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

Where in all of your character write ups will go.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Kaluga Hag

Post by Jabroniville »

Image

KALUGA HAG
Role:
Generic Demons, Shapeshifters
PL 12 (202 + Magic)
STRENGTH
6 STAMINA 10 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 2 (+9)
Deception 6 (+8)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Intimidation 7 (+9)
Perception 6 (+6)
Stealth 5 (+8)

Advantages:
Close Attack 2, Ranged Attack 9, Startle

Powers:
Enhanced Strength 4 (Flaws: Source- Night) [4]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Immunity 15 (Aging, Disease, Cold, Heat, Poison, Acid 2, Drowning & Suffocation, Magic Potions 2, Magical Illness 2, Magical Curses 2) [15]
Senses 5 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent) [5]
Regeneration 4 [4]
Comprehend 2 (Speak to & Understand Languages) [4]

"Limited Metamorphosis" Morph 1 (Beautiful Woman) (Feats: Attractive 2) (Flaws: Unreliable- 2/day -2, Source- Night) [4]
"Poison Pimples" Damage 7 (Feats: Reversible) (Extras: Incurable, Reaction +3) (Flaws: Limited to Unarmored Beings) [29]

"Poison Tongue"
Transform 5 (Drinks to Poison) (Extras: Continuous) (15) -- [16]
  • AE: "Poison Kiss" Damage 10 (Feats: Reach 3) (13)
"Magic" (All Necromancy Spells Level 1-12, Fly, Repel Animals, Fear, Trance, Calling, Domination, Compulsion, Agony, Life Drain, Negate Magic, Minor Curse, Luck Curse, Sickness, Spoil Food & Water, Commune with Spirits, Negate Poisons/Toxins, Cure Minor Disorders, Cure Illness, Cleanse, Watchguard, Forcebonds, Distant Voice, Instill Knowledge, Horror, Aura of Death, Aura of Doom, Aura of Power, Death Curse, Fortify Against Disease, Plane Skip)

Offense:
Unarmed +13 (+6 Damage, DC 21)
At Night +13 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +10, Fortitude +10, Will +5

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Birch, Juniper, Lightning)- Weapons made of silver or the wood of birch & juniper trees do +6-8 damage. Electrical attacks do double-damage.
Power Loss (Poison Pimple)- Magical Healing may still negate the damage caused by a Poison Pimple.

Total: Abilities: 74 / Skills: 36--18 / Advantages: 12 / Powers: 84 + Magic / Defenses: 12 (202 + Magic)

-Time for that age-old Fantasy monster- the HAG! Kaluga Hags are hideous demons covered in sores and pimples, sporting a twenty-foot-long tongue, red eyes and sharp nails. They are solitary monsters who sow evil for the hell of it (naturally), and prefers driving people to insanity, or threatening loved ones to force people to commit evil.

-Kaluga Hags are incredibly strong and very skilled fighters at night, hitting PL 11.5 on offense, and having a ton of spells at their command.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Kladovik Guardian

Post by Jabroniville »

Image

KLADOVIK GUARDIAN
Role:
Generic Demons, Frontline Fighters, Guards
PL 14 (155 + Magic)
STRENGTH
11 STAMINA 10 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Athletics 2 (+9)
Deception 6 (+8)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Intimidation 7 (+9)
Perception 6 (+6)
Stealth 5 (+8)

Advantages:
Close Attack 3, Ranged Attack 10, Startle

Powers:
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
"Very Tall" Reach 1 [1]
Movement 2 (Dimensional Travel 2) [4]
Immunity 4 (Aging, Poison, Disease, Cold, Heat) [4]
Senses 5 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent) [5]
Regeneration 6 [6]
Comprehend 2 (Speak to & Understand Languages) [4]

"Limited Metamorphosis" Morph 1 (Fist-Sized Purple Spider) (Flaws: Unreliable- 2/day -2, Source- Night) [4]
Extra Limbs 2 [2]
"Claws" Strength-Damage +2 (Feats: Split) [3]

"Magic" (Death Trance, Fear, Magic Shield, Fists of Fury, Shatter)

Offense:
Unarmed +14 (+11 Damage, DC 26)
Claws +14 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +14 (DC 24), Toughness +10, Fortitude +10, Will +5

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Wood)- Weapons made of silver or wood do +6-8 damage.
Motivation (Battle)- Kladoviks are bloodthirsty savages who fight for its own sake. They are loyal, dutiful guards, but grow more and more eager to fight the longer they wait, and relish it when offered.
Responsibility (Thin-Skinned)- Kladoviks cannot brook disrespect or challenges- only the most powerful masters can stem their need to lash out and attack.

Total: Abilities: 66 / Skills: 36--18 / Advantages: 14 / Powers: 36 + Magic / Defenses: 19 (155 + Magic)

-Oh look, a demon that "thrives on combat and brutality", how original. They reject strategy and just brawl, but are used as guards (hence the name), protecting dark places. They look among the most "1990s Comics" of the Mystic Russia demons- very skinny, clawed monsters with snarling faces.

-Good lord- SEVEN ATTACKS. Some of the best stats in the game on offense, right there. With devastating claw attacks, too, turning this into a *PL 14* creature.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Midnight Demon

Post by Jabroniville »

Image

THE MIDNIGHT DEMON (Polunochnitsa)
Role:
Scary Night Demons, Manipulators
PL 9 (196 + Magic)
STRENGTH
0/2 STAMINA 8/9 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+4)
Deception 6 (+8)
Expertise (Survival) 7 (+9)
Insight 3 (+4)
Intimidation 7 (+9)
Perception 6 (+8)
Stealth 5 (+8)

Advantages:
Close Attack 1, Great Endurance, Ranged Attack 4, Startle

Powers:
Enhanced Strength 2 (Flaws: Source- Night) [2]
Enhanced Stamina 1 (Flaws: Source- 12-3 AM) [1]
Immunity 5 (Aging, Disease, Cold, Heat, Poison) [5]
Senses 9 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent, Vision Counters Concealment) [9]
Regeneration 4 [4]
Comprehend 2 (Speak to & Understand Languages) [4]

"Limited Metamorphosis" Morph 1 (Raven/Magpie) (Flaws: Unreliable- 2/day -2, Source- Night) [2]
"Floating Mist" Flight 2 (8 mph) (Flaws: Low Ceiling) [2]
Concealment 2 (Vision) (Flaws: Source- Darkness) [2]
Insubstantial 4 [20]
Immunity 80 (All Damage) (Flaws: Limited to Half-Effect) [40]
"Claws" Strength-Damage +5 (Extras: Affects Corporeal 7) [12]

"Magic" (See Aura, Sense Magic, Death Trance, Fear, Fingers of the Wind, Levitation, Astral Projection, Ley Line Transmission, Calling, Sleep, Apparition, Compulsion, Spoil Food & Water, Sickness, Shadow Meld, Weight of Duty, Aura of Death, Aura of Doom, Mental Shock, Enemy Mind, Disharmonize, Id Alter Ego, Mindshatter, Soul Twist, Beat Insurmountable Odds, Distant Voice, Instill Knowledge, Superhuman Endurance, Swap Places)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Claws +8 (+5 Damage, DC 20)
At Night +8 (+2 Damage, DC 17)
Claws at Night +8 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8 (+9 at Night), Fortitude +8 (+9 at Night), Will +6

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Responsibility (May Only Appear Between Midnight & 3 A.M.)
Involuntary Transformation (Weak Imp)- During the day, Midnight Demons are two-foot tall imps with lower stats. Even its magic is at half-effect. Lightning does no damage, but will transform the Midnight Demon into the weaker imp.
Vulnerable (Silver, Wood)- Weapons made of silver or wood do +6-8 damage during the day.

Total: Abilities: 58 / Skills: 36--18 / Advantages: 7 / Powers: 103 + Magic / Defenses: 10 (196 + Magic)

-Midnight Demons appear between midnight & 3 a.m., bewitching mortals and playing on their fears and insecurities, kidnapping children to torture their parents mentally. They rarely directly kill, but are just evil assholes who love mental games. It's a floating head with spindly limbs sticking out of a swirling dark mass.

-Midnight Demons are no great shakes in combat save for the fact that they're immune to nearly EVERYTHING- regular attacks do no damage at all, and magic, energy attacks and more only do half. So despite their relatively low Toughness, they're almost impossible to kill.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Nalet

Post by Jabroniville »

Image

NALET
Role:
Generic Demons
PL 12 (159 + Magic)
STRENGTH
10 STAMINA 10 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 2 (+9)
Deception 6 (+8)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Intimidation 7 (+9)
Perception 6 (+6)
Stealth 5 (+8)

Advantages:
Close Attack 1, Ranged Attack 10, Startle

Powers:
Flight 3 (16 mph) (Flaws: Winged) (3) -- [4]
  • AE: Speed 2 (8 mph) (2)
Immunity 9 (Aging, Poison, Disease, Cold, Heat, Fire Damage) [9]
Senses 5 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent) [5]
Regeneration 4 [4]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) [4]

"Prehensile Tail" Extra Limb 1 [1]
"Claws" Strength-Damage +1 (Feats: Split) [2]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Magic" (See Aura, See the Invisible, Sense Magic, Blinding Flash, Ignite Fire, Fuel Flame, Fire Bolt, Fire Ball, Circle of Flame, Wind Rush, Aura of Power, Fireblast, Fire Blossom, Fire Gout, Lightblade)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Claws +12 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +10, Fortitude +10, Will +5

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Birch, Juniper)- Weapons made of silver or the wood of birch & juniper trees do +6-8 damage.
Rivalry (Mortal Soldiers, Vampires)- Nalets view these as rivals and always attempt to kill them.

Total: Abilities: 72 / Skills: 36--18 / Advantages: 12 / Powers: 38 + Magic / Defenses: 19 (159 + Magic)

-Generic red, bat-winged demons, Nalets are ambush hunters who especially hate mortal soldiers. They specialize in pretending to ally with "disenchanted" people (rival warbands, disgruntled troops, etc.), then backing out. Despite being not THAT great, they are accepted as leaders by many other Archaic Demons, including the Kladoviks (who are far more dangerous).

-Nalets are powerful warriors, sporting six attacks, and they sometimes use modern energy weapons, unlike most demons. Overall, they are PL 11-12.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Russian Demons! Demon Claw! Hell Horse!)

Post by Jabroniville »

So here's a random look at how a baseline O.C.C. would be "upgraded" via the Levels, using the conversion from Palladium to M&M:
Spoiler
BASELINE HEADHUNTER O.C.C. (First Level)
Role:
Bounty Hunter, Mercenary, The Baseline Guy
PL 8 (122)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Expertise (Mercenary) 8 (+10)
Insight 3 (+6)
Intimidation 4 (+6)
Investigation 4 (+7)
Perception 5 (+8)
Technology 4 (+6)
Vehicles 2 (+7)

Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Tracking

Powers:
"Makeshift Cybernetics"
Senses 1 (Infravision) [1]
"Radio Jack" Communication 2 (Radio) [8]

"Bioinic Arm"
Strength-Damage +3 [3]
"Fingerjack & E-Clip" Features 2: Plugs Into Machines, Extra E-Clip for Guns [2]
"Finger Blaster" Blast 6 (Feats: Subtle) (13) -- [14]
AE: "Vibro-Blades" Strength-Damage +4 (Extras: Penetrating 6) (10)

Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)

"NG-L5 Northern Gun Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Bionic Arm +5 (+5 Damage, DC 20)
Vibro-Blade +5 (+9 Damage, DC 24)
Laser Pistol/Finger Blaster +5 (+6 Ranged Damage, DC 21)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4

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

Complications:
Motivation (Greed)

Total: Abilities: 52 / Skills: 34--17 / Advantages: 19 / Powers: 28 / Defenses: 6 (122)
-So for the sake of curiosity, I wanted to see what would happen if I took a baseline Headhunter O.C.C. (a solid "Generic Fighter Guy" class) and used what the game says to use for Fighting Styles on him. So Headhunters get no bonuses to hit, so they end up with the same +5 to hit I give every starter character (assuming Boxing, because EVERYONE TAKES BOXING).


HEADHUNTER- Hand to Hand Basic:
LEVEL 1- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 2- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 3- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 4- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 5- PL 9: Vibro-Blade +8 (+9 Damage), Rifle +8 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 6- PL 9: Vibro-Blade +8 (+9 Damage), Rifle +8 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 7- PL 9: Vibro-Blade +8 (+9 Damage), Rifle +8 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 8- PL 9: Vibro-Blade +8 (+9 Damage), Rifle +8 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 9- PL 10: Vibro-Blade +10 (+9 Damage), Rifle +10 (+10 Damage), Dodge +8/Parry +9 (+10 Armor)
LEVEL 10- PL 10: Vibro-Blade +10 (+9 Damage), Rifle +10 (+10 Damage), Dodge +8/Parry +9 (+10 Armor)
LEVEL 11- PL 10: Vibro-Blade +10 (+9 Damage), Rifle +10 (+10 Damage), Dodge +9/Parry +9 (+10 Armor)
LEVEL 12- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +9 (+10 Armor)
LEVEL 13- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +9 (+10 Armor)
LEVEL 14- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +9 (+10 Armor)
LEVEL 15- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +11/Parry +11 (+10 Armor)
-So you start out as a PL 7.5-ish guy at your baseline, but boost up to PL 9 quickly and stick there for a while, then hit PL 10, then PL 11, then end up at PL 11.5.


HEADHUNTER- Hand to Hand Expert:
LEVEL 1- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 2- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +6/Parry +6 (+10 Armor)
LEVEL 3- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +6/Parry +6 (+10 Armor)
LEVEL 4- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 5- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 6- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 7- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 8- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 9- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +7 (+10 Armor)
LEVEL 10- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +7 (+10 Armor)
LEVEL 11- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +7 (+10 Armor)
LEVEL 12- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +11/Parry +11 (+10 Armor)
LEVEL 13- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +11/Parry +11 (+10 Armor)
LEVEL 14- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +13/Parry +13 (+10 Armor)
LEVEL 15- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +13/Parry +13 (+10 Armor)
-Experts actually shoot up the levels pretty quickly, going from PL 7.5 to PL 9.5 by 4th level. However, they plateau BADLY after that, only gaining a couple of Advantages until Level 9. But then you spend a lot of time at PL 11, ending up at PL 12.


HEADHUNTER- Hand to Hand Martial Arts:
LEVEL 1- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 2- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +6/Parry +6 (+10 Armor)
LEVEL 3- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +6/Parry +6 (+10 Armor)
LEVEL 4- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 5- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 6- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 7- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 8- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 9- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 10- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 11- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 12- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 13- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 14- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
LEVEL 15- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
-Martial Arts gives you a quicker rise to PL 9-10, but two very big plateaus where you're basically the same. But your Defenses evolve quicker than your offense, turning these guys into PL 12 fighters anyhow.


HEADHUNTER- Hand to Hand Assassin:
LEVEL 1- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +3/Parry +3 (+10 Armor)
LEVEL 2- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 3- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 4- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 5- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 6- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 7- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 8- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 9- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 10- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 11- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 12- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 13- PL 13: Vibro-Blade +15 (+9 Damage), Rifle +15 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
LEVEL 14- PL 13: Vibro-Blade +15 (+9 Damage), Rifle +15 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
LEVEL 15- PL 14: Vibro-Blade +17 (+9 Damage), Rifle +17 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
-Assassins start out with lowered stats to start, but rapidly increase. They hit PL 10 defensively before everyone else does, then hit PL 11 defensively two levels later. Finally, they hit PL 12 at only Level 11, and are *PL 13* by Level 13, ending at PL 14, equivalent to the setting's Demigods and top-level monsters. Assassins develop defensively earlier, like Martial Artists do, but finally their offense laps it.

OVERALL:
-So this is more of a "general" thing just using one O.C.C., but showcases just how accuracy and experience work. High-level NPCs kind of have stats like this- I see a lot of "5-6 Attacks" in the books. This means that a highly-experienced character will eventually match the more powerful types of things in the setting, even if they have more "basic" gear. HOWEVER... that's largely based on their accuracy. So you're effectively Shang-Chi or a Sniper versus the game's super-durable types of dudes if you still have your +10 Armor Save.

Things get hairier when you mess about with the top-tier guys. SAMAS Rail Guns do +13 Damage, so so a Hand-To-Hand: Expert SAMAS Pilot is PL 9 to start, upping each "Level" by one PL until they're PL 13 even at "Expert". If they're at "Assassin", they become PL 15 at their top level! 'Borg O.C.C.s, who can take similar gear, upgrade even further.

Never mind any O.C.C. or random-ass thing that gives you extra attacks. A 'Borg with extra limbs boosts accuracy by +2, and a Juicer (with two extra attacks) by +4! A Level 15 Assassin Juicer will have +21 to hit and be a PL 16-ish warrior!

So in the end, you're still usually overpowered by the setting's big monsters- most of the "Monster Manual" stuff and NPC beasts are PL 12-14, so you'd be expected to need your whole team to kill them, as it should be. But by the end, Juicers, 'Borgs, etc. are easily packing PL 12-14 themselves... but those levels are tricky to equate from Palladium to M&M. Like, how much experience is that REALLY? Kevin S seems to indicate you maneuver through the levels at a glacial pace, but others who aren't insane run their games and are said to level up guys more quickly.
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Re: Jab's Rifts Builds (Russian Demons! Demon Claw! Hell Horse!)

Post by catsi563 »

Like, how much experience is that REALLY? Kevin S seems to indicate you maneuver through the levels at a glacial pace, but others who aren't insane run their games and are said to level up guys more quickly.
thats me essentially I level by a combo of Xp and milestones, with magic items spells and hitech gear being available via Item Drops (to use a video game term) and with characters able to upgrade their gear and themselves via training to get new skills and powers etc if they roleplay and have access to an operator or doc or Mage to teach or work on them
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Stone Demon

Post by Jabroniville »

Image

STONE DEMON
Role:
Mountain Dwellers
PL 12 (164 + Magic)
STRENGTH
13 STAMINA 11 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+9)
Deception 6 (+8)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Intimidation 7 (+9)
Perception 6 (+6)
Stealth 5 (+8)

Advantages:
Close Attack 1, Ranged Attack 6, Startle

Powers:
Immunity 4 (Aging, Poison, Disease, Cold, Heat) [4]
Senses 9 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent, Analytical Vision- Limited to Minerals, Ranged Radius Seismic Detection) [9]
Regeneration 8 (Feats: Regrows Limbs) [9]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) [4]
"Possess Stone" Movement 1 (Permeate) (Flaws: Limited to Stone) [1]

"Prehensile Tail" Extra Limb 1 [1]
"Claws" Strength-Damage +1 (Feats: Split) [2]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Immunity 15 (Bludgeoning Damage, Electrical Damage) (Flaws: Limited to Half-Effect) [8]
Immortality 1 (Flaws: Returns to Home Dimension) [1]

"Magic" (Chameleon, Fool's Gold, Repel Animals, Spoil Food/Water, Sickness, Negate Poison, Stone to Flesh, Warlock Spells Level 1-2, Mend Stone, Crumble Stone, Earth Rumble, Wall of Stone, Wall of Thorns, Quicksand, Sand Storm, River of Lava, Earthquake, Travel through Walls, Travel Through Stone, Petrification, Manipulate Objects, Shatter, Throwing Stones, Create Wood, Ironwood, Mend the Broken, Fortify Against Disease, Mystic Fulcrum, Influence the Beast, Tame the Beast, Lifeblast, Bottomless Pit)

Offense:
Unarmed +10 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +11, Fortitude +11, Will +5

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Weakness (Lack of Earth Contact)- Stone Demons are reduced by 50% if they are not in conact with the Earth.
Weakness (Cast Back)- If a Stone Demon's physical body is destroyed, it may be cast back to its home dimension.

Total: Abilities: 72 / Skills: 36--18 / Advantages: 12 / Powers: 44 + Magic / Defenses: 16 (164 + Magic)

-Stone Demons tend to live around particular mountains or hills, defending their territory savagely. Aaaaaand that's about all there is on them.

-Stone Demons are pretty simple brawlers that take on the form of animated stone to do battle- if this form is shattered, they may be exiled back to their home dimension. Some drop this form and return to possessing their stone home, but if THAT is destroyed, then they are banished for years. They aren't that durable for something named after stone, but they are REMARKABLY strong, hitting with +13 damage. Their accuracy is fairly reasonable but not overly great, marking them as PL 11.5 fighters.
Jabroniville
Posts: 24689
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Water Demon

Post by Jabroniville »

Image

WATER DEMON (Bereginia)
Role:
Seductresses
PL 11 (171 + Magic)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -2 PRESENCE -1

Skills:
Athletics 2 (+9)
Deception 6 (+8)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Intimidation 7 (+9)
Perception 6 (+5)
Persuasion 6 (+5)
Stealth 5 (+8)

Advantages:
Close Attack 1, Ranged Attack 8, Startle

Powers:
Swimming 5 [5]
Immunity 11 (Aging, Poison, Disease, Cold, Heat, Lightning 2, Drowning, Pressure, Storms 2, Winds) [11]
Senses 10 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent, Time Sense, Direction Sense, Sense Water- Analytical) [10]
Features 1: Recognizes All Aquatic Life Forms [1]
Regeneration 4 (Flaws: Source- Water) [2]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
Immunity 20 (Bludgeoning Damage, All S.D.C. Weapons) (Flaws: Limited to Half-Effect) [10]
Immortality 1 (Flaws: Returns to Home Dimension) [1]

Morph 1 (Serpentine Creature) (Feats: +1 Close Attack, Ranged Attack & Dodge, Metamorph- Much Faster) (9) -- [10]
  • AE: Morph 1 (Comely Maiden) (Feats: Attractive 2, Metamorph) (8)
"Magic" (Globe of Daylight, Globe of Silence, Turn Dead, Energy Bolt, Float in Air, Seal, Escape, Water to Wine, Summon Fog, Summon Storm, Spoil (Food/Water), Negate Poison, Water Warlock Spells Level 1-2, Command Fish, Calm Waters, Circle of Rain, Create Water, Earth to Mud, Whirlpool, Part Waters, Rain Dance, Summon Storm, Drought, Cleanse, Lantern Light, Electric Arc, Sustain, Lifeblast)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +9, Fortitude +9, Will +5

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Ice, Fire)- Weapons made of or coated in ice do +4-5 damage. Fire does double-damage.
Responsibility (Region)- Bereginia are extremely defensive of their home territory and will attack anyone who does anything they don't like in it (war, fishing, pollution, etc.).
Involuntary Transformation (Mist)- Bereginia can only walk on land for 72 hours before being forcibly returned to her water lair.
Weakness (Cast Back)- If a Water Demon's physical body is destroyed, it may be cast back to its home dimension.

Total: Abilities: 68 / Skills: 42--21 / Advantages: 12 / Powers: 54 + Magic / Defenses: 15 (171 + Magic)

-Occupying the role of "Water-Borne Seductresses", these demons lure men into lakes & rivers and kill them. They're also defensive of their home territories. That's about it, really.

-Bereginia are PL 11 attackers with light PL 10 defenses. Boatloads of immunities and senses, though.
Jabroniville
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Wood Demon

Post by Jabroniville »

Image

WOOD DEMON (Bereginia)
Role:
Evil Trees
PL 12 (166 + Magic)
STRENGTH
11 STAMINA 9/10 AGILITY 3
FIGHTING 9/11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+9)
Deception 6 (+8)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Intimidation 7 (+9)
Perception 6 (+5)
Persuasion 6 (+5)
Stealth 5 (+8)

Advantages:
Close Attack 1, Ranged Attack 8, Startle

Powers:
Enhanced Stamina 1 (Flaws: Source- Daylight) [1]
Enhanced Fighting 2 (Flaws: Source- Daylight) [2]
Immunity 11 (Aging, Poison, Disease, Cold, Heat, Lightning 2, Drowning, Pressure, Storms 2, Winds) [11]
Senses 10 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent, Time Sense, Direction Sense, Sense Earth- Analytical) [10]

Features 1: Recognizes All Plant-Based Life Forms [1]
Regeneration 5 (Flaws: Source- Earth Contact) [3]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
Immunity 20 (Bludgeoning Damage, All S.D.C. Weapons) (Flaws: Limited to Half-Effect) [10]
Immortality 1 (Flaws: Returns to Home Dimension) [1]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Morph 2 (Any Sapling) (Feats: Metamorph) [6]

"Magic" (All Level 1 Earth & Air Warlock Spells, Chameleon, Crumble Stone, Earth Rumble, Wall of Thorns, Wither Plants, Grow Plants, Repel Animals, Heavy Breathing, Howling Wind, Mesmerism, Whisper of the Wind, Leaf Rustler, Call Lightning, Suspended Animation, Create Wood, Ironwood, Mend the Broken, Mystic Fulcrum, Life Source, Lifeblast)

Offense:
Unarmed +10 (+11 Damage, DC 26)
Night +12 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (+13 Daylight, DC 21-23), Toughness +9 (+10 Night), Fortitude +9 (+10 Night), Will +5

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Wood, Ice, Fire)- Weapons made of silver or the wood do +6-8 damage. Weapons made of or coated in ice do +4-5 damage. Fire does double-damage.
Responsibility (Region)- Wood Demons are extremely defensive of their home territory and will attack anyone who does anything they don't like in it (war, fishing, pollution, etc.).
Weakness (Cast Back)- If a Wood Demon's physical body is destroyed, it may be cast back to its home dimension.

Total: Abilities: 64 / Skills: 42--21 / Advantages: 10 / Powers: 54 + Magic / Defenses: 16 (166 + Magic)

-Wood Demons possess large trees and typically work in secret, as War Camps gladly wipe out forests for their resources. They engage in secret disappearances and the like, unwilling to engage in open warfare (which they would lose, being so exposed).

-Wood Demons are PL 11.5 in general- quite potent but again not that durable.
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Serpent Hound

Post by Jabroniville »

Image

SERPENT HOUND
Role:
Super-Minions
PL 12 (168 + Magic)
STRENGTH
13 STAMINA 9/10 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+9)
Deception 6 (+8)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Intimidation 7 (+9)
Perception 6 (+5)
Persuasion 6 (+5)
Stealth 5 (+8)

Advantages:
Close Attack 2, Great Endurance, Ranged Attack 10, Startle

Powers:
Immunity 12 (Aging, Poison, Disease, Cold, Heat, Drowning & Suffocation, Fire Damage) [12]
Senses 6 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent, Infravision) [6]
Regeneration 4 [4]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
"Prehensile Tail" Extra Limb 1 [1]

Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Breathe Fire" Blast 11 [22]

Flight 3 (16 mph) (Flaws: Winged) (3) -- [4]
  • AE: Speed 2 (8 mph) (2)
Morph 1 (Large Snake) (Feats: Metamorph) (6) -- [7]
  • AE: Morph 1 (Elkhound) (Feats: Metamorph) (6)
"Magic" (Blinding Flash, Cloud of Smoke, Fuel Flame, Ignite Fires, Fire Bolt, Circle of Flame, Energy Disruption, Fire Ball, Call Lightning, Negate Magic, Dispel Magic Barrier, Reduce Self, Light Blade, Fireblast, Fire Blossom, Fire Gout, Fire Globe)

Offense:
Unarmed +12 (+13 Damage, DC 28)
Daylight +12 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +9 (+10 Daylight), Fortitude +9 (+10 Daylight), Will +5

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Juniper, Birch, Cold)- Weapons made of silver, juniper or birchwood do +6-8 damage. Cold does double-damage.
Responsibility (Region)- Bereginia are extremely defensive of their home territory and will attack anyone who does anything they don't like in it (war, fishing, pollution, etc.).

Total: Abilities: 70 / Skills: 42--21 / Advantages: 14 / Powers: 67 + Magic / Defenses: 18 (189 + Magic)

-Serpent Hounds are winged demons who serve as minions to others, even humans. They halve their strength in daylight, but their damage is unaltered regardless (probably an oversight)- they're PL 12.5 attackers.
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Khitaka Abductors

Post by Jabroniville »

Image

KHITAKA ABDUCTORS
Role:
Mega-Demons
PL 12 (168 + Magic)
STRENGTH
12 STAMINA 11 AGILITY 3
FIGHTING 9/13 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+9)
Deception 6 (+8)
Expertise (Survival) 7 (+8)
Insight 3 (+4)
Intimidation 7 (+9)
Perception 6 (+7)
Persuasion 6 (+7)
Stealth 5 (+8)

Advantages:
Great Endurance, Ranged Attack 9, Startle

Powers:
Speed 2 (8 mph) [2]
Immunity 7 (Aging, Poison, Disease, Cold, Heat, Drowning & Suffocation) [7]
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) [3]
Senses 6 (Extended Scent & Vision 2, Low-Light Vision, Tracking- Scent, Infravision) [6]
Regeneration 6 [6]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
Concealment 4 (All Vision) (Flaws: Source- Darkness) [4]

Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Claws" Strength-Damage +2 (Feats: Split) [3]

"Magic" (Blinding Flash, Fire Bolt, See Aura, Sense Magic, Levitation, Magic Net, Carpet of Adhesion, Escape, Magic Pigeon, Calling, Purification, Spoil Food/Water, Sickness, Chameleon, Shadow Meld, Mystic Portal, Teleport: Lesser, Teleport: Superior, Cloak of Darkness, Mystic Fulcrum, Armor Bizarre, Distant Voice, Crushing Fist, Sheltering Force, Phantom Mount, Power Weapon, Power Bolt, Forcebonds)

Offense:
Unarmed +9 (+12 Damage, DC 27)
By Night +13 (+14 Damage, DC 27)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +11, Fortitude +11, Will +7

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Juniper, Birch, Lightning)- Weapons made of silver, juniper or birchwood do +6-8 damage. Lightning does double-damage.

Total: Abilities: 76 / Skills: 42--21 / Advantages: 11 / Powers: 42 + Magic / Defenses: 21 (172 + Magic)

-Among the "Greater Russian Demons", these are pretty normal-looking as demons go- big hunched-over guys with hair arms and spiky bits on them. They're named for their specialty in sneakily abducting or assassinating their victims. Kidnap victims are often held for blackmail or ransom; others are just tortured.

-Another super-badass, the elite Khitaka Abductors are PL 13.5 on offense, PL 12 on defense.
Jabroniville
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Nightfeeder

Post by Jabroniville »

Image

THE NIGHTFEEDER
Role:
Mega-Demons
PL 14 (212 + Magic)
STRENGTH
11/12 STAMINA 10/11 AGILITY 3
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -2 PRESENCE -2

Skills:
Athletics 2 (+9)
Deception 6 (+4)
Expertise (Survival) 9 (+7)
Insight 3 (+1)
Intimidation 11 (+9)
Perception 6 (+4)
Persuasion 6 (+4)
Stealth 5 (+8)

Advantages:
Great Endurance, Ranged Attack 10, Startle

Powers:
Enhanced Strength 1 (Flaws: Source- Night) [1]
Enhanced Stamina 1 (Flaws: Source- Night) [1]
"Pincer Appendages in the Belly" Extra Limbs 4 [4]

Speed 2 (8 mph) [2]
Immunity 9 (Aging, Poison, Disease, Cold, Heat, Drowning & Suffocation, Storm Effects) [9]
Immunity 80 (All Damage) (Flaws: Limited to Man-Made Weapons -2, Limited to Half-Effect) [20]

Senses 10 (Extended Scent & Vision 2, Low-Light Vision, Vision Counters Concealment, Tracking- Scent, Infravision) [10]
Regeneration 8 [8]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
"Claws" Strength-Damage +2 (Extras: Multiattack, Penetrating 10) [14]

Morph 1 (Leprous Old Man) (Flaws: Source- Night) (4) -- [5]
  • AE: Morph 1 (Old Hag) (Flaws: Source- Night) (4)
"Magic" (Fool's Gold, Multiple Image, Levitate, Mask of Deceit, Repel Animals, Compulsion, Spoil (Food/Water), Sickness, Shadow Meld, Cloak of Darkness, Aura of Power, Magic Shield, Fire Blast, Ballistic Fire, Desiccate the Supernatural, Crushing Fist, Frequency Jamming, Negate Mechanics, Distant Voice, Influence the Beast, Tame the Beast, and D-Step)

Offense:
Unarmed +14 (+11 Damage, DC 26)
By Night +14 (+12 Damage, DC 27)
Claws +14 (+13 Damage, DC 28)
Claws by Night +14 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +10 (+11 by Night), Fortitude +10 (+11 by Night), Will +7

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Juniper, Birch, Lightning)- Weapons made of silver, juniper or birchwood do +6-8 damage. Lightning does double-damage.
Temper- Nightfeeders will torture even their allies for innocently asking questions or giving even a hint of disrespect.

Total: Abilities: 76 / Skills: 48--24 / Advantages: 12 / Powers: 80 + Magic / Defenses: 20 (212 + Magic)

-Oh man, this is the most '90s comics thing in this book just from the image- a horned demon covered in spikes and with skin made of muscle fibers and sinews strung across it randomly. They are, naturally, obsessed with eating people and "love to play cat and mouse games" (jesus how often does that appear in these books?), often leading various bands in their adventures- they love torture SO MUCH that canny allies can amass wealth by following the Nightfeeder around and picking up the wealth left behind, as Nightfeeders only seem to enjoy killing and nothing else.

-Nightfeeders are typical for this book- monstrous number of attacks (though EIGHT is astonishingly high, even for this one), weak M.D.C., numerous Immunities. In this case, it's half-immune to all "man-made" weapons, leaving out things like Magic & Psionics. Their powerful Claws (adding up to 8D6 Mega-Damage; Rail Gun-tier) combined with their number of attacks, makes them PL 14 monsters, PL 13 on defense.
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Koschei the Deathless Ones

Post by Jabroniville »

Image

KOSHCHEI THE DEATHLESS ONES
Role:
Mega-Demons, Warlords, Blackguard
PL 14 (201 + Weapon-Making Magic)
STRENGTH
12 STAMINA 11 AGILITY 3
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 5

Skills:
Deception 4 (+9)
Expertise (Survival) 5 (+9)
Expertise (Soldier) 8 (+12)
Insight 3 (+7)
Intimidation 7 (+12)
Perception 6 (+10)
Persuasion 6 (+11)
Stealth 5 (+8)

Advantages:
Equipment (Mystic Armor +2), Great Endurance, Ranged Attack 10, Startle

Powers:
Speed 2 (8 mph) [2]
Immunity 7 (Aging, Poison, Disease, Cold, Heat, Drowning & Suffocation) [7]
Senses 10 (Extended Scent & Vision 2, Low-Light Vision, Vision Counters Concealment, Tracking- Scent, Infravision) [10]
Regeneration 8 [8]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
"Deathless" Immortality 4 (unless a Duck's Egg is found & its essence freed) [4]

(As Mystic Kuznya, w/ Metal-Working & Weapon-Making)
"Magic" (See Aura, Sense Evil, Sense Magic, Detect Concealment, Turn Dead, Energy Disruption, Fly, Fly as the Eagle, Call Lightning, Fire Ball, Time Slip, Dispel Magic, Barrier, Negate Magic, Spoil, Time Hole, Close Rift, Light Target, Deflect, Reflection, Ricochet Strike, Barrage, Ballistic Fire, Spinning Blades, Dragon Fire, Power Bolt, Power Weapon, Speed Weapon, Frost Blade, Frequency Jamming, Energize Spell, Implosion Neutralizer, Sorcerous Fury, Summon Ally, Enchant Weapon)

Offense:
Unarmed +14 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +11 (+13 Armor), Fortitude +11, Will +8

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Lightning)- Weapons made of silver do +6-8 damage. Lightning does double-damage.
Motivation (Making War)- Koshchei seek to make war against large groups of others.
Vulnerable (Broken Egg)- Each Koshchei's life force is hidden within a single duck's egg that they must then hide. If the egg is ever cracked, the Koshchei will immediately crumble to dust and be completely destroyed. Every weapon it ever used will also crumble to dust.
Disabled (Cannot Move 300 miles from the Egg)- A Koshchei must immediately stop if he goes more than 300 miles from his egg.

Total: Abilities: 114 / Skills: 44--22 / Advantages: 13 / Powers: 37 + Weapon-Making & Magic / Defenses: 15 (201 + Weapon-Making & Magic)

-Koshschei the Deathless is actually a singular figure in Slavic folklore- typically an aged King who takes the male hero's love interest for himself, and the hero has to capture the hidden spell that makes the King immortal- it's hidden in a pin in the egg of the duck who flies away whenever anyone tries to catch it. But in Rifts Mystic Russia it's an entire race of blackguards. They borrow a trait from the Persian "Immortals"- rather than being Deathless, what are 1,000 Demons in number actually recruit one member for any individual who's been killed. They are the most hated by the Warlords of Russia because THESE are the Demons that can raise true armies- numerous thousands of Demons (half-Archaic, half usually with Gargoyles, Brodkil or others) and other evil creatures.

-The reputation of the Koshchei is so epic that entire platoons will flee before them- something helped by their "mocking mercy"- they will rarely attempt to run down or kill anyone who flees without firing a shot. Cossacks and Wingriders are among those who will refuse to do this (even experienced Soldati & War-Knights will), and are thus afforded respect by these mighty demons.

-Koshchei aren't "all talk", either- they have seven attacks and a +5 to hit, making them among the more accurate enemies in the game in M&M terms. They have respectable damage (but are likely to inflict about +12 maximum), and fantastic defenses.
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Morozko Frost Demon

Post by Jabroniville »

Image

MOROZKO FROST DEMON
Role:
Mega-Demons
PL 13 (199 + Magic)
STRENGTH
10 STAMINA 11 AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+9)
Deception 4 (+5)
Expertise (Survival) 7 (+8)
Insight 3 (+1)
Intimidation 9 (+10)
Perception 6 (+7)
Persuasion 6 (+7)
Stealth 5 (+8)

Advantages:
Great Endurance, Ranged Attack 8, Startle

Powers:
Immunity 20 (Aging, Poison, Disease, Cold, Heat, Drowning & Suffocation, Pressure, Storm Effects, Cold/Ice Effects) [20]
Senses 10 (Extended Scent & Vision 2, Low-Light Vision, Vision Counters Concealment, Tracking- Scent, Time Sense) [10]
Senses 4 (Precognition) (Flaws: Limited to Storms, Limited to Snow) [1]
Regeneration 6 [6]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]

"Claws" Strength-Damage +2 (Feats: Split) (Extras: Penetrating 8) (11) -- [12]
  • AE: "Frost Breath" Damage 2 (Extras: 120ft. Cone +2) Linked to Features: Covers With Frost (7)
"Frost Powers"
Movement 4 (Trackless, Water-Walking, Wall-Crawling 2) (Flaws: Limited to On Snow/Ice) [4]
Concealment 1 (Hearing) (Flaws: Limited to While Walking on Snow/Ice) [1]
Speed 3 (16 mph) (Flaws: Limited to on Ice) [2]
Concealment 4 (All Vision) (Flaws: Source- Snow/Ice) [4]

Enhanced Advantages 2: Close Attack 1, Ranged Attack 1 (Flaws: Source- Snow/Ice) [1]
Enhanced Dodge 2 (Flaws: Source- Snow/Ice) [1]

"Magic" (Wave of Frost, Create Light, Create Mild Wind, Stop Wind, Create Air, Levitate, Northwind, Northern Lights, Freeze Water, Snow Storm, Hail, Shards of Ice, Sheet of Ice, Wall of Ice, Ten Foot Ball of Ice, Encase in Ice, Dowsing, Float on Water, Water Seal, Calm Storm- Snow Storms Only, Cleanse, Light Target, Chromatic Protection, Orb of Cold, Wave of Cold, Frost Blade, Ice, House of Glass, Sheltering Force, Phantom Mount)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Unarmed in Snow +13 (+10 Damage, DC 25)
Claws +12 (+13 Damage, DC 28)
Claws in Snow +13 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +11 (+13 in Snow, DC 21-23), Parry +12 (DC 22), Toughness +11, Fortitude +11, Will +7

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Vulnerable (Silver, Juniper, Birch, Fire)- Weapons made of silver, juniper or birchwood do +6-8 damage. Fire does double-damage, and even small, non-Mega-Damage flames inflict Damage 9 at minimum.
Disabled (Heat)- Frost Demons lose a great deal of fighting ability and even magical power when in areas over 60 degrees Fahrenheit.
Rivalry (Mages)- Frost Demons dislike and distrust practitioners of magic.

Total: Abilities: 86 / Skills: 42--21 / Advantages: 10 / Powers: 68 + Magic / Defenses: 14 (199 + Magic)

-"Old Man Morozko" is the Demon Lord & King of the Frost Demons, and these are his minions. That's all there really is to them- they like fighting the War Camps and are general douchebags, but are typically solitary. They are somewhat light on toughness, but are again very capable in battle, with six attacks and good bonuses to hit (especially in cold). Humorously, they can generate swords that do 4D6 Damage (about +11), and 6D6 to fire-based creatures... but their natural claws will almost always equal this. EDITING!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Whirlwind Air Demon

Post by Jabroniville »

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WHIRLWIND AIR DEMON
Role:
Mega-Demons, Insubstantial Dervishes
PL 12 (217 + Magic)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+9)
Deception 4 (+5)
Expertise (Survival) 7 (+8)
Insight 3 (+1)
Intimidation 9 (+10)
Perception 6 (+7)
Persuasion 6 (+7)
Stealth 5 (+8)

Advantages:
Great Endurance, Ranged Attack 8, Startle

Powers:
Immunity 20 (Aging, Poison, Disease, Cold, Heat, Drowning & Suffocation, Pressure, Storm Effects, Cold/Ice Effects) [20]
Senses 13 (Extended Scent 3 & Vision 2, Analytical Scent, Low-Light Vision, Vision Counters Concealment, Direction Sense, Time Sense) [13]
Senses 4 (Precognition) (Flaws: Limited to Storms) [2]
Regeneration 4 [4]
Comprehend 2 (Speak to & Understand Languages) [4]
Movement 2 (Dimensional Travel 2) (Flaws: Unreliable) [2]
Flight 5 (60 mph) [10]
Morph 1 (Attractive Human) (Feats: Attractive 2) (Flaws: Unreliable- 1/hour) [6]

"Air Elemental Powers"
Comprehend 2 (Elementals) [4]
"Whirlwind Form" Insubstantial 3 (Flaws: Limited to Physical Attacks) [12]
Strength Affects Corporeal [10]

"Magic" (All Air Elemental Spells, Cleanse, Lantern Light, Electric Arc, Wall of Wind, Heavy Air)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +14 (DC 24), Parry +12 (DC 22), Toughness +9, Fortitude +9, Will +7

Complications:
Motivation (For The Evulz)- Archaic Demons are universally-horrendous, Chaotic Evil monsters who love to torment weaker creatures physically and emotionally. They are gluttonous, arrogant and lazy, and respect only power.
Disabled (Illiterate)- Though Archaic Demons speak all languages, they cannot read.
Disabled (Heat)- Frost Demons lose a great deal of fighting ability and even magical power when in areas over 60 degrees Fahrenheit.
Rivalry (Mages)- Frost Demons dislike and distrust practitioners of magic.

Total: Abilities: 82 / Skills: 42--21 / Advantages: 10 / Powers: 87 + Magic / Defenses: 17 (217 + Magic)

-Looking like malformed, misshapen angels, Air Demons are gluttonous and obese if male, but dress in fine silk. They're actually pretty much like the Djinn are supposed to be- air spirits dressed in finery. They respect nothing, and only very powerful beings can press them into service- they will be the first to betray their "masters". Naturally, they LOVE torture. Unusually for most demons, they frequently appear in groups of three.

-Air Demons are the only ones immune to silver & wooden weapons, and even have a form invincible to most physical forms of attack. However, they have piss-poor magic and very low toughness otherwise- best to use Magic or Psionics. They're PL 11 on offense, PL 12 on defense.
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