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

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Jabroniville
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Kydians

Post by Jabroniville »

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KYDIAN R.C.C. (48):
Abilities: ST +5 (+7 Growth), STA +4 (+6 Growth), AGI +1, FIGHTING +3, AWA +1, PRE +1, Dodge +2 [32]
Skills: Expertise (Magic) 4 (+4) [2]
Powers: Strength-Damage +2, Growth 2 (Str & Sta +2, +2 Mass, +2 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Innate, Permanent), Senses 2 (Infravision, Ultravision), Immunity 10 (Radiation, Fire Damage, Half-Effect) [14]

-A Kydian is featured on the cover of Rifts Atlantis, and despite the sheer size of the thing, it's only an SDC creature naturally- MDC Armor is given as Equipment. This is back before almost ALL the alien races were transformed into MDC creatures as part of the universal Power Creep of the setting. These guys are big, purple, mean giants, but utterly loyal to the Splugorth.

-Their history is interesting, as like the later Kittani, they owe their lives to the Sploogs, and are thus unquestionably loyal to them. It's a neat twist on the concept of "Conquering Aliens", because every once in a while, you meet races that legitimately owe them. Like Xanatos desiring a lifetime of service from "Owen" over a single wish from Puck, it gives an extra wrinkle to the intelligence of these creatures- they know that good help is better than anything, and that slaves aren't usually the best agents. They still have PLENTY of slaves, mind you, but they have some agreeable races working for them. Kydians in particular have an incredibly-virile race that produces way too many offspring- as a result, they were "Logan's Run"-ing their people to early graves to prevent overpopulation... but failing. Their world was doomed. Thankfully for them, the Splugorth came along- in payment for eternal servitude, the Kydians would receive an open universe and endless chances for expansion. Facing extinction otherwise, the Kydians happily joined up and became some of the Splugorth's most loyal soldiers.

-Kydians are, weirdly, packing only 70 SDC plus some bonuses, but do *2D6 MEGA-DAMAGE* with their punches, meaning that they will absolutely SLAUGHTER each other with one punch, no matter what. This is a possible oversight by the designers, but needless to say, most wear MDC Armor. Their Skills & versatility is very sub-par, however. But given that they have "Overlord Armor" as their baseline gear (see below), none of them will be easy to beat.
Last edited by Jabroniville on Thu Jan 13, 2022 6:31 am, edited 2 times in total.
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JDRook
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Re: Blind Warrior Women

Post by JDRook »

Jabroniville wrote: Mon Apr 22, 2019 4:36 am I also made [Mental Power Immunity] 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.
Mind Block says the user can't use any psychic abilities or sense, so even a Psi-Stalker's psychic tracking senses would be "offline" while Blocking, which presumably they would hate to have to do. It would also mean a psionic Cyber-Knight with their Mind Block on can't use their sword, but can still be attacked with one, since physical effects caused by psionics are not stopped by MB.

With that in mind, while it's true that Rifts is sloppy with psionic characters, most psionics are not actually resistible with a psionic save. By the numbers:

Resistible Psionics in UE core book
Healing - 1/15 (and that's Induce Sleep which is +5 to resist)
Physical - 1/21 (Deaden Senses)
Sensitive - 2/24 (Empathy & Telepathy. See Aura can't be resisted, but MB hides psi-ability)
Super - 9/27 (and some very conditionally, like Telemechanic Possession for AIs. Note that none of the ___kinesis powers have a save vs psionics)

There may be more in the world books, but just using Ultimate Edition, less than 10% of the standard Psi powers and about a third of the Super-Psi can actually be resisted by a save vs psionics, therefore Immunity would only stop those as well. Considering that, I'd be inclined to keep Mental Immunity at 10p, as well as making Mind Block either with a Flaw that shuts down the user's psi if they have at least a few other useful psi-powers (maybe Major Psychic or better), or a Complication if they don't. Minor psychics would likely have all their psi in an Array, so a Mind Block slot would just lock out the others anyway.
Jabroniville
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Powerlord

Post by Jabroniville »

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SPLUGORTH POWERLORD (Augmented Kydian)
Role:
The Thing on the Cover, Slave Master
PL 12 (299)
STRENGTH
10 STAMINA 8 AGILITY 1
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Expertise (Soldier) 5 (+5)
Expertise (Magic) 4 (+4)
Intimidation 8 (+8, +10 Size)
Perception 5 (+6)
Technology 3 (+3)
Vehicles 1 (+5)

Advantages:
Equipment 10 ("Forearm Blaster" Blast 12, Tons of Bio-Wizard Stuff), Fast Grab, Improved Critical (Forearm Blades), Improved Hold, Languages 2 (a few), Ranged Attack 7

Powers:
Strength-Damage +2 [2]
Speed 3 (16 mph) [3]
"MDC Being" Protection 1 (Extras: Impervious 5) [6]
Senses 2 (Infravision, Ultravision) [2]
Immunity 10 (Radiation, Fire Damage) (Flaws: Limited to Half-Effect) [5]
Growth 2 (Str & Sta +2, +2 Mass, +2 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Bio-Wizard Augmentation"
"Eye of Eylor" Senses 7 (Extended Vision 2, Microvision 2, Detect Magic- Ranged, "See Aura" Detect Fighting Capability- Analytical & Ranged, Detect Psionics- Ranged & Acute, Detect Possession- Ranged) [15]
"Retractable Forearm Blades" Strength-Damage +2 (Feats: Split, Penetrating 6) [9]
(Plus Two Extra Augmentations or Organisms)

"Overlord Power Armor" (Feats: Restricted to Kydians) (Flaws: Removable) [56]
"Negate Poison" Transform 5 (Poison to Inert) (10) -- (12)
AE: "Escape" Enhanced Skills 16: Sleight of Hand (+20) (8)
AE: "Heal Wounds" Healing 5 (10)

"MDC Armor" Protection 2 (Extras: Impervious) (4)
"Sense Magic" Senses 3 (Magical Awareness- Ranged, Acute) (Flaws: Lasts for 10 Minutes) (Standard Action -2) (1)
"Invisibility: Simple" Concealment 2 (Vision) (Flaws: Limited to 15 Minutes) (Standard Action -2) (1)
"Energy Field" Force Field 1 (Extras: Affects Others 6) (Flaws: Limited to 5 Minutes) (Standard Action -2) (2)
"Shadow Meld" Concealment 6 (Vision, Magic) (Flaws: Limited to 10 Minutes, Requires Shadows) (Standard Action -2) (1)
"Superhuman Speed" Speed +1, FIGHTING +1 (Flaws: Limited to 5 Minutes) (Standard Action -2) (1)
"Swim as a Fish" Movement 1 (Environmental Adaptation- Aquatic), Swimming 2 (Extras: Affects Others) (Quirks: Limited to 1 Hour) (5)
"Impervious To Energy" Immunity 20 (Energy Damage) (Flaws: Limited to 10 Minutes) (Standard Action -2) (8)
"Tongues" Comprehend 3 (All Languages) (Extras: Affects Others) (Flaws: Limited to 5 Minutes) (Standard Action -2) (4)
"Fly as the Eagle" Flight 6 (Extras: Affects Others) (Flaws: Quirks- One Hour Only) (17)
"See the Invisible" Senses 4 (Vision Counters Concealment) (Flaws: Limited to 5 Minutes) (Standard Action -2) (1)
"Breathe Without Air" Immunity 2 (Suffocation) (Extras: Affects Others) (Standard Action -2) (2)
"Charismatic Aura" Attractive 2, Enhanced Presence 3 (Extras: Affects Others) (Quirks: Limited to 30 Minutes -2) (Standard Action -2) (9)
-- (68 points)

"Staff of Power" (Flaws: Easily Removable) [27]
"Anti-Magic Cloud" Nullify Magic 6 (Extras: Ranged, Area- 15ft. Cloud, Sustained, Broad, Simultaneous) (36) -- (43)
  • AE: "Call Lightning" Blast 12 (Feats: Extended Range 2) (26)
  • 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: "Heal Wounds" Healing 5 (10)
  • AE: "Words of Truth" Mind Control 6 (Touch Range, Limited to Telling Truth) (6)
  • AE: "Negate Magic" Nullify Magic 5 (Extras: Ranged, Broad, Simultaneous) (20)
  • AE: "Sleep" Sleep 5 (Flaws: Requires Liquid, Liquid Must Be Drunk) (3)
  • AE: "Mystic Portal" Movement 1 (Permeate) & Teleport 4 (Extras: Easy, Accurate, Portal +2, Extended +2) (34)
"Shadow Meld" Concealment 6 (Vision, Magic) (Flaws: Limited to 10 Minutes, Requires Shadows) (Standard Action -2) (1)
-- (44 points)

"Psi-Interrogator" (Flaws: Easily Removable) [28]
"Mind Bond" Mind-Reading 8 (Flaws: Touch Range, Victim Reads User's Mind As Well) & Variable 1 (Skills of Victim) (Wears Off After a Month -1) (10)

"Bio-Manipulation- Pain" Affliction 8 (Fort; Impaired & Daze/Disabled & Stunned/Incapacitated) (Extras: Cumulative, Extra Condition) (24) -- (36)
  • AE: "Bio-Manipulation- Blindness" Affliction 8 (Fort; Impaired/Disabled/Unaware) (Extras: Cumulative) (Flaws: Limited to Sight) (8)
  • AE: "Bio-Manipulation- Deafness" Affliction 8 (Fort; Impaired/Disabled/Unaware) (Extras: Cumulative) (Flaws: Limited to Hearing) (8)
  • AE: "Bio-Manipulation- Mute" Affliction 8 (Fort; Impaired/Disabled/Incapacitated) (Extras: Cumulative) (Flaws: Limited to Speech) (8)
  • AE: "Bio-Manipulation- Paralysis" Affliction 8 (Fort; Impaired & Dazed/Disabled & Stunned/Paralyzed) (Extras: Extra Condition, Cumulative) (24)
  • AE: "Bio-Manipulation- Stun" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative) (16)
  • AE: "Bio-Manipulation- Tissue Manipulation" Affliction 8 (Fort; Impaired/Disabled) (Extras: Ranged, Cumulative) (Flaws: Limited Degree) (16)
  • AE: "Empathic Transmission" Mind Control 8 (Flaws: Touch Range -2, Limited to Emotions) (8)
  • AE: "Mind Wipe" Affliction 8 (Will; Dazed/Compelled/Transformed Memories) (Subtle 2) (Progressive +2, Cumulative) (4 pp/rank)
  • AE: "Induce Sleep" Sleep 5 (Flaws: Touch Range) (5)
  • AE: "Psychic Diagnosis" Senses 2 (Detect Pain, Psychic Damage) (2)
  • AE: "Psychic Surgery" Healing 5 (10)
  • AE: "Telepathy" Mind-Reading 5 Linked to Communication 2 (Mental) (Flaws: Limited to Brief Messages) (18)
-- (46 points)

Offense:
Unarmed +11 (+10 Damage, DC 25)
Forearm Blades +11 (+12 Damage, DC 27)
Blaster/Call Lightning +11 (+12 Ranged Damage, DC 27)
Words of Truth -- (+6 Perception-Ranged Affliction, DC 16)
Energy Disruption +11 (+10 Ranged Affliction, DC 20)
Anti-Magic Cloud +6 Area (+6 Nullify, DC 16)
Initiative +1

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +9 (+11 Overlord Armor, +12 Energy Field), Fortitude +8, Will +6

Complications:
Motivation (Power & Conquest)
Responsibility (The Splugorth)- Kydians owe their existence to the Splugorth, and have not forgotten it.
Power Loss (Magic)- The powers inherent to their Staffs and Armor is not limitless- they will eventually run out of "juice" to activate any spells, and need a day to recharge.

Total: Abilities: 64 / Skills: 26--13 / Advantages: 22 / Powers: 158 / Defenses: 17 (299)

-The game gives baseline stat roll-ups for Kydians, but notably, the ACTUAL thing on the cover is a fully-geared-up "Splugorth Powerlord", which is of course different from the "Overlord" that is a regular Kydian. Soooooooooo many things with "Lord" in their name. These Kydians, a full 40% of their race (god Kevin loves his percentages), are bio-wizarded into MDC lifeforms, packing reasonable amounts that get crazy-tough when combined with their Overlord Armor.

-A Powerlord is a very powerful, PL 11 fighter unarmed, though lacking in Skills a bit. But that GEAR!! A Staff of Power contains a ton of varied abilities (Nullify Magic, Portal, Healing, Truth Serum, and a Blast, though their own Equipment provides an equal burst). But their Overlord Armor provides them with 200+ MDC (making them PL 10.5 defensively instead of 9.5), a TON of Immunities, Movement, Concealment, and Sensory powers (all require an action to Activate them, though), making them cost as much as an extremely powerful Marvel super-hero.
Last edited by Jabroniville on Thu Jan 13, 2022 6:30 am, edited 1 time in total.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Blind Warrior Women

Post by Jabroniville »

JDRook wrote: Mon Apr 22, 2019 11:47 pm Mind Block says the user can't use any psychic abilities or sense, so even a Psi-Stalker's psychic tracking senses would be "offline" while Blocking, which presumably they would hate to have to do. It would also mean a psionic Cyber-Knight with their Mind Block on can't use their sword, but can still be attacked with one, since physical effects caused by psionics are not stopped by MB.

With that in mind, while it's true that Rifts is sloppy with psionic characters, most psionics are not actually resistible with a psionic save. By the numbers:

Resistible Psionics in UE core book
Healing - 1/15 (and that's Induce Sleep which is +5 to resist)
Physical - 1/21 (Deaden Senses)
Sensitive - 2/24 (Empathy & Telepathy. See Aura can't be resisted, but MB hides psi-ability)
Super - 9/27 (and some very conditionally, like Telemechanic Possession for AIs. Note that none of the ___kinesis powers have a save vs psionics)

There may be more in the world books, but just using Ultimate Edition, less than 10% of the standard Psi powers and about a third of the Super-Psi can actually be resisted by a save vs psionics, therefore Immunity would only stop those as well. Considering that, I'd be inclined to keep Mental Immunity at 10p, as well as making Mind Block either with a Flaw that shuts down the user's psi if they have at least a few other useful psi-powers (maybe Major Psychic or better), or a Complication if they don't. Minor psychics would likely have all their psi in an Array, so a Mind Block slot would just lock out the others anyway.
Ohhhhhhhhhhh okay, re-reading the power, I kind of got it wrong. It only blocks a handful of thing, which are listed.

I'll re-make it into "Mind Block" Immunity 10 (Mental Powers) (Flaws: Limited to Mental Intrusion, Limited to 10 Minutes, Side-Effect- Cannot Use Other Psionics) [3]

edit: aaaaaaaaaaaaaand edited all the builds that featured it. Most of my Psychic RCCs and assorted guys just got 7-9 points cheaper :).
Jabroniville
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The Kittani

Post by Jabroniville »

Image

KITTANI R.C.C. (48 + Psionics):
Abilities: ST +3, STA +2, AGI +1, INT +5, AWA +3, PRE +3, Close Attack 1, Ranged Attack 1 [36]
Skills: Technology 4 (+9), Vehicles 4 (+4) [6]
Powers: Strength-Damage +6, "Psionics (Mind Block, Sixth Sense, Speed Reading, Total Recall, Object Read, Telemechanics) [6 + Psionics]

-The Kittani are an ape-like race that owe their very lives to the Splugorth, having nearly been conquered by the Mechanoids. The Sploogs saved them in return for servitude, and so the Kittani act as happy conquerors. They are INCREDIBLE geniuses, having tons of tech far behind the baseline of the setting- numerous pieces of equipment in the back of Rifts Atlantis are among the best you'll find anywhere. However, the Sploogs will not allow the Kittani to experiment with Magic- any caught doing so are killed. WHY exactly, is not explained, but it's pretty clear they want to keep them limited.

KITTANI R.C.C.
Role:
Super-Smart Space Apes
PL 9 (97)
STRENGTH
3 STAMINA 2 AGILITY 1
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Intimidation 2 (+5)
Perception 2 (+5)
Technology 4 (+9)
Vehicles 1 (+5)

Advantages:
Equipment 10 (Blasters +12 Multiattack, MDC Armor), Languages (A Couple), Ranged Attack 2

Powers:
"LOL Why Can They Kill Each Other With One Punch?" Strength-Damage +6 [6]

Offense:
Unarmed +7 (+9 Damage, DC 24)
Blasters +6 (+12 Ranged Damage, DC 27)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +2 (+9 MDC Armor), Fortitude +5, Will +4

Complications:
Motivation (Power & Conquest)- The Kittani dream of conquering a world all on their own.
Responsibility (The Splugorth)- The Kittani owe their existence to the Splugorth, and have not forgotten it. However, they are barred from the study of magic- those who are caught practicing it are immediately killed.
Responsibility (Proud)- Kittani ALWAYS fight to the death.

Total: Abilities: 56 / Skills: 26--13 / Advantages: 13 / Powers: 6 / Defenses: 9 (97)

-Rifts Atlantis gives three possible options for the Kittani R.C.C., but they're all remarkably similar, using the same stats. Hell, the Warrior & Espionage Agent have the SAME BONUS TO "INTELLIGENCE"! The Field Explorer/Scientist has more access to technology, and 1-2 more skill pics (the numbers of selectable skills are all that really change between them, as well as the "ideal gear"). But all three have the same gear, which is INSANELY good- a Kittani is much better-armed than a Coalition soldier until Coalition War Campaign comes out, and is noticeably more powerful offensively.

Kittani R.C.C. Options:
KITTANI WARRIOR- PL 9 (99): Expertise (Soldier) 4 (+9) [2]
KITTANI FIELD EXPLORER/SCIENTIST- PL 9 (100): Expertise (Science) 4 (+9), Technology +2 (+11) [3]
KITTANI ESPIONAGE AGENT- PL 9 (103): Expertise (Espionage) 4 (+9), Stealth 4 (+5), Insight 4 (+7) [6]
Last edited by Jabroniville on Thu Jan 13, 2022 6:32 am, edited 1 time in total.
Jabroniville
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Metzlas

Post by Jabroniville »

THE METZLA:
-Given only the barest of descriptions in Rifts Atlantis, the Metzla are an INCREDIBLY powerful race that would mop the floor with anyone short of a Splugorth itself, yet are just one of the hierarchy that includes Kittani, Dragons & Maxi-Men! They are identified as hive-creatures who are nonetheless able to go off on their own just fine, and intelligent, but like "demons" in that they are shockingly evil and merciless- the typical amount of nuance given to 100% evil races in this game (Fatal & Friends points out just how often the "super-evil" stereotype shows up with villainous races in Palladium's work- it's basically a thoughtless device they include at this point). However, the book DOES give you a wrinkle that the Sunaj Assassins, lowest-tier Splugorth Minions, are in their ear about possibly betraying Lord Splynncryth, as they may "chafe" against the idea that they are mere minions of the Sploogs.

The race is one of the most classic examples of "Our artist drew it, so..." in the entire history of Rifts- the damn things number at FOUR DIFFERENT TYPES, along with two Monster Aides that look so similar that you'd easily mistake them for more of the same. They're all "Big Jumbles Of Techno-Organic Stuff", as Newton Ewell just piles detail after detail on top of them, until they're all this amorphous masses of chitin, tentacles, arthropod arms, and teeth. Like really, did we need TWO different types of "Leader" Metzlas? Why the Kreelong AND Kreewarr Carapaces? But nope- that's Palladium in a nutshell- the artist drawing two versions of something is good enough to devote an entire two-page spread to just that one creature, incrementally different from its peers. While leaving their actual ecology and personality sections as blank as possible.

To be honest, the more I look at these things, the more I get a sense that only the Murex and the two Carapaces were supposed to be one species. The other two Metzlas actually resemble SPACESHIPS more than anything (packing no discernable heads or eyes), and the last thing is a barnacle-like creature that doesn't look like the others. I would bet money that Ewell created all of these designs, copying many similar elements (his style is basically "Add Chitinous Details"), and the developers just decided that instead of add two extra ships, they'd make them LIVING BEINGS instead.
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Murex Metzla

Post by Jabroniville »

Image

MUREX METZLA
Role:
Super-Evil Monsters
PL 18 (270)
(PL 20 Defensively)
STRENGTH
12 STAMINA 14 AGILITY 3
FIGHTING 19 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 5 PRESENCE -1

Skills:
Expertise (Survival) 9 (+14)
Expertise (Science) 6 (+8)
Intimidation 10 (+9, +14 Size)
Perception 6 (+11)

Advantages:
Benefit (Ambidexterity), Close Attack 3, Improved Critical (Giant Maw), Fast Grab, Improved Hold, Languages 3 (Several), Ranged Attack 22, Startle, Takedown 2

Powers:
Protection 5 (Extras: Impervious 15) [20]
"Twelve Tentacles" Extra Limbs 8 [8]
Senses 8 (Low-Light Vision, Extended & Accurate Hearing, Detect Motion, Extended & Acute Scent, Tracking) [8]
Features 1: Regrows Limbs [1]
Immunity 4 (Suffocation, Drowning, Pressure, Aging) [4]
"Merge With Environment" Enhanced Skills 18: Stealth 18 (+21, +10 Size) (Flaws: Limited to Underwater) [6]

Flight 4 (30 mph) (8) -- [9]
  • AE: Swimming 6 (6)
"Gigantic Creatures" Growth 11 (Str & Sta +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -11 Stealth) -- (50 feet) (Feats: Innate) (Extras: Permanent +0) [23]

"Forward Cannons" Blast 14 (Feats: Extended Range 4) (Extras: Penetrating 10) Linked to Concealment 1 (Sonar/Hearing) (Extras: Attack, Ranged) (42) -- [44]
  • AE: "Tentacles" Strength-Damage +0 (Extras: Multiattack 12) (12)
  • AE: "Giant Maw" Strength-Damage +2 (Extras: Penetrating 10) (12)
(Psionics: Resist Fatigue, Hunter & Thirst, Impervious to Cold, Levitation, Death Trance, Presence Sense, Telepathy, Total Recall, Astral Projection, Telekinesis, Hydrokinesis, Electrokinesis, Mind Bolt, PPE Shield, Mind Block Auto-Defense)

Offense:
Unarmed +22 (+12 Damage, DC 27)
Giant Maw +22 (+14 Damage, DC 29)
Forward Cannons +20 (+14 Ranged Damage, DC 29)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +20 (DC 30), Toughness +19 (+8 Impervious), Fortitude +14, Will +12

Complications:
Disabled (Poor Eyesight)- Murex Metzlas have poor eyesight above water.

Total: Abilities: 60 / Skills: 50--25 / Advantages: 35 / Powers: 213 + Psionics / Defenses: 27 (270)

-The Murex Metzla is the mightiest, toughest, most-dangerous of the Metzlas, being a fifty-foot long monstrosity with 5,000 MDC (+19 Toughness!), multiple limbs, ridiculous to-hit bonuses, and more. The only thing it really lacks is the major-league versatility of the other upper-tier creatures- though it has a solid array of Psionics, it doesn't have the "All Magic" that other Sploog Minions do. But the damn things are PL 18 in combat, and PL 19.5 defensively, owing to their huge Toughness Save combined with defense that's a bit ridiculous considernig... you know... FIFTY FEET LONG!! The book even points out that they have all these bonuses to defense, which is one of those weird Palladium things, where size is never anything but a number. Notably, when this is added up, they are equivalent to nearly any God in the system.

-The personality is just said to be... evil. They like to go on raids and attack random things because... they're evil. They're said to often gather other Splugorth Minions to fight for them as well. Or just manipulate other creatures into doing so.
Last edited by Jabroniville on Thu Jan 13, 2022 6:33 am, edited 4 times in total.
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catsi563
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Re: Jab's Rifts Builds (Splugorth! Conservator! Slaver!)

Post by catsi563 »

PL 14.5 defensively, owing to their huge Toughness Save combined with defense that's a bit ridiculous considernig... you know... FIFTY FEET LONG!! The book even points out that they have all these bonuses to defense, which is one of those weird Palladium things, where size is never anything but a number.
in fairness the basic idea is the Elephant argument, theyre not harder to hit persay but because theyre so tough they just ignore a good percentage of attacks. sure the Elephant is easier to punch then a person but its a freaking Elephant youre more likely to hurt your first before you hurt it,
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Jabroniville
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Volute Metzla

Post by Jabroniville »

Image

VOLUTE METZLA
Role:
Super-Evil Monsters
PL 15 (242)
(PL 18 Defensively)
STRENGTH
11 STAMINA 12 AGILITY 3
FIGHTING 15 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 5 PRESENCE -1

Skills:
Expertise (Survival) 9 (+14)
Expertise (Science) 6 (+8)
Intimidation 10 (+9, +13 Size)
Perception 6 (+11)

Advantages:
Benefit (Ambidexterity), Close Attack 2, Improved Critical (Stingers), Fast Grab, Improved Hold, Languages 3 (Several), Ranged Attack 17, Startle, Takedown 2

Powers:
Protection 7 (Extras: Impervious 15) [22]
"Six Spidery Fingers" Extra Limbs 2 [2]
Senses 8 (Low-Light Vision, Extended & Accurate Hearing, Detect Motion, Extended & Acute Scent, Tracking) [8]
"Eyes on All Sides" Senses 1 (Radius Sight) [1]
Features 1: Regrows Limbs [1]
Immunity 4 (Suffocation, Drowning, Pressure, Aging) [4]
"Merge With Environment" Enhanced Skills 16: Stealth 16 (+19, +11 Size) (Flaws: Limited to Underwater) [5]

Flight 4 (30 mph) (8) -- [9]
  • AE: Swimming 6 (6)
"Gigantic Creatures" Growth 9 (Str & Sta +9, +9 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -9 Stealth) -- (36 feet) (Feats: Innate) (Extras: Permanent +0) [19]

"Stingers" Damage 7 (Extras: Multiattack) Linked to Affliction 10 (Fort; Dazed/Stunned/Paralyzed) (Extras: Multiattack) (34) -- [35]
  • AE: "Central Stinger" Strength-Damage +2 (Extras: Penetrating 10) (12)
(Psionics: Healing Touch, Deaden Pain, Psychic Diagnosis, Detect Psionics, Sense Magic, See Aura, See Invisible, Presence Sense, Telepathy, Total Recall, Astral Projection, Ectoplasm, Super Telekinesis, TK Force Field, Bio-Manipulation, Empathic Transmission, Mind Bolt, Group Mind Block, Mind Block Auto-Defense)

Offense:
Unarmed +17 (+11 Damage, DC 26)
Central Stinger +17 (+13 Damage, DC 28)
Stingers +17 (+7 Damage & +10 Affliction, DC 22 & 20)
Initiative +3

Defenses:
Dodge +14 (DC 24), Parry +17 (DC 27), Toughness +19 (+8 Impervious), Fortitude +12, Will +12

Complications:
Motivation (Doing Evil)

Total: Abilities: 54 / Skills: 50--25 / Advantages: 29 / Powers: 106 + Psionics / Defenses: 28 (242)

-The Volute Metzla is around the level of the Murex, but looks more like a tall conglomeration of... STUFF... rather than a distinctive creature. Like, it looks like Newton Ewell just stuck some bug wings, some siringes, some spider-legs, a tail, and a handful of spaceship and stacked them on top of each other and called it a "Monster". At least the Murex has a FACE. This thing is given so little thought that it gets about two sentences for a description, with the notes that it's "more dangerous in close combat" than its brethren... even though it's clearly NOT. Seriously, it has four fewer attacks than the Murex, only a notch more of a bonus to hit, and the damage is nearly the same across the board (the only comparable attacks take up two attacks). It's only advantage is the Paralyzing Stinger, which can drop enemies to only two attacks per melee in Rifts (I just went with a standard Affliction). This affects basically everything (even Dragons do this for 1D4 rounds), but still.
Last edited by Jabroniville on Thu Jan 13, 2022 6:34 am, edited 4 times in total.
Jabroniville
Posts: 24690
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Murvolva Metzla

Post by Jabroniville »

Image

MURVOLVA METZLA
Role:
Super-Evil Monsters
PL 14 (207)
(PL 15 Defensively)
STRENGTH
4 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 3 PRESENCE -1

Skills:
Expertise (Survival) 9 (+14)
Expertise (Science) 6 (+8)
Intimidation 10 (+9, +13 Size)
Perception 6 (+11)

Advantages:
Close Attack 4, Fast Grab, Improved Hold, Languages 3 (Several), Ranged Attack 14, Startle, Takedown 2

Powers:
Protection 9 (Extras: Impervious 13) [22]
Senses 9 (Infravision, Low-Light Vision, Extended & Accurate Hearing, Detect Motion, Extended & Acute Scent, Tracking) [9]
Features 1: Regrows Limbs [1]
Immunity 4 (Suffocation, Drowning, Pressure, Aging) [4]
"Merge With Environment" Enhanced Skills 9: Stealth 9 (+12, +10 Size) (Flaws: Limited to Underwater) [3]

Flight 6 (120 mph) (12) -- [13]
  • AE: Swimming 6 (6)
Growth 2 (Str & Sta +2, +2 Mass, +2 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Forward Cannons" Blast 13 (Feats: Penetrating 5) Linked to Concealment 1 (Sonar/Hearing) (Extras: Attack, Ranged) (37) -- [38]
  • AE: "Tentacles/Bite" Strength-Damage +3 (Feats: Reach 2) (5)
(Psionics: Resist Fatigue, See Invisible, See Aura, Nightvision, Impervious to Cold, Levitation, Death Trance, Presence Sense, Telepathy, Telekinesis- Physical, Hydrokinesis, Mind Bolt, Mind Block Auto-Defense)

Offense:
Unarmed +14 (+4 Damage, DC 19)
Tentacles/Bite +14 (+7 Damage, DC 22)
Cannons +14 (+13 Ranged Damage, DC 28)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +17 (+8 Impervious), Fortitude +10, Will +8

Complications:
Motivation (Doing Evil)

Total: Abilities: 38 / Skills: 50--25 / Advantages: 26 / Powers: 95 + Psionics / Defenses: 23 (207)

-The Murvolva Metzla looks like... a tiny little cute spaceship with a central eye. Seriously, did Ewell mean this for the ship section, but the designers wanted a weaker Metzla? They're mostly speedy little flying aides to their "big brothers", and are said to be temperamental, testy little creatures that like to harrass and torture others. In any case, this thing still has *1,000* MDC, meaning that it's 2.5 times as tough as any Dragon Hatchling. This is only incrementally-weaker than the other two elder Metzlas in M&M stats, because once you hit the thousands, the scale kind of gets thrown off a bit.
Last edited by Jabroniville on Thu Jan 13, 2022 6:34 am, edited 2 times in total.
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catsi563
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Re: Jab's Rifts Builds (Splugorth! Conservator! Slaver!)

Post by catsi563 »

Metzlas to me were them going for the SO ALIEN vibe, you had the splugorth and vampire intelligences for the Cthulhu style monster, which is the they get weirder the higher up the food chain they go. the metzla were supposed to be the this is so alien we have no concept of them in our heads design which is why they look like mismatched combos of all sort fo monkey business and shenanigans
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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

Murmova Metzla

Post by Jabroniville »

Image

MURMOVA METZLA
Role:
Super-Evil Monsters
PL 12 (162)
(PL 14 Defensively)
STRENGTH
4 STAMINA 6 AGILITY 3
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 3 PRESENCE -1

Skills:
Expertise (Survival) 9 (+14)
Expertise (Science) 6 (+8)
Intimidation 10 (+9, +13 Size)
Perception 6 (+11)

Advantages:
Close Attack 2, Fast Grab, Improved Hold, Languages 3 (Several), Ranged Attack 8, Startle, Takedown 2

Powers:
Protection 7 (Extras: Impervious 11) [18]
"Six Tentacles" Extra Limbs 2 [2]
Senses 9 (Darkvision, Extended & Accurate Hearing, Detect Motion, Extended & Acute Scent, Tracking) [9]
Features 1: Regrows Limbs [1]
Immunity 4 (Suffocation, Drowning, Pressure, Aging) [4]
"Merge With Environment" Enhanced Skills 9: Stealth 9 (+12, +10 Size) (Flaws: Limited to Underwater) [3]

Flight 6 (120 mph) (12) -- [13]
  • AE: Swimming 6 (6)
Growth 2 (Str & Sta +2, +2 Mass, +2 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Tentacles" Strength-Damage +6 (Feats: Improved Critical, Reach 2) [9]

(Psionics: Levitation, Death Trance, Telekinesis- Physical, Healing Touch, Deaden Pain, Psychic Surgery, Detect Psionics, Sense Magic, See Aura, See Invibisible, Presence Sense, Telepathy, Total Recall, Astral Projection, Ecoplasm, Group Mind Block, Mind Block Auto-Defense)

Offense:
Unarmed +14 (+4 Damage, DC 19)
Tentacles +14 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +13 (+8 Impervious), Fortitude +9, Will +7

Complications:
Motivation (Doing Evil)

Total: Abilities: 42 / Skills: 50--25 / Advantages: 18 / Powers: 64 + Psionics / Defenses: 13 (162)

-Yes, annoyingly, they have a Murvolva Metzla and a MURMOVA Metzla. This one A) doesn't have a shell, and B) is drawn by a completely different artist, and instead just looks like a drooling, soft barnacle. These are the "worker bees" of the Metzlas, feeding the colony and caring for the eggs. They attack intruders on sight, and are just as likely to use torture (via their scalpel-like teeth) as the others. It's all a bit weird, and almost looks, like the Murvolva, like it was intended for something else and just shoved into here. The Splugorth are said to be fond of these similarly-fleshy tentacle-creatures, and often use them as allies on missions, which the creatures are happy to accept.

-Murmova Metzlas are only PL 12, which is somewhat wimpy for Splugorth Minions. Despite that, they're as durable as Dragons, and have some solid hitting power.
Last edited by Jabroniville on Thu Jan 13, 2022 6:37 am, edited 2 times in total.
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Kreelong Carapace

Post by Jabroniville »

Image

KREELONG CARAPACE
Role:
Worker Drones
PL 13 (190)
(PL 16 Defensively)
STRENGTH
12 STAMINA 14 AGILITY 3
FIGHTING 13 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 2 PRESENCE -3

Skills:
Expertise (Survival) 6 (+8)
Expertise (Demon/Monster Lore) 4 (+2)
Intimidation 10 (+7, +12 Size)
Perception 4 (+6)

Advantages:
Benefit (Ambidexterity), Fast Grab, Improved Hold, Ranged Attack 10, Startle, Takedown 2

Powers:
Protection 4 (Extras: Impervious 15) [19]
"Multiple Appendages" Extra Limbs 4 [4]
Senses 8 (Low-Light Vision, Extended & Accurate Hearing, Detect Motion, Extended & Acute Scent, Tracking) [8]
Immunity 4 (Suffocation, Drowning, Pressure, Aging) [4]

Swimming 4 (4) -- [5]
  • AE: Speed 2 (8 mph) (2)
"Gigantic Creatures" Growth 11 (Str & Sta +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -11 Stealth) -- (50 feet) (Feats: Innate) (Extras: Permanent +0) [23]
"Secrete Concrete-Like Resin" Create 4 (Feats: Innate) (Extras: Continuous, Innate) [17]

"Eleven Mini-Electrical Cannons" Blast 9 (Extras: Multiattack) (27) -- [29]
  • AE: "Electrical Field" Damage 13 (Feats: Reach 5) (18)
  • AE: "Giant Maw, Numerous Limbs & Clamps" Strength-Damage +1 (Feats: Improved Critical) (Extras: Penetrating 10, Multiattack 13) (25)
(Psionics: Resist Fatigue, Hunter & Thirst, Impervious to Cold, Presence Sense, Telepathy, Super Telekinesis)

Offense:
Unarmed +13 (+12 Damage, DC 27)
Giant Maw +13 (+13 Damage, DC 28)
Mini-Cannons +6 (+13 Ranged Damage, DC 28)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +18 (+8 Impervious), Fortitude +14, Will +7

Complications:
Disabled (Poor Eyesight)- Kreelong Carpaces have very poor vision, despite having eleven eyes.

Total: Abilities: 30 / Skills: 25--12 / Advantages: 16 / Powers: 110 + Psionics / Defenses: 23 (190)

-Acting as unintelligent drones to the smarter Metzlas are the two Carapaces- both of which fit the "Metzla" design type MUCH more than the latter three Metzlas did, making me suspect that Ewell maybe drew the Murex Metzla and these two as one race, and then the designers just threw his other "ships" into the species. This one, the Kreelong Carapace, is an immense, multi-limbed creature with an IMMENSELY detailed body, numerous appendages around the face, spikes everywhere, and a lil' bitty stinger tail.

-Kreelongs are actually WORKER drones, secreting a concrete-like resin with which to build Metzla hives. But of course it's a ferocious-looking giant monster with THOUSANDS of MDC. And fifty freaking feet long! And sports three mouths with appendages around them, as well as centipede-like limbs along the sides.
Last edited by Jabroniville on Thu Jan 13, 2022 6:38 am, edited 3 times in total.
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Davies
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Re: Jab's Rifts Builds (Splugorth! Conservator! Slaver!)

Post by Davies »

Jabroniville wrote: Mon Apr 29, 2019 5:34 am -Yes, annoyingly, they have a Murvolva Metzla and a MURMOVA Metzla.
<shrug> They have a Monadic Deva and a Movanic Deva in some versions of D&D.
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Kreewarr Carapace

Post by Jabroniville »

Image

KREEWARR CARAPACE
Role:
Worker Drones
PL 15 (217)
(PL 17 Defensively)
STRENGTH
13 STAMINA 14 AGILITY 3
FIGHTING 15 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 2 PRESENCE -3

Skills:
Expertise (Survival) 6 (+8)
Expertise (Demon/Monster Lore) 4 (+2)
Intimidation 10 (+7, +12 Size)
Perception 4 (+6)

Advantages:
Benefit (Ambidexterity), Fast Grab, Improved Hold, Ranged Attack 15, Startle, Takedown 2

Powers:
Protection 5 (Extras: Impervious 15) [20]
"Multiple Appendages" Extra Limbs 4 [4]
Senses 8 (Low-Light Vision, Extended & Accurate Hearing, Detect Motion, Extended & Acute Scent, Tracking) [8]
Immunity 4 (Suffocation, Drowning, Pressure, Aging) [4]

Swimming 4 (4) -- [5]
  • AE: Speed 2 (8 mph) (2)
"Gigantic Creatures" Growth 11 (Str & Sta +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -11 Stealth) -- (50 feet) (Feats: Innate) (Extras: Permanent +0) [23]
"Secrete Concrete-Like Resin" Create 4 (Feats: Innate) (Extras: Continuous, Innate) [17]

"Forward Cannon" Blast 14 (Feats: Extended Range 4) (Extras: Penetrating 8) (40) -- [42]
  • AE: "Chemical Spray" Affliction 10 (Dazed & Impaired/Hindered & Disabled) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Limited Degree) (Quirks: Metzlas are Immune) (19)
  • AE: "Giant Maw, Numerous Limbs & Tail" Strength-Damage +1 (Feats: Improved Critical 2) (Extras: Penetrating 10, Multiattack 13) (26)
(Psionics: Resist Fatigue, Hunter & Thirst, Impervious to Cold, See the Invisible, Sense Evil, Sense Magic, Sixth Sense, Presence Sense, Telepathy, Bio-Regeneration, Super Telekinesis)

Offense:
Unarmed +15 (+13 Damage, DC 27)
Giant Maw +15 (+14 Damage, DC 28)
Forward Cannon +15 (+14 Ranged Damage, DC 29)
Initiative +3

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +19 (+8 Impervious), Fortitude +14, Will +7

Complications:
Disabled (Blind)- Kreewarr Carpaces are blind, and must utilize sonar and psionic senses only.

Total: Abilities: 36 / Skills: 24--12 / Advantages: 21 / Powers: 123 + Psionics / Defenses: 25 (217)

-The Kreewarr Carapace is the fighter (yes, the one with 3400 MDC and Blast 13 attacks is the WEAKER of the two!) drone of the Metzlas, and is as "mean-spirited and merciless" as the others. Of all the Metzlas, this is the one that looks most like an actual creature that could be alive- it's basiaclly a giant centipede with some clamshell stuff on top. And a giant Tyranid-style organic gun sticking out of the top carapace. It's bulky, hunchbacked and impressive-looking, sporting an actual toothy mouth.

-Kreewarrs are barely intelligent, but pack the size and a bit more Toughness than the Kreelongs do, as well as having a much more vicious Blast (humourously, only barely better than something any SAMAS can use). Their key advantage is in number of attacks (as much as a Juicer) and fairly mighty hitting power (doing +14 with most everything), combined with RIDICULOUS Toughness- nothing with as many damaging methods of attack is remotely as tough- the best Mega-Juicers & Titan Juicers can only pack a couple-hundred MDC at-best. This monster has over 5,000, in addition to a large number of attacks. With seven attacks and good bonuses, it reaches PL 14.5 offensively and is even better defensively.
Last edited by Jabroniville on Thu Jan 13, 2022 6:38 am, edited 2 times in total.
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