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

Chiang Shih

Post by Jabroniville »

Image

CH'IANG SHIH
Role:
Chinese Hopping Vampire
PL 12 (270)
STRENGTH
10 STAMINA -- AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -1

Skills:
Deception 5 (+4)
Expertise (Survival) 7 (+6)
Intimidation 8 (+7)
Sleight of Hand 6 (+6)
Stealth 4 (+6)

Advantages:
Close Attack 2, Ranged Attack 12

Powers:
"Energy Beings"
Immunity 30 (Fortitude Effects) [30]
Protection 9 [9]
Immortality 5 (Next Sunset; Unless Burned) [10]

Senses 2 (Darkvision) [2]
Immunity 9 (Possession, Being KO'd, Psionics That Affect the Body) [9]
Immunity 80 (All Damage) (Flaws: Limited to Non-Wood, Fire, Electricity, Magic, Psionics) [40]
Summon Swarms 3 (Feats: Variable- Flies/Mosquitos/Rodents) (Extras: Horde, Controlled, 4 Minions +4) (Flaws: Limited to 10 Minutes/10 Years Spent on Earth) [20]
Regeneration 3 [3]
Concealment (Vision) 1 (Flaws: Limited to Heat Sensors) [1]
Comprehend (Languages) 2 [4]

"Mist Form" Morph 1 (Feats: Metamorph) (6) -- [8]
      
  • AE: "Bird Form" Morph 1 (Feats: Metamorph) (6)
          
  • AE: "Human Form" Morph 1 (Human) (5)
"Sleep Breath" Affliction 10 (Feats: Reach 2) (Fort; Dazed/Compelled/Controlled) (Flaws: Scent-Dependent, Limited to 1 Minute/10 Years on Earth) (6) -- [8]
     
  • AE: "Death Breath" Affliction 10 (Feats: Reach 2) (Fort; Dazed/Stunned/Dying) (Flaws: Scent-Dependent, Side-Effect -3: Permanent Loss of 20% of Health) (5)
         
  • AE: "Claws" Strength-Damage +2 (Feats: Split) (3)
Offense:
Unarmed +12 (+10 Damage, DC 25)
Claws +12 (+12 Damage, DC 27)
Breath Weapon +12 (+10 Affliction, DC 20)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +9, Fortitude --, Will +5

Complications:
Vulnerable (Daylight)- Ch'iang Shih cannot tolerate the light of day- they will immediately fall into a coma and soon die.
Vulnerable (Electricity)- It does double-damage, and lightning does triple-damage.
Weakness (Lack of Blood)- The body the vampire posseses loses a living appearance as soon as it hungers for blood, and cannot regain its appearance. As such, they usually diligently feed nightly. If the body is fully reduced to a corpse, the Ch'iang Shih is immediately expelled back to its dimensional place of origin.
Power Loss (Vampire Powers)- Ch'iang Shih cannot use any vampire powers while in human form, and they lose half their physical abilities.
Noticeable (No Shadow)- These monsters will not cast a shadow.
Responsibility (Will Not Attack the Helpless)- Ch'iang Shih will not attack those sleeping (or even pretending to be asleep), the very drunk, out cold, or unaware of their presence.
Responsibility (Bells)- Ch'iang Shih will not enter any place where they can hear bells ringing.
Disabled (Illiterate)- Only elder Ch'iang Shih can read.

Total: Abilities: 88 / Skills: 30--15 / Advantages: 11 / Powers: 144 / Defenses: 15 (270)

-These are the hopping vampires that Hsien-Ko from DarkStalkers is based off of. These are demonic energy beings that inhabit the bodies of the deceased (even skeletons) so they can walk among people- to prevent the body from decaying, they must consume the flesh of the living. These have a MOUNTAIN of text, all about their specific vulnerabilities and tendencies, like inability to attack the helpless and just how to affect them.

-Ch'iang Shih will rise the next sunset no matter HOW they died (even vaporization doesn't work!) unless the body is burned. They have a boatload of weird Immunities (can't be knocked out, etc.). They do a TON of damage and have some fairly decent Breath Weapons.

ELDER CH'IANG SHIH- PL 13 (279): ST +1, INT +1, AWA +1, PRE +1, Toughness +1 [9]
-Elders who have been on Earth for a while gain greater stats across the board.
Last edited by Jabroniville on Mon Aug 08, 2022 10:54 am, edited 1 time in total.
Curbludgeon
Posts: 79
Joined: Mon Nov 07, 2016 8:52 am
Location: They/Them

Re: Jab's Rifts Builds (Rifts Conversion Book Done! Rifts China!)

Post by Curbludgeon »

Oof, going from Conversion Book 1 to China 1 is kinda rough. That's altogether too many monster builds. I like the notion of the Dead and Damned in China, and wanted to like the Spirits and Demons since a few have a good look, but much of the book falls flat. China 2 has some fun ideas, but was definitely published under the pretense of there being a China 3 for which there was never any intention of following through.

I can appreciate being ready to hang this up; even with the enjoyment I've gotten from dropping in less often than I might have liked to say just how great Jab's commitment to this has been to witness, I can't conceive of how massive the effort involved such a project entails. What's more, I think most of the books left would be sort of annoying to stat.

World Books: The Northern Gun books consist of almost entirely equipment, which is an even better example than Lemuria for how Charles Walton's art has kept that company afloat. The Sovietski book does have some interesting stuff for having such a silly elevator pitch, and is expanded upon considerably from the blurb in the earlier Russian book. I'm a fan of the cyborg bears, mentally ill cyborg cyber doc, and elemental spirit folk whom actually gain levels quickly before disappearing in puffs of flame or such. Madhaven would likely have the most entries of the remaining world books, but the art for many of the monsters, mutants, and entities really doesn't do it for me. The Dinosaur Swamp books have some fun ideas (empowered mounds from the Mississippian culture, multiple types of dimensional shifting, a magic style somewhere in between technowizardry and necromancy, ghosts of creepy kids/confederate soldiers) some ostensibly necessary ones (a couple dozen MDC dinosaurs to effectively replace earlier books' SDC ones), and shovelware (eight or so slightly different varieties of Wilderness Scout).

One book worth a look solely for being a quick box to check off, should one be so inclined, would be Arzno-Vampire Incursion. Putting aside the five suits of TW power armor(light, medium, heavy, flying assault, flying medic), I think the only thing from it which would get stats in this thread would the Blood Priest OCC.

Non World Books: Mercenary Adventures might warrant a peek. It has a couple of classes about which people have opinions.

The class most likely to come up is Paratrooper. In addition to being based around a skill arguably obsolete in the age of cheap jetpacks, the class is described as the most elite special forces military unit out there, and there is a certain class of player for which that sort of affront will not stand. In addition to wide skill options they get the whole gamut of standard physical bonuses, a flat immunity to Horror Factor and breaking under torture, and the nearly unique ability to fire a weapon while moving around without penalty. The only other classes which get this either have to do so with a bow and arrow, are limited to one alien species, or come from Heroes Unlimited.

The rest aren't as generally contentious. The Combat Mage has access to a weird little school of magic: low level effects about which other casters are described as finding beneath them, but which can be cast quickly. They tend towards low level effects involving acting quickly or providing optics. The Cold Blooded are those subjected to a necromantic procedure, making them regenerating half-undead. It's a toss up over whether it's a better way for a Juicer to avoid Last Call than by becoming a Cyborg. The Gladiator is rather like the Super Spy, in that it has options for potentially having limited magic/psionics/superpowers/weird equipment. Magebane are impervious to most magic/horror/possession, can empower SDC weapons and armor into being MDC, and have a good amount of PPE to use on TW items, but don't know any magic. The Man-Hunter is a fairly straightforward bounty hunter sort with ties to a professional society. The Tin Solider is a HAZMAT specialist with a good skill list and specialty armor.


Impressed as always with all the great work!
User avatar
catsi563
Posts: 4127
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

Re: Jab's Rifts Builds (Rifts Conversion Book Done! Rifts China!)

Post by catsi563 »

The beastiary has a whole list of new creatures on top of the ones posted elsehwere as does DBees of NA

I also look forward to Dino swamp 1-2 and titan robotics as well as NG
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Kuei

Post by Jabroniville »

KUEI
Role:
Invisible Force, Classic Ghost
PL 8 (99)
STRENGTH
-1 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE (Same as Deceased) AWARENESS (Same as Deceased) PRESENCE (Same as Deceased)

Skills:
Intimidation 8 (+8)

Advantages:
Ranged Attack 5, Startle

Powers:
"Empathic Being" Senses 4 (Low-Light Vision, Emotion Awareness- Ranged & Radius) [4]

"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Immunity 10 (Mind Control) [10]
Protection 8 [8]
Flight 3 (16 mph) [6]
Immunity 80 (All Damage) (Flaws: Limited to Non-Iron, Steel, Fire, Cold, Energy, Magic -2) [33]

"Radiate Horror Factor" Affliction 10 (Dazed/Stunned/Incapacitated or Fleeing) (Extras: Area- 60ft. Burst) (Flaws: Vision-Dependent) [20]

"Magic" (Calling, Extinguish Fire, Fear, Heavy Breathing, Lantern Light, Manipulate Objects, Mask of Deceit, See the Invisible, Shatter, Sickness, Orb of Cold, Wave of Frost)
"Curses" (Curse of Minor Disorders)

Offense:
Unarmed +8 (-1 Damage, DC 14)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +4

Complications:
Involuntary Transformation (Emotion Origins)- These Entities will actually believe they ARE the person created the source of the P.P.E. they're consuming, taking on the personality, nature and alignment of thos individuals, good or evil.
Disabled (Invisible)- These Entities can only maintain visibility for a few minutes at a time.
Power Loss (All Powers)- Kuei cannot use magic on any being that's unafraid of them.
Vulnerable (Daylight)- Kuei cannot come out in the day.

Total: Abilities: 8 + Deceased's Stats / Skills: 8--4 / Advantages: 4 / Powers: 73 + Magic/Curses / Defenses: 10 (99 + Magic/Curses)

-Kuei are like Haunting Entities, but take over places where a disturbed death happened (never going more than 2.8 miles away)- they exist only to commit evil, and can be stopped if the corpse is found and given proper burial, or burned. And their stats are barely like Entities at all, as they seem to have a more general Immunity to All But Some Stuff and can actually punch for damage (though not much). They only really do damage by magic.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Preta

Post by Jabroniville »

Image

PRETA (Hungry Ghost)
Role:
Creepy Ghost
PL 8 (155)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -3

Skills:
Intimidation 8 (+8)

Advantages:
Close Attack 1, Ranged Attack 5, Startle

Powers:
"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Immunity 2 (Possession) [2]
Immortality 1 (1 month) [2]
Protection 8 [8]
Senses 5 (Low-Light Vision, Vision Counters Illusion) [5]

Flight 3 (16 mph) [6]
Immunity 80 (All Damage) (Flaws: Limited to Non-Magical -1/4) [60]
"Possession" Mind Control 6 (Flaws: Possession) Linked to Affliction 6 (Fort; Dazed/Stunned) (Flaws: Instant Recovery, Limited Degree) [20]

"Magic" (Spoiling Magic, Crused Bread, Curdle Milk, Dry Mother's Milk, Sense Poison, Spoil Eggs, Spoil/Taint Food, Spoil Water, Spoil Wine, Aura of Death, Cloak of Darkness, Death Trance, Fear, Sickness, repel Animals, Spoil Water/Food, Turn Dead, Wave of Frost)
"Psionics" (Psychic Diagnosis, Supress Fear, Sense Magic)
"Curses" (Curse of Delirium, Fleas, Fever, Hungry, Stomach Sickness, Minor Disorders)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +5 (DC 15), Toughness +8, Fortitude --, Will +4

Complications:
Motivation (Creating Suffering)- Preta just want to lash out at everything, being rejected by all.
Vulnerable (Daylight)- Preta cannot come out in the day.
Vulnerable (Peach Trees)- Anything to do with peaches will kill Preta; they cannot rest under peach trees nor step over fallen peach twigs.

Total: Abilities: 0 / Skills: 8--4 / Advantages: 7 / Powers: 133 + Magic/Psionics/Curses / Defenses: 11 (155 + Magic/Curses)

-Appearing like the corpses of children, with bellies distended by starvation, Preta are exiled from both living and undead worlds and are thus angry and frustrated, lashing out at anything beautiful. Like Kuei, they take on the personality of a deceased person- choosing ones lost at sea, without burial, or who killed themselves. They are often placated by roadside offerings of food & drink, or by human sacrifice.

-Preta are actually fairly strong, though the book says they "typically do 2D6 damage" even though their Supernatural Strength should be WAY lower than that. They have a bunch of different spells but aren't otherwise very powerful.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's Rifts Builds (Rifts Conversion Book Done! Rifts China!)

Post by Jabroniville »

Curbludgeon wrote: Mon Aug 08, 2022 10:09 am Oof, going from Conversion Book 1 to China 1 is kinda rough. That's altogether too many monster builds. I like the notion of the Dead and Damned in China, and wanted to like the Spirits and Demons since a few have a good look, but much of the book falls flat. China 2 has some fun ideas, but was definitely published under the pretense of there being a China 3 for which there was never any intention of following through.

I can appreciate being ready to hang this up; even with the enjoyment I've gotten from dropping in less often than I might have liked to say just how great Jab's commitment to this has been to witness, I can't conceive of how massive the effort involved such a project entails. What's more, I think most of the books left would be sort of annoying to stat.
Thanks! Glad you like it! And yeah, I felt this one needed doing, but the more I saw, the less I looked forward to it. Is this the last of the Kevin S.-dominated books?
World Books: The Northern Gun books consist of almost entirely equipment, which is an even better example than Lemuria for how Charles Walton's art has kept that company afloat. The Sovietski book does have some interesting stuff for having such a silly elevator pitch, and is expanded upon considerably from the blurb in the earlier Russian book. I'm a fan of the cyborg bears, mentally ill cyborg cyber doc, and elemental spirit folk whom actually gain levels quickly before disappearing in puffs of flame or such. Madhaven would likely have the most entries of the remaining world books, but the art for many of the monsters, mutants, and entities really doesn't do it for me. The Dinosaur Swamp books have some fun ideas (empowered mounds from the Mississippian culture, multiple types of dimensional shifting, a magic style somewhere in between technowizardry and necromancy, ghosts of creepy kids/confederate soldiers) some ostensibly necessary ones (a couple dozen MDC dinosaurs to effectively replace earlier books' SDC ones), and shovelware (eight or so slightly different varieties of Wilderness Scout).
Interesting- I was mostly gonna skip all those due to lack of interest but if some have almost zero O.C.C.s it might be easier, as long as I skip the majority of it. How many creatures are in the Dinosaur Swamp books?
User avatar
catsi563
Posts: 4127
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

Re: Jab's Rifts Builds (Rifts Conversion Book Done! Rifts China!)

Post by catsi563 »

Lot of dinos MDC dinos and More new dino types mutants and alien dinos and such
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Shen Wo

Post by Jabroniville »

SHEN WO
Role:
Demonic Ghost
PL 9 (195)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -4

Skills:
Intimidation 10 (+6)
Stealth 8 (+10)

Advantages:
Close Attack 1, Ranged Attack 5, Startle

Powers:
"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Immunity 5 (Mind Control) [5]
Immortality 5 (Next Sunset; Unless Burned) [10]
Protection 9 [9]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
"Black Vapor" Insubstantial 3 [15]

Immunity 80 (All Damage) (Flaws: Limited to Non-Magical or Steel -1/4) [60]
"Summon Sickle Weapon" Strength-Damage +2 [2]

Summon Biting Skulls or Headless Skeletons 2 (Extras: Heroic +2, 10 Minions +8, Horde) (Flaws: Unreliable- 1/day -2) [22]
(Skulls: FIGHTING 5, Toughness 7, Damage +9; Skeletons: FIGHTING 5, Toughness 8, Damage +7)

"Magic" (Aura of Death, Death Trance, Death Word, Fear, Mind Shatter, Minor Curse, Repel Animals, Sickness, Spoil Water & Food, Swords to Snakes, Turn Dead)
"Curses" (Animals, Disease, Barrenness, Delirium, Drought, Fever, Feebleness, Headaches, Lameness, Numbness, Plagues, Pox, Wasting)
"Curses as Breath Weapon or Via Possession" (Pox, Headaches, Fever, Numbness, Stomach Sickness, Minor Disorders)

Offense:
Unarmed +8 (+6 Damage, DC 21)
Summon Sickle Weapon +8 (+10 Damage, DC 25)
Initiative +2

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

Complications:
Motivation (Tribute)- Shen Wo tend to demand tribute or sacrifice from people it encounters.
Vulnerable (Daylight)- Shen Wo do not come out in the day, and cannot use Curses other than at night.
Weakness (Steel)- Steel weapons do +7-9 damage.

Total: Abilities: 2 / Skills: 18--9 / Advantages: 7 / Powers: 166 + Magic/Psionics/Curses / Defenses: 11 (195 + Magic/Curses)

-Shen Wo have fleshy faces on skeletal bodies, and go about demanding tribute just to be assholes. They're basic, highly-Immune creatures with solid M.D.C. and PL 9 stats.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Vapour

Post by Jabroniville »

VAPOUR
Role:
Ghostly Animal-Shaped Lights
PL 12 (189)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -3

Skills:
Intimidation 8 (+8)
Stealth 8 (+10)

Advantages:
Close Attack 3, Ranged Attack 12, Startle

Powers:
"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
Regeneration 3 [3]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]

"Goblin Light" Morph 1 (Feats: Metamorph) [6]
(as light with Flight 6- will explode if it hits anything solid and disappear for 1D6 years!)

Immunity 80 (All Damage) (Flaws: Limited to Non-Magical or Animal-Based -1/4, Limited to 10% Damage -1/8) [56]

"Chilling Touch" Strength-Damage +3 Linked to Affliction 12 (Fort; Impaired/Disabled Attacks) (Flaws: Limited Degree, Inaccurate -3) (6) -- [7]
  • AE: "Claws" Strength-Damage +6 (6)
Summon Biting Skulls or Headless Skeletons 2 (Extras: Heroic +2, 10 Minions +8, Horde) (Flaws: Unreliable- 1/day -2) [22]
(Skulls: FIGHTING 5, Toughness 7, Damage +9; Skeletons: FIGHTING 5, Toughness 8, Damage +7)

"Magic" (Aura of Death, Death Trance, Death Word, Fear, Mind Shatter, Minor Curse, Repel Animals, Sickness, Spoil Water & Food, Swords to Snakes, Turn Dead)
"Curses" (Animals, Disease, Barrenness, Delirium, Drought, Fever, Feebleness, Headaches, Lameness, Numbness, Plagues, Pox, Wasting)
"Curses as Breath Weapon or Via Possession" (Pox, Headaches, Fever, Numbness, Stomach Sickness, Minor Disorders)

Offense:
Unarmed +12 (+6 Damage, DC 21)
Chilling Touch +12 (+9 Damage & +12 Affliction, DC 24 & 22)
Claws +12 (+12 Damage, DC 27)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +9 (DC 19), Toughness +7, Fortitude --, Will +4

Complications:
Responsibility (Honor)- Vapours will not attack anyone who is hiding or pretending to be dead or asleep, even if this is unconvincing.
Weakness (Animal Natural Weapons)- Weapons of bone or teeth from animals do +7-9 damage.
Power Loss (vs. Demon Quellers & Monks)- Vapour attacks do half-damage and the Chilling Touch fails to work against either O.C.C.
Disabled (Illiterate)

Total: Abilities: 6 / Skills: 16--8 / Advantages: 16 / Powers: 142 + Magic/Psionics/Curses / Defenses: 17 (189 + Magic/Curses)

-Vapours are lethal attackers but easily fended off by those aware of their weaknesses, I guess. Their big thing is looking like animals, so that people mistake their victims for animal prey. High accuracy and TONS of damage.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Goblins

Post by Jabroniville »

GOBLINS:
-The "Goblins" are the mischievous, but still evil, spirits & "Lesser Demons" that plague China.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Fox Spirit

Post by Jabroniville »

FOX SPIRIT
Role:
Mischievous Spirit
PL 9 (107)
STRENGTH
3 STAMINA 9 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Intimidation 8 (+8)
Stealth 8 (+10)

Advantages:
Ranged Attack 7

Powers:
Regeneration 5 [5]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Immunity 2 (Disease, Spoiled Food) [2]
Immunity 7 (Poison, Cold, Fire Damage) (Flaws: Limited to Half-Effect) [4]
Summon Horde of Mice 1 [2]
"Bite" Strength-Damage +4 [4]

Morph (Fox) 1 (Feats: Metamorph) (6) -- [7]
      
  • AE: Morph (Human) 1 (Feats: Metamorph) (6)
"Magic" (Armor of Ithan, Blind, Breathe Without Air, Chameleon, Charismatic Aura, Cure Illness, Escape, Fool's Gold, Levitation, Luck Curse, Magic Dungeon, Mask of Deceit, Sense Magic, Sickness, Transferal)
"Psionics" (Alter Aura, Commune With Spirits, Deaden Senses, Death Trance, Mask ISP & Psionics, Telepathy, Mind Block)
"Curses" (Lots)
"Curses Via Possession" (Fever, Delirium)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Bite +7 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +9, Fortitude +9, Will +4

Complications:
Weakness (Wooden Weapons)- Wooden weapons do +7-9 damage.
Hatred (Demon Quellers, Hunters, Dogs)- Fox Spirits greately avoid these.

Total: Abilities: 54 / Skills: 16--8 / Advantages: 7 / Powers: 29 + Magic/Psionics/Curses / Defenses: 9 (107 + Magic/Curses)

-Fox Spirits are more mischievous than others, but are still quite evil. They will generally attack or waylay travellers, even monks & priests, and leave behind a terrible mess everywhere they go. They're not that powerful, nor are they invulnerable to most everything, so they're a basic PL 7-9 monster.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Goat Goblin

Post by Jabroniville »

GOAT GOBLIN
Role:
Evil Bullies
PL 10 (111)
STRENGTH
10 STAMINA 7/8 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Intimidation 8 (+6)
Stealth 4 (+6)

Advantages:
Ranged Attack 10, Startle

Powers:
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Leaping 1 (15 feet) [1]
Burrowing 1 [1]
Immunity 5 (Suffocation 2, Disease, Poison, Cold) [5]
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) [3]
Features 1: May Eat Spoiled Food [1]

"Stench Breath" Affliction 8 (Fort; Impaired & Vulnerable/Disabled Attacks & Defenseless) (Extras: Area- 30ft. Burst) (Flaws: Scent-Dependent, Limited Degree) [8]
"Terrifying Visage" Morph (Horrible Forms) 2 [10]

"Magic" (Death Trance, Manipulate Object, Magic Shield, Mystic Fulcrum, Shatter, Throwing Stones, Barrage)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Stench Breath +8 Area (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +7 (+8 by Night), Fortitude +7, Will +4

Complications:
Motivation (Tormenting Others)
Weakness (Iron Weapons)- Iron & steel weapons do +7-9 damage.

Total: Abilities: 46 / Skills: 12--6 / Advantages: 11 / Powers: 35 + Magic / Defenses: 13 (111 + Magic)

-Goat Goblins are temperamental brutes that pick on everyone weaker than themselves. They bully or harass others and humiliate them. They can either look like a goat or a monkey-faced demon with horns. They're basic PL 10 fighters but with a nasty "Stench Breath" attack that robs those who fail their save of three attacks per round (a -6 total to defenses & accuracy in M&M, basically).
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Shadow Goblin

Post by Jabroniville »

SHADOW GOBLIN
Role:
Voyeurs
PL 10 (105)
STRENGTH
9 STAMINA 7/8 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE -1

Skills:
Expertise (Survival) 6 (+4)
Intimidation 6 (+5)
Sleight of Hand 6 (+6)
Stealth 6 (+8)

Advantages:
Ranged Attack 10, Startle

Powers:
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Leaping 1 (15 feet) [1]
Regeneration 2 [2]
Immunity 3 (Disease, Poison, Cold) [3]
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) [3]
Concealment (Vision) 2 (Flaws: Source- Darkness) [2]
Morph 1 (Human Form) (Flaws: Source- Night) [4]

"Magic" (Blinding Flash, Befuddle, Chameleon, Cloak of Darkness, Death Trance, Escape, See in Magic Darkness, Sense Magic, Shadow Meld)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +7 (+8 by Night), Fortitude +7, Will +4

Complications:
Motivation (Tormenting Others, Greed)
Weakness (Iron Weapons)- Iron & steel weapons do +7-9 damage.
Responsibility (Slaves)- A Shadow Goblin who fully surrenders must obey every order the victor gives them for one hour- as such, they will use any means to indirectly submit (even "I give up" is okay, I guess), or just flee.

Total: Abilities: 48 / Skills: 24--12 / Advantages: 11 / Powers: 21 + Magic / Defenses: 13 (105 + Magic)

-Shadow Goblins are nasty voyeurs who observe from the shadows, and will mock prisoners. They are invisible in shadow, but are less durable and lose their Morph and Invisibility by day. Just a bit weaker than Goat Goblins.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Mountain Goblin

Post by Jabroniville »

MOUNTAIN GOBLIN
Role:
Thieving Goblin
PL 9 (138)
STRENGTH
9 STAMINA 7/8 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -3

Skills:
Expertise (Survival) 6 (+3)
Intimidation 6 (+3)
Sleight of Hand 6 (+6)
Stealth 4 (+6)

Advantages:
Ranged Attack 7, Startle

Powers:
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Regeneration 2 [2]
Immunity 3 (Disease, Poison, Cold) [3]
Immunity 80 (All Damage) (Flaws: Limited to Half-Effect; Full Effect only if Immobile) [57]

"Magic" (Lantern Light, Concealment, Detect Concealment, Energy Bolt, Shatter)

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

Defenses:
Dodge +10 (DC 20), Parry +7 (DC 17), Toughness +7 (+8 by Night), Fortitude +7, Will +4

Complications:
Motivation (Tormenting Others, Greed)- Mountain Goblins love to find crowds and wreck their good time, or steal things and then taunt their victims.
Weakness (Iron Weapons)- Iron & steel weapons do +7-9 damage.
Obsession (Red Things)- Mountain Goblins love the color red, and prize caps, sashes and things like that more than anything.
Involuntary Transformation (Sleeping By Day)- The light of day automatically causes the Mountain Goblin to teleport back to his lair with a huge explosion. "Globe of Daylight" spells do the same thing.

Total: Abilities: 32 / Skills: 22--11 / Advantages: 8 / Powers: 72 + Magic / Defenses: 15 (138 + Magic)

-Mountain Goblins have the faces of dead monkeys and are hairy little primates with horse tails, and love to steal liquor and red things, wearing red sashes like they're jewelry. Buried nearly the way down is an immunity to damn near everything (ALL DAMAGE does only half?), though they still have pretty low M.D.C and poor attacks.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

One-Horned Mountain Goblin

Post by Jabroniville »

ONE-HORNED MOUNTAIN GOBLIN
Role:
Thieving Goblin, Reciprocative Spirit
PL 9 (88)
STRENGTH
8 STAMINA 7/8 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -3 PRESENCE -3

Skills:
Expertise (Survival) 6 (+4)
Intimidation 6 (+5)
Sleight of Hand 6 (+6)
Stealth 6 (+8)

Advantages:
Ranged Attack 7, Startle

Powers:
Enhanced Stamina 1 (Flaws: Source- Night) [1]
Senses 5 (Low-Light Vision, Vision Counters Concealment) [5]
Comprehend 2 (Languages) [4]
Regeneration 2 [2]
Immunity 3 (Disease, Poison, Cold) [3]
Morph 1 (Deer/Stag) (Feats: Metamorph) [6]
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) [3]

"Magic" (Earth Elemental Spells: Dirt ot Sand, Dust Storm, Hopping Stones, Identify Minerals, Mend Stone, Mystic Fulcrum, Shatter, Throwing Stones, Wither Plants)

Offense:
Unarmed +7 (+8 Damage, DC 23)
Stag Horns +7 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +7 (+8 by Night), Fortitude +7, Will +4

Complications:
Motivation (Tormenting Others, Greed)- Mountain Goblins love to find crowds and wreck their good time, or steal things and then taunt their victims.
Weakness (Iron Weapons)- Iron & steel weapons do +7-9 damage.
Obsession (Red Things)- Mountain Goblins love the color red, and prize caps, sashes and things like that more than anything.
Involuntary Transformation (Sleeping By Day)- The light of day automatically causes the Mountain Goblin to teleport back to his lair with a huge explosion. "Globe of Daylight" spells do the same thing.

Total: Abilities: 30 / Skills: 24--12 / Advantages: 8 / Powers: 24 + Magic / Defenses: 14 (88 + Magic)

-More human-like, these Goblins have massive rhino-like horns on their heads, and are more mischievous pranksters than lethal monsters. At worst, they will lead venomous animals or enemies into the camp of someone who's offended it by not leaving gifts if it does a favor. They are forgiving if allowed to join in various festivities or given things, and may repay these acts of kindness in kind. They're pretty weak and aren't great fighters, and only do +9 damage as a Stag.
Post Reply