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

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Jabroniville
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Tangle Worm Parasite

Post by Jabroniville »

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TANGLE WORM PARASITE
Role:
Elite Bug
PL 11 (109)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 8 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]
Regeneration 4 [4]

Offense:
Unarmed +9 (+10 Damage, DC 25)
Mandibles +9 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +9, Fortitude +9, 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: 40 / Defenses: 9 (109)

-Another weird-looking one, these are big worms with odd-looking monstrous heads, and long tentacle-like limbs randomly sticking off of them. They're so similar to the Monster Worm Parasite as to be the utterly pointless, but I guess they had two pieces of art and not very much imagination left, so it's a better fighter but slightly less durable and has Regeneration.
Jabroniville
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Krikton Flailer

Post by Jabroniville »

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Lol he does 6D6 Mega-Damage with his mandibles and he's carrying a tiny little knife like he's a person.

KRIKTON FLAILER
Role:
Elite Bug
PL 12 (114)
STRENGTH
10 STAMINA 10 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE -2 AWARENESS 2 PRESENCE -4

Skills:
Athletics 2 (+5)
Intimidation 10 (+6)
Perception 4 (+6)
Stealth 4 (+7)

Advantages:
Close Attack 2, Fast Grab, Improved Hold, 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 3 (16 mph) [3]
Leaping 1 (15 feet) [1]
"Prehensile Tail" Extra Limb 1 [1]

Offense:
Unarmed +11 (+10 Damage, DC 25)
Mandibles +11 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude +10, Will +4

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

Total: Abilities: 64 / Skills: 20--10 / Advantages: 5 / Powers: 27 / Defenses: 10 (116)

-Oh, goody- more Kevin Siembieda art. The Krikton Flailer is a goofy-ass four-legged worm-bug who is holding a knife, making him look extra-stupid. They're "low human" Intelligence, meaning they can at least use weapons, and their M.D.C. is a quite reasonable 120, making them quite durable. And of course, they still do that ridiculous 6D6 Mega-Damage with their Mandibles- did they play-test this stuff? That's INSANE. Overall, these silly bug-men are *PL 12*!!!
Jabroniville
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Krikton Leaper

Post by Jabroniville »

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How much Warhammer does this artist PLAY?

KRIKTON LEAPER
Role:
High-Level Bug
PL 13 (123)
STRENGTH
13 STAMINA 12 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE -4 AWARENESS 2 PRESENCE -4

Skills:
Athletics 2 (+5)
Intimidation 10 (+6)
Perception 4 (+6)
Stealth 4 (+7, +4 Size)

Advantages:
Close Attack 2, Fast Grab, Improved Hold, Startle

Powers:
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Mandibles/Pincers" Strength-Damage +1 [1]
Senses 4 (Vision Penetrates Illusions) [4]
Immunity 14 (Poison, Drugs, Mind Control, Fatigue Effects, Fear Effects) [14]
Speed 3 (16 mph) [3]
Leaping 4 (120 feet) [4]
Regeneration 5 [5]

Offense:
Unarmed +11 (+13 Damage, DC 28)
Mandibles +11 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +12, Fortitude +12, Will +4

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

Total: Abilities: 58 / Skills: 20--10 / Advantages: 5 / Powers: 38 / Defenses: 12 (123)

-Krikton Leapers are HUGE, extremely powerful riding monsters with some very cool art, resembling hyper-detailed, steampunk stag beetles- lots of detail, alien limbs, and then the FRICKIN' METAL touch of putting tons of decomposing body parts along it as trophies. With 300 M.D.C. and Rail Gun-tier Mandible attacks, these are true elites.
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catsi563
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Re: Jab's Rifts Builds (Parasites! Krikton Flailer! Krikton Leaper!)

Post by catsi563 »

you know what but it jsut hits me that Warhammer fantasy is EXACTLY what Wormwood is. A desperate human race clinging to ancient religious orders with fanatical zeal against ancient eldritch horrors who corrupt as much as they kill with fang and claw. alien species raiding and pillaging while other aliens try to help humanity but are greeted wih fear and suspicion because the corrupt religious orders cant have their power questioned and are too scared anyways and heroes who try to do good but have to contend with people suspicion and paranoia as they do
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Jabroniville
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Krikton Battle Wagon

Post by Jabroniville »

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KRIKTON BATTLE WAGON
Role:
High-Level Bug
PL 12 (137)
STRENGTH
13 STAMINA 12 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE -4 AWARENESS 2 PRESENCE -4

Skills:
Athletics 2 (+5)
Intimidation 10 (+6)
Perception 4 (+6)
Ranged Combat (Spines) 4 (+8)

Advantages:
Close Attack 2, Fast Grab, Improved Hold, Startle

Powers:
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Protection 2 [2]
"Mandibles/Pincers" Strength-Damage +1 [1]
"Spines" Blast 10 [20]
Senses 4 (Vision Penetrates Illusions) [4]
Immunity 14 (Poison, Drugs, Mind Control, Fatigue Effects, Fear Effects) [14]
Speed 3 (16 mph) [3]
Leaping 2 (30 feet) [2]
Regeneration 5 [5]

Offense:
Unarmed +9 (+13 Damage, DC 28)
Mandibles +9 (+14 Damage, DC 29)
Spines +8 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +14, Fortitude +12, Will +4

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

Total: Abilities: 54 / Skills: 20--10 / Advantages: 5 / Powers: 58 / Defenses: 10 (137)

-The humorously-named Battle Wagon looks like if someone had an insect join the Warhammer 40K Space Marines. It's actually another Parasite, with tons of armor riveted onto it. Its feet typically end in ball-like structures, allowing it to motor along (the book literally compares it to Roller Blades), but these can be retracted over more difficult terrain. Battle Wagons are the most durable of the Parasites, but actually lose an attack, making them a lower PL than the Leapers. Their biggest advantage is the added Spines (a ranged attack), but many are said to have a Techno-Wizard weapon or something like it attached to the top of the creature, which is then fired by riders.
Spectrum
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Re: Jab's Rifts Builds (Parasites! Krikton Flailer! Krikton Leaper!)

Post by Spectrum »

catsi563 wrote: Thu Sep 17, 2020 4:57 pm you know what but it jsut hits me that Warhammer fantasy is EXACTLY what Wormwood is. A desperate human race clinging to ancient religious orders with fanatical zeal against ancient eldritch horrors who corrupt as much as they kill with fang and claw. alien species raiding and pillaging while other aliens try to help humanity but are greeted wih fear and suspicion because the corrupt religious orders cant have their power questioned and are too scared anyways and heroes who try to do good but have to contend with people suspicion and paranoia as they do
You're not wrong. Throw in some Metal Hurlant (Heavy Metal) magazine, some old heavy metal (mithril) music...
We rise from the ashes so that new legends can be born.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Blood Crystals & Magic Crystals

Post by Jabroniville »

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BLOOD CRYSTALS:
* Ohhhhhhhhhhhhh- now THIS makes it clearer how the PCs have a chance- you're expected to buff your guys using Blood Crystals, many of which can boost your power immensely. These are actually sorta like Materia in Final Fantasy VII- little jewels you place into things to make yourself stronger or give yourself powers. Any one of the Greater Stones is a huge game-changer. Blood Crystals are red, rounded and smooth.

Greater Stones:
"Battle Stone" Doubles the M.D.C. of armor. Doubles the damage of any weapon and makes it Magic.
"Bio-Booster Stone" Increases ST, STA, AGI, running speed or looks by 50% with some P.P.E. spent, for one hour each.
"Bio-Field Stone" Renders you immune to certain things with P.P.E. spent- Fatigue, Toxins, Disease, Poison, Animals/Parasites/Evil Spirits (they will automatically leave you alone) for one hour.
"Eye Stone" Darkvision, Low-Light Vision, Infravision, See Invisible, See Aura (like the Spell), Extended Vision 2. +2 Perception & +1 Defenses.
"Healing Stone" Healing, Negate Poison, Cure Illness, puts someone into a healing trance.
"Psi-Booster Stone" Increases range, duration and power of Psionics by 50%, and P.P.E. by 25%. AWA & PRE boosted by +2 or so.

Lesser Stones:
"Cat's Eye Stone" Low-Light Vision or See the Invisible.
"Mini-Bio-Booster" Increase any of one Bio-Booster power for one hour.
"Mini-Healing Stone" Uses any one Healing Stone power.
"Protection Stone" Uses any one Bio-Field power.
"Pure Stone" Purifies any water.
"Spirit Stone" Impervious to any negative emotions by Magic or Psionics.

MAGIC CRYSTALS:
-Magic Crystals are diamond-like.

"Control Gem" Offers a bunch of magic powers (mostly Summons) 8/day, and increases the power of any summoning spell by five!
"Crystal Ball" Observes any part of Wormwood you are familiar with, and can follow people from their to other places.
"Energy Cell Crystals" P.P.E. boosts of various levels.
"Life Essence Crystal" Allows someone to "live on" by placing their essence in a crystal for later use- either to communicate with them, or place the essence elsewhere. Can be used as a punishment, to allow someone to control a golem, or to live past their body's death. Effectively a "holding jar".
"Eye of Wormwood" Various "Commune with Wormwood" spells, 8/day.
"Heart of Wormwood" Mostly the same spells as above, with a few different ones swapped in.
"Magic Booster Crystal" Boosts spell duration and range by 25%, as well as the person's P.P.E.
"Spell Gem of Destruction" Most of the blasting spells, 8/day.
"Spell Gem of Dimensions" Most of the Rift generation/teleportation/dimensional spells, 8/day.
"Spell Gem of Illusion" Most of the illusion/deception spells, 8/day.
"Spell Gem of Magic" Most of the Magic-effecting spells (ie. Negate Magic) or things like Tongues, 8/day.
"Spell Gem of Protection" Most of the protective/shielding/immunity spells, 8/day.

"Lesser Spell Gems" May have any single Level 1-2 spell placed into them. 2/day.
"Light Crystal" Blinding Flash, Ignite Flame, Globe of Daylight, 2/day.
"Locate Crystal" Locate Hometown, Places of Evil & Food/Resources, plus Create Opening. 2/day.
"Shadow Crystal" Chameleon, Invisibility, Shadow Meld. 2/day.
"Spell Gem Blank" An empty Crystal that the person who finds it gives magic- any spell, 2/day.
Jabroniville
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Dark Priest

Post by Jabroniville »

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DARK PRIEST O.C.C.
Role:
Evil NPC
PL 7 (77 + Powers)
STRENGTH
2 STAMINA 7 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 3 (+5)
Expertise (History) 4 (+6)
Expertise (Demon & Monster Lore) 5 (+7)
Insight 2 (+4)
Perception 4 (+6)

Advantages:
Equipment 6 (Dark Priest Gear), Languages (a few), Ranged Attack 1

Powers:
"Communion With Wormwood" (Create & Close Openings, Create a Burial Place & Fountain of Water, Create Worm Zombies & Magic Slime, Create Life Force Cauldron, Mold Structures, Ride Giant Parasites, Summon Flies, Summon & Command Parasites)

"The Power of the Unholy" Features 1: May Be Possessed by Unholy Demons (ST 12, Toughness +13, See the Invisible)

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

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

Complications:
Enemy (The Unholy)

Total: Abilities: 54 / Skills: 18--9 / Advantages: 8 / Powers: 1 + Wormwood Powers / Defenses: 5 (77 + Powers)

-The Dark Priests are naturally the NPC, evil version of the Priests of Light. Said to be fools, manipulators and/or bullies, they are humans & D-Bees who attempt to further corrupt Wormwood, turning others (especially Cathedral agents) towards evil or infuse the Living Planet with dark energies. Many love the challenge of corrupting heroes, while some will just try to have their enemies assassinated. They have many "Communion With Wormwood" abilities and pretty basic Skills & Advantages, like the Priests of Light, but may be possessed by their masters. Over time, they will be given minions, and they have a lot of access to Magic Slimes & Symbiotes, making them a bit versatile, but not moreso than many heroic O.C.C.s.
Jabroniville
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Air Fish

Post by Jabroniville »

AIR FISH R.C.C.
Role:
Flying Piranhas
PL 8 (79 + Powers)
STRENGTH
2 STAMINA 8 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Expertise (Survival) 7 (+6)
Perception 6 (+5)
Stealth 3 (+5)

Advantages:
Improved Critical (Bite), Set-Up, Teamwork, Uncanny Dodge

Powers:
"See the Invisible" Senses 4 (Vision Counters Concealment) [4]
Senses 3 (Acute & Extended Scent, Tracking) [3]

Immunity 5 (Cold, Cold Damage) (Flaws: Limited to Half-Effect) [3]
Immunity 2 (Poison, Disease) [2]
"Bite" Strength-Damage +7 [7]
Regeneration 2 (Feats: Regrows Limbs) [3]
Flight 2 (8 mph) [4]

"Psionics" (Presence Sense, Sense Evil, Sense Magic, Telepathy)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Bite +7 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +8, Fortitude +8, Will +3

Complications:
Vulnerable (Magic)- Magical attacks do double-damage!

Total: Abilities: 30 / Skills: 16--8 / Advantages: 4 / Powers: 26 + Psionics / Defenses: 11 (79 + Psionics)

-Semi-intelligent, flying fish, the Air Fish are effectively foot soldiers of the Unholy (having been recruited from some "hellspawn" dimension known to them)- they are known to be predators who surround and outnumber their prey, and can be used as implements of torture, bloodletting helpless prisoners. Their stats are extremely mediocre, bordering on pathetic, until you hit the small bonuses to hit and a 2D6 Mega-Damage bite, adding up to a PL 8 Mook, which can be dangerous in the groups of 10-40 these things are said to inhabit.
Jabroniville
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Beast Guards

Post by Jabroniville »

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BEAST GUARD R.C.C.- CANINE: ST +8, STA +7, AGI +2, FIGHTING +5, INT -2, AWA -1, PRE -2, Dodge +3, Low-Light Vision, Vision Counters Concealment, Acute & Extended Scent- Tracking, Leaping 1, Immunity 11 (Fire, Cold, Poison; Limited to Half) [52]

BEAST GUARD R.C.C.- ARMORED: ST +9, STA +10, FIGHTING +2, INT -1, AWA -1, PRE -1, Dodge +2, Low-Light Vision, Vision Counters Concealment, Claws +1, Leaping 1, Immunity 10 (Fire, Cold) [55]

-Beast Guards were once human- usually made up of the weak, hateful, or the crippled, they pledged allegiance to the Unholy for some power, transforming them into monstrous humanoid warriors. The Canines (who look like big, fuzzy, mouthless demons covered in teeth and horns) are near-suicidal warriors, while the Armored ones (who look kinda like big lobster-men) are more careful. Canines are extremely fast, skilled fighters (Five Attacks and +3 to hit & defenses)- they'd likely always be about PL 10. Armored Guards are more savvy and rational, but are just as bloodthirsty and evil- they're said to be dangerous, cold-blooded killers. They are much worse fighters (having only three attacks and +3 to hit), but do a bit more damage and are MUCH more durable, to the tune of Toughness +12 or so. This makes them only PL 9-ish.
Jabroniville
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Demon Goblin

Post by Jabroniville »

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DEMON GOBLIN R.C.C.: ST +5, STA +5, FIGHTING +3, PRE -1, Dodge +1, Acrobatics +4, Athletics +6, Low-Light Vision, Vision Counters Concealment, Immunity 10 (Fire, Cold), Regeneration 5 [50]

-Three-foot tall, demonic, pale white Goblins, these are related to the Palladium World "goblin faerie" types, but are much more evil- cannibalistic servants of Salome, whom they worship as a divine being- they will even betray the Unholy on her behalf! They are speedy little bastards, and assassins are decently-good fighters, but most are low-tier in this world, and have very low Toughness comparatively.
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Re: Jab's Rifts Builds (Dark Priest! Air Fish! Beast Guard!)

Post by Ares »

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catsi563
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Re: Jab's Rifts Builds (Dark Priest! Air Fish! Beast Guard!)

Post by catsi563 »

thats one of the interesting things about the unholy and its generals theres soo much room for customization

I actually -- and even though i didnt realize ti at the time-- used the WHF and chaos gods as examples of some of the greater generals
so I has a mork and gork twin generals one a warrior one a shaman and their city was this insane war camp filled with orks gobbos ogres trolls giants and so on and so forth
a khorne wanna be with berseker fighters everywhere
a nurgle with diseased zombies and undead and monsters

and so on and so forth along with the various wormwood demons as fillers
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
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Demon Hound Rider

Post by Jabroniville »

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DEMON HOUND RIDER R.C.C.: ST +6, STA +6, FIGHTING +1, Survival +4, Communication Link (Demon Hound), Acute & Extended Scent- Tracking, Low-Light Vision [33]

-Looking like if someone was told to "Create an evil Black Knight character", the Riders are actually named after their mounts. This section elaborates upon their natural enemies- the Skelter Bats, Sky Riders & Feathered Serpents also in this section of Rifts Wormwood are among the natural predators of both creatures, and one will run to the others' aid in times of danger. The relationship between Rider & Mount is deep- the loss of one is like the loss of a family member, and the two are rarely more than a hundred feet from each other- if the Rider is slain, the Hound has an 80% likelihood of hunting down the prepetrator.

-Their stats are pretty normal for this world (averaging to 50 M.D.C.), and they're very strong (Supernatural Strength, even at low levels, can do +7-9 damage), and are said to use and adore pretty much any kind of weapon they can get their hands on.
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Re: Jab's Rifts Builds (Dark Priest! Air Fish! Beast Guard!)

Post by Spectrum »

Jab- thank you for being awesome! I don't say it enough. You are one of the bright parts of my day.
We rise from the ashes so that new legends can be born.
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