Push, Psychic Body Field)

"Second Level- The Art of Defense"
Enhanced Defenses 1 [2]
"Psionics" (Empathy, Deaden Pain, Replenish P.P.E., Increase Healing, Suppress Fear, Psi-Shield)

"Third Level- The Arts of Offense"
Enhanced Skills 2: Close Combat 2 (Psi-Sword) [1]
Enhanced Fighting 2 (Flaws: Source- Psi-Sword) [2]
"Psionics" (Psi-Sword, Combat Initiative, Telekinetic Punch, Telekinetic Leap, Telekinesis- Super)

"Fourth Level- Opening of the Mind's Eye"
"Psionics" (See the Invisible, Nightvision, Presence Sense, Sense Evil, Sense Magic, Read Dimensional Portal)

"Fifth Level"
"Psionics" (Bio-Regeneration- Super, Healing Touch, Impervious to Cold, Fire & Poison)

"Sixth Level- Defender of the Weak"
"Psionics" (Group Mind Block, Mind Bolt, Sense Dimensional Anomaly, Telekinetic Force Field)

"Seventh Level- The Spirit World"
"Psionics" (Astral Projection, Commune With Spirits, Exorcism, Clairvoyance, Detect Psionics, See Aura)

"Eighth Level- The Dedicated Warrior"
"Psionics" (Astral Golem, Bio-Manipulation)

"Ninth Level & Beyond"
"Psionics" (1 power per level from Sensitive or Healing)

Equipment:
"Light Armor" Protection 5 (Impervious 5) (9)
"Laser Pistol" Blast 7 (14)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Laser Pistol +5 (+8 Ranged Damage, DC 23)
Psi-Sword +9 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (+8 w/ Psi-Sword, DC 16-18), Toughness +3 (+8 Armor), Fortitude +5, Will +6

Complications:
Enemy (The Coalition)- Psychics are hunted by the Coalition.
Power Loss (Powers)- Psychics require their inner psychic potential to utilize their powers- this will eventually run out, even for the best Psychics.

Total: Abilities: 42 / Skills: 32--16 / Advantages: 8 / Powers: 6 + Psionics / Defenses: 8 (80 + Psionics)

-Psi-Warriors are essentially the Psionic version of a Cyber-Knight or Paladin: The Wandering Do-Gooder. They are said to either travel about or get "adopted" by certain communities as protectors. They are trained in two separate locations- one sounding like Xanadu (Xanatoa is "Medieval China"-themed, it says) and another being in Ohio- pocket dimensions where senseis will give their students years and years of training, turning them into elite Psychic combatants with a respect for life and a hatred of evil, especially the supernatural kind. The R.C.C. image is pretty solid, though could fit almost any class- a punk-rock looking chick with long hair and a cool cross-toped polearm. Psi-Warriors are said to almost always combat evil, and even the evil-aligned ones typically hate the supernatural and will even go out of their way to kill evil supernatural beings and wizards... but will probably ask for rewards (even carnal ones!) for doing so.

-The Psi-Warrior R.C.C. is given a very long description that makes their "slow learning process" an actual class feature, taking them until ninth level to hit everything. It's said that their senseis only teach them one ability at a time, and I guess they only develop them that way on their own, too (unless they're going back to their training area between levels, I dunno). This means that every Psi-Warrior of the same level will have the exact same abilities, taking away the variability so beloved by many players... but this is a LOT of good stuff.

-See, a Psi-Warrior has access to an absolute crap-ton of great powers, many of which are typically restricted to Mind Melters, who are not quite as physically gifted. A Psi-Warrior is now in fact the game's BEST Psi-Sword user- especially if they use the Amaki Duelist's infamous "TW Upgrade to Psi-Swords" that boosts the damage by 2D6 (+11 goes to +13 in M&M terms). So this guy is a standard Psionic at first levels, even rather weak (just a smattering of "you're healthy" type Psionics & gifts), but as soon as Level 3 hits, he's using a Psi-Sword with an additional attack AND bonuses to hit, upgrading him to a PL 10 instantly. So all Psi-Warriors will be a bit same-y, but they'll also be high-level fighters fairly quickly... just not sniffing the Juicer or 'Borg or anything.
Jabroniville
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Zapper

Post by Jabroniville »

Image

ZAPPER R.C.C.
Role:
Psionics, Blasters, The Class That Got Left Behind
PL 8 (127 + Psionics)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+5)
Expertise (Streetwise or Survival) 4 (+4/+6)
Insight 2 (+4)
Intimidation 5 (+7)
Investigation 1 (+3)
Perception 4 (+6)
Technology 3 (+3)
Vehicles 2 (+6)

Advantages:
Close Attack 1, Equipment 3 (Armor, Gear & Supplies), Ranged Attack 2

Powers:
"Impervious to Electricity"
Immunity 5 (Electricity) [5]
Immunity 10 (Non-Magical Energy Damage) (Flaws: Limited to Half-Effect) [5]

"Pyrokinetic Powers"
"Electricity Burst" Electricity Aura 4 [16]
Force Field 4 [4]
"Sense Electricity" Senses 4 (Electricity Awareness, Analytical, Ranged) [4]

"Electrical Bolt" Blast 9 (Extras: Penetrating 5) (23) -- [24]
  • AE: "Elecricity Absorption" Healing 6 (Extras: Energizing) (Flaws: Limited to Self, Source- Electricity) Linked to Weaken Electronics 8 (Extras: Area- 30ft. Burst, Affects Objects Only +0) (22)
"Psionics" (Electrokinesis- double range, Telekinesis- Super, Telekinetic Force Field, Telekinetic Acceleration Attack, Telekinetic Punch; Mind Bleeder Powers: Brain Scan, Neuro-Touch, Neuro-Strike)

Equipment:
"Light Armor" Protection 5 (Impervious 5) (9)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Electrical Bolt +6 (+9 Ranged Damage, DC 24)
Energy Rifle +6 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Force Field, +9 Armor), Fortitude +5, Will +6

Complications:
Enemy (The Coalition)- Psychics are hunted by the Coalition.
Power Loss (Powers)- Psychics require their inner psychic potential to utilize their powers- this will eventually run out, even for the best Psychics.

Total: Abilities: 42 / Skills: 24--12 / Advantages: 6 / Powers: 58 + Psionics / Defenses: 9 (127 + Psionics)

-haha, YES. With the Burster being one of three central Psionic O.C.C.s in the Main Rulebook, it was perhaps inevitable that we'd get "the same, but with another element". In fact, I'm shocked it hasn't happened more often, but I guess there are many other classes that utilize Hydrokinesis or Geokinesis as attacks (all the Geomancers & water-based guys in various Underseas/Navy books). The Zapper is effectively a Burster keyed towards electricity, using TWO images, one of which being a great hyper-energy Perez drawing, and the other being a girl doing a "dance" amidst Coalition goons (this is probably filler they couldn't put anywhere else).

-A Zapper isn't simply "Burster w/ Electricity"- in fact, a few things are different. Their Energy Immunity is MUCH more profound (half-immunity to all non-magical energy damage), their Absorption attack is a Healing/Weaken combo that takes out the power of electronics in the vicinity, and their Electrical Bolt has no bonuses to hit like the Fire Bolt does.
Jabroniville
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Psi-Cola

Post by Jabroniville »

Image
Image

... *sigh*... Kevin just saw someone with their thumb over the "Pe" on a "Pepsi-Cola" bottle and got an idea, didn't he?

PSI-COLA:
-So now there's this big bit about a super-addictive form of cola that gives non-Psychics some Psionic Powers, and boosts the I.S.P. of actual Psychics. There's a chart about the way the addiction can make you behave, and stuff about what various regions think of it (it's outlawed in CS territories, while Northern Gun has an underground of recreational drinkers and Cyber-Knights look down upon it even as some rookies use it before a big battle), but I find a lot of the seriousness of it is nullified by just how goofy the name and concept is- it's got nearly the same name as Pepsi Cola! How do I treat this like a big deal? Its origins are all "up to the GM" stuff- the Splugorth might have invented it to mess with people, Alistair Dunscon may have used it to damage Psychics, the Coalition is blamed because it's almost always seen as their fault, etc.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Bestiary (Psyscape)

Post by Jabroniville »

MONSTERS & D-BEES:
-Rifts Psyscape takes a different tack when adding animals- for the most part, it's an entirely different artist, as Michael Dubisch uses his weird, molten-bodied, lumpy art style to showcase a number of creepy-looking monsters. This makes Psyscape a bit of a sister book to Rifts New West, which used him for most of the D-Bees, but gives a different sense than if they just had Perez do all the animals, too. Many, but not all, of these creatures have Psionics. So such are just random grab-bags from art.
MacynSnow
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Re: Psi-Cola

Post by MacynSnow »

Jabroniville wrote: Wed Jan 20, 2021 2:05 am Image
Image

... *sigh*... Kevin just saw someone with their thumb over the "Pe" on a "Pepsi-Cola" bottle and got an idea, didn't he?

PSI-COLA:
-So now there's this big bit about a super-addictive form of cola that gives non-Psychics some Psionic Powers, and boosts the I.S.P. of actual Psychics. There's a chart about the way the addiction can make you behave, and stuff about what various regions think of it (it's outlawed in CS territories, while Northern Gun has an underground of recreational drinkers and Cyber-Knights look down upon it even as some rookies use it before a big battle), but I find a lot of the seriousness of it is nullified by just how goofy the name and concept is- it's got nearly the same name as Pepsi Cola! How do I treat this like a big deal? Its origins are all "up to the GM" stuff- the Splugorth might have invented it to mess with people, Alistair Dunscon may have used it to damage Psychics, the Coalition is blamed because it's almost always seen as their fault, etc.
(Open's a Can of Coe-Cola).....i don't see why your upset over this Jab, there's lot's of more obvious way's Kevin coulda done product placement. ;)
Spectrum
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Re: Jab's Rifts Builds (Psi-Slayer! Psi-Warrior! Zapper!)

Post by Spectrum »

Sodas are used in a bunch of other games.

Fallout has Nuka Cola.

In the post apocalyptic Deadlands: Hell on Earth, Dr Pepper is an effective tool against radiation.
We rise from the ashes so that new legends can be born.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Blood Hawk

Post by Jabroniville »

Image

BLOOD HAWK
Role:
Elite Sky Hunter
PL 9 (84 + Psionics)
STRENGTH
5 STAMINA 8 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 4 (+8)
Athletics 6 (+5)
Close Combat (Natural Weapons) 3 (+7)
Expertise (Survival) 6 (+6)
Intimidation 12 (+6 Size)
Perception 9 (+9)

Advantages:
Close Attack 3, Evasion, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Startle, Uncanny Dodge

Powers:
"Animal Senses" Senses 3 (Extended, Ultra & Low-Light Vision) [3]
"Natural Weapons- Talons & Beak" Strength-Damage +2 [2]

Flight 5 (60 mph) (Flaws: Winged) [5]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

"Psionics" (Sense Magic, Detect Psionics, See Aura)

Offense:
Unarmed +7 (+5 Damage, DC 20)
Natural Weapons +10 (+7 Damage, DC 22)
Initiative +8

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

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

Total: Abilities: 32 / Skills: 30--15 / Advantages: 10 / Powers: 19 + Psionics / Defenses: 8 (84 + Psionics)

-Blood Hawks are along the lines of "like an Earth animal, but more hardcore", being blood-red, leathery creatures that have the silhouette of a hawk, but are featherless, fleshy monsters. They are base predators, but will attack in swarms. They are considered to be untameable, even to Simvan or Psi-Druids. Many wilderness communities are plagued by them, though they will typically not attack armored opponents or large groups, and especially avoid Psychics & Mages, being able to detect both.

-Blood Hawks take my "golden eagle" build and upgrade it into a light M.D.C. creature, hitting PL 8.5 thanks to four attacks and good bonuses to hit.
MacynSnow
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Re: Blood Hawk

Post by MacynSnow »

Jabroniville wrote: Wed Jan 20, 2021 2:28 pm Image

BLOOD HAWK
Role:
Elite Sky Hunter
PL 9 (84 + Psionics)
STRENGTH
5 STAMINA 8 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 4 (+8)
Athletics 6 (+5)
Close Combat (Natural Weapons) 3 (+7)
Expertise (Survival) 6 (+6)
Intimidation 12 (+6 Size)
Perception 9 (+9)

Advantages:
Close Attack 3, Evasion, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Startle, Uncanny Dodge

Powers:
"Animal Senses" Senses 3 (Extended, Ultra & Low-Light Vision) [3]
"Natural Weapons- Talons & Beak" Strength-Damage +2 [2]

Flight 5 (60 mph) (Flaws: Winged) [5]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

"Psionics" (Sense Magic, Detect Psionics, See Aura)

Offense:
Unarmed +7 (+5 Damage, DC 20)
Natural Weapons +10 (+7 Damage, DC 22)
Initiative +8

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

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

Total: Abilities: 32 / Skills: 30--15 / Advantages: 10 / Powers: 19 + Psionics / Defenses: 8 (84 + Psionics)

-Blood Hawks are along the lines of "like an Earth animal, but more hardcore", being blood-red, leathery creatures that have the silhouette of a hawk, but are featherless, fleshy monsters. They are base predators, but will attack in swarms. They are considered to be untameable, even to Simvan or Psi-Druids. Many wilderness communities are plagued by them, though they will typically not attack armored opponents or large groups, and especially avoid Psychics & Mages, being able to detect both.

-Blood Hawks take my "golden eagle" build and upgrade it into a light M.D.C. creature, hitting PL 8.5 thanks to four attacks and good bonuses to hit.
Weirdly enough, my old Rifts play group managed to actually Tame one of these(we had to raise it from an Egg or resident D-Bee was gonna eat, but it still counts to me!). Their suprisingly viscous in the Air...
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Dark Behemoth

Post by Jabroniville »

Image

DARK BEHEMOTH
Role:
Giant Super-Predator
PL 13 (129)
STRENGTH
9 STAMINA 11 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Athletics 3 (+10)
Expertise (Survival) 5 (+6)
Intimidation 13 (+12 Size)
Perception 6 (+7)
Stealth 8 (+9, +5 Size)

Advantages:
Close Attack 4, Fast Grab, Improved Critical (Bite) 2, Improved Hold, Improved Initiative, Seize Initiative, Startle, Takedown

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute Scent & Extended Scent 2, Ranged Touch) [5]
Speed 3 (16 mph) (3) -- [4]
  • AE: Burrowing 3 (3)
Leaping 2 (30 feet) [2]
"Claw Strike/Mule Kick" Strength-Damage +2 (Feats: Penetrating 5) [7]
Regeneration 4 [4]

"Dino-Sized" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Strength-Damage +2 (Feats: Reach) [3]
Protection 4 (Extras: Impervious 15) [19]

Offense:
Unarmed +8 (+9 Damage, DC 24)
Bite +12 (+13 Damage, DC 28)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +15 (+8 Impervious), Fortitude +12, Will +6

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

Total: Abilities: 30 / Skills: 38--19 / Advantages: 12 / Powers: 53 / Defenses: 15 (129)

-Another lumpy Dubisch creation, the Dark Behemoth is a hulking monster with a front-loaded physique. They are burrowing monsters that ambush prey and take them away to feed on their corpses if the other party members are too fight-y to take on as a whole. They actually bother to give them some ecological stuff, such as pointing out how their burrows and hunting tactics work (young are buried deep), and how long the young stay with the parents. Behemoths are solitary and very dumb.

-Dark Behemoths are actually MASSIVE threats, with five attacks and +4 to hit, making them PL 13 monsters is melee, with +15 Toughness. They don't have a lot of fancy tricks aside from lying in wait from their burrows (Ranged Touch allow them to tell when prey is near), but they'll take a lot of punishment before going down.
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Darkhound

Post by Jabroniville »

Image

DARKHOUND R.C.C.: ST +5, STA +6, FIGHTING +2, INT -2, AWA +1, PRE -2, Close Attack +1, Claws & Teeth +4 (Split), Senses (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing, Magic & Psionics Awareness- Ranged 2, Mental Detection- Ranged & Acute, Detect Supernatural Beings- Ranged & Acute, Tracking), Immunity 20 (Magical Effects, Half-Effect), Immunity 2 (Animal Affinity/Control Powers), "Psionics" (Sense Evil, Sense Magic, Deaden Senses, Nightvision, Resist Fatigue, Empathy, +1 Sensitive power) [56 + Psionics]

-Darkhounds are given one of those patented "mysterious origins" but are probably Dog Boys that were brutally tortured and experimented on by the agents of Alistair Dunscon. This turned them into savage, merciless beings that search out psionic and supernatural creatures and messily devour them. They tend to leave Dog Boys AND Coalition soldiers alone, and particularely seek out wizards and the like.

-Darkhounds are powerful, but very dumb, unable to read or pilot vehicles of any kind. They're probably PL 9 combatants, great trackers, and have good Immunities against Magic & Mind Control, but otherwise don't have a lot special to them.
MacynSnow
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Re: Jab's Rifts Builds (Psi-Warrior! Zapper! Dark Behemoth!)

Post by MacynSnow »

I'm with you Jab. Darkhounds have to be feral Dog Boys(specifically from any of the anti-psionic breeds the CS is so fond of), there's too much proof that say's otherwise. The fact that they avoid both the Dog Boys AND Coalition is a big giveaway...
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catsi563
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Re: Jab's Rifts Builds (Psi-Warrior! Zapper! Dark Behemoth!)

Post by catsi563 »

yeah that was the origin i went with in my own campaigns and that friends campaign we played for a bit. they were tortured dog boys by the CS the torture basically broke something in them becuase they cna think for themselves but the CS ingrained loyalty programming created a feedback loop that turned them psychotic. the kills fed them PPE and from there they became worse then demons.

theyre pretty much considered the worst of the worst by actual dog boys loyal or otherwise. and hunted down on sight.
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Jabroniville
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Dragon-Ape

Post by Jabroniville »

Image

DRAGON-APE
Role:
Bat-Monkey Thing
PL 11 (129 + Magic)
STRENGTH
7 STAMINA 10 AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+11)
Expertise (Survival) 8 (+9)
Intimidation 4 (+5)
Stealth 4 (+7)

Advantages:
Ranged Attack 5

Powers:
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) [3]
Immunity 2 (Poison, Disease) [2]
Regeneration 4 [4]

Flight 5 (60 mph) (Flaws: Winged) [5]
Features 1: May Use Hands as Feet [1]
"Prehensile Tail" Extra Limb 1 [1]
"Natural Weapons" Strength-Damage +2 (Feats: Split) [3]

"Magic" (Death Trance, Chameleon, INvisibility, Globe of Daylight, Shadow Meld, Cloak of Darkness, Horror, Influence the Beast, Frostblade, Power Weapon)

Offense:
Unarmed +12 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +10, Will +4

Complications:
Motivation (Greed & Gluttony)

Total: Abilities: 78 / Skills: 20--10 / Advantages: 5 / Powers: 24 + Magic / Defenses: 12 (129 + Magic)

-Taking up nearly a full page is this piece of art that's actually a small part of another full-page illustration just a little bit later, the Dragon-Ape has a small bio. It's also not a Dragon, which is consufing in a game that repeatedly makes use of actual Dragons. It looks like an elongated humanoid with hand-feet, bat wings for arms and a long neck ending in a bestial head. They're another "Always Evil" race of monsters who are gluttonous and greedy. They are said to usually be in the service of elder demons & mages, as well as Psychics. Given that the creature in the drawing has a GUN in its hand-feet, I'm guessing Kevin S just saw some art that had no place, and arbitrarily made it into a generic "Helper Villain" withouth any other concerns.

-Dragon-Apes are only mid-tier in terms of power, being roughly akin to a guy in good armor offensively... except they have SEVEN ATTACKS, which pushes tiers into "Elder Dragon" territory. Ultimately, they're PL 11 melee fighters, but the book points out they may or may not have good amounts of magic weapons at their disposal, too.
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Davies
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by Davies »

... I suspect this one is loosely based on a critter from Robert E. Howard's "Queen of the Black Coast", the winged ape creature who kills Belit and her crew.
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Jabroniville
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by Jabroniville »

Davies wrote: Sat Jan 23, 2021 2:35 am ... I suspect this one is loosely based on a critter from Robert E. Howard's "Queen of the Black Coast", the winged ape creature who kills Belit and her crew.
But that would mean that Palladium ripped something off, and we all know that Kevin "our IPs are too be protected at all costs because copywrite is SERIOUS BUSINESS" Siembieda would never stoop to such a thing.
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