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

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Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Leviathan

Post by Jabroniville »

Image
Image

LEVIATHAN
Role:
Titanic Ancient Beast
PL 14 (222)
STRENGTH
13 STAMINA 18 AGILITY 2
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+15)
Deception 3 (+6)
Expertise (Survival) 7 (+10)
Expertise (The Oceans) 10 (+10)
Expertise (Demons & Monsters) 8 (+8)
Intimidation 7 (+10, +16 Size)
Perception 6 (+9)
Stealth 11 (+9 Size)

Advantages:
Fast Grab, Fearless, Improved Hold, Power Attack, Tracking

Powers:
"Sea Creature"
Swimming 6 (30 mph) (6) -- [7]
  • AE: Speed 1 (4 mph) (1)
Immunity 9 (Drowning, Suffocation, Pressure, Cold, Fire Damage) [9]
Immunity 10 (Cold & Electrical Damage) (Flaws: Limited to Half-Effect) [5]
Movement 1 (Environmental Adaptation- Aquatic) [2]
"Dino-Sized" Growth 13 (Str & Sta +13, +13 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -13 Stealth) -- (75 feet) (Feats: Innate) (Extras: Permanent +0) [27]
Protection 1 (Extras: Impervious 15) [16]
Senses 8 (Low-Light Vision, Infravision, Ultravision, Direction Sense, Extended Hearing, Acute & Analytical Scent) [8]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]
Regeneration 4 [4]

"Fire Breath" Damage 12 (Extras: Area- 60ft. Cone, Penetrating 10) (34) -- [36]
  • AE: "Fire Stream" Blast 13 (Feats: Accurate 5) (Extras: Penetrating) (31)
  • AE: "Bite" Strength-Damage +1 (Extras: Penetrating 13) (14)
"Magic" (Meditation, Mind Block, Sense Magic, Sense Time, Telepathy)

Offense:
Unarmed +12 (+11 Damage, DC 26)
Bite +12 (+11 Damage & +10 Weaken, DC 26 & 20)
Fire Breath +12 Area (+12 Damage, DC 27)
Fire Stream +10 (+13 Ranged Damage, DC 28)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +19 (+8 Impervious), Fortitude +18, Will +8

Complications:
Disabled (Animal)- Leviathans cannot use their limbs to easily manipulate objects.
Responsibility (Arrogant)- Leviathans are extremely arrogant, and constantly desire to be "in charge". They are typically convinced to do things by appealling to their sense of superiority.
Rivalry (Dragons)- Leviathans have a fragile ego and are somewhat threatened by Dragons- they will nearly always attack and kill Hatchlings they find.

Total: Abilities: 50 / Skills: 54--27 / Advantages: 5 / Powers: 118 + Magic / Defenses: 22 (222)

-Inexplicably thrown into the "Dragons" section of the book is the Leviathan... which is basically Chuck Walton drawing a Liopleurodon and adding a clawed hand in one drawing, so it's a new thing. Like, everything is consistent. In any case, these are ancient creatures who've lived on Earth for centuries, and may be highly-evolved "dinosaurs" (they mean aquatic reptiles *puts on nerd glasses*) or the reptilian equivalent to whales and dolphins). Intelligent and able to speak, they are arrogant, extremely powerful, and nigh-invincible compared to regular Rifts stuff. There's some fun stuff about how the Lemurians have come to an "understanding" with some of the hundred or so Leviathans that exist- by appealing to the creatures' egos and great might, the Lemurians humbly asked for help against their mutual enemies, including the Milu, Naut'Yll and the Lord of the Deep. Smugly, the Leviathans agreed, and when impressed by the courage of Lemurians, will agree to allow Serpent Hunters to enter their mouths and thus gain the Leviathan Bio-Armor.

-A Leviathan has some pretty basic and simple stats- a Breath Weapon, a high amount of damage-dealing (but not moreso than many War Steeds, who are 1/8th the size, which is extremely weird and just SO Palladium), rudimentary Skills, and more... but is differerentiated by his IMMENSE durability- 1D6x1000 M.D.C.! That's enough to hit +19 Toughness pretty easily, and would make them nigh-unkillable to even the Serpent Hunters at full power (a Leviathan would qualify as a "Serpent") simply by being so tough. Their accuracy and durability isn't that bad, either, with +4 to parry, +6 to hit, and more. Overall, they're PL 12 offensively and PL 13.5 defensively.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Aquatic Dragons

Post by Jabroniville »

DRAGONS:
-Shoved into the very last section of the book is four Dragons... and Leviathans, who at least have Breath Weapons. The four "regular" Dragons are listed a bit oddly, with Adult AND Hatchling forms mentioned and statted out... somewhat. Their Abilities, Magic, Psionics, Number of Attacks, and Attack Bonuses are all laid out for both. However, Size is only listed for the Adults! And only the Hatchlings get Skills mentioned! Compounding this is the Special Abilities section, which lists only general powers for both, which means that the Breath Weapon never gains power or reach with age! And Adult Dragons are barely stronger than the younger ones, either- they just gain a great deal more attacks.

-Looking at the number of attacks here and comparing them to the War Steeds made me realize some of my oldest "High-Tier" builds, like the Rifts Atlantis stuff, was undersold in terms of accuracy, as I was giving the War Steeds really high attack bonuses to match their Attack #s and Accuracy Bonuses, but realized that stuff like the Metzlas and Carapaces were given far lower numbers, despite greater attacks. So I shifted those around a bit (largely not changing PL, as those guys were much higher defensively when I statted them out- this actually balances them out a bit more).

-Hatchling Aquatic Dragons are a bit more durable than ones from the Main Rulebook, possibly due to Power Creep in the system, as they have 1D6x100 M.D.C. on average (compared to 1D4 for the Main Dragons). However, their Breath Weapons and strength is a bit weaker, and calculated differently (Main Dragons use "roll 3-5 dice", while these add flat numbers of smaller numbers of dice, making them better "on average"). Most Draconic powers are still here, like See Invisible, Invisibility, low Psionics, Teleport, Morph & Regeneration. I think most are weaker than Main Dragons, but a couple are tougher. The Adults, on the other hand, are EXTREMELY strong, having between 6 and 9 attacks per round, creating huge bonuses to hit. Some of them have incredible Toughness, too, pushing +19, making them a challenge for any Metzla, Carapace or Splugorth! These things are nothing to be trifled with.

-Statting these out was... time-consuming. I had to make a "General Template" for the Hatchlings and modify stats accordingly, then upgrade each one to an adult size, requiring constant calculations (as some are bigger than others, and alter the stats more). I had to assume Skills for the Adults, then figure out what their Attack #s and Bonuses amounted to, FIGHTING-wise, and re-assess Skills. Though they're NPCs, the Hatchlings aren't quite so insane as to be unavailable as PCs, in my opinion, especially considering some of the other insane things available. But they're probably more versatile and durable than regular Dragons, making that tricky.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Ghost Dragon

Post by Jabroniville »

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GHOST DRAGON- ADULT
Role:
Emblematic Rifts Craziness, The Tank, Aquatic NPC
PL 13 (313 + Psionics & Magic)
STRENGTH
10 STAMINA 15 AGILITY 4
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills:
Expertise (Survival) 7 (+12)
Expertise (Magic) 11 (+15)
Expertise (Demon & Monster Lore) 8 (+12)
Expertise (Thief) 4 (+8)
Insight 4 (+9)
Intimidation 9 (+12 Size)
Perception 7 (+12)
Persuasion 6 (+10)
Stealth 16 (+15, +9 Size)
Technology 4 (+8)

Advantages:
Close Attack 1, Fast Grab, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
Comprehend 3 (Languages) [6]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]

Swimming 5 (5) -- [6]
AE: Speed 3 (8 mph) (3)

"Aquatic Creature"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 12 (Drowning, Pressure, Cold Effects) [12]
Regeneration 8 [8]
"Invisibility" Concealment 2 (Vision) (Quirks: Not While Insubstantial) [3]
Protection 3 (Extras: Impervious 13) [16]

"Metamorphosis"
"Ghost Form" Insubstantial 4 (Flaws: Limited to Non-Magic/Psionics), Flight 7 (250 mph), Speed +1, Swimming +1, Strength-Damage Affects Insubstantial) (40) -- [42]
  • AE: Morph 1 (Pale Human Form) (5)
  • AE: Morph 1 (Half-Size Version of Itself) (5)
Teleport 8 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (32) -- [35]
  • AE: Movement 2 (Dimensional Travel) (4)
  • AE: "Breath Weapon- Leech Attack" Weaken Magic 10 (Extras: Ranged, Area- Cloud) (30)
  • AE: "Claws & Teeth" Strength-Damage +2 (Feats: Split) (Extras: Penetrating 8) (11)
"Magic" (Tends to use Necromancy, Ocean Magic or Ley Line Walker O.C.C.s)
"Psionics" (Commune With Spirits, Machine Ghost, Mind Block, Sense Magic, Sense Time, 3 Sensitive Powers, +More)

Offense:
Unarmed +14 (+10 Damage, DC 25)
Claws +14 (+12 Damage, DC 27)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +11 (DC 21), Toughness +15 (+6 Impervious), Fortitude +15, Will +11

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.

Total: Abilities: 90 / Skills: 76--38 / Advantages: 12 / Powers: 158 + Psionics & Magic / Defenses: 17 (313 + Psionics & Magic)

-Ghost Dragons are the smallest and weakest of the Aquatic Dragons in the book, and probably the most evil. Obsessed with death, they prefer the taste of bloated corpses, often keeping dozens floating about in their lairs. They frequently ally with Milu, Vampires, Necromancers and other Undead-related creatures (and have even been known to ally with the Lord of the Deep!), and tend to hate Lemurians. It looks more or less like a Chinese Dragon, but the art shows guys with reaper-scythes hanging out behind it.

-An Adult Ghost Dragon's M.D.C. goes from 1700-3700, averaging to just between those two numbers (+18 Toughness overall). However, with EIGHT attacks, solid bonuses to defenses, great intelligence, and more, they are still way beyond the ability of most PCs to deal with- averaging to PL 13, with untold magical & psionic might. Their "Ghost Form" is probably their most useful ability, though they cannot affect the natural world in that state- merely things like Ghosts & the "Essences" of Alien Intelligences and what-not.

---

GHOST DRAGON HATCHLING
Role:
Emblematic Rifts Craziness, The Tank, Aquatic NPC
PL 10 (237 + Psionics)
STRENGTH
7 STAMINA 10 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Survival) 7 (+7)
Expertise (Magic) 5 (+7)
Expertise (Demon & Monster Lore) 4 (+6)
Expertise (Thief) 4 (+7)
Insight 4 (+4)
Intimidation 7 (+8 Size)
Perception 7 (+7)
Persuasion 4 (+4)
Stealth 10 (+11, +8 Size)
Technology 4 (+7)

Advantages:
Close Attack 1, Fast Grab, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
Comprehend 3 (Languages) [6]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Swimming 4 (4) -- [5]
  • AE: Speed 2 (4 mph) (2)
"Aquatic Creature"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 12 (Drowning, Pressure, Cold Effects) [12]
Regeneration 8 [8]
"Invisibility" Concealment 2 (Vision) (Quirks: Not While Insubstantial) [3]

"Metamorphosis"
"Ghost Form" Insubstantial 4 (Flaws: Limited to Non-Magic/Psionics), Flight 6 (120 mph), Speed +1, Swimming +1, Strength-Damage Affects Insubstantial) (38) -- [40]
  • AE: Morph 1 (Pale Human Form) (5)
  • AE: Morph 1 (Half-Size Version of Itself) (5)
Teleport 8 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (32) -- [35]
  • AE: Movement 2 (Dimensional Travel) (4)
  • AE: "Breath Weapon- Leech Attack" Weaken Magic 10 (Extras: Ranged, Area- Cloud) (30)
  • AE: "Claws & Teeth" Strength-Damage +3 (Feats: Split) (Extras: Penetrating 8) (12)
"Psionics" (Commune With Spirits, Machine Ghost, Mind Block, Sense Magic, Sense Time, 3 Sensitive Powers)

Offense:
Unarmed +9 (+7 Damage, DC 22)
Claws +9 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +10, Fortitude +10, Will +7

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.

Total: Abilities: 54 / Skills: 56--28 / Advantages: 9 / Powers: 133 + Psionics / Defenses: 13 (237 + Psionics)

-Ghost Dragon Hatchlings average to 170 M.D.C., and go from 120-220 overall- about double your typical suit of Mega-Armor, but nothing too fancy, and MUCH worse than what land-based Dragon Hatchlings get. They add up to only PL 9.5, which is about what a starter Juicer or elite Headhunter would be, so these guys aren't super-devastating aside from their "Ghost Form" ability.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Hydros Dragon

Post by Jabroniville »

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HYDROS DRAGON- ADULT
Role:
Emblematic Rifts Craziness, The Tank, Aquatic NPC
PL 15 (298 + Psionics)
STRENGTH
11 STAMINA 16 AGILITY 3
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills:
Expertise (Survival) 7 (+12)
Expertise (Magic) 11 (+15)
Expertise (Demon & Monster Lore) 8 (+12)
Expertise (Philosophy) 8 (+12)
Expertise (Art) 8 (+12)
Insight 7 (+12)
Intimidation 5 (+14 Size)
Perception 7 (+12)
Persuasion 6 (+10)
Stealth 12 (+5 Size)
Technology 6 (+10)
Vehicles 5 (+7)

Advantages:
Fast Grab, Power Attack, Ranged Attack 7, Startle, Takedown

Powers:
"Dragon Physiology"
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
Comprehend 3 (Languages) [6]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (42 feet) (Feats: Innate) (Extras: Permanent +0) [21]
"Invisibility" Concealment 2 (Vision) [4]
Regeneration 8 [8]

Swimming 7 (60 mph) (7) -- [8]
  • AE: Speed 4 (16 mph) (4)
"Aquatic Creature"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 12 (Drowning, Pressure, Cold Effects) [12]
"Chemoreceptors" Senses 6 (Acute & Analytic Scent- Extended 2, Tracking) [6]
Protection 3 (Extras: Impervious 13) [16]

"Metamorphosis- Water Form" Insubstantial 3, Concealment (Vision) +2 (19) -- [20]
  • AE: "Metamorphosis" Morph 3 (Any Living Being) (15)
"Draconic Combat"
"Breath Weapon- Icy Blast" Blast 12 (24) -- [27]
  • AE: "Claws & Teeth" Strength-Damage +2 (Feats: Split) (Extras: Penetrating 8) (11)
  • AE: Teleport 4 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (16)
  • AE: Movement 2 (Dimensional Travel) (4)
"Psionics" (All Hydro-Psionic Powers, Group Mind Block, Hydrokinesis, Mind Bolt, P.P.E. Shield)
"Magic" (Choose Ocean Magic, Whale Songs or Ley Line Walker Powers)

Offense:
Unarmed +13 (+9 Damage, DC 24)
Claws +13 (+13 Damage, DC 28)
Icy Blast +9 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +11 (DC 21), Toughness +19 (+7 Impervious), Fortitude +16, Will +12

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Vulnerable (Heat)- Fire does double-damage to Hydros Dragons.

Total: Abilities: 76 / Skills: 90--45 / Advantages: 11 / Powers: 149 + Psionics & Magic / Defenses: 20 (298 + Psionics & Magic)

-Hydros Dragons, possessing back halves that are entirely fish-like, with no rear legs, are great fans of beauty and art, and are peaceful creatures eager to ally with Lemurians, and even allow humanoids to ride them. But despite that, they are implacable foes of evil, and may terrify allies with the savagery of their attacks against Milu and others.
-An Adult Hydros Dragon has 1800-6800 M.D.C., averaging to 4300, bringing them up to a ridiculous PL 16 when you add in their great defenses (thanks to their number of attacks and +3 to Parry).

---

HYDROS DRAGON HATCHLING
Role:
Emblematic Rifts Craziness, The Tank, Aquatic NPC
PL 11 (225 + Psionics)
STRENGTH
9 STAMINA 13 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 0 PRESENCE 2

Skills:
Expertise (Survival) 7 (+7)
Expertise (Magic) 5 (+7)
Expertise (Demon & Monster Lore) 4 (+6)
Expertise (Philosophy) 2 (+5)
Expertise (Art) 3 (+6)
Insight 4 (+4)
Intimidation 7 (+8 Size)
Perception 7 (+7)
Persuasion 4 (+4)
Technology 4 (+7)
Vehicles 5 (+7)

Advantages:
Close Attack 1, Fast Grab, Power Attack, Ranged Attack 7, Startle, Takedown

Powers:
"Dragon Physiology"
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
Comprehend 3 (Languages) [6]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Invisibility" Concealment 2 (Vision) [4]
Regeneration 8 [8]

Swimming 4 (4) -- [5]
  • AE: Speed 2 (4 mph) (2)
"Aquatic Creature"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 12 (Drowning, Pressure, Cold Effects) [12]
"Chemoreceptors" Senses 6 (Acute & Analytic Scent- Extended 2, Tracking) [6]

"Metamorphosis- Water Form" Insubstantial 3, Concealment (Vision) +2 (19) -- [20]
  • AE: "Metamorphosis" Morph 3 (Any Living Being) (15)
"Draconic Combat"
"Breath Weapon- Icy Blast" Blast 10 (20) -- [23]
  • AE: "Claws & Teeth" Strength-Damage +3 (Feats: Split) (Extras: Penetrating 8) (12)
  • AE: Teleport 4 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (16)
  • AE: Movement 2 (Dimensional Travel) (4)
"Psionics" (Empathy, Meditation, Mind Block, 5 Hydro-Psionic Powers)

Offense:
Unarmed +9 (+9 Damage, DC 24)
Claws +9 (+12 Damage, DC 27)
Icy Blast +9 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +13, Fortitude +13, Will +7

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Vulnerable (Heat)- Fire does double-damage to Hydros Dragons.

Total: Abilities: 64 / Skills: 52--26 / Advantages: 12 / Powers: 112 + Psionics / Defenses: 14 (225 + Psionics)

-Hydros Dragon Hatchlings have toughness a ways beyond that of most Dragon Hatchlings, rolling 1D6x100 instead of 1D4, though this makes them suffer from "one single die-roll will completely alter the trajectory of your character" syndrome, as you can be SIX TIMES tougher based off of how you roll that one solitary D6.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Octo Dragon

Post by Jabroniville »

Image

JEEEEEEEEEEEEESUS that thing looks evil.

OCTO DRAGON- ADULT
Role:
Emblematic Rifts Craziness, The Tank, Aquatic NPC
PL 17 (292 + Magic)
STRENGTH
12 STAMINA 16 AGILITY 6
FIGHTING 16 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 6 PRESENCE 2

Skills:
Expertise (Survival) 6 (+12)
Expertise (Magic) 8 (+14)
Expertise (Demon & Monster Lore) 4 (+10)
Insight 4 (+10)
Intimidation 8 (+12 Size)
Perception 7 (+13)
Persuasion 2 (+8)
Stealth 10 (+8, +6 Size)

Advantages:
Benefit (Ambidexterity), Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
Comprehend 3 (Languages) [6]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Regeneration 8 [8]
"Invisibility" Concealment 2 (Vision) [4]
"Chemoreceptors" Senses 6 (Acute & Analytic Scent- Extended 2, Tracking) [6]
Protection 2 (Extras: Impervious 17) [19]
Extra Limbs 4 [4]

Swimming 5 (5) -- [6]
  • AE: Speed 2 (4 mph) (2)
"Aquatic Creature"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 12 (Drowning, Pressure, Cold Effects) [12]

"Metamorphosis" Morph 3 (Any Living Being) [15]

"Draconic Combat"
"Breath Weapon- Ink Cloud" Concealment (Vision) 4 (Extras: Attack, Area- 60ft. Burst +2) (20) -- [23]
  • AE: "Bite" Strength-Damage +2 (Extras: Penetrating 10) (12)
  • AE: "Tentacles" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 8) (10)
  • AE: Teleport 2 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (8)
"Magic" (Almost All Are Ley Line Walkers)
"Psionics" (All Physical Powers, Radiate Horror Factor)

Offense:
Unarmed +16 (+12 Damage, DC 27)
Natural Weapons +16 (+13 Damage, DC 28)
Bite +16 (+14 Damage, DC 29)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +14 (DC 24), Toughness +20, Fortitude +16, Will +12

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.
Vulnerable (Heat)- Fire does double-damage to Octo Dragons. Actually, the books said "Hydros Dragons" in this section, so it might just be Template Fail. HOW EMBARRASSING IS TEMPLATE FAIL, AM I RIGHT?

Total: Abilities: 100 / Skills: 50--25 / Advantages: 12 / Powers: 139 + Psionics & Magic / Defenses: 17 (292 + Psionics & Magic)

-Octo Dragons are one of the most bizarre, incredible creatures in Rifts Lemuria, given life by Chuck Walton as an amazingly-sinister, snarling creature with evil intelligence and a completely inhuman appearance. It has eight octopus-like limbs, but sports a longer, reptilian body plan and has the distinct monstrous head of a Dragon at the same time. They are rumored to be creations of the Lord of the Deep (with numerous Octo Dragons serving that being), but Dragons insist it is a true Dragon, as they can sense its presence. Temperamental, vicious, and quick to attack, solitary ones are amost always evil, and often rule small kingdoms of terrified people- they are safe from monstrous invasion, but are the creature's slaves. Even the non-evil Octo Dragons tend to be short-tempered.

-Adult Octo Dragons are the mightiest of the Dragons in this book by far, sporting NINE ATTACKS, +8 to hit & parry, and remarkable toughness- they are between 3600-9600 M.D.C, averaging out to 6600 M.D.C.! All of this combined makes them PL 15 offensively, PL 17 defensively- mightier than even the elite Minions of the Splugorth all in al. It could take out any of the Metzlas if it needed to and the dice were right, and even a Splugorth would be hard-pressed to kill one.

---

OCTO DRAGON HATCHLING
Role:
Emblematic Rifts Craziness, The Tank, Aquatic NPC
PL 13 (227 + Magic)
STRENGTH
10 STAMINA 14 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Survival) 5 (+5)
Expertise (Magic) 5 (+7)
Expertise (Demon & Monster Lore) 4 (+6)
Insight 6 (+6)
Intimidation 7 (+8 Size)
Perception 7 (+7)
Persuasion 4 (+4)
Stealth 4 (+8, +5 Size)

Advantages:
Benefit (Ambidexterity), Fast Grab, Improved Grab, Improved Hold, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
Comprehend 3 (Languages) [6]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Regeneration 8 [8]
"Invisibility" Concealment 2 (Vision) [4]
"Chemoreceptors" Senses 6 (Acute & Analytic Scent- Extended 2, Tracking) [6]
Extra Limbs 4 [4]

Swimming 5 (5) -- [6]
  • AE: Speed 2 (4 mph) (2)
"Aquatic Creature"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 12 (Drowning, Pressure, Cold Effects) [12]

"Metamorphosis" Morph 3 (Any Living Being) [15]

"Draconic Combat"
"Breath Weapon- Ink Cloud" Concealment (Vision) 4 (Extras: Attack, Area- 60ft. Burst +2) (20) -- [23]
  • AE: "Bite" Strength-Damage +4 (Extras: Penetrating 10) (14)
  • AE: "Tentacles" Strength-Damage +3 (Feats: Split) (Extras: Penetrating 8) (12)
  • AE: Teleport 2 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (8)
"Psionics" (Death Trance, Meditation, Mind Block, 5 Physical Powers)

Offense:
Unarmed +11 (+10 Damage, DC 25)
Natural Weapons +11 (+13 Damage, DC 28)
Bite +11 (+14 Damage, DC 29)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +11 (DC 21), Toughness +14, Fortitude +14, Will +7

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.
Vulnerable (Heat)- Fire does double-damage to Octo Dragons. Actually, the books said "Hydros Dragons" in this section, so it might just be Template Fail. HOW EMBARRASSING IS TEMPLATE FAIL, AM I RIGHT?

Total: Abilities: 74 / Skills: 42--21 / Advantages: 11 / Powers: 110 + Psionics / Defenses: 11 (227 + Psionics)

-Octo Dragons, even as hatchlings, have great toughness, going from 200-800 M.D.C., with the average between the two- overall, Toughness +14 as babies!
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Sand Dragon

Post by Jabroniville »

Image

SAND DRAGON- ADULT
Role:
Emblematic Rifts Craziness, The Tank, Aquatic NPC
PL 15 (292 + Psionics & Magic)
STRENGTH
11 STAMINA 16 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 5 PRESENCE 3

Skills:
Expertise (Survival) 5 (+10)
Expertise (Magic) 5 (+7)
Expertise (Demon & Monster Lore) 4 (+6)
Expertise (Philosophy) 4 (+7)
Expertise (Architecture) 8 (+11)
Insight 4 (+4)
Intimidation 5 (+10 Size)
Perception 7 (+12)
Persuasion 4 (+7)
Stealth 5 (+3 Size)
Vehicles 4 (+6)

Advantages:
Close Attack 2, Fast Grab, Power Attack, Ranged Attack 10, Startle, Takedown

Powers:
"Dragon Physiology"
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
Comprehend 3 (Languages) [6]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Regeneration 8 [8]
Immunity 10 (Fire & Heat Effects) [10]
"Fortify Sand" Features 1: May Create M.D.C. Sand w/ Energy Spent [1]

Swimming 7 (7) -- [8]
  • AE: Speed 4 (30 mph) (4)
"Aquatic Creature"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 2 (Drowning, Pressure) [2]

"Metamorphosis" Morph 3 (Any Living Being) [15]
Protection 3 (Extras: Impervious 15) [18]

"Draconic Combat"
"Sand Blast" Blast 10 Linked to Visual Dazzle 10 (40) -- [43]
  • AE: "Claws & Teeth" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 8) (10)
  • AE: Teleport 6 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (24)
  • AE: Movement 2 (Dimensional Travel) 2 (4)
"Psionics" (All Healing or Sensitive Powers, Hydrokinesis, Telemechanics, Telemechanics Mental Operation)
"Magic" (Ocean Magic, Ley Line Walker Magic or Warlock Magic)

Offense:
Unarmed +14 (+11 Damage, DC 26)
Claws & Teeth +14 (+12 Damage, DC 27)
Sand Blast +12 (+10 Ranged Damage & Affliction, DC 25 & 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +19, Fortitude +13, Will +7

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.
Vulnerable (Cold)- Cold Attacks to double-damage to Sand Dragons.

Total: Abilities: 88 / Skills: 56--23 / Advantages: 16 / Powers: 143 + Psionics & Magic / Defenses: 24 (292 + Psionics & Magic)

-Sand Dragons look pretty much like any old dragon judging by the art, and their whole motif is rather strange. See, they just... love sand. Playing in it, building with it, lying in it, etc. So I guess they're the opposite of Anakin Skywalker in all regards. Their specialty is building massive, magical sand castles that slowly wear away with time, then happily rebuilding them. Their stats are fairly middle-of-the-road as far as Elder Dragons go.
-As Adults, Sand Dragons go from 2200-7200 M.D.C., averaging to about 4700. Overall, they're PL 13 on offense, PL 11 with their rather wimpy Sand Blast (only doing 3D6 Mega-Damage- less than most guns!), and PL 14.5 defensively, owing to sizeable M.D.C.

---

SAND DRAGON HATCHLING
Role:
Emblematic Rifts Craziness, The Tank, Aquatic NPC
PL 11 (226 + Psionics)
STRENGTH
7 STAMINA 13 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 1 PRESENCE 3

Skills:
Expertise (Survival) 5 (+5)
Expertise (Magic) 5 (+7)
Expertise (Demon & Monster Lore) 4 (+6)
Expertise (Philosophy) 4 (+7)
Expertise (Architecture) 8 (+11)
Insight 4 (+4)
Intimidation 5 (+9 Size)
Perception 7 (+8)
Persuasion 4 (+7)
Stealth 6 (+4 Size)
Vehicles 4 (+6)

Advantages:
Close Attack 2, Fast Grab, Power Attack, Ranged Attack 4, Startle, Takedown

Powers:
"Dragon Physiology"
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 11 (Low-Light Vision, Vision Counters Concealment 4, Ley Line Awareness- Ranged 2, Dragon Awareness- Ranged 2) [11]
Comprehend 3 (Languages) [6]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Regeneration 8 [8]
Immunity 10 (Fire & Heat Effects) [10]
"Fortify Sand" Features 1: May Create M.D.C. Sand w/ Energy Spent [1]

Swimming 6 (6) -- [7]
  • AE: Speed 3 (16 mph) (3)
"Aquatic Creature"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 2 (Drowning, Pressure) [2]

"Metamorphosis" Morph 3 (Any Living Being) [15]

"Draconic Combat"
"Sand Blast" Blast 10 Linked to Visual Dazzle 10 (40) -- [43]
  • AE: "Claws & Teeth" Strength-Damage +4 (Feats: Split) (Extras: Penetrating 8) (13)
  • AE: Teleport 6 (Extras: Accurate, Extended +2) (Flaws: Unreliable) (24)
  • AE: Movement 2 (Dimensional Travel) 2 (4)
"Psionics" (Empathy, Object Read, 5 from Healing or Sensitive)

Offense:
Unarmed +10 (+7 Damage, DC 22)
Claws +10 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +13, Fortitude +13, Will +7

Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Responsibility (Hatchlings)- Dragon Hatchlings are very intelligent, but quite young, and may be quite ignorant to the ways of the world.
Vulnerable (Cold)- Cold Attacks to double-damage to Sand Dragons.

Total: Abilities: 64 / Skills: 56--23 / Advantages: 10 / Powers: 118 + Psionics / Defenses: 13 (226 + Psionics)

-Sand Dragon Hatchlings are between 100-600 M.D.C., doing the old "1D6x100" bit.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Lemurian Bestiary

Post by Jabroniville »

THE BESTIARY:
-The other animals in this book, sitting before the War Steeds & Dragons, these guys are all drawn by a totally different artist, giving many of them a different feel. They are smooth, fairly cartoonish, and less detailed in general, but still kind of fit. Unlike the PL 10-13 War Steeds, these guys run the gamut from "filler" to "Elite Warriors". A few are shockingly powerful.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Blue Otter

Post by Jabroniville »

Image

BLUE OTTER
Role:
Adorable Swimming Mammal, Magical Animal
PL 4 (54), PL 6 (54) by Ley Lines
STRENGTH
0 STAMINA -1 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -3

Skills:
Athletics 7 (+6)
Expertise (Survival) 6 (+7)
Perception 5 (+6)
Stealth 4 (+5)

Advantages:
Close Attack 3, Improved Initiative, Improvised Tools

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
"Aquatic Creature" Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 3 (4 mph) [3]

"Natural Weapons- Claws & Teeth" Strength-Damage +1 [1]
"Enhanced By Ley Lines" Protection 6 (Flaws: Source- Ley Lines) [3]
Immunity 1 (Cold) [1]
Immunity 5 (Cold Damage) (Flaws: Limited to Half-Effect) [3]
"Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense) [7]

"Magic" (Armor of Ithan, Cleanse, Float in Air, Sense Evil, Sense Direction Underwater)
"Psionics" (Bio-Regeneration, Empathy, See the Invisible, Sense Magic, Sense Time, Sixth Sense, Stop Bleeding)

Offense:
Unarmed +9 (-1 Damage, DC 14)
Initiative +5

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness -1 (+5 by Ley Lines), Fortitude +2, Will +3

Complications:
Disabled (Animal)- Otters cannot speak to humans, nor use their paws to easily manipulate objects. They're much more dextrous than most animals, however.
Disabled (Aquatic)- Otters are ungainly on land.

Total: Abilities: 4 / Skills: 22--11 / Advantages: 5 / Powers: 23 / Defenses: 11 (54)

-A fairly unique "Filler Critter" (the book isn't ENTIRELY about "things to ride or kill"), the Blue Otter. They are given doglike personalities, being fascinated by humanoids and smarter than dogs. They have innate magic, resembling Faerie creatures in some regards, and are highly sought-after as Familiars by wizards and other mages. The most notable thing about them is how they're powered up near Ley Lines- their normal durability is pathetic- below the level of normal humans- but it turns to M.D.C. when near a Ley Line, which turns them into 2-12 M.D.C. beings, which is MUCH tougher than most people.
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Death Hunter Fish

Post by Jabroniville »

Image

DEATH HUNTER FISH
Role:
Human-Sized Nasty Bastard
PL 5 (61), PL 10 (61) vs. Undead
STRENGTH
-1 STAMINA 2 AGILITY 3
FIGHTING 1 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 7 (+6)
Close Combat (Bite) 7 (+8)
Expertise (Survival) 5 (+5)
Intimidation 5 (+2 Size)
Perception 6 (+6)
Stealth 4 (+7)

Advantages:
Fast Grab, Improved Hold, Improved Initiative, Startle

Powers:
"Animal Senses" Senses 1 (Low-Light Vision) [1]

"Sea Creature"
Swimming 4 (16 mph) [4]
Immunity 2 (Drowning, Pressure) [2]

"Bite" Strength-Damage +3 [3]
"Chemoreceptors" Senses 6 (Acute & Analytic Scent- Extended 2, Tracking) [6]
"Sense Undead" Senses 4 (Detect Undead- Ranged 2- Tracking) [4]
Features 1: Attacks Count as Silver [1]

"Bio-Energy Field M.D.C. Transformation"
Protection 6 (Flaws: Source- Undead Proximity) [3]
Strength-Damage +10 (Flaws: Limited to Undead) [5]

Offense:
Unarmed +1 (-1 Damage, DC 14)
Bite +8 (+2 Damage, DC 17)
Bite (To Undead) +8 (+12 Damage, DC 27)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +5 (DC 15), Toughness +2 (+8 Bio-Energy), Fortitude +5, Will +3

Complications:
Disabled (Animal)- Fish cannot speak to humans, nor use their fins to easily manipulate objects.
Disabled- Fish require water to survive, and will die quickly if left out of it.

Total: Abilities: -4 / Skills: 34--17 / Advantages: 4 / Powers: 29 / Defenses: 15 (61)

-The Death Hunter Fish is a lower-level, swarming predator in Rifts Lemuria, and looks... pretty much like a generic predatory fish, with spiky fins and very long, sharp teeth. Their specialty, however, is in consuming undead creatures, meaning that like maggots, they eat only dead flesh. This means they typically do not harm the living, though it's said that Necromancers and those aligned with Death-related Gods are vulnerable to them. They are effectively the same as barracuda to normal people, but against Undead they upgrade to Mega-Damage creatures doing huge amounts of damage.
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Giant Sea Slug

Post by Jabroniville »

Image

GIANT SEA SLUG
Role:
Large Underwater Creature
PL 10 (63)
STRENGTH
10 STAMINA 13 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE --

Skills:
Expertise (Survival) 1 (+1)
Perception 7 (+7)

Advantages:
Close Attack 1

Powers:
"Animal Senses" Senses 7 (Accurate Hearing 2, Ranged Taste- Extended 4) [7]

"Underwater Physiology"
Swimming 1 (2 mph) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 2 (Drowning, Pressure) [2]

"Dino-Sized" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Impervious Toughness 5 [5]
"Bite" Strength-Damage +3 [3]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Bite +6 (+13 Damage, DC 28)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +13, Fortitude +13, Will --

Complications:
Disabled (Animal)- Sea Slugs cannot speak to humans, nor use their paws to easily manipulate objects.
Weakness (Aquatic)- Aquatic creatures are heavily-dependent upon the water. If left outside of it, the creatures will be unable to move, and quickly dehydrate.

Total: Abilities: 18 / Skills: 8--4 / Advantages: 1 / Powers: 31 / Defenses: 9 (63)

-A very large slug-like creature given art that makes it look like it could be any size (as there's no frame of reference in the water), these guys are pollution-eating monsters that slowly move through the oceans as mobile eating machines. They will grow as large as they can if allowed to eat whatever they like- if fed conservative diets, they make excellent grapefruit-to-watermelon-sized pets. They were genetically-engineered by Lemurian Bio-Mages in order to clean up the oceans, but these Living Roombas move around and eat up anything they can find, so long as it doesn't move away- dead and dying creatures, coral reefs, and more!

-Giant Sea Slugs are as durable as Aquatic Dragon Hatchlings and do "Rail Gun"-level damage with their Bite attacks, but are very conservative in terms of other stats, effectively being slow-moving stomachs with only a +1 to hit and no defensive advantages. As such, they're only PL 9.5 offensively, and PL 9 defensively.
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Ichthyosaur

Post by Jabroniville »

Image

ICHTHYOSAUR
Role:
Large Underwater Creature
PL 10 (92)
STRENGTH
7 STAMINA 8 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Athletics 4 (+11)
Expertise (Survival) 4 (+5)
Intimidation 11 (+11 Size)
Perception 5 (+6)
Stealth 8 (+5 Size)

Advantages:
Close Attack 3, Fast Grab, Improved Hold

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute Scent, Direction Sense, Electrical Detection- Ranged & Accurate, Ultra-Hearing- Accurate & Analytical) [11]

"Underwater Physiology"
Swimming 4 (8 mph) [4]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 12 (Drowning, Pressure, Cold Effects) (Flaws: Limited to Half-Effect) [6]

"Dino-Sized" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Strength-Damage +3 [3]
Impervious Toughness 5 [5]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Bite +10 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8, Fortitude +8, Will +5

Complications:
Disabled (Animal)- Marine reptiles cannot speak to humans, nor use their paws to easily manipulate objects.
Weakness (Aquatic)- Aquatic reptiles are heavily-dependent upon the water. If left outside of it, the creatures will be unable to move, and quickly dehydrate.

Total: Abilities: 16 / Skills: 32--16 / Advantages: 5 / Powers: 42 / Defenses: 13 (92)

-Given the generic name "Ichthyosaur", this creature more resembles and exceptionally-lumpy Mosasaur- some Ichthyosaurs are quite huge (such as Shastasaurus), but this guy doesn't have the projected beak. They are said to be pack animals, hunting in groups of 3-9 creatures, and come from Earth's past, surviving into modern times thanks to the usual shenanigans that put dinosaurs into this setting (ie. they fell through rifts). Many are used as riding animals or pets by the Lemurians, because that's what you do with huge predators, but can easily be tamed if raised from hatchlings. They are inexplicably said to be close to dolphins & whales, and will defend them.

-The stats shown in the book are largely for juveniles, with a few stats added for "ancient" ones- they're said to be 30-40 feet at full size, and can live for up to 600 years. Though they do as much damage as most Dragon Hatchlings, their toughness is far less impressive, packing only +8 or so based off of how you roll- less than most suits of armor. Oddly, the game gives them a ton of Dolphin-like traits, such as Ultrasonic Hearing, Direction Sense, and underwater acrobatics.

ANCIENT ICHTHYOSAUR- PL 12 (95):
-Extra Growth, Damage +3, +1-2 Toughness.

-Ancient Ichthyosaurs do double-damage (6D6- about Damage 13) and are 40-ish M.D.C. tougher with each passing century, adding up to about +12 Toughness only. This makes them PL 11.5 on offense and PL 9.5 on defense.
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Jonah's Fish

Post by Jabroniville »

Image

JONAH'S FISH
Role:
Swimming Trojan Horse, Giant Fish
PL 11 (80)
STRENGTH
11 STAMINA 12 AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -4

Skills:
Close Combat (Unarmed) 1 (+5)
Expertise (Survival) 4 (+5)
Intimidation 7 (+10 Size)
Perception 4 (+5)

Advantages:
Diehard, Withstand Damage

Powers:
"Animal Senses" Senses 3 (Extended Hearing, Extended & Low-Light Vision) [3]

"Sea Creature"
Immunity 2 (Drowning, Pressure) [2]
Immunity 10 (Cold Effects) (Flaws: Limited to Half-Effect) [5]

"Natural Size" Growth 14 (Str & Sta +14, +14 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -14 Stealth) -- (90 feet) (Feats: Innate) (Extras: Permanent +0) [29]
Protection 5 (Extras: Impervious 15) [20]

"Air Bladders" Features 1: May Contain Creatures Withing Its Air Bladders [1]
"Cloaking" Concealment 5 (All Senses) (Flaws: Limited to Things Inside Its Body) [5]

Offense:
Unarmed +5 (+11 Damage, DC 26)
Initiative -2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +17 (+8 Impervious), Fortitude +14, Will +3

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

Total: Abilities: -12 / Skills: 16--8 / Advantages: 2 / Powers: 65 / Defenses: 26 (80)

-The Jonah's Fish, given a Christian-themed name despite being a Lemurian creature, is a peculiar creature in Rifts Lemuria, and is given the interesting concept of being a sort of "living submarine". Said to be a hundred feet long or so, the titanic fish have air bladders inside their bodies that allow them to float, and these air bladders can be used to hide people. Typically, Lemurians will ride within these bladders in order to make a stealthy approach, as they're undetectable inside the bodies of these docile creatures. With air lasting for three days, I guess humans can do it, too.

-Jonah's Fish are absolutely MASSIVE and have scores of M.D.C., reaching about 850 M.D.C. on average, but are weak on accuracy and have no defensive bonuses. Though of course, being Rifts, there's absolutely zero correlation between size and defensive bonuses, so they're just as easy to hit as anything else, despite being THE SIZE OF BLUE WHALES.
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Re: Jab's Rifts Builds (Sea Dragons- Ghost, Hydros, Octo & Sand Dragon!)

Post by Jabroniville »

Hey, can anyone here tell me what fan sentiment was like back in the day for Rifts Africa and Rifts England? Am I off-base in thinking that these are generally-hated books, since 90% of what's in them has been ignored in other books, and they never mattered? Are they seen as ancient relics of the old style of "Books About Regions" that died when C.J. Carella showed a lot more inventiveness with the idea? All I remember as fan back in the late '90s was that Rifts Japan, Juicer Uprising and South America were seen as THE SHIT to edgelord teenagers over books like these.
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Re: Jab's Rifts Builds (Sea Dragons- Ghost, Hydros, Octo & Sand Dragon!)

Post by catsi563 »

They weren't hated persay at least not in my experience when they came out. Africa was primarily liked for the apocalypse storyline and how to handle the horsemen via the Army of light which was the focus of the story

England was all about the millennium trees and Arthurian legend so you could play a knight of the round table without having to be a cyber knight.

Neither book was universally loved or as popular as japan or juicer uprising but they weren't panned either.

I think any hatred for Africa IMHO comes from as you've pointed out people waking up more to the racial sterotypes and in general just RCC/OCC bloat in the book as well as the fact that a book base don a continent that's basically larger then the entire north American continent for the most part is reduced to some basic blurbs about how wild it is. this is a land where dinosaurs and dragons and who knows what else could roam around along with walking mountains and giants etc etc and they reduce it to Egypt and witch doctors oo eee oo ahh ahh

as for England its mostly been one of the forgotten books but mostly because the English setting simply never caught on with the same detail that NGR and europes warzone did. England has a lot of great magic story potential with Irelands fae and scotlands lore as well aa albion and Arthurian myth etc but England as a book just seems to have fallen to the background as the story potential outside of Arthurian conflict with the alien intelligence myrrlynn was all they focused on. theres even a blurb about myrlynn trying to keep Arthur from sending troops to aid the army of light in Africa against the horsemen

For the most part so id say they have kind fo slid into the background of most campaigns especially since in a way the writers of rifts have handicapped the PCs a bit by saying ohnonono water travels too dangerous and sos air travel over the oceans and yeah Ley line travels possible but VERRRRRRRRRRRRRy dangerous because you don't know what could hitch a ride with you and arrive at your destination so best to stay here in the good ole US of A with future Nazis and various monsters.

Oh and by the way we have all these fantastic settings which should be played on their own. they've created this great world but no way without some GM interpretation to actually interact with it

which ironically was what Africa brought to the table with the Army of Light. Heroes from ALL OVER THE WORLD fighting the desperate struggle against the Horsemen before doomsday
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Kilmoran's Eel

Post by Jabroniville »

Image

KILMORAN'S EEL
Role:
Unofficial Lemurian War Steed
PL 12 (107)
STRENGTH
10 STAMINA 10 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -2

Skills:
Athletics 2 (+12)
Close Combat (Natural Weapons) 3 (+11)
Expertise (Survival) 4 (+5)
Intimidation 7 (+5, +7 Size)
Perception 4 (+6)
Stealth 6 (+4 Size)

Advantages:
Power Attack, Uncanny Dodge

Powers:
"Sea Creature"
Swimming 7 (60 mph) (7) -- [8]
  • AE: Speed 1 (4 mph) (1)
Immunity 2 (Drowning, Suffocation, Pressure, Cold) [4]
Movement 1 (Environmental Adaptation- Aquatic) [2]
"Natural Size" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Senses 3 (Low-Light Vision, Accurate Hearing) [3]
Regeneration 2 [2]
"Natural Weapons" Strength-Damage +2 [2]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Natural Weapons +11 (+12 Damage, DC 27)
Initiative +4

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

Complications:
Disabled (Animal)- Eels cannot speak, nor use their limbs to easily manipulate objects.
Disabled- Fish require water to survive, and will die quickly if left out of it. Kilmoran's Eels, at least, will last several hours before expiring.

Total: Abilities: 38 / Skills: 26--13 / Advantages: 2 / Powers: 34 / Defenses: 20 (107)

-The Kilmoran's Eel is also ridden by Lemurians, but more as a tamed wild animal. A gigantic fish with a long body and a dorsal fin running the length of it, they are named for the animal handler who captured many and sold them to undersea gladatorial arenas- they would be seen under large see-through barriers, allowing crowds to see them face humanoid hunters in mazes. However, Lemurians use them as steeds, where their slender bodies make them ideal for "urban combat". Yes- someone decided that the best use for a 3,000-lb. marine predator was to use them to SWIM AROUND POPULATED CITIES. oh, Rifts. Serpent Hunters consider them one of their favorite creatures to try and master, and tamed ones are worth a fortune.

-Kilmoran's Eels sport between 50-200 M.D.C., averaging to about 130 or so- about Toughness +10. Their main advantage is their great defensive prowess, as they have the all-important "God Stat", Automatic Dodge. This enables them to avoid attacks entirely without wasting attacks of their own, which translates into M&M as just plain good defenses, making this Toughness +10 creature hit a higher PL thanks to its dodging abilities. Their attacks are very "War Steed"-like as well, with four attacks, +2 to hit, and 4D6+6 Mega-Damage bites, equalling a PL 11.5 creature overall.
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