Jab's Rifts Builds (Mechanoid Robots- Thinman! Runts!)

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Splugorth

Post by Jabroniville » Tue Apr 16, 2019 11:01 pm

Image

SPLUGORTH
Role:
The Big Bad, Jovial Monsters
PL 16 (444)
STRENGTH
11 STAMINA 20 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 9 (+14)
Expertise (Business) 7 (+12)
Expertise (Magic) 11 (+16)
Expertise (Current Events) 7 (+12)
Insight 4 (+9)
Intimidation 6 (+11, +14 Size)
Perception 6 (+11)

Advantages:
Benefit (Ambidexterity), Close Attack 5, Improved Critical (Unarmed) 2, Fast Grab, Improved Hold, Languages 3 (Several), Ranged Attack 6, Ritualist

Powers:
Protection 5 (Extras: Impervious 13) [18]
Extra Limbs 6 [6]
Movement 1 (Slithering) [2]
Senses 5 (Low-Light Vision, Vision Penetrates Concealment) [5]
Regeneration 10 (Feats: Regrow Limbs) [11]
Immunity 5 (Suffocation, Drowning, Pressure, Mind Control) [5]

Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]

Teleport 12 (Extras: Extended, Accurate) (48) -- [51]
  • AE: Movement 3 (Dimensional Travel 3) (6)
  • AE: "MDC Punch" Strength-Damage +3 (3)
"I Ain't Writing All This Magic Crap Down"
Variable 14 (Magic Powers) [98]
Variable 11 (Psychic Powers) [77]

(All Ley Line Walker Powers, Stone Master Powers & Magic, Create Magic Tattoos)
(One Extra Area of Magic- Bio-Wizardry, Shifter, or Diabolist)
(Psionics: All Sensitive, Healing & Super-Psionic Powers)

Offense:
Unarmed +12 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +24, Fortitude +20, Will +12

Complications:
Motivation (Greed & Power)
Vulnerable (Silver, Magic)- Both types of weapons do triple-damage.

Total: Abilities: 98 / Skills: 50--25 / Advantages: 20 / Powers: 110 + Magic/Psionics / Defenses: 15 (444)

-And now we finally come to the SPLUGORTH- probably the closest thing the world of Rifts has to a Big Bad. While the Coalition is the Evil Empire, and there are various other nightmarish things all over this world, none hold a candle in sheer power and influence to THESE guys. And, because it's Rifts, they do it in the laziest way possible- not through unique powers, incredible feats, or any of that stuff- they just pump them full of tens of thousands of MDC and say "They have All the Magic & Psionics" because it's easier that way. Like most major NPC things in the game, the race carries a huge aura of "You're not meant to kill this".

-The Splugorth are a race of slavers, conquerers and dishonest businessmen known throughoug the "Megaverse", and invaded and settled Atlantis soon after the Coming of the Rifts. Realizing that the Earth was too ravaged by all sorts of demons & monsters, and would be impossible to hold given all the rifts throughout, Lord Splynncryth, their leader on the planet, accepted that simply holding one dimensional hub and manipulating things on Earth would be a much better deal, and profitable in the long run. And so this tremendous, unbeatable threat lives on in Atlantis, with much of the world being ignorant. It's actually a neat little situation in many cases- they're INCREDIBLE powerhouses, have "All The Powers", and want to rule everything, but they're quite happy where they are, so they're not some hopeless, inevitable monster that will take over the whole planet. They're horribly evil (they take slaves and conquer worlds, after all), but are hardly pointlessly malicious- in fact, many of their minion races ADORE THEM, as they legitimately owe their lives to the Splugorth, who were open and honest in their dealings- both the Kydians and Kittani were rescued from certain doom by their masters, in return for servitude- the races appear to have accepted this bargain happily.

-The Splugorth are horrible, lumpy monstrosities with multiple tentacles, some toothy and some not, with a large central eye braced by spines. I kind of like how they have this "Alien Intelligence" look to them, but are personable, understandable creatures. They are focused on Magic & Psionics, rarely dealing with technology. And most of all, they're GREEDY- they wheel and deal for money and influence as much as anything else. The Splugorth appear in pretty much every single World Book, usually with a tiny paragraph outlining what they think of the situation in various places- they favor D-Bees & Monsters over humans, but are happy to just observe, manipulate, and record, playing both sides against each other and hoping to pick up what's left. Ultimately, they're businessmen.

-In terms of power, their Atlantean home is impregnable- Splugorth themselves have thousands of MDC and are basically unstoppable Regenerating monsters, and their Minions are almost always tougher than Dragons. Their armies are huge, with "thousand-plus" MDC minions numbering in the MILLIONS. Basically, nobody on Earth has a hope of invading Atlantis. It kind of prevents the players from ass-hattery and just wrecking the joint. Only the sheer size of other forces (the Coalition, NGR, Gargoyle Empire, and more) prevents them from just taking over... never mind all the random invasions from the rifts.

-The Splugorth are among the toughest things in the game- Lord Splynncryth has 56,000 MDC, and that's actually a MID-TIER SCORE for their race. They have insane Regeneration, and are lazily given all Ley Line Powers, three other Magic types, three kinds of Psionics, and more, meaning they're incredibly versatile. Their version of "Call Lightning" would do 10D6 MD, for example (pushing Blast 20). And they don't really "die" until taken past -4000 MDC, which would take an army of Glitter Boys several rounds to even have a hope of accomplishing. Even without all their powers statted out (no way am I attempting that), they are +24 Toughness and PL 13 unarmed.

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Re: Jab's Rifts Builds (Tattooed Men! Splugorth!)

Post by Ares » Tue Apr 16, 2019 11:21 pm

It was kind of an interesting twist to have the big bads be these Lovecraftian horrors in terms of look and power, but basically be evil corporate CEOs instead of unknowable cosmic entities. But they did mechanically build them as incredibly lazy, just having a ton of MDC and every power ever. But they are essentially on par with the gods of their setting.

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Re: Jab's Rifts Builds (Tattooed Men! Splugorth!)

Post by KorokoMystia » Wed Apr 17, 2019 12:05 am

They kinda remind me of Hutts, but on a much bigger scale.

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Re: Jab's Rifts Builds (Tattooed Men! Splugorth!)

Post by catsi563 » Wed Apr 17, 2019 8:18 am

Ares wrote:
Tue Apr 16, 2019 11:21 pm
It was kind of an interesting twist to have the big bads be these Lovecraftian horrors in terms of look and power, but basically be evil corporate CEOs instead of unknowable cosmic entities. But they did mechanically build them as incredibly lazy, just having a ton of MDC and every power ever. But they are essentially on par with the gods of their setting.
yeah especially when you look at them in comparison to the Vampire Intelligences which had similar powers and such but had to have master and numerous secondary vampires created to insure they stayed on the plane they had invaded
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Splugorth Minions

Post by Jabroniville » Thu Apr 18, 2019 5:41 am

THE MINIONS OF THE SPLUGORTH:
* Yes, it's time to detail the MINIONS of these mighty creatures- aka, the things your group might actually fight. Most have big "DO NOT ATTEMPT TO PLAY THIS!" disclaimers attached to them, warnings throughout with the "Optional Player Characters", and more, because god forbid you try to powergame in RIFTS.

The Minions have a particularly helpful giant chart detailing the order of succession.

* The Splugorth themselves are at the top.
* Below them are the High Lords, the first of the "Elite Minions"
* Sharing the next level are the Conservators (mutated High Lords), Overlords, and Powerlords, because of course three of these things needed "Lords" in their name.
* Below them all are the Splugorth Slavers (aka "the thing on the Main Rulebook").
* Next up are the secondary minions- the Kittani, Dragons, Metzlians, and the Maxi-Men. Though the book is all over the place as per Dragons' role in the hierarchy, as Ancient Dragons are given total reverence even by the Splugorth themselves, afforded much respect.
* Below them are the Tattooed Men (slaves), Gargoyles (questionable allies), Supernatural Allies, and Witches (not detailed here).
* Below that are the Blind Warrior Women and "Others".
* Below THAT are the Sunaj, and below even that is the designation "Slaves".

So MAN- with such an epic hierarchy, with even DRAGONS being on a secondary tier, the High Lords much be the wickedest creatures ever, with the most bad-ass "These are truly-awesome Big Bads ever" desi--

Goddammit, Kevin.
Last edited by Jabroniville on Thu Apr 18, 2019 5:43 am, edited 1 time in total.

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High Lords

Post by Jabroniville » Thu Apr 18, 2019 5:43 am

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SPLUGORTH HIGH LORD (101 + Magic/Psionics):
Abilities: ST +5, STA +5, AGI +2, FIGHTING +3, INT +3, AWA +3 [42]
Skills & Advantages: Languages 3 (Many), Science +10, Magic +10, Technology +8, Dodge +2, Will +2 [21]
Powers: "MDC Creature" Protection 8 (Impervious 9), Low-Light Vision, Vision Penetrates Concealment, Concealment 2 (Vision), Regeneration 6, "MD Punch" Damage +4 (Improved Critical), Dimensional Travel (Limited to Towards Master), "Magic Might" (Ley Line Walker Powers, All Spells 1-13, Create Magic Tattoos, plus either Bio-Wizard, Techno-Wizard, Shifter, Summoner or "Rune Master"), "Major Psionic" (Astral Projection, Empathy, Mind Block, Object Read, Sense Magic, Speed Reading, Telepathy, Total Recall), Bio-Wizard Weapons & Implants [38 + Magic/Psionics]

-Called "Splugorth" High Lord and given a very half-assed description considering they're like the second-tier in the ENTIRE EMPIRE, these guys are hardly explained at all. It's all a bunch of "maybe" stuff that I guess GMs and players are supposed to invent on their own. And MY GOD- why on Earth would Kevin let his own ugly drawings be passed off as the "Official Art" for what is the NUMBER TWO GUY OF THE BIG BADS? I mean, this is the most upsetting part of the book to me, right here. Sure, the Tattooed Magic is lame and takes up too much space. There's too big a section on gear, as usual. But THIS... this is irritating. The Splugorth's minions should be universally-awesome and bad-ass, with the half-assed designs going to the sub-tiers, and every single one of them having their own unique way to kick ass. Look at the Demons & Devils in Dungeons & Dragons- the bad designs go to the MOOKS, and most of the characters have unique properties left and right, with great-looking upper-tier beasts. Instead, what is a classic "Mook" design (sharp-tooth melty men with veiny brains) are actually more elite than A) the Giant Purple Dudes, B) the titanic Tentacle-Bugs with thousands of MDC, C) the guy from the cover of the Main Rulebook, and D) EVERYONE ELSE IN THE ARMY!!! Make the SLAVERS or KYDIANS the Elites- not THESE losers!

-Symbiotic creatures to the Splugorth, these guys are less powerful than you might think, being about as tough as a starter PC Dragon Hatchling. The main advantage they have is buttloads of skills and powers, all stemming from "All The Magic Spells" kind of stuff, plus access to the insanely-powerful Splugorth Bio-Wizard weapons. So with their optional gear, they can be quite fearsome, though never doing the damage of a Glitter Boy or anything. Humorously, they've given the option of being "Bio-Wizards", noting to check out the O.C.C. in this book. It's funny because THERE IS NO SUCH THING- clearly they changed their minds on it and accidentally left this mention in.

-So in total, they've got mid-tier boosts to their stats (typically only +6 in Palladium's system, which isn't that fantastic in M&M), Dragon-esque Toughness, high hitting power (the +9 that most Guns get), plus are Master Psionics with ALL THE SPELLS (at Eighth Level!) and more or less limitless energy with which to power them. So any High Lord will likely cost hundreds of points.

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Conservator

Post by Jabroniville » Fri Apr 19, 2019 1:11 am

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SPLUGORTH CONSERVATOR
Role:
Wandering Bio-Borgs
PL 13 (200 + Magic/Psionics)
STRENGTH
10 STAMINA 10 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 3 PRESENCE 0

Skills:
Athletics 4 (+14)
Expertise (Survival) 8 (+11)
Insight 4 (+7)
Intimidation 10 (+10)
Perception 6 (+9)
Technology 3 (+3)
Vehicles 3 (+7)

Advantages:
Benefit (Ambidexterity), Close Attack 2, Equipment 5 (Tons of Bio-Wizard Stuff), Fast Grab, Improved Hold, Languages 2 (a few), Ranged Attack 6

Powers:
"Bio-Wizard Plate Armor" Protection 5 (Extras: Impervious 13) [18]
Speed 4 (30 mph) [4]
"Four Arms & Prehensile Tail" Extra Limbs 3 [3]
"Chemical Spray in Mouth" Features 1: Leaves Trackable Chemical Scent [1]
"Molecular Analyzer in Mouth" Senses 2 (Analytical Taste) [2]
Senses 5 (Low-Light Vision, Vision Penetrates Concealment) [5]
Regeneration 6 [6]

"Eye of Eylor" Senses 7 (Extended Vision 2, Microvision 2, Direction Sense, Detect Magic- Ranged) [7]

"Stinger on Tail" Strength-Damage Linked to Affliction 10 (Fort; Dazed/Stunned/Paralyzed) (Extras: Cumulative) (20) -- [22]
  • AE: "MDC Punch" Strength-Damage +3 (Feats: Improved Critical) (3)
  • AE: Movement 1 (Dimensional Travel 1) (Flaws: Limited to Towards Master) (1)
"Magical Might"
(Eight Spells From 1-3)
(Major Psionics: Astral Projection, Empathy, Mind Block, Object Read, Sense Magic, Speed Reading, Telepathy, Total Recall)

Offense:
Unarmed +12 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +15, Fortitude +12, Will +8

Complications:
Motivation (Greed & Power)

Total: Abilities: 82 / Skills: 38--19 / Advantages: 18 / Powers: 68 + Magic/Psionics / Defenses: 13 (200 + Magic/Psionics)

-A more "PC-worthy" version of a High Lord (which rolls up most things), the Conservator is one that's said to reject the racial focus towards scholarly pursuits and magic, and is instead driven by an insatiable lust for wandering and hunting things. As such, they become Bio-Borgs, replacing their body parts with Bio-Wizardry stuff until they'rer multi-limbed nudists. They are said to be the least-common Sploog Minion around, and their enhancements make them more independent, "tolerant" of others (despite their focus on hunting), and more- it's that weird passive-aggressive "well, if you MUST play this thing..." stuff from the designers. The art is... un-great. Certainly more what you'd expect from a Mook than a Dragon. More less a less-cool version of the Thi-Kreen from D&D. So of course they're some of the best fighters in the system.

-Conservators (whose name makes no sense, by the way- they're HUNTERS) are among the best fighters I've seen in the game, getting an incredible number of attacks thanks to their extra limbs, a HUGE chunk of MDC from Bio-Armor (a SAMAS plus a bit), a staggering PLUS NINE to hit (astonishing in the Palladium system, lots of Mega-Damage attack values, and more. Their Magic & Psionics are fairly middling compared to the High Lords, and they have to roll on an Insanity Table (two settings of which make them hate and rival against close allies like T-Men), but they're absolutely top-tier things. Overall, they are an incredible PL 12.5- better than even Dragon Hatchlings. And they have access to Rune Weapons, which can be upgraded into doing Rail Gun-level damage.

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Re: Jab's Rifts Builds (Tattooed Men! Splugorth!)

Post by catsi563 » Fri Apr 19, 2019 2:02 am

this might be a minor thing but maybe a mention as a complication. Palladiums Intelligences the splugorth vampire Ints etc. need to be near a ley line nexus or similar source of massive ppe energy to survive.

In the splugorths case they can survive far away from such a source living on just flesh ie eating sentient beings and animals etc (PPE when they die) but the Splugorth would be significantly weaker.
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Re: Jab's Rifts Builds (Tattooed Men! Splugorth!)

Post by Jabroniville » Fri Apr 19, 2019 6:27 am

catsi563 wrote:
Fri Apr 19, 2019 2:02 am
this might be a minor thing but maybe a mention as a complication. Palladiums Intelligences the splugorth vampire Ints etc. need to be near a ley line nexus or similar source of massive ppe energy to survive.

In the splugorths case they can survive far away from such a source living on just flesh ie eating sentient beings and animals etc (PPE when they die) but the Splugorth would be significantly weaker.
Where is that information found? It's the first I've heard of it.

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Re: Jab's Rifts Builds (Tattooed Men! Splugorth!)

Post by catsi563 » Fri Apr 19, 2019 9:47 am

Its in the write up for Splyncrith and the vampire intelligences in the vampire book
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Splugorth Slaver

Post by Jabroniville » Sat Apr 20, 2019 3:53 am

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SPLUGORTH SLAVER
Role:
The Thing on the Cover, Slave Master
PL 12 (257)
STRENGTH
8 STAMINA 8 AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 3 PRESENCE -1

Skills:
Expertise (Slaver) 8 (+8)
Intimidation 11 (+10)
Perception 7 (+10)
Technology 3 (+3)
Vehicles 3 (+7)

Advantages:
Benefit (Ambidexterity), Equipment 10 ("Forearm Blaster" Blast 12, Tons of Bio-Wizard Stuff), Fast Grab, Improved Hold, Languages 2 (a few), Ranged Attack 6

Powers:
"Eight Tentacles" Extra Limbs 8 [8]
"Great Reach" Reach 1 [1]
"Serpentine Body" Movement 2 (Slithering, Aquatic) [4]
"Actually Aquatic, I Guess" Immunity 2 (Drowning, Pressure) (Flaws: Limited to Half-Effect) [1]
Swimming 4 [4]
"Claws" Strength-Damage +2 [2]
Growth 2 (Str & Sta +2, +2 Mass, +2 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Senses 2 (Extended Scent 2) [2]

"Built-In Sensors"
Senses 1 (Radius Sight) [1]
Remote Senses 5 (Vision) (Flaws: Limited to Eyes of Eylor & Barge) [5]

"Eye of Eylor" Senses 7 (Extended Vision 2, Microvision 2, Direction Sense, Detect Magic- Ranged) [7]

"The Staff of Eylor" (Feats: Restricted to Bonded Slaver 2, Intelligent 2, Recovers Damage, Reappears After 1 Day) (Flaws: Easily Removable) (Quirks: Damage to Staff Hurts User) [42]
"Negate Magic" Nullify Magic 10 (Extras: Ranged, Broad, Simultaneous) (Flaws: Unreliable- 2/day -2) (20) -- (29)
  • AE: "Repel Animals" Affliction 10 (Will; Entranced/Compelled/Controlled) (Extras: Area- 30ft. Burst, Cumulative) (Flaws: Unreliable- 2/day -2, Limited to Animals, Limited to Leaving Area) (3)
  • AE: "Befuddle" Affliction 8 (Will; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged, Extra Condition) (Flaws: Unreliable- 2/day -2, Limited Degree) (Wears off in 16 Minutes -1) (3)
  • AE: "Extinguish Fire" Nullify Fire 8 (Flaws: Unreliable- 2/day -2) (2)
  • AE: "Call Lightning" Blast 14 (Feats: Extended Ranged 2) (Flaws: Unreliable- 2/day -2) (9)
  • AE: "Energy Disruption" Affliction 10 (Tech Skill of Creator; Dazed & Impaired/Stunned & Disabled/Incapacitated) (Ranged, Extra Condition, Cumulative) (Flaws: Unreliable- 2/day -2, Limited to Tech) (10)
  • AE: "Dispel Magical Barriers" Nullify Magic Barriers 10 (Flaws: Unreliable- 2/day -2) (3)
  • AE: "Oracle" Senses 4 (Precognition) (Flaws: Unreliable- 2/day -2) (1)
  • AE: "Mind Block" Immunity 10 (Mental Powers) (Flaws: Limited to Mental Intrusion, Limited to 10 Minutes, Side-Effect- Cannot Use Other Psionics) (3)
"Chameleon" Concealment 2 (Visuals) (Extras: Affects Others) (Flaws: Unreliable- 2/day -2, Blending) (1)
"Tongues" Comprehend 2 (All Languages) (Extras: Affects Others) (Flaws: Unreliable- 2/day -2) (1)
"Fear" Affliction 10 (Will; Dazed/Compelled/Controlled) (Extras: Area- 30ft. Burst, Ranged, Continuous +3) (Flaws: Unreliable- 2/day -2, Limited to 8 Minutes) (30)
-- (59 points)

"Slave Barge"
Flight 4 (30 mph) [8]

"Psionics"
"Blinding Flash" Dazzle Visuals 8 (Extras: Area- 15ft. Burst) (20) -- [22]
  • AE: "Globe of Daylight" Environment 2 (Light) (4)
  • AE: "Telepathy" Mind-Reading 6 (Flaws: Source- Slave Barge) Linked to Communication 2 (Mental) (Flaws: Limited to Brief Messages) (10)
"Armor of Ithan"
Protection 2 (Extras: Impervious 5) [7]
Immunity 20 (Magic, Fire, Lightning) (Flaws: Limited to Half-Effect) [10]
Regeneration 10 [10]

Offense:
Unarmed +12 (+8 Damage, DC 23)
Claws +12 (+10 Damage, DC 25)
Blaster +10 (+12 Ranged Damage, DC 27)
Call Lightning +10 (+14 Ranged Damage, DC 29)
Energy Disruption +10 (+10 Ranged Affliction, DC 20)
Befuddle +10 (+8 Ranged Affliction, DC 18)
Repel Animals +10 Area (+10 Ranged Affliction, DC 20)
Extinguish +10 (+8 Nullify, DC 18)
Negate Magic +10 Area (+10 Nullify, DC 20)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +8 (+10 Armor of Ithan), Fortitude +8, Will +8

Complications:
Motivation (Greed & Power)
Power Loss (Slave Barge Powers)- Destroying the Slave Barge removes the Psychic Powers, Blinding Flash & Globe of Daylight, as well as the Armor of Ithan

Total: Abilities: 66 / Skills: 32--16 / Advantages: 21 / Powers: 140 / Defenses: 14 (257)

-Most fans initially assumed that the "Splugorth" spoken of in much of the Rifts fluff was that thing on the front cover of the Main Rulebook- a giant, tentacled dude with a reptilian face, flanked by thong-clad bald ladies in the most "Sci-Fi Heavy Metal Album" cover yet seen in gaming. But nope- that thing is a Splugorth Slaver, which was detailed in a later book (a curious, possibly savvy, way to not give away EVERYTHING in the first book).

-Sadly, the damn thing only gets three paragraphs. Much of which explains that many people IN-UNIVERSE mistake these guys for Sploogs, too, and have been given nicknames like that as a result. And the rest is just an explanation of their appearance and powers. So if you were hoping for any kind of in-depth world-building bio for THE THING ON THE COVER, you'd be sorely disappointed.

-The Slaver itself is a character with a TON of attacks, okay damage-dealing, and a really solid Blaster, but nothing you'd really be that terrified of except for two shots of "Call Lightning" (at "Eighth-Level" capability, it does 8D6 Damage, or +14 in my stats)- it's really not a heavy-hitter. The REALLY challenging thing is that it has a constantly-regenerating version of the "Armor of Ithan" spell, regenerating 120 MDC once a round. Which means you basically have to do a ton of damage to have a hope of hurting it. The thing is... a Glitter Boy could handle that himself. There's also an odd amount of useless SDC Damage on his build, as his tentacles do that, as do the Blasters on his Barge. I mean, NOTHING does SDC in this system! It's weird. Though now that I think about it... it's probably because he's a SLAVE-CATCHER, not a Slave-SQUASHER- he's probably out to capture people, which is impossible when you "mist" them with a Mega-Damage weapon.

-The Splugorth Slaver has a ton of stuff on him, but he's pretty stupid- no bonuses to INT or anything, and no Skills given. He's just this drooling slave-catcher (who notably has nowhere to put his slaves, so I guess he better hope he's got some mobile jail cells with him). HOWEVER, he's got Eyes of Eylor and Remote Senses to make him impossible to sneak up on, Half-Immunities from the Armor of Ithan, Flight (he's symbiotically connected to his Barge, so it's not a Device), and the "Staff of Eylor", which comes with numerous Spells built into it. However, each one can only be cast twice per day, which is super-limiting. They contain a powerful version of Call Lightning (since all spells are 8th Level), Negate Magic and Befuddle, though most of the other Spells are more for versatility as much as anything.

-Ultimately, a Splugorth Slaver is a PL 11 fighter (nothing to sneeze at) with a two-shot PL 12 attack, and the primary advantage of being hard to kill.
Last edited by Jabroniville on Tue Apr 23, 2019 5:56 am, edited 2 times in total.

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Blind Warrior Women

Post by Jabroniville » Sun Apr 21, 2019 5:20 am

Image

BLIND WARRIOR WOMEN
Role:
Fanservice, Slave Women
PL 10 (154)
STRENGTH
5 STAMINA 5 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+10)
Athletics 5 (+10)
Expertise (Survival) 5 (+8)
Intimidation 3 (+6)
Perception 5 (+8)
Stealth 3 (+8)
Technology 3 (+4)
Vehicles 1 (+5)

Advantages:
Equipment 10 (Bio-Wizardry Stuff, Vibro-Blade +2, Net Gun- Snare 7, Wrist-Blaster- Blast 7), Fast Grab, Improved Inititiave, Ranged Attack 6, Tracking

Powers:
Senses 7 (Extended Hearing, Extended & Acute Scent, Accurate Radius Radio Sense) [7]

"Psionics"
"Sixth Sense" Danger Sense & Uncanny Dodge [2]
"Presence Sense" Senses (Supernatural Creature Awareness- Radius, Ranged, Evil Detection- Ranged, Detect Magic- Radius & Ranged) (8) -- [10]
  • AE: "Empathy" Mind Reading 5 (Flaws: Limited to Emotions) (5)
  • AE: "Clairvoyance & Object Read" Senses 4 (Precognition, Postcognition) (Flaws: Postcognition Limited to Objects) (6)
  • AE: "Mind Block" Immunity 10 (Mental Powers) (Flaws: Limited to Mental Intrusion, Limited to 10 Minutes, Side-Effect- Cannot Use Other Psionics) (3)
"Magic Talisman" (Flaws: Removable) [10]
"Armor of Ithan"
Protection 4 (Extras: Impervious 9) (Flaws: Unreliable- 3/day) (9)
Immunity 20 (Magic, Fire, Lightning) (Flaws: Limited to Half-Effect, Unreliable- 3/day) (7)
-- (16 points)

Offense:
Unarmed +10 (+5 Damage, DC 20)
Vibro-Blade +10 (+7 Damage, DC 22)
Net Gun +10 (+7 Ranged Affliction, DC 17)
Wrist-Blaster +10 (+7 Ranged Damage, DC 22)
Initiative +9

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +5 (+9 Armor of Ithan), Fortitude +7, Will +7

Complications:
Responsibility (Splugorth Slaves)- Altarans have been victimized by the Splugorth for thousands of years. Many seek to free themselves from their lot in life, but will be mercilessly hunted if they escape.
Power Loss (Senses)- The Blind Warrior Women can have their senses befuddled by almost any kind of weather, smoke, ley line storms or sand.
Power Loss (Psionics)- Psionic Powers cannot be used endlessly- they will eventually run out entirely without rest.

Total: Abilities: 72 / Skills: 30--15 / Advantages: 19 / Powers: 30 / Defenses: 9 (145)

-Few things scream "Sci-Fi" as much as bald women, so it's probably no mistake than the monster on the first Rifts Main Rulebook was flanked by a bevy of visor-wearing bald ladies in leotards. Their story is a fair bit tragic, and one of those early signs at how dark this world could be. They are Altarans- a species conquere by the Splugorth 2,000 years ago. And since then, they were subject to experimentation on an unnatural level, eventually being mind-warped and bio-magic'd into these loyal, stoic fighting Psychic Warriors. However, a full 25% of them are said to hate their lot in life, and will attempt to flee if they can. So they're basically a slave race of unfortunates. Altaran men do not exist (why not is a mystery), while the women are sterile- they are bred only via a weird kind of cell division where a woman forms a cocoon and soon produces an identical offspring (with half the overall level of the mother).

-The Blind Warrior Women are sort of like Mini-Juicers, being enhanced humans (with some REALLY good baseline stats- 20-25 minimum for most physical abilities) with some decent gear. They're the worst-armed of all the Splugorth Minions, but still fairly capable. They're effectively PL 8.5 in almost every way, but jump up to PL 9.5 with the Armor of Ithan spell located in their Talismans- this tricky little spell, available to mages with enough experience, temporarily makes them MDC creatures up to three times a day. It's not a LOT of MDC, though- a Blind Warrior Woman is capable, but will likely fall short of a Juicer, 'Borg or Glitter Boy in a one-on-one fight. But you're usually facing 4-6 of them.
Last edited by Jabroniville on Tue Apr 23, 2019 5:57 am, edited 3 times in total.

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Ares
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Re: Jab's Rifts Builds (Splugorth! Conservator! Slaver!)

Post by Ares » Sun Apr 21, 2019 5:58 am

The Splugorth Slaver should have been higher up in the Splugorth pecking order based solely on the visual alone. Seriously, why weren't THESE GUYS the High Lords, going around enforcing the boss' will their own Female Furies?

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JDRook
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Re: Blind Warrior Women

Post by JDRook » Sun Apr 21, 2019 1:42 pm

Jabroniville wrote:
Sun Apr 21, 2019 5:20 am
"Mind Block" Immunity 20 (Mental Powers) (Flaws: Fades) [10]
I'm curious about your Mind Block build. Mental Effects Immunity is usually treated as a Common Descriptor in most official M&M builds. With the prevalence of psionics in Rifts, I can see bumping it up to a Very Common 20, but the most common psionics aren't actually resistible attacks anyway, so it's really a judgement call.

And technically Fades would make the Block ineffective after 1 round. Even If you handwave it so the power works until it Fades to zero, it only lasts two minutes vs the 10 minutes/level of the Rifts version. Granted, 2 minutes is comparatively longer in M&M, but it still feels like it falls short.

IMind Block is meant to be an absolute block, although I'm partial to making it a Half-Effect. This is pretty effective if you set most resistible attacks at rank 5 to match the 15 save vs psionics for non-psis and consider that every psionic saves at 12 (effectively a built in +3) plus whatever other bonus they have.

Actually, with a fixed rank for Psionics, you could just as easily do a Sustained Impervious Will 10 Limited to Psionics. You could Flaw it for the inability to use your other psionics while active or make that a Complication.

Jabroniville
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Re: Blind Warrior Women

Post by Jabroniville » Mon Apr 22, 2019 4:36 am

JDRook wrote:
Sun Apr 21, 2019 1:42 pm
Jabroniville wrote:
Sun Apr 21, 2019 5:20 am
"Mind Block" Immunity 20 (Mental Powers) (Flaws: Fades) [10]
I'm curious about your Mind Block build. Mental Effects Immunity is usually treated as a Common Descriptor in most official M&M builds. With the prevalence of psionics in Rifts, I can see bumping it up to a Very Common 20, but the most common psionics aren't actually resistible attacks anyway, so it's really a judgement call.

And technically Fades would make the Block ineffective after 1 round. Even If you handwave it so the power works until it Fades to zero, it only lasts two minutes vs the 10 minutes/level of the Rifts version. Granted, 2 minutes is comparatively longer in M&M, but it still feels like it falls short.

IMind Block is meant to be an absolute block, although I'm partial to making it a Half-Effect. This is pretty effective if you set most resistible attacks at rank 5 to match the 15 save vs psionics for non-psis and consider that every psionic saves at 12 (effectively a built in +3) plus whatever other bonus they have.

Actually, with a fixed rank for Psionics, you could just as easily do a Sustained Impervious Will 10 Limited to Psionics. You could Flaw it for the inability to use your other psionics while active or make that a Complication.
OH... yeah. That's kind of a relic of the early part of me doing this a year ago, when I went "Time limits work like Fades, sort of- I'll go with that", without really considering the effects of a Fades on a permanent thing like an Immunity. I can edit those to read "Limited to 10-minute stretches" or something. I also made it 20 points because nearly EVERYONE gets Psionics, and they have a variety of effects. I mean, wouldn't it even prevent Psi-Sword from working, or is that a different thing?

It's another one of those things that doesn't really look good between systems.

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