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

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Jabroniville
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Lizard Mage

Post by Jabroniville »

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LIZARD MAGE R.C.C.: ST +5, STA +13, FIGHTING +8, INT +2, AWA +2, Ranged Attack +8, Dodge +8, Expertise (Magic) +10, Strength-Damage +2, Immunity (Aging), "Magic" (Equivalent of two Magic O.C.C.s; All Power Words, Wards, Circles of Protection, Various Circles of Summoning & Power, 25% know the secret of Rune Magic), "Psionics" (All Sensitive & Physical Powers, 5 Healing Powers, Bio-Manipulation, Super Regeneration, +2 Super-Psionic Powers [84 + Magic & Psionics]

-A different Lizard Person race, the Lizard Mages are more fearsome, standing eight feet tall and being gold or silver-scaled. They are thought to be among the first rulers of Palladium World, second only to the Old Ones- this fits a lot of fantasy worlds like Conan the Barbarian or even Marvel's Earth. They were powerful dimension-walkers, but the "Age of Chaos" saw thousands killed and many exiled. Some have settled on Rifts Earth, where they are powerful Mega-Damage beings. Haughty and egotistical, they offer alliances with their lessers, but only view Dragons & Gods as equals. They all crave power to the point of world domination, but will flee if it's too challenging or dangerous.Despite being so rare, they typically dislike other Lizard Mages immensely, and compete with each other regularly- essentially, they're an entire race of World-Conquering Super-Villains.

-Lizard Mages are IMMENSELY powerful and are truly deserving of the hype- 4D6 to most every stat and averaging to *750* M.D.C., which is nearly double that of most Dragon Hatchlings! This is like Toughness +15 or so! Plus five attacks, +4 to strike, parry & dodge, +9 damage strikes, nearly half of all the Psionic Powers in the game, baseline Magical Circles and stuff, plus they usually have two Magic O.C.C.s to bring to bear (Line Walker, Shifter, Diabolist, Techno-Wizard, etc.). Like, these things are LEGIT super-villains and every bit the "Campaign-Ending Super-Villain".
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catsi563
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Re: Jab's Rifts Builds (Grombek! Gruunor! Gryphon!)

Post by catsi563 »

in my Rifts verse the Lizard men are major players in the Dinorsaur Swamps and in several areas of the amazon where similar to shadow run theyre ruled by the Quetzls and basically ride dinorsaurs similar to Warhammer Fantasies lizard men
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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Loogaroo

Post by Jabroniville »

LOOGAROO
Role:
Man-Sized Vulture
PL 11 (111)
STRENGTH
4 STAMINA 9 AGILITY -1
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -2 PRESENCE -3

Skills:
Expertise (Survival) 6 (+4)
Intimidation 9 (+6)
Perception 9 (+7)
Stealth 6 (+5)

Advantages:
Ranged Attack 11, Startle

Powers:
Immunity 1 (Poison) [1]
"Bite & Kick" Strength-Damage +5 (Feats: Split) [6]
Enhanced Defenses 2 (Flaws: Limited to While Flying) [2]

"Animal Senses" Senses 15 (Darkvision, Vision Counters Concealment, Extended Vision 3, Sense Magic- Ranged 3, Sense Good- Ranged) [15]
Concealment (Vision) 2 [4]
Flight 3 (16 mph) (Flaws: Winged) [3]

Offense:
Unarmed +11 (+4 Damage, DC 19)
Bite & Kicks +11 (+10 Damage, DC 25)
Initiative -1

Defenses:
Dodge +11 (+13 When Flying, DC 21-23), Parry +11 (+13 When Flying, DC 21-23), Toughness +9, Fortitude +9, Will +5

Complications:
Motivation (Eating Carrion)
Vulnerable (Silver Weapons)- Silver Weapons do their equivalent in Mega-Damage (typically +6-10) to Loogaroos.

Total: Abilities: 36 / Skills: 30--15 / Advantages: 12 / Powers: 31 / Defenses: 17 (111)

-Evil man-sized vultures, the Loogaroo feed on the weak & helpless- according to myth, they are witches who sold their lives for power, and in death are reborn as carrion-eaters. They don't have much in the way of Mental Abilities, but they're as durable as good armor and have five attacks plus great defenses when flying, making them PL 10-11 melee fighters.
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Davies
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Re: Jab's Rifts Builds (Harpy! Kelpie! Lizard Men! Loogaroo!)

Post by Davies »

... which is a weird take on the Caribbean vampire legend, but so it goes ...
"I'm sorry. I love you. I'm not sorry I love you."
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Sidious
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Re: Jab's Rifts Builds (Harpy! Kelpie! Lizard Men! Loogaroo!)

Post by Sidious »

I'm starting to plan out my Savage Rifts Spelljammer campaign (yes it is exactly what it says) and these builds are going a long way in helping me get ideas and plots. Having the past books pretty much done already have greatly aided the design process.
Jabroniville
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Re: Jab's Rifts Builds (Harpy! Kelpie! Lizard Men! Loogaroo!)

Post by Jabroniville »

Davies wrote: Mon May 16, 2022 11:13 pm ... which is a weird take on the Caribbean vampire legend, but so it goes ...
ah, I should have looked that up- I didn't realize it was based off of a real thing. There's a lot of weirdness in this book that could be from other stuff, lol.
Jabroniville
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Manticore

Post by Jabroniville »

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MANTICORE
Role:
Monster
PL 11 (120)
STRENGTH
7 STAMINA 10 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -3

Skills:
Acrobatics 2 (+5)
Athletics 2 (+8)
Expertise (Survival) 5 (+6)
Intimidation 12 (+10 Size)
Perception 8 (+9)
Stealth 3 (+6)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Fast Grab, Fearless, Improved Hold, Prone Fighting, Ultimate Intimidation Check

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 2 (8 mph) [2]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Barbed Tail" Strength-Damage +0 Linked to Weaken Strength 8 (Extras: Progressive +2) (24) -- [25]
  • AE: "Natural Weapons- Claws & Teeth" Strength-Damage +2 (2)
Offense:
Unarmed +11 (+7 Damage, DC 22)
Claws & Teeth +11 (+9 Damage, DC 24)
Tail +11 (+7 Damage & +8 Weaken, DC 22 & 18)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +11, Will +7

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

Total: Abilities: 38 / Skills: 32--16 / Advantages: 8 / Powers: 37 / Defenses: 21 (120)

-Like most Fantasy worlds, you get a Manticore- a lion's body with a man's head and a venomous tail. They are, of course, vicious animals who will slaughter entire herds or villages for pleasure. It's pretty well just a Chimera or Gryphon in terms of hitting power and durability.
Jabroniville
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Maxpary

Post by Jabroniville »

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MAXPARY DRONE
Role:
Subterranean Monster
PL 6 (66), PL 8 (66) w/ Speed Mushrooms
STRENGTH
4 STAMINA 8 AGILITY -1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Survival) 6 (+4)
Intimidation 5 (+3)
Perception 7 (+5)
Stealth 4 (+3)

Advantages:
Ranged Attack 5

Powers:
"Animal Senses" Senses 3 (Darkvision, Extended Hearing) [3]
"Claws & Bite" Strength-Damage +3 (Feats: Split) [4]
Burrowing 3 [3]
Immunity 1 (Toxing Fumes & Gases) [1]
Immortality 12 (Flaws: Returns as a Maxpary Shambler) [12]

"Speed Mushroom" (Flaws: Easily Removable) [3]
Enhanced Fighting 4 (Flaws: Limited to One Use -2) (2)
Enhanced Dodge 4 (Flaws: Limited to One Use -2) (2)
-- (4 points)

Offense:
Unarmed +3 (+4 Damage, DC 19)
Claws & Bite +3 (+7 Damage, DC 22)
Unarmed & Mushroomed +7 (+4 Damage, DC 19)
Mushroomed Claws & Bite +7 (+7 Damage, DC 22)
Initiative -1

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +8, Fortitude +8, Will +3
"Mushroomed" Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8, Fortitude +8, Will +3

Complications:
Motivation (Gathering Carrion)- Maxpary use dead bodies to fuel the fungus that they eat.
Responsibility (Unknown Tongue)- No other creature may communicate with a Maxpary. Telepathy has a 1-15% chance of causing instant insanity!

Total: Abilities: 16 / Skills: 22--11 / Advantages: 5 / Powers: 25 / Defenses: 9 (66)

---

MAXPARY SHAMBLER
Role:
Zombie Monster
PL 8 (132)
STRENGTH
6 STAMINA 8 AGILITY -1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE --

Skills:
Expertise (Survival) 6 (+4)
Intimidation 5 (+3)
Perception 7 (+5)
Stealth 4 (+3)

Advantages:
Ranged Attack 5

Powers:
"Animal Senses" Senses 4 (Life Force Sense- Ranged & Accurate) [4]
"Claws & Bite" Strength-Damage +4 (Feats: Split) [5]
Burrowing 3 [3]
Immunity 30 (Fortitude Effects) [30]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical Attacks) [40]
Immortality 4 (except by fire) [8]
Regeneration 6 [6]

Offense:
Unarmed +5 (+6 Damage, DC 21)
Claws & Bite +5 (+10 Damage, DC 25)
Initiative -1

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

Complications:
Motivation (Gathering Carrion)- Maxpary use dead bodies to fuel the fungus that they eat.
Responsibility (Unknown Tongue)- No other creature may communicate with a Maxpary. Telepathy has a 1-15% chance of causing instant insanity!
Weakness/Vulnerable (Undead)- As Unded, Shamblers are affected by "Turn Dead" and are held at bay by protection circles & holy water.
Vulnerable (Fire)- Shamblers take Mega-Damage equivalent from regular fire (Blast 7-10 or so).

Total: Abilities: 14 / Skills: 22--11 / Advantages: 5 / Powers: 96 / Defenses: 6 (132)

-Evil subterranean creatures, the humanoid Maxpary live in damp, moist tunnels, building ones that frequently cave in, but also adapting to living in sewers. Drawn to places of magic, they naturally arrived on Rifts Earth as well. They spend most of their time farming strange, alien funguses, which are fueled by adding carrion to them. They engage in some kind of religion, but not other creature has ever successfully communicated with them, so it's completely mysterious. Slain Maxpary will return from the dead after a time, becoming "Shambling Maxpary".

-Maxpary are low-level M.D.C. creatures, but are fanatically defense of their home territory, and will consume "Speed Mushrooms" that double their attacks as soon as possible. Their attacks are horribly low, though- 2 per round and only reaching decent stats via the Mushrooms. When killed, they will almost immediately rise as Maxpary Shamblers- skeletal zombies that will attack any being that threatens living Maxpary. Neither are terribly powerful, but Shamblers are effectively immune to EVERYTHING except magic.
Jabroniville
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Melech

Post by Jabroniville »

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MELECH
Role:
Evil Centaur
PL 11 (92)
STRENGTH
2 STAMINA 9 AGILITY 1
FIGHTING 12 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Survival) 6 (+4)
Intimidation 5 (+4 Size)
Perception 7 (+5)
Stealth 4 (+1 Size)

Advantages:
Ranged Attack 10

Powers:
"Animal Senses" Senses 9 (Darkvision, Extended Hearing, Extended Scent- Tracking, Vision Counters Concealment) [9]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Claws & Bite" Strength-Damage +7 (Feats: Split) [8]
Leaping 2 (30 feet) [3]
Speed 3 (8 mph) [3]

Offense:
Unarmed +12 (+2 Damage, DC 17)
Claws & Bite +12 (+9 Damage, DC 24)
Initiative +1

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

Complications:
Motivation (Greed)- Melechs love to hoard treasure.

Total: Abilities: 26 / Skills: 22--11 / Advantages: 10 / Powers: 25 / Defenses: 20 (92)

-Looking like something out of Centaurworld, Melech are creatures with long sauropod necks covered in spikes, yet otherwise look like bald centaurs. They LOVE terror & torture, and run about Rifts Earth in groups of 2D6. They're extremely dumb, despite their sinister appearance, and usually focus more on torture than killing things. They are PL 10.5 attackers, having good attacks and bonuses to hit, and do reasonable damage.
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Sidious
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Re: Jab's Rifts Builds (Kelpie! Lizard Men! Loogaroo! Manticore!)

Post by Sidious »

The Melech kind of reminds me of that "Loki's Child" Monster from the Ritual.
Jabroniville
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Minotaur

Post by Jabroniville »

MINOTAUR: ST +3, STA +3, AGI +2, FIGHTING +2, INT -2, PRE -2, Horns +1, Dodge +2, Darkvision, Immunity (Fire, Cold, Half-Effect) [23]

-Naturally, there are Minotaurs in a Fantasy game. Here, they are wandering vegetarians in tiny bands, who will instantly attack any humanoids who enter their territory (possibly a racial memory of nearly being annihilated by Elves or Dwarves). They are amazingly strong and durable by Palladium Fantasy standards, actually surviving minor Mega-Damage (like... a single Vibro-Knife shot), and great fighters, but like most strong R.C.C.s, are hella-dumb.
Jabroniville
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Owl-Thing

Post by Jabroniville »

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OWL-THING
Role:
Long-Legged Owl, Object-Collector
PL 6 (62)
STRENGTH
2 STAMINA 2 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 3 PRESENCE -1

Skills:
Expertise (Survival) 6 (+7)
Perception 6 (+9)
Sleight of Talon 8 (+8)
Stealth 6 (+6)

Advantages:
Ranged Attack 7

Powers:
"Animal Senses" Senses 7 (Low-Light Vision, Extended Vision 3, Tracking- Sight, Acute & Extended Scent) [7]
Features 1: Animals Accept Them as One of Their Own [1]
Flight 1 (4 mph) (Flaws: Winged) [1]

"Psionics" (Presence Sense, Sixth Sense, Sense Traps, Resist Fatigue, Resist Thirst, Bio-Regeneration, Telepathy- Animals Only, Empathy, Telekinesis- Lesser)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Initiative -1

Defenses:
Dodge +10 (DC 20), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +4

Complications:
Obsession (Collecting Tiny Things)- Owl-Things spend their time collecting anything shiny, and will defend their collections to the death.
Disabled (Poor Endurance)- Owl-Things are terrible fliers that can only fly for 2D4+2 minutes before needing to rest.

Total: Abilities: 20 / Skills: 26--13 / Advantages: 7 / Powers: 9 + Psionics / Defenses: 13 (62 + Psionics)

-Looking like Horned Owls with long legs like Secretary Birds, and tiny squid tentacles around their beaks, Owl-Things are barely intelligent and mostly just collect shiny things. It seems that they're mostly just a nuisance or added to the game for "flavor", as they're small, weak and not durable- sorta like they're here just so swipe players' stuff.
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Pegasus

Post by Jabroniville »

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PEGASUS
Role:
Awesome Mounted Beast
PL 10 (83)
STRENGTH
6 STAMINA 10 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -3

Skills:
Athletics 4 (+10)
Expertise (Survival) 5 (+6)
Intimidation 6 (+3, +4 Size)
Perception 6 (+7)
Stealth 1 (+1 Size)

Advantages:
All-Out Attack, Attractive (To Women), Diehard, Follow-Up Strike, Great Endurance, Improved Critical (Hooves), Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 6 (Darkvision, Radius Sight, Extended Vision 3) [6]
"Animal Physiology" Speed 3 (16 mph) [3]
"Natural Weapons- Hooves" Strength-Damage +5 (Feats: Reach) [6]
Enhanced Dodge 2 (Flaws: Limited to When Flying) [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]
Flight 5 (60 mph) (Flaws: Winged) [5]

"Psionics" (Sense Evil, Empathy, Limited Telepathy)

Offense:
Unarmed +8 (+6 Damage, DC 21)
Hooves +8 (+11 Damage, DC 26)
Initiative +6

Defenses:
Dodge +8 (+10 in Flight, DC 18-20), Parry +8 (DC 18), Toughness +10, Fortitude +10, Will +5

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

Total: Abilities: 34 / Skills: 22--11 / Advantages: 8 / Powers: 26 + Psionics / Defenses: 12 (83 + Psionics)

Era: Fantasy Realms
Range: Mountains, Plains
Colouring: White or grey most common, rarely brown, black
Size: Up to 8 feet long (800-1500 lbs.)
Encounter Groups: Wild herds of 3-25 creatures, or mounted by sentients.
Diet: Grass & vegetation
Tactics: Flee using speed or attack all-out with powerful hooves & wings.

-The famous pegasi are extremely rare, showing up in random places. They roost high in the mountains and have learned to fear all humanoids, so taming them is extremely hard. They are incredibly durable and hit VERY hard with their rear kick (naturally Palladium makes no rules regarding how hard it is to strike with front or back legs, meaning players should always use the latter). This turns them into PL 9.5 fighters.
Jabroniville
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Peryton

Post by Jabroniville »

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PERYTON
Role:
Demon Deer, Flying Predator
PL 11 (102), PL 12 (102) When Flying
STRENGTH
4 STAMINA 10 AGILITY 1
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 5 (+5)
Intimidation 9 (+6)
Perception 7 (+7)
Stealth 3 (+4)

Advantages:
Ranged Attack 11, Startle

Powers:
Impervious Toughness 9 [9]
"Bite & Kick" Strength-Damage +4 [4]
Enhanced Dodge 2 (Flaws: Limited to While Flying) [1]

"Animal Senses" Senses 4 (Low-Light Vision, Extended Vision 3) [4]
Flight 5 (60 mph) (Flaws: Winged) [5]

Offense:
Unarmed +11 (+4 Damage, DC 19)
Bite & Kicks +11 (+9 Damage, DC 24)
Initiative +1

Defenses:
Dodge +11 (+13 When Flying, DC 21-23), Parry +11 (DC 11), Toughness +10 (+5 Impervious), Fortitude +10, Will +5

Complications:
None

Total: Abilities: 40 / Skills: 24--12 / Advantages: 12 / Powers: 23 / Defenses: 15 (102)

-Another weird one, these "Demon Deer" (not really mythological so much- they seem to be a modern concept of a heraldic creature) are flying, elegant creatures that are nonetheless murderous hunters. Curiously, they cast the shadow of a man. They will eat Pegasi & Unicorns, but humanoids are by far their favorite prey. They're basic dumb animals with no super-powers, but have five attacks and very solid defenses, making them PL 10-12 defensively.
Jabroniville
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Ratling

Post by Jabroniville »

RATLING R.C.C.: ST -2, INT +2, AWA -2, Darkvision, Extended Hearing, Athletics +4 [1]

-As usual, there's a minor "Rat-Man" race around. They are subterranean schemers who live beneath the large cities of the Western World on Palladium, which means they're probably just ripped off from Warhammer's Skaven. They await the time when they can rule the world, but until then lurk in the shadows and keep their secrets via murder or threats. Ratlings are obsessed with Magic, with many common O.C.C.s coming from those classes, and they think they are the chosen of their god Kirgi. However, they are dirty, rotten cowards and have low self-esteem, and won't attack without the odds being stacked decisively in their favor, and avoid scarier magic pursuits like Shifters.

-Ratlings don't have much in the way of stats- they are smart but weak-willed and physically poor.
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