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

Where in all of your character write ups will go.
Jabroniville
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Re: Jab's Rifts Builds (Dark Priest! Air Fish! Beast Guard!)

Post by Jabroniville »

Spectrum wrote: Thu Sep 24, 2020 5:13 pm Jab- thank you for being awesome! I don't say it enough. You are one of the bright parts of my day.
Well I do endeavour to be rad.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Demon Hound

Post by Jabroniville »

DEMON HOUND
Role:
Evil Mount
PL 11 (78)
STRENGTH
5 STAMINA 9 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Athletics 6 (+11)
Expertise (Survival) 6 (+7)
Intimidation 8 (+6, +7 Size)
Perception 6 (+7)

Advantages:
Close Attack 3, Fast Grab, Improved Critical (Bite), Improved Hold, Power Attack

Powers:
"Animal Senses" Senses 4 (Acute Scent, Low-Light Vision, Extended Scent- Tracking) [4]
"Animal Physiology" Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]
"Empathic Link" Senses 1 (Communication Link- Rider & His Family) [1]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Bite" Strength-Damage +6 (Feats: Reach) [7]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Bite +10 (+11 Damage, DC 26)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +9, Fortitude +9, Will +4

Complications:
Disabled (Animal)- Hounds cannot speak to humans, nor use their hooves to easily manipulate objects.
Relationship (Rider)- Demon Hounds are fiercely protective of, and loyal to, their riders. They will hunt down anyone who has harmed them, and mourn badly for their loss.

Total: Abilities: 26 / Skills: 26--13 / Advantages: 7 / Powers: 21 / Defenses: 11 (78)

-The Demon Hounds are weird, pointy-beaked creatures that look more like the evil mounts of a Jim Henson production- more off-putting that terrifying. They and their riders formed an empathic bond on their homeworld, serving them well on the hunt and when being hunted- both were transported to Wormwood years ago, and have become part of the landscape. They're pretty typical beasts aside from the Empathic stuff- PL 8 defensively, PL 10.5 with their impressive bites.
Jabroniville
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Entrancer

Post by Jabroniville »

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ENTRANCER R.C.C.: ST +2, STA +9, FIGHTING +1, AWA +1, Infra & Ultra-Vision, See the Invisible, Regeneration 6, Dimensional Travel 2, "Magic" (Befuddle, Fear, Calling, Compulsion, Domination, Trance, Memory Bank, Horrific Illusion, Multiple Image, Mask of Deceit, Tongues, 1D4 Spells), "Psionics" (All Healing & Sensitive Powers, Mind Block Auto-Defense, Bio-Manipulation, Empathic Transmission, Hypnotic Suggestion, Mind Wipe, Mind Bond, 2 from any category) [42 + Magic & Psionics]

-Hideous blue Cyclopses with long, slobbering tongues, Entrancers are frightening masters of illusion, but 10% are said to have turned to the side of good, and defend humans. That's really their entire bio, though- they're one of the few beings allowed by the Unholy to walk around as "relatively" free agents, which allows the good ones to go unimpeded for the most part, but few humans will trust something known for not only evil, but ILLUSIONS. They are remarkably tough, with Dragon-tier M.D.C. (1D4x100) in addition to their armor, and have a TON of Magical & Psionic Powers, to the point of being completely overpowered. They're effectively Mind-Melters with huge amounts of Mega-Damage.

-They feed off of the emotions of others, with the caveat that during times of high stress, they may empathically feel the same emotions they're feeding off of!
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Morphworm

Post by Jabroniville »

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MORPHWORM R.C.C.: ST +3, STA +8, AGI +2, FIGHTING +3, INT +3, AWA +3, PRE +3, Dodge +2, Bite +6, Dimensional Travel 2 (2/day), "Metamorphosis" Morph 4 (Metamorph), Low-Light Vision, See the Invisible, Immunity (Poison, Disease), Immunity (Pressure, Suffocation- Limited to Half), Regeneration 6, "Psionics" (Mind Block, Presence Sense, Empathy, Death Trance, Alter Aura), "Magic" (2D4 Spells each from Levels 1-3) [93 + Psionics & Magic]

-Morphworms are slithering, evil dimensional travellers who have weird wriggly appendages sticking off their ribcages. At times compassionate or curious, they being slobbering lunatics when hungry, and will consume humanoids, D-Bees and others, even if they're close friends. It consumes things by opening up their abdomens and literally engulfing prey using their tentacles, reforming their body around the victim and slowly digesting them. With absolutely assloads of M.D.C. (1D6x100- better than a Dragon), +11 hitting power, and shapechanging abilities, they are pretty elite for the Wormwood setting, and are said to sometimes rule small kingdoms.

-Humorously, despite being called MORPHworms and the bio & ability scores mentioning its powers of metamorphosis, I can find no indication of that power on its statline. But I guess it can Morph, too.
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Goldar
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Re: Jab's Rifts Builds (Dark Priest! Air Fish! Beast Guard!)

Post by Goldar »

Jabroniville wrote: Thu Sep 24, 2020 9:36 pm
Spectrum wrote: Thu Sep 24, 2020 5:13 pm Jab- thank you for being awesome! I don't say it enough. You are one of the bright parts of my day.
Well I do endeavour to be rad.
And you are, you are!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Ram-Rat

Post by Jabroniville »

Image

The left guy.

RAM-RAT R.C.C.: ST +2, STA +8, AGI +1, FIGHTING +4, Dodge +2, Bite +3, See the Invisible, Concealment (Vision) 2, Low-Light Vision, Dimensional Travel 2 (2/day), Regeneration 3, Leaping 1 [49]

-Ram-Rats are a generic "Token Mook" aspect to the Unholy's armies- a race of angry, savage monsters who enjoy torturing and kill others, and typically keep victims only as slaves. With about 140 M.D.C. on average and Invisibility, they're tricky foes and can be good assassins, but their stats are somewhat "ordinary" otherwise (about PL 8.5 in melee, PL 10 defensively). It's said that most raiding parties will include one or two of these guys.
Jabroniville
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Rathos the Rumbler

Post by Jabroniville »

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RATHOS THE RUMBLER R.C.C.: ST +10, STA +10, AGI +3, FIGHTING +4, Regeneration 8, Regrows Limbs, See the Invisible, Low-Light Vision, Immunity 10 (Fire, Half-Effect), "Magic" (Thunderclap, Climb, Breathe Without Air, Fool's Gold, Magic Net, Repel Animals, Spoil Food/Water) [73 + Magic]

-The goofiest name in this book is probably that of this guy- it sounds like it's a guy NAMED Rathos, who IS a Rumbler, not the name of a total race (they're called "The Rathos" and nicknamed for rumbling because they're noisy). These are big, stout guys with spiky faces, and love to fight & kill- they'll even take on Gargoyles & Dragons! The book indicates that if they reach Earth, they will see the Gargoyles as rivals for whatever reason, and seek to take over their lands.

-Massively strong, they'll likely to +12 damage unarmed, and have +12 Toughness as well. With +9 to hit, they're PL 10.5 creatures largely, and have enough Regeneration to be near-permanent nuisances.
Jabroniville
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Shade

Post by Jabroniville »

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SHADE R.C.C.: ST +4, STA +8, AGI +1, FIGHTING +2, Dodge +2, Regeneration 6, Immunity (Cold, Disease, Poison, Bite & Mind Control of Vampires), Immunity (Aging, Fire- Half-Effect), Dimensional Travel 1 (4/day), Invisibility, See the Invisible, "Psionics" (Mind Block, Telepathy, Death Trance, Levitation, Impervious to Fire, Ectoplasm), "Magic" (Shadow Meld, Energy Disruption, Escape, Tongues, Fly, Fly as the Eagle) [53 + Magic & Psionics]

-The fourth generically-evil Mook-y guy in a row, the Shade is a master of stealth, can turn invisible, etc., etc., and are the "Elite Troops" and assassins of the Unholy. They are said to be calm and calculating instead of simple brawlers like the others. They have pretty simple faces- a round head with a bunch of teeth sticking out the bottom of the face, and evil eyes with no pupils. Otherwise they look like a standard-issue black knight. Their stats aren't actually that impressive (shit, how many things in this game are able to see the invisible? Half of everything?), and they do piss-poor damage in melee compared to everything else, so this seems like a lot of talk. They even have troubles seeing in daylight!
Spectrum
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Re: Shade

Post by Spectrum »

Jabroniville wrote: Tue Sep 29, 2020 9:04 am (shit, how many things in this game are able to see the invisible? Half of everything?
How many things are able to become invisible?
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

Re: Shade

Post by Jabroniville »

Spectrum wrote: Tue Sep 29, 2020 3:50 pm
Jabroniville wrote: Tue Sep 29, 2020 9:04 am (shit, how many things in this game are able to see the invisible? Half of everything?
How many things are able to become invisible?
I know Dragons can. There’s a low level magic spell, too. I’m not sure what else, but I’ve seen it from time to time on weird D-Bees.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Sky Riders

Post by Jabroniville »

SKY RIDER R.C.C.: ST +2, STA +5, AGI +2, FIGHTING +3, INT -1, AWA -1, PRE -1, Close Attack 2, Acrobatics +6, Athletics +8, Benefit (Ambidexterity) [28]

-Yet another Evil Race in this book, the Sky Riders are said to be "crazy", even by the other evil races! Insane daredevils who fear nothing when mounted on a Feathered Serpent or Skelter Bat, they will take any risk and fly to any height, taking on all challengers. However, they are said to be "sniveling cowards" if outnumbered or caught on the ground. The book actually does a very good job at describing their combat style- leaping from flying mount to flying mount, hanging off of body parts to take a swing at someone, ensnaring a victim and dragging them along the ground at high speeds, etc.- it makes these guys seem like absolutely incredible enemies to fight if you have any kind of imagination. They even describe "bowling for soldiers"- taking someone and throwing them into a group of their own friends.

-Despite the descriptive text, Sky Riders are INCREDIBLY vulnerable compared to the other "evil races", typically having only 20-40 M.D.C. and barely said to wear any kind of armor. I guess that just fits them as suicidal sky-daredevils. They have no special powers beyond incredible athleticism and being stupidly reckless.
Jabroniville
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Skelter Bat

Post by Jabroniville »

Image

SKELTER BAT
Role:
Evil Flying Mount
PL 12 (96)
STRENGTH
8 STAMINA 9 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Athletics 6 (+14)
Expertise (Survival) 6 (+7)
Intimidation 8 (+6, +7 Size)
Perception 6 (+7)

Advantages:
Close Attack 3, Fast Grab, Favored Environment (Airborne), Improved Critical (Tail), Improved Hold, Power Attack

Powers:
"Animal Senses" Senses 5 (Acute Scent, Low-Light Vision, Infravision, Extended Scent- Tracking) [5]
Movement 2 (Wall-Crawling 2) [4]
Flight 5 (90 mph) (Flaws: Winged) [5]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Tail" Strength-Damage +6 (Feats: Reach) [7]
"Prehensile Tail" Extra Limb 1 [1]
Protection 2 [2]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Tail +10 (+14 Damage, DC 29)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +7 (DC 17), Toughness +11, Fortitude +9, Will +4

Complications:
Disabled (Animal)- Skelter Bats cannot speak to humans, nor use their hooves to easily manipulate objects.

Total: Abilities: 32 / Skills: 26--13 / Advantages: 8 / Powers: 29 / Defenses: 14 (96)

-Skelter Bats are similar to Feathered Serpents, in that they're elongated, winged mish-mash creatures. They have segmented, insectoid tails, centipede-like limbs and a demonic bull's head with sharp teeth, as well as bat wings. They're big, sneaky predators that are typically used by evil beings, and are predators from the same world as the Demon Hounds and their riders. Their stats are quite impressive- doing Rail Gun-tier damage with their Bite & Tail attacks, having four attacks and +4 to hit, and 250-ish M.D.C. Overall, they're PL 12 offensively, PL 10 defensively- like a lot of animals in Rifts Wormwood, their key weakness is not being that hard to hit.
Jabroniville
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Feathered Serpent

Post by Jabroniville »

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FEATHERED SERPENT
Role:
Evil Mount
PL 13 (93)
STRENGTH
8 STAMINA 10 AGILITY 2
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Athletics 6 (+11)
Expertise (Survival) 6 (+7)
Intimidation 8 (+6, +8 Size)
Perception 6 (+7)

Advantages:
Close Attack 3, Fast Grab, Improved Critical (Bite), Improved Hold, Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 4 (Acute Scent, Low-Light Vision, Extended Scent- Tracking) [4]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Four Arms, Clawed Tail & 6-Foot Tongue" Extra Limbs 4 [4]

"Natural Size" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
"Bite" Strength-Damage +4 (Feats: Reach) [5]

Offense:
Unarmed +14 (+8 Damage, DC 23)
Bite +14 (+12 Damage, DC 26)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +10, Fortitude +10, Will +4

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

Total: Abilities: 32 / Skills: 26--13 / Advantages: 8 / Powers: 29 / Defenses: 16 (98)

-LOL, Feathered Serpents are not what I expected. I was thinking like a Coatl or something, but instead I'm met with a scrawny, feather-winged Hammerhead Shark with spindly little arms. Like most Rifts animals, they are bloodthirsty, gleeful hunters who kill for the fun of it, and this makes them the preferred mounts of the Sky Rider O.C.C. Truly bizarre, I actually respect the imagination here, as unimpressive as they look. They are, of course, IMMENSELY dangerous, packing six attacks (limbs = more attacks in both D&D & Palladium games), good bonuses to hit, and very reasonable damage (5D6 Mega-Damage). Their toughness is more reasonable- likely around that of a human in very good M.D.C. Armor, making them slightly easier to hurt (PL 10.5), but a PL 13 creature is going to be incredibly deadly in this setting.
Jabroniville
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Temporal Raiders

Post by Jabroniville »

TEMPORAL RAIDERS:
-Said to be so common that many assume they're native to Wormwood, the Temporal Raiders are actually interdimensional travellers who have mostly settled here. Half are free agents unaligned with anyone and will work for either side, while the remainder are split between the Champions of Light and the Unholy. These are actually from Rifts England, making it an early case of "line synergy" with the early books in the setting.
Jabroniville
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Worm Zombie

Post by Jabroniville »

WORM ZOMBIE
Role:
Undead Automoton, Horde Creature
PL 10 (67)
STRENGTH
10 STAMINA -- AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -- AWARENESS -2 PRESENCE --

Skills:
Perception 4 (+2)

Advantages:
Close Attack 1

Powers:
Immunity 34 (Fortitude Effects, Mind Control 2, Regular Fire 2, Cold) [35]
Protection 7 [7]
Regeneration 6 (Feats: Regrows Limbs) [7]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]

Offense:
Unarmed +9 (+10 Damage, DC 25)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +7, Fortitude --, Will --

Complications:
Disabled (Animal)- Worm Zombies cannot speak to humans.

Total: Abilities: 4 / Skills: 4--2 / Advantages: 1 / Powers: 54 / Defenses: 6 (67)

-Worm Zombies are created when magical worms are added to humanoid corpses thanks to the Life Cauldrons- they are the foot soldiers of the Unholy. Despite having piss-poor defensive stats (among the lowest in Wormwood), they are very good combatants, with a good bonus to hit (though only three attacks per round), hitting PL 9.5.
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