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

Where in all of your character write ups will go.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Holy Terror

Post by Jabroniville »

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HOLY TERROR R.C.C.
Role:
Monster Hunters, Magical Super-Knights
PL 14 (182 + Magic & Psionics)
STRENGTH
13 STAMINA 12 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Expertise (Survival) 4 (+6)
Insight 2 (+5)
Intimidation 6 (+9, +10-11 Size)
Perception 4 (+7)

Advantages:
Equipment 6 (Monster-Hunting Gear- Mostly Ancient or Magical), Ranged Attack 1

Powers:
Leaping 2 (30 feet) [2]
Senses (Low-Light Vision, Extended Vision 2, Vision Counters Concealment 4) [7]
"Invisibility" (Concealment 2) [4]

Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Growth +2 (+2 Mass, +1 Intimidation, -2 Stealth) -- (10 feet) (Flaws: Limited to Non-ST & STA Growths) [2]
Protection 2 [2]

"Natural Magic Weapons"
"Breath Weapon- Toxic Cloud" Damage 14 (Extras: Area- 15ft. Cloud) (Flaws: +13 to Non-Magic Beings) Linked to Affliction 10 (Extras: Area- 15ft. Cloud) (Fort; Dazed & Impaired/Stunned & Disabled) (47) -- [50]
  • AE: "Lightning Bolt, Laser Beams" Blast 14 (Feats: Extended Range, Accurate) (30)
  • AE: "Breath Weapon- Sleep" Sleep 8 (Extras: 15ft. Cloud) (24)
  • AE: "Breath Weapon- Blinding Mist" Concealment 2 (Vision; Attack, Cloud Area) (8)
"Magic Spells" (Call Lightning, Fire Ball, Magic Net, Energy Disruption, Turn Dead, Invisibility- Superior, Chameleon, Swim as the Fish, Heal Wounds) (2/day each)
"Psionics" (Sense Evil, Sense Magic, Telepathy, Mind Block)

Offense:
Unarmed +5 (+13 Damage, DC 28)
Blasts +7 (+14 Ranged Damage, DC 29)
Sleep +5 (+8 Affliction, DC 18)
Toxic Cloud +14 Area (+14 Damage & +10 Affliction, DC 29 & 20)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +14, Fortitude +12, Will +5

Complications:
Enemy (The Unholy)- Holy Terrors are resolute enemies of evil in all its forms.
Motivation (Justice)- Holy Terrors gladly lay down their lives for others, and are polite and try to fit in wherever they are.
Vulnerable (Rune Weapons & Fire)- Both inflict double-damage.

Total: Abilities: 90 / Skills: 16--8 / Advantages: 7 / Powers: 70 + Magic & Psionics / Defenses: 7 (182 + Magic & Psionics)

-Holy Terrors are given a big write-up in the book, indicating that they're the most mysterious good guys on Wormwood- they're said to be among the best and most ardent monster hunters, but are feared because they NEVER take off their armor! They may either be magical robots/golems, or mergings of men & magic- nobody is certain. They first came to Wormwood 55 years ago, when a Shifter opened a rift and thousands of sympathetic Holy Terrors came to the world to fight the Unholy- those legions killed the Shifter and closed the rift, preventing these Terrors from ever finding their way home (none knew Rifting magic) or bringing in more of their brothers. What's known is that they have the full assortment of human emotions, but are polite men of action who have adopted "American"-sounding names to better fit in among the populace.

-Holy Terrors have the three basic attacks to start, but the Breath Weapon counts as a separate one when it's used. Its powers are vast and far-reaching, including three Breath Weapons (one of which is a PL 14 Area Attack!), and three separate Blasts (which are completely redundant, as the Lightning Bolt is far superior in every way). As such, these are completely ridiculous powerhouses, being PL 9 melee fighters doing comic-book Powerhouse damage unarmed, and being PL 9.5 defensively.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Knight of the Order of the Temple

Post by Jabroniville »

Image
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KNIGHT OF THE ORDER OF THE TEMPLE O.C.C.
Role:
Knight Templar (I mean, they don't let the apple fall far from the tree here), Yes-Men
PL 8 (91)
STRENGTH
3 STAMINA 8 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7)
Expertise (Survival) 4 (+6)
Expertise (Knight) 4 (+5)
Insight 2 (+4)
Intimidation 6 (+8)
Perception 4 (+6)
Vehicles 4 (+8)

Advantages:
Benefit 1 (Status- Aristocracy), Equipment 8 (Knightly Gear, Motorcycle, Solid M.D.C. Armor), Ranged Attack 3

Powers:
None

Offense:
Unarmed +7 (+2 Damage, DC 17)
Ancient Weapons +7 (+9 Damage, DC 24)
Modern Guns +7 (+6-9 Ranged Damage, DC 21-24)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +8 (+10 Armor), Fortitude +8, Will +5

Complications:
Enemy (The Unholy)
Responsibility (The Cathedral)- Knights Templar are passionately loyal to the Cathedral, and will not disobey or attack a Priest for any reason. They will carry out the most brutal orders imaginable with a shrug, saying it was commanded, and are implacable enemies of anything not human. They dislike Apok and other beings.

Total: Abilities: 60 / Skills: 28--14 / Advantages: 12 / Powers: 0 / Defenses: 5 (91)

-The Knights Templar are big, shiny, ostentatious knights who can trace their aristocratic origins back generations. Allies of the Cathedral, they are of course named for the most famous of the English Knightly Orders- one rooted in conspiracy theories even centuries ago (as the Templar were split up and executed). The book paints them VERY poorly, spending several paragraphs arguing that they are so implacable in the mission of the Cathedral, and the orders of the Priests, that they will carry out any orders no matter how cruel, simply because a Priest commanded it. So... they act like Knights Templar. They are said to be haughty and hold themselves above others.

-Oh, and just in case you weren't sure who was writing and editing this book, there's a full page of "Knightly Code" about the rules they have to follow. Notably, however, this one takes a darker turn, as many of the rules (like never attacking an unarmed foe) are not inclusive of non-humans.

-Knights Templar have to have very good physical stats, and are also given the ability to drive motorcycles, meaning these are BIKER KNIGHTS TEMPLAR, which is just that extra "Rifts-y" tough. Their Skills are otherwise pretty similar to everyone's in this book, but OH SHIT there's an extra attack and more M.D.C. buried in there! That makes these guys much more dangerous. They're also able to get "6-8 different weapons", like magical gear or whatever. 40% have motorcycles, but 20% can ride just about anything (horses but also gryphons are available). Overall, they are likely PL 8-9.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Knights of the Order of the Hospital

Post by Jabroniville »

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KNIGHT OF THE ORDER OF THE HOSPITAL O.C.C.
Role:
Noble Knights, Paladins
PL 8 (95)
STRENGTH
3 STAMINA 8 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+7)
Expertise (Survival) 4 (+7)
Expertise (Perform) 4 (+7)
Expertise (Science) 4 (+7)
Expertise (Magic Slime, Potions, etc.) 4 (+7)
Insight 2 (+5)
Perception 4 (+7)
Persuasion 5 (+8)
Treatment 5 (+8)
Vehicles 4 (+8)

Advantages:
Benefit 1 (Status- Aristocracy), Equipment 8 (Knightly Gear, Motorcycle, Solid M.D.C. Armor), Ranged Attack 1

Powers:
None

Offense:
Unarmed +5 (+2 Damage, DC 17)
Ancient Weapons +5 (+9 Damage, DC 24)
Modern Guns +5 (+6-9 Ranged Damage, DC 21-24)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +8 (+10 Armor), Fortitude +8, Will +5

Complications:
Enemy (The Unholy)
Responsibility (The Cathedral)- Knights Templar are passionately loyal to the Cathedral, and will not disobey or attack a Priest for any reason. They will carry out the most brutal orders imaginable with a shrug, saying it was commanded, and are implacable enemies of anything not human. They dislike Apok and other beings.

Total: Abilities: 60 / Skills: 40--20 / Advantages: 10 / Powers: 0 / Defenses: 5 (95)

-The counterpart to the Knights Templar, the Knights Hospitaler are of course kind, brave, noble and empathetic, helping out the less fortunate, engaging in philosophy, and healing others. The book expressly calls them "Paladins", which is Kevin-ese for "These are the ultimate good guys". Their "Knightly Virtues" section is more typical of Cyber-Knights and such as well. They are said to be loyal to the Cathedral, but take a stern eye towards the obvious corruption within it, and many are said to investigate its evil individuals. Someone who openly defy the Priests are excommunicated and/or branded heretics, while others are merely sent on the most dangerous assingments possible.

-Knights Hospitaler are much weaker than Templar (no extra attack), but have a boatload more Skills, and their AWA & PRE are higher as well (or you just can't be one, period). They otherwise have identical bonuses and gear.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Prayers & Spells of Wormwood

Post by Jabroniville »

PRAYERS & SPELLS OF COMMUNION WITH WORMWOOD:
* These are the spells of the Priests of Light and a couple of other O.C.C.s. Most are minor in level (and rather utilitarian, like "Create a Burial Place"), but cheap to cast, while Wormwood itself will resist control in areas controlled by the Unholy- Priests will thus have to fight it using their own powers- likely a weak Check Required Flaw for partial ranks.

"Control Temperature" 3 Degrees per level, 1 hour and 300 feet per level.
"Create a Burial Place"
"Create a Fountain of Water"
"Create a Life Force Cauldron" Something done only by evil characters. 400 P.P.E.
"Create a Magic Slime" Slimes created by the Cauldrons.
"Create an Opening" Force windows, doors, etc. in the structures of the Living Planet.
"Close an Opening"
"Create a Pillar"
"Create Shelter"
"Create Stairs"
"Create Tunnel"
"Create Wall"
"Create Worm Zombies" Another evil Summon via the Cauldrons.
"Destroy Life Force Cauldron". 100 P.P.E. to destroy one.
"Heat Point" Creates small point of heat that can ignite things.
"Hell Fire" Blast 11 (Blast 14 to supernatural creatures!), only 10ft./level away.
"Invisible to Magic Seeing" Cloaks against magical detection.
"Life Fuel" Versatile spell that guard against P.P.E. loss, cures possession, heals others, etc.
"Locate Places of Evil" Finds Unholy sites.
"Locate Home Town"
"Locate Food & Resources"
"Impervious To Symbiotes" Total immunity to all the negative effects of Symbiotes.
"Mold Structures" Changes the form of the structures found on the Living Planet.
"Open & Close Dimensional Rifts" Same as the Magic Spell.
"Remove Symbiotes" Takes off negative Symbiotes.
"Ride Giant Parasites" Used to take control of Wormwood's giant Parasites for 15 min/level.
"Summon & Use Angel Hair" Creates thread-like stuff to use for making things.
"Summon Battle Saint & Orb" 390 or 190 P.P.E. respectivelty- awakens the dormant aides to Priests.
"Summon Edible Grubs"
"Summon Entities" Something from the Rifts Conversion Book.
"Summon Flies" Creates a horde of insects that makes people lose half their actions. Extremely useful, but 50 P.P.E.
"Summon & Command Symbiotes"
"Summon & Command Parasites" Very pricey- commands small to mighty creatures.
"Summon & Use Spirits of Wormwood" Summons ectoplasmic "Angels".
"Summon & Use Stones & Crystals" Massively pricey spells creating magical Crystal Balls & stuff.
"Summon Wind" Environmental effects.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Battle Saint

Post by Jabroniville »

Image

BATTLE SAINT
Role:
Living Mech
PL 11-16 (110)
STRENGTH
14 STAMINA -- AGILITY 2
FIGHTING 8/13 DEXTERITY 0
INTELLIGENCE -- AWARENESS 0 PRESENCE --

Skills:
None

Advantages:
Power Attack, Ranged Attack 6

Powers:
"A Hundred Feet Tall"
Growth 12 (Str & Toughness +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (60 feet) (Feats: Innate) (Extras: Permanent +0) [25]
Growth +3 (+15 Mass, +7 Intimidation, -15 Stealth) -- (105 feet) (Extras: Permanent +0) (Flaws: Limited to Non-ST & STA Growths) [3]
Immunity 30 (Fortitude Effects) [30]

"Multiplies the Pilot's Abilities"
Enhanced Fighting 3 (Flaws: Source- High FIGHTING Stat of Pilot) [3]
Enhanced Close Attack 2 (Flaws: Source- High FIGHTING Stat of Pilot) [1]
Enhanced Ranged Attack 6 (Flaws: Source- High Ranged Accuracy of Pilot) [3]
Protection 8 (Flaws: Source- High STA/Toughness Score of Pilot) [4]
Impervious Toughness 13 [13]
"Rises in a Week" Immortality 2 [4]
Leaping 4 (120 feet) [4]
Strength-Damage +2 (Flaws: Limited to Supernatural Creatures) [1]

"Magic" (Call Lightning, Heat Point, Hellfire, Invisibility- Self & Pilots, Levitate, Breathe Without Air, Create Rift; 4/day)

Offense:
Unarmed +8 (+14 Damage, DC 29)
Boosted By Pilot +9-13 (+14 Damage, DC 29)
To Supernatural Creatures +8-13 (+16 Damage, DC 31)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (+11 Boost, DC 18-21), Toughness +12 (+20 Boosted by Pilot), Fortitude --, Will --

Complications:
Enemy (The Unholy)
Involuntary Transformation (Wormwood Itself)- After using up all of its Toughness, or being active for 24 hours without rest, the Battle Saint will cease moving, and sink back into Wormwood, being covered by the Living Planet itself.

Total: Abilities: -6 / Skills: 00--0 / Advantages: 7 / Powers: 91 + Magic / Defenses: 18 (110)

-Yup- LIVING MAGICAL MECHS made out of Wormwood itself, being piloted by Knights, Apok or Monks, and summoned by Priests (who cannot pilot them)- the only outsiders who may pilot them are Cyber-Knights, True Atlanteans and Major or Master Psionics- ie. the Kevin Siembieda Love Club. Extremely powerful, Battle Saints rise from hills and mountains that form around their dormant forms, until the Priests awaken them. They gain strength somewhat organically, multiplying the stats of the pilot. Hilariously, the giant heads are windowless, allowing enemy fliers to just zoom in and attack the pilot where they direct actions, necessitating having some "bodyguards" up there. Only twelve Battle Saints are known to exist, and the Unholy will camp minions around their known resting places.

-Battle Saints multiply the M.D.C. of the pilot by 20, and add three to the known attacks of the pilot, meaning they'll nearly always have six total at minimum, and add even more later on. This means their baseline is PL 11 offensive, PL 10 defensive, but rapidly boosts to PL 13.5 offensive, PL 15.5 defensive- immense stats and a ton of damage.
Curbludgeon
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Joined: Mon Nov 07, 2016 8:52 am
Location: They/Them

Re: Jab's Rifts Builds (Holy Terror! Knightly Orders! Battle Saints!)

Post by Curbludgeon »

Man, Wormwood is a hoot. One of the first Rifts characters I statted up was a Cyber-Knight with as many cherry-picked body mods as possible before they'd have to give up anything (bionic arm, implants from Mind-Werks, Wormwood and Atlantean symbiotes, Millennium Tree Leaf Underwear, Girlfriend in Canada...) and, while I wasn't reading a lot of comics in the 90s, I feel at the time like it was the sort of character that would have fit in a pouch-forward title.

A couple of the early Rifts setting books were fun in how they could be "won". Atlantis is effectively unassailable, and the Coalition States have a military tens of millions strong, but a big mercenary company or two could travel through one of the multiple stable rifts described in the setting, wipe out the Unholy, and de-Heavy Metal the joint. Africa had a bit of this going on, although the Horseman deal was always more about depicting pet characters it seems. The Mechanoids were the same way as Wormwood via drastically limiting their numbers (nice job on statting them up, by the way, Jabroniville), but I suspect K.S. just threw those in so that people would stop bringing up what I'm guessing ended up a failed toy property.

A couple of Wormwood specific comments: I wish there had been more items like Battle Saints whose stats were based off of the pilot. The only other one that comes to mind is the Armor of the Sun from South America 2.

I know that an earlier version of the Knights of the Hospital had actual healing abilites, which got cut in what I think was claimed was an editing mistake. I'd say a decent way to model that is to give them some PPE and the Life Fuel power at increased effectiveness, similar to the Apok with Hell Fire.

The Symbiotic Warrior got a nice upgrade in an article from Rifter 18. It turned them from subpar fighters allowing themselves to get covered by creepy-crawlies just to keep up into a transgressive group pursuing a form of magic ethically somewhere inbetween the Communion of the Cathedral and its corrupted variant used by the Host. In addition to counting as a "fragment of Wormwood" when off-planet so as to sustain symbiotes they brought along, they could spend PPE to both get greater effects from symbiotes or bind them to things like armor so as to switch out personal symbiotes more easily. It's mentioned how this sort of thing would turn on the Splugorth.

The Apok is fun mainly for the double damage vs. Supernatural and Creatures of Magic, comined with Supernatural Strength. I think the only other options in Rifts that get that sort of doubling are Sea Inquisitors from Underseas, and to some extent Enemies of Darkness from Vampire Sourcebook. While either a S.I. or Apok could also become an Enemy of Darkness, it's probably good for the game line that the non-psionic Apok can't become a Sea Inquisitor, just because making that well-known SDC machine gun combo even stronger would have made it all some people would have been able to talk about.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Holy Terror! Knightly Orders! Battle Saints!)

Post by Jabroniville »

Curbludgeon wrote: Tue Sep 08, 2020 5:06 am Man, Wormwood is a hoot. One of the first Rifts characters I statted up was a Cyber-Knight with as many cherry-picked body mods as possible before they'd have to give up anything (bionic arm, implants from Mind-Werks, Wormwood and Atlantean symbiotes, Millennium Tree Leaf Underwear, Girlfriend in Canada...) and, while I wasn't reading a lot of comics in the 90s, I feel at the time like it was the sort of character that would have fit in a pouch-forward title.
Oh hey, nice to hear from you again! I guess it's only been a month or so, but still, lol. Glad you're still reading these, and have more insight into the setting. I hadn't thought about "winning" it, but looking at the types of creatures The Unholy has to muster, it's actually quite possible for regular Power Armor guys who wreck house in this setting- enough Symbiotes & Blood Crystals and you can easily match them- never mind if you're piloting SAMAS or god forbid, GLITTER BOYS.
A couple of Wormwood specific comments: I wish there had been more items like Battle Saints whose stats were based off of the pilot. The only other one that comes to mind is the Armor of the Sun from South America 2.
Yeah, that does seem like a more fun way to do it that plop out a hundred generic power-sets, where everyone is gonna just be on an equal level with the same gear, forever.
While either a S.I. or Apok could also become an Enemy of Darkness, it's probably good for the game line that the non-psionic Apok can't become a Sea Inquisitor, just because making that well-known SDC machine gun combo even stronger would have made it all some people would have been able to talk about.
Haha, I love how that "S.D.C. to M.D.C." thing is just so fricking insane and notable that even I, who haven't played a Palladium game in two decades, immediately noticed it while reading through Rifts Underseas and was like "!!!!!!".
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Battle Saint Orb

Post by Jabroniville »

BATTLE SAINT ORB
Role:
Living Mech
PL 11-14 (103)
STRENGTH
8 STAMINA -- AGILITY 2
FIGHTING 8/12 DEXTERITY 0
INTELLIGENCE -- AWARENESS 0 PRESENCE --

Skills:
None

Advantages:
Power Attack, Ranged Attack 6

Powers:
"Flying Heads"
Growth 6 (Str & Toughness +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Protection 4 [4]
Immunity 30 (Fortitude Effects) [30]
Flight 5 (60 mph) [10]
"Battering Ram" Strength-Damage +6 [6]

"Multiplies the Pilot's Abilities"
Enhanced Fighting 4 (Flaws: Source- High FIGHTING Stat of Pilot) [4]
Enhanced Ranged Attack 6 (Flaws: Source- High Ranged Accuracy of Pilot) [3]
Protection 6 (Flaws: Source- High STA/Toughness Score of Pilot) [3]
Impervious Toughness 13 [13]
"Rises in a Week" Immortality 2 [4]
Strength-Damage +2 (Flaws: Limited to Supernatural Creatures) [1]

"Magic" (Fire Ball, Energy Disruption, Negate Magic, Protection Circle- simple, Tongues, Dispel Magical Barriers, Call Lightning, Heat Point, Hellfire, Invisibility- Self & Pilots, Levitate, Breathe Without Air, Create Rift, Create Opening; 5/day)

Offense:
Unarmed +8 (+14 Damage, DC 29)
Boosted By Pilot +9-12 (+14 Damage, DC 29)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (+12 Boost, DC 18-22), Toughness +10 (+16 Boosted by Pilot), Fortitude --, Will --

Complications:
Enemy (The Unholy)
Involuntary Transformation (Wormwood Itself)- After using up all of its Toughness, or being active for 24 hours without rest, the Battle Saint will cease moving, and sink back into Wormwood, being covered by the Living Planet itself.

Total: Abilities: -6 / Skills: 00--0 / Advantages: 7 / Powers: 92 + Magic / Defenses: 12 (105)

-Battle Saint Orbs look like the heads of Battle Saints, and are said to number 32, though only 20 locations are known. They can be piloted only by Apok, Monks, or Knights Templar. The M.D.C. is only that of the pilot's times ten, and they boost the pilot's attacks by one, making them much less durable, but almost as deadly in combat, as they still do the same general amount of damage.
slade the sniper
Posts: 163
Joined: Sat Dec 24, 2016 11:15 pm

Re: Battle Saint

Post by slade the sniper »

Jabroniville wrote: Mon Sep 07, 2020 11:46 pm Image
Mrs. Slade saw this and went "WTH is that thing? Are those airbags? Is that a giant thing? That is the most stupid thing ever!"

As a giant Rifts fan...I have to agree :(

-STS
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Parasites

Post by Jabroniville »

SHOCK PARASITES:
-Parasites are the living antibody system of the Living Planet itself- Wormwood initially created them as harmless creatures that moved about the surface, eating garbage or attacking "interlopers" and invaders. That all changed when the Unholy and his Host arrived- they mutated the Parasites into savage, all-consuming monsters that can be used as pets, guards, or mounts. Most are low-INT animals.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Battler Parasite

Post by Jabroniville »

Image

BATTLER PARASITE
Role:
Titanic Front-Line Fighter
PL 13 (102)
STRENGTH
10 STAMINA 8 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE -4 AWARENESS 2 PRESENCE -4

Skills:
Athletics 2 (+12)
Intimidation 10 (+6, +11 Size)
Perception 4 (+6)

Advantages:
Close Attack, Fast Grab, Startle

Powers:
Growth 11 (Str & Sta +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -11 Stealth) -- (50 feet) (Feats: Innate) (Extras: Permanent +0) [23]
Protection 7 (Extras: Impervious) [14]
"Mace Tail & Bite" Strength-Damage +3 [3]
"Prehensile Tail" Extra Limb 1 [1]
Speed 6 (120 mph) [6]
Senses 4 (Vision Penetrates Illusions) [4]
Immunity 14 (Poison, Drugs, Mind Control, Fatigue Effects, Fear Effects) [14]

Offense:
Unarmed +12 (+10 Damage, DC 25)
Mace Tail & Bite +12 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +15 (+4 Impervious), Fortitude +8, Will +4

Complications:
Disabled (Animal)- Parasites may not speak, nor use their limbs to easily manipulate objects.

Total: Abilities: 16 / Skills: 16--8 / Advantages: 3 / Powers: 65 / Defenses: 10 (102)

-Weird Dog/Bugs that are 50 feet long, the Battler Parasites are four-legged front-line attackers with really high toughness and mace-tails. With six attacks and +7 to hit and doing 6D6 Mega-Damage, they are INCREDIBLY dangerous, hitting PL 12.5 in melee and being PL 12 durability. This makes a single Battler Parasite able to easily take out 4-6 regular O.C.C.s- you'd need either elite troops or lots of teamwork to even have a hope of bringing one down.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Tick Parasite

Post by Jabroniville »

Image

Lol, Jesus- I cant wait for the “Kevin realizes he’s terrible at art” era to hit.

TICK PARASITE
Role:
Low-Level Bug
PL 10 (88)
STRENGTH
3 STAMINA 8 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE -4 AWARENESS 2 PRESENCE -4

Skills:
Athletics 2 (+5)
Intimidation 10 (+6)
Perception 4 (+6)

Advantages:
Close Attack 3, Fast Grab, Startle

Powers:
"Mandibles/Pincers" Strength-Damage +4 [4]
Senses 4 (Vision Penetrates Illusions) [4]
Immunity 14 (Poison, Drugs, Mind Control, Fatigue Effects, Fear Effects) [14]
Speed 4 (30 mph) [4]
Leaping 1 (15 feet) [1]
Movement 1 (Wall-Crawling) [2]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Mandibles +8 (+11 Damage, DC 28)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude +8, Will +4

Complications:
Disabled (Animal)- Parasites may not speak, nor use their limbs to easily manipulate objects.

Total: Abilities: 36 / Skills: 16--8 / Advantages: 5 / Powers: 29 / Defenses: 7 (85)

-Goofy-ass bloated creatures drawn by Kevin Siembieda in his patented "nobody would ever want to use this" art style, Tick Parasites are another low-level one, and not even very big. They're decent fighters, but only PL 7 defensively.
RUSCHE
Posts: 373
Joined: Wed Nov 16, 2016 3:50 pm

Re: Tick Parasite

Post by RUSCHE »

Jabroniville wrote: Fri Sep 11, 2020 5:25 pm Image

Lol, Jesus- I cant wait for the “Kevin realizes he’s terrible at art” era to hit.

TICK PARASITE
Role:
Low-Level Bug
PL 10 (88)
STRENGTH
3 STAMINA 8 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE -4 AWARENESS 2 PRESENCE -4

Skills:
Athletics 2 (+5)
Intimidation 10 (+6)
Perception 4 (+6)

Advantages:
Close Attack 3, Fast Grab, Startle

Powers:
"Mandibles/Pincers" Strength-Damage +4 [4]
Senses 4 (Vision Penetrates Illusions) [4]
Immunity 14 (Poison, Drugs, Mind Control, Fatigue Effects, Fear Effects) [14]
Speed 4 (30 mph) [4]
Leaping 1 (15 feet) [1]
Movement 1 (Wall-Crawling) [2]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Mandibles +8 (+11 Damage, DC 28)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude +8, Will +4

Complications:
Disabled (Animal)- Parasites may not speak, nor use their limbs to easily manipulate objects.

Total: Abilities: 36 / Skills: 16--8 / Advantages: 5 / Powers: 29 / Defenses: 7 (85)

-Goofy-ass bloated creatures drawn by Kevin Siembieda in his patented "nobody would ever want to use this" art style, Tick Parasites are another low-level one, and not even very big. They're decent fighters, but only PL 7 defensively.
If he has not figured out that his art sucks by now, he never will. Haha.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Beetle Parasite

Post by Jabroniville »

BEETLE PARASITE
Role:
Low-Level Bug
PL 10 (89)
STRENGTH
5 STAMINA 8 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE -4 AWARENESS 2 PRESENCE -4

Skills:
Athletics 2 (+7)
Intimidation 10 (+6, +7 Size)
Perception 4 (+6)

Advantages:
Close Attack, Fast Grab, Startle

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Mandibles/Pincers" Strength-Damage +8 [8]
Senses 4 (Vision Penetrates Illusions) [4]
Immunity 14 (Poison, Drugs, Mind Control, Fatigue Effects, Fear Effects) [14]
Speed 4 (30 mph) [4]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +7 (+10 Damage, DC 25)
Mandibles +7 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8, Fortitude +8, Will +4

Complications:
Disabled (Animal)- Parasites may not speak, nor use their limbs to easily manipulate objects.

Total: Abilities: 34 / Skills: 16--8 / Advantages: 3 / Powers: 36 / Defenses: 8 (89)

-Beetle Parasites receive no art, and are merely "pretty big" and about the same level as your everyday O.C.C. on Wormwood. It has "The body of the Tick and the head of the Battler".
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Monster Worm Parasite

Post by Jabroniville »

MONSTER WORM PARASITE
Role:
Elite Minion
PL 11 (104)
STRENGTH
10 STAMINA 10 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE -4 AWARENESS 2 PRESENCE -4

Skills:
Athletics 2 (+7)
Intimidation 10 (+6, +7 Size)
Perception 4 (+6)

Advantages:
Close Attack 2, Fast Grab, Startle

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Mandibles/Pincers" Strength-Damage +3 [3]
Senses 4 (Vision Penetrates Illusions) [4]
Senses 3 (Acute & Extended Scent, Tracking) [3]
Immunity 14 (Poison, Drugs, Mind Control, Fatigue Effects, Fear Effects) [14]
Speed 4 (30 mph) [4]
Leaping 1 (15 feet) [1]
Movement 1 (Slithering) [2]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Mandibles +8 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +10, Fortitude +10, Will +4

Complications:
Disabled (Animal)- Parasites may not speak, nor use their limbs to easily manipulate objects.

Total: Abilities: 48 / Skills: 16--8 / Advantages: 4 / Powers: 36 / Defenses: 8 (104)

-Monster Worm Parasites are given only the tiniest bit of art, and are slithering, lumpy giant worms with lots of "sword-length teeth". They are PL 8.5 defensively and PL 10.5 offensively.
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