Jab's Rifts Builds (Dinosaurs! Grigleapers! Brontodon! Dream Snakes!)

Where in all of your character write ups will go.
Jabroniville
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Sunaj Assassins

Post by Jabroniville » Thu May 02, 2019 8:58 pm

Image

THE SUNAJ ASSASSIN (35 + Psionics):
Abilities: ST +4, STA +4, INT +1, AWA +3, PRE +3 [30]
Powers: Immunity 2 (Aging, Disease, Limited to Half), Immunity 5 (Transformation Effects), Senses 4 (Vampire Detection- Radius, Ranged, Recognize on Sight), "Sense Magic" Senses 2 (Magic Awareness- Ranged), "Sense Rifts" Senses 3 (Rift Awareness- Ranged 2), "Protection From Vampires" Immunity 4 (Vampire's Bite, Vamp's Mind Control), "Ley Line Phasing" Teleport 10 (Extras: Extended, Accurate) (Flaws: Limited to Along Ley Lines, Source- 15-60 Second Ritual -1/2, Unreliable- 4/hour -1/2), AE: "Flaming Sword" Damage +3 [40]
Aerihman Clan Bonuses: "MDC Creature" Protection 4, "Psionics" (either 8 from one category or 6 from all three) [4 + Psionics]

-Ah, I was wondering about these guys. The Aerihman Clan of True Altanteans were mentioned in the Atlantean bio of being the one clan that figured joining together and clanning up was a good idea, and were briefly suspected of the secret genocide of the T.A. people. I was wondering where these mysterious sorts were gonna end up, and here they were, in the section I'd always skipped. The Sunaj (helpfully given the pronunciation guide of "Sue Najz", because "-jz" is famous common in English and everyone would know how to pronounce that) Assassins are the lowest, lowest-tier Splugorth Minions. In fact, it's made quite clear that all the other Minions relentlessly bully these ones, treating them "like garbage", and the obviously-annoyed Sunaj just put up with it.

-It TURNS OUT that the Aerihman Clan was pissed off at the other Atlanteans for screwing them out of their chance at forming a conquering empire, and so they enacted the ultimate betrayal- working for the Splugorth- their ancient enemies- in secret, so they could wipe out the rest of their race. This genocidal act is responsible for the mysterious decline of the T.A. population. The Aerihmans deflected blame off of themselves by volunteers sacrificing their lives in a "false flag" operation that is contradicted by a later book pointing out that Atlanteans value their lives too much to take the Juicer Augmentation procedure. Apparently their hatred of their fellow Atlanteans is SO DEEP that they're willing to sacrifice their lives just to lure all their fellows into a trap.

-The verbal abuse heaped upon them by the Sploogs is something they put up with just for the sake of revenge/power in the future, but it's said that they're saddling up with the Metzlas in hopes that they'll turn on the Sploogs. The Splugorth are said to be DELIGHTED by this pact with the Sunaj, as they hate Atlanteans and want them dead, and are so evil that the dishonesty and irony is too delicious for them to turn down. The verbal abuse is odd when you consider how jovial they are with their other slaves, however.

-In terms of class, they're... well, this doesn't SAY R.C.C., which is one of those annoying Rifts things that pops up from time to time. Like, the implication is that you pick an R.C.C. AND an O.C.C. and then you have your character. Buuuuuuuuuuuuut sometimes you just play the R.C.C. (most of the Mega-Damage cat people, or Dragons). Sometimes you don't (True Atlanteans). And sometimes it comes without a label, like here- the book gives a list of typical O.C.C.s for the Sunaj, implying they're separate, but it still drops a bunch of skills (which I guess... get ADDED to those of the O.C.C.?).

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

Post by Jabroniville » Sat May 04, 2019 1:58 am

SPLUGORTH SLAVE STOCK:
-This book's equivalent of a "Bestiary", it contains both sentient races and animals, all of which are INSANELY durable MDC monsters.

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Adarok

Post by Jabroniville » Sat May 04, 2019 2:03 am

Image

ADAROK (The Flying Mountain)
Role:
Gentle Giant
PL 11 (135)
STRENGTH
12 STAMINA 12 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Faeries & Demons) 5 (+4)
Expertise (Survival) 5 (+6)
Expertise (Dancing- WTF?) 4 (+5)
Ranged Combat (Thrown Objects) 4 (+8)

Advantages:
Fast Grab, Improvised Weapon, Ranged Attack 4

Powers:
"D-Bee Senses" Senses 2 (Low-Light & Extended Vision) [2]
"See the Invisible" Senses 4 (Vision Counters Concealment) [4]
"Polarised Vision" Senses 1 (Direction Sense- Visual) [1]
Immunity 12 (Poison, Cold, Fire Effects) [12]
Communication (Mental) 1 [4]

"Dragonesque Wings" Flight 5 (60 mph) (Flaws: Winged) (10) -- [7]
  • AE: Speed 3 (30 mph) (3)
"Giant Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Protection 3 (Extras: Impervious Toughness 9) [12]

Strength-Damage +2 (Extras: Penetrating 8) [10]

"Magical Powers" (Chameleon, Fool's Gold, Identify Minerals, Identify Plants, Grow Plants, Wither Plants, Dig, Encase in Stone)
"Psionics" (Telepathy, Sense Evil, Mind Block)

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

Defenses:
Dodge +3 (DC 13), Parry +7 (DC 17), Toughness +15 (+5 Impervious), Fortitude +12, Will +7

Complications:
None

Total: Abilities: 36 / Skills: 18--9 / Advantages: 6 / Powers: 69 + Magic/Psionics / Defenses: 15 (135)

-Adaroks resemble giant gargoyles (which are Demons in the world of Rifts), but are actually peace-loving creatures who avoid desolation and enjoy life. Sadly, they are enslaved by the Splugorth on Rifts Earth... I guess by their Slave Collars or whatever, because these things are INSANELY powerful- they do more damage unarmed than a friggin' RAIL GUN, and have the durability of a Glitter Boy (1D4x10 + 400!!! That's a minimum of higher than any Dragon Hatchling, and a maximum of 800 MDC!)! True monsters in combat, some are said to have escaped into the wilds of Earth, where they take the attacks of puny humans with... good humor and acceptance, as they assume humans just don't know any better.

-The "Flying Mountain" has unfortunately-strange art, showing a hunched-over dragon-dude with a MONSTROUS pointy hunchback, making him look like someone carved a lil' dude out of a stalagmite. Despite its size, it's quick enough, a good fighter, and has... -8 Dodge? MINUS EIGHT?!? When the hell have you EVER seen a "Penalty to Dodge" in any of these books!?! Seriously, much larger creatures have no penalties, but THIS one does? It's very strange.
Last edited by Jabroniville on Sat May 04, 2019 7:29 am, edited 1 time in total.

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JDRook
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Re: Sunaj Assassins

Post by JDRook » Sat May 04, 2019 3:14 am

Jabroniville wrote:
Thu May 02, 2019 8:58 pm
-In terms of class, they're... well, this doesn't SAY R.C.C., which is one of those annoying Rifts things that pops up from time to time. Like, the implication is that you pick an R.C.C. AND an O.C.C. and then you have your character. Buuuuuuuuuuuuut sometimes you just play the R.C.C. (most of the Mega-Damage cat people, or Dragons). Sometimes you don't (True Atlanteans). And sometimes it comes without a label, like here- the book gives a list of typical O.C.C.s for the Sunaj, implying they're separate, but it still drops a bunch of skills (which I guess... get ADDED to those of the O.C.C.?).
That was one thing I liked when skimming through the Savage Worlds Rifts RPG. The build process is far more clear: you do choose your RCC and then your OCC, and they even have random tables for background aspects that give you particular skills or gear or other bonuses with a reason behind it (something I'm sure KS would have done too if he'd thought of it while pressing pages of guns and Insanity tables), so it's easy to make something like a Psi-Stalker Cyber-Knight, or a Dog Boy Glitter Boy Pilot. They also combined all of the mercenaries, adventurers, rogues and scholars (ie non-SDC, non-magical normalish PCs) into one class called M.A.R.S. and give them a bunch of background bonuses and extra levels so they're more on par with everything else.

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Dragonsaurus

Post by Jabroniville » Sat May 04, 2019 7:28 am

Image

DRAGONSAURUS
Role:
Cute Pets
PL 8 (53)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -3

Skills:
Expertise (Survival) 4 (+6)
Intimidation 8 (+5)
Perception 6 (+8)
Stealth 2 (+5)

Advantages:
Fast Grab

Powers:
"Draconic Senses" Senses 6 (Low-Light & Extended Vision, Acute & Extended Scent- Tracking, Extended Hearing) [6]
"Dragon's Legs" Speed 3 (30 mph) [3]
"Dragon's Tail" Extra Limb 1 [1]

"Mega-Damage is Dumb" Strength-Damage +5 [5]
Protection 3 [3]

Offense:
Unarmed +6 (+4 Damage, DC 19)
Bite +6 (+9 Damage, DC 24)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude +8, Will +4

Complications:
None

Total: Abilities: 16 / Skills: 20--10 / Advantages: 1 / Powers: 18 / Defenses: 8 (53)

-The Dragonsaurus looks like a dog-sized, slender lizard on the cover of Rifts Atlantis, but Kevin Long makes it look ugly and rather spiny in the pages of the book itself, which instead indicates that they are 350-500 lbs. Splugorth Minions all over love them as pets, because they venerate Dragons, and these kinda look like them. So this thing, kept as pets all OVER Atlantis, is obviously not a major fighter, only doing... 2D6 MD?? The HOUSE PET does enough damage to grease any human in the game on all but the lowest roll for damage? Why? Because MEGA-DAMAGE IS DUMB, that's why! Their MDC is equivalent to a Juicer wearing their typical armor, and they even have SIX ATTACKS, meaning they can be quite fearsome- it's PL 7-7.5, mostly.

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Erta

Post by Jabroniville » Sun May 05, 2019 12:48 am

Image

ERTA
Role:
Hidden Threats
PL 8 (84)
STRENGTH
5 STAMINA 6 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 2 PRESENCE -3

Skills:
Expertise (Survival) 4 (+6)
Intimidation 8 (+5)
Perception 6 (+8)
Stealth 2 (+5)

Advantages:
Fast Grab

Powers:
"Animalistic Senses" Senses 6 (Low-Light & Extended Vision, Acute & Extended Scent- Tracking, Extended Hearing) [6]
"Tremorsense" Senses 3 (Accurate, Ranged Touch) [3]
Speed 3 (30 mph) [3]
"Four Arms & Tail" Extra Limbs 3 [3]
Immunity 2 (Suffocation, Drowning) [2]
"Really Tall" Reach 2 [2]

"Tail Strike" Strength-Damage +5 (Feats: Split) [6]
Protection 3 [3]

"Stone Magic"
"Pick Up & Carry Stone" Power-Lifting 4 (12 tons) (Flaws: Limited to Stone) [2]
"Push Stone" Burrowing 1 [1]
"Locate Passages, Water, etc." Senses 5 (Accurate, Ranged, Radius Stone Detection) (Standard Action -2) [3]
"Locate Supernatural Beings" Senses 5 (Accurate, Ranged, Radius Detect Supernatural Beings) (Flaws: Limited to Underground) (Standard Action -2) [1]
"Move Stone Mentally" Move Object 5 (1,600 lbs.) (Flaws: Limited to Stone) (5) -- [6]
  • AE: "Mold Stone" Transform Stone to Other Kinds/Shapes of Stone 2 (Flaws: Distracting) (2)
Offense:
Unarmed +6 (+5 Damage, DC 20)
Tail Strike +6 (+10 Damage, DC 25)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +9, Fortitude +8, Will +5

Complications:
None

Total: Abilities: 24 / Skills: 20--10 / Advantages: 1 / Powers: 41 / Defenses: 8 (84)

-The Erta is an otherworldly predator that... well, it's not an animal, but is instead the classic nuance-lacking Rifts Monster, said to enjoy torturing and killing intelligent prey. And of course THIS is an "Optional Player Character", which many other creatures are refused, being too evil. RIFTS... IS... WEIRD. Their primary abilities are locked into that magic stuff- specifically being able to Permeate Stone and other "Stone Master" stuff.

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Spam
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Re: Sunaj Assassins

Post by Spam » Sun May 05, 2019 2:35 am

JDRook wrote:
Sat May 04, 2019 3:14 am
They also combined all of the mercenaries, adventurers, rogues and scholars (ie non-SDC, non-magical normalish PCs) into one class called M.A.R.S. and give them a bunch of background bonuses and extra levels so they're more on par with everything else.

But... according to KS, things are not SUPPOSED to be on par with other things.

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Yll

Post by Jabroniville » Sun May 05, 2019 7:15 am

Image

YLL (Tree Climber)
Role:
Hyped "Dragon Killer", Forest Speedster
PL 9 (66)
STRENGTH
6 STAMINA 10 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -3

Skills:
Athletics 2 (+6)
Close Combat (Headbutt) 1 (+6)
Expertise (Survival) 4 (+5)
Intimidation 4 (+1)
Perception 4 (+5)
Stealth 1 (+4)

Advantages:
Move-By Action, Power Attack

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute Scent, Tracking, Extended Hearing) [5]
Speed 3 (16 mph) [3]
Speed +2 (60 mph) (Flaws: Limited to Within Giant Trees or Mountains) [1]
Movement 2 (Environmental Adaptation 2- Giant Trees, Mountains) [4]
Leaping 3 (60 feet) [3]

"Dino-Sized" Growth 1 (Str & Sta +1, +1 Mass, +0 Intimidation, -0 Dodge/Parry, -1 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [3]

"Running Headbutt" Strength-Damage +6 (Inaccurate -1) (5) -- [6]
  • AE: "Headbutt" Strength-Damage +4 (4)
Offense:
Unarmed +5 (+6 Damage, DC 21)
Headbutt +6 (+10 Damage, DC 25)
Running Headbutt +4 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +12, Fortitude +10, Will +3

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

Total: Abilities: 28 / Skills: 16--8 / Advantages: 2 / Powers: 25 / Defenses: 3 (66)

-I've been calling these "Yll-Tree Climbers" because of some shitty word spacing in the book (literally everything else has their nickname underneath and in smaller print; these guys write it out after a dash), but apparently it's just called a Yll. Sometimes "Yll Tree Climber". I was all ready to discount these things as dumb as the "nonsentient" section of most of these books tend to be complete throwaways, but surprisingly, the bio goes into a lot of detail into their homeworld, growing up around trees, and how it has formulated their evolution and habits. So basically, somebody decided to use an actual ECOLOGY for these things, and it makes for a much more effective creature bio than "This is a powerful thing. It is evil and attacks all sentients".

-The Yll hail from a heavily-forested world, and are ultra-speedy among their favored environment. However, they have been largely enslaved on Earth by the Splugorth, who market them as "Dragon Killers" thanks to their huge MDC amounts and... pretty-decent Mega-Damage attacks. But these things can neither fly, nor use Magic, making them poor challenges to the Dragons (who can at LEAST match their hitting power and MDC). A large escaped population exists in England, which has a lot of similar alien vegetation on Rifts Earth (hey- verisimilitude!).

-The creatures have a REALLY powerful Running Headbutt which costs them two attacks instead of one, which I used with "Inaccurate" here. Otherwise, they are around as tough as Dragon Hatchlings, and pretty solid fighters.

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Yahzing Multipede

Post by Jabroniville » Mon May 06, 2019 2:18 am

Image

YAZHING MULTIPEDE
Role:
Scavenger
PL 7 (120)
STRENGTH
5 STAMINA 6 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Athletics 4 (+11)
Close Combat (Bite) 2 (+10)
Expertise (Survival) 8 (+4)
Expertise (Craft Webs) 7 (+3)
Intimidation 15 (+12 Size)
Perception 8 (+8)
Stealth 6 (+9)

Advantages:
Fast Grab, Improved Hold, Startle

Powers:
"Arachnid Physiology"
Senses 4 (Infravision, Acute & Extended Scent- Tracking) [4]
Speed 3 (16 mph) [3]
Leaping 2 (30 feet) [2]
"Chitinous Exoskeleton" Protection 4 [4]
Movement 2 (Wall-Crawling 2) [4]
Extra Limbs 12 [12]
Burrowing 2 [2]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Offense:
Unarmed +5 (+5 Damage, DC 20)
Initiative +15

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +10, Fortitude +8, Will +0

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

Total: Abilities: 8 / Skills: 50--25 / Advantages: 3 / Powers: 38 / Defenses: 4 (120)

-LOL, Rifts is so weird for stuff like this- they create this ferocious-looking giant monster, make it Nightmare Fuel-inducingly big and arthropod-y, and then they include tons of text about how they're crappy fighters, can't hit hard worth a damn (it costs them two attacks to do 1D4 Mega-Damage), and are "dumb as dirt". They actually take up an important ecological role, as the monsters eat corpses, garbage and other refuse, allowing Atlantis to be a bit cleaner. They're basically cockroaches. But are massive MDC creatures who can take a ton of damage, and can basically barely hurt each other. Because Rifts.

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Zembahk

Post by Jabroniville » Tue May 07, 2019 1:18 am

Image

ZEMBAHK R.C.C.
Role:
Wriggly Psi-Penis, Slave Species
PL 7 (64 + Psionics)
STRENGTH
-3 STAMINA 6 AGILITY 3
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 2 PRESENCE 1

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

Advantages:
Uncanny Dodge

Powers:
Senses 10 (Low-Light Vision, Vision Counters Concealment, Direction Sense, Sense Magic & Ley Lines- Ranged) [10]
Movement 1 (Slithering) [2]
"MDC Cocks" Protection 2 [2]
"Ley Line Transmission" Communication (Mental) 3 (Flaws: Limited to Along Ley Lines, Limited to Sending, Limited to Images) [3]

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

"Major Psionics" (All Healing & Sensitive Powers, plus Alter Aura, Ectoplasm, Impervious to Cold & Fire, Super Bio-Regeneration, Empathic Transmission, Group Mind Block, Mind Block Auto-Defense, Mind Bolt, Psi-Sword, TK Force Field)

Offense:
Unarmed +2 (-3 Damage, DC 12)
Psi-Sword +2 (+7 Damage, DC 22)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +4 (DC 14), Toughness +8, Fortitude +6, Will +2

Complications:
Disabled (Animal)- Zembahk cannot use their wang-like bodies to easily manipulate objects.

Total: Abilities: 22 / Skills: 28--14 / Advantages: 1 / Powers: 26 + Psionics / Defenses: 1 (64 + Psionics)

-The Zembahk are an interesting concept in the book- looking like "lengths of intenstines" or "giant worms" (translation- they look like wriggly, uncircumsized dicks with a huge eye), they are incredibly-psychic but peace-loving and non-violent, which has made them among the most unfortunate of the Splugorth's Slaves. Sploogs have actually harvested BILLIONS of them, even seeding worlds with the nature-worshipping creatures just to have more populations, while hording them from other races. And all for "Bio-Wizard" components- when lobotomized, the creatures can power many elite weapons (including the Staff of Power, among others), and their parts are useful for other things. Basically, they're dissected, vivisected, and more, all to create STUFF.

-Zembahk are useless at fighting, but can actually create Mind-Melter-level effects Psionically, incluing the Psi-Sword. But most of their PL comes from the fact that they bizarrely have "Automatic Dodge" (one of the God Stats of Palladium, which ordinarily costs you an attack to avoid ranged fire), in addition to some really solid MDC.

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Eyes of Eylor

Post by Jabroniville » Tue May 07, 2019 1:30 am

EYES OF EYLOR:
Role: Bio-Wizardry Components

-More things that create Sploog weapons, Eyes of Eylor (pronounced "E-lore", because that's how that spelling totally works) are non-sentient, and may come from some Jupiter-sized eye-planet that shoots off little eyes. In general, they bestow super-senses upon the Splugorth Minions- the infamous Slaver's flying vessel is arranged with them. Eyes of Eylor typically have a good amount of MDC.

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The Hawrks

Post by Jabroniville » Tue May 07, 2019 4:11 am

THE... HAWRKS??:
-And now for something that's angered me for twenty years- of all the frickin' names in the universe you could have given these stupid R.C.C.s... they call them HAWRKS??? A name that sounds like Goofy coughing up a hairball, they somehow chose the worst possible variation of the term "hawk". And then they added MORE dumb, throwing "Duhk" and "Ohl" to the duckbill & owl-based ones. It's absolutely MADDENING and annoyed me even as a teenager. If Count Dooku woke up with a name this stupid, he'd have fired his lightsaber up his taint- this is just HORRENDOUS. Who among the Palladium staff came up with the name "Hawrk-Duhk" in their SECOND WORLD BOOK, and went "... yeah, that'll do!"?? What it does is make this part of the book look ridiculous, even beyond the usual weirdnes standards of Rifts (where the obliviously-stupid over-the-top stuff is part of the charm). Their names sound like somebody mimicking a handicapped person saying "Hawk-Duck"- like, you'd get mad at the insensitivity of someone making these sounds today. It's beyond imagining to me that someone wrote four pages on these things and was satisfied with THOSE NAMES.

-All of these things are impervious to Magic, having come from the same world as the magically-powerful Zembahk (who are detailed pages later).

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Hawrk-Duhk

Post by Jabroniville » Tue May 07, 2019 8:38 am

Image

HAWRK-DUHK R.C.C. (Duck-Bill D-Bees)
Role:
Backgrounders With Stupid Names
PL 7 (79 + Psionics)
STRENGTH
2 STAMINA 5 AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 2 PRESENCE -2

Skills:
Athletics 6 (+8)
Expertise (Survival) 5 (+7)
Expertise (Domestic Disciplines) 5 (+4)
Perception 2 (+4)
Treatment 2 (+1)

Advantages:
Improved Initiative

Powers:
Protection 3 [3]
Senses 6 (Low-Light & Extended Vision, Vision Counters Concealment) [6]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 20 (Magical Powers) [20]
Swimming 4 [4]
"Powerful Kick" Strength-Damage +5 [5]

(Psionics: Sense Evil, Sense Magic, Presence Sense, Mind Block, Detect Psionics, Incrase Healing, Psychic Purification, Resist Fatigue)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Powerful Kick +5 (+7 Damage, DC 22)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude +5, Will +3

Complications:
Responsibility (Passive)- Hawrk-Duhks typically do not respond violently.

Total: Abilities: 24 / Skills: 20--10 / Advantages: 1 / Powers: 37 + Psionics / Defenses: 7 (79 + Psionics)

-One of numerous Slave Races to the Splugorth, Hawrk-Duhks have the stupidest name in recorded history (sounding like someone coughing up a hairball and then mimicking a mentally handicapped person saying "duck"). They are said to be passive, pleasant, and family-oriented, often enjoying domestic activities. This makes them ideal slaves to the Sploogs, who use them as domestic servants. And of course they have scads of MDC, being as tough as most Fully-Armored Mooks. With reasonable defenses (+3 to Dodge/Parry) and good MDC, they're actually of a high level, but are PL 6 in melee.

-And yes, the "Duck-Billed D-Bees" given a description of having a "duck-billed mouth" clearly has the pointed beak of a sparrow or chicken.
Last edited by Jabroniville on Tue May 07, 2019 2:41 pm, edited 1 time in total.

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

Post by Woodclaw » Tue May 07, 2019 12:48 pm

That name is so stupid I feel my brain cells committing suicide.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)

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Hawrk-Ka

Post by Jabroniville » Wed May 08, 2019 9:28 am

Image

HAWRK-KA R.C.C.
Role:
The Least Dumb-Looking Bird People
PL 8 (91 + Psionics)
STRENGTH
4 STAMINA 6 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 2 PRESENCE -2

Skills:
Athletics 6 (+10)
Expertise (Survival) 5 (+7)
Perception 3 (+5)

Advantages:
Close Attack 1, Improved Critical (Claws) 2, Improved Initiative, Power Attack

Powers:
Protection 3 [3]
Senses 6 (Low-Light & Extended Vision, Vision Counters Concealment) [6]
Immunity 20 (Magical Powers) [20]
Flight 5 (30 mph) [10]
"Powerful Claws & Kicks" Strength-Damage +5 [5]

(Psionics: Sense Magic, Presence Sense, Mind Block)

Offense:
Unarmed +7 (+4 Damage, DC 19)
Powerful Kick +7 (+9 Damage, DC 23)
Initiative +6

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +9, Fortitude +6, Will +3

Complications:
Responsibility (Aggressive)- Hawrk-Kas fight to the death, and are very difficult to handle.

Total: Abilities: 30 / Skills: 14--7 / Advantages: 5 / Powers: 44 + Psionics / Defenses: 5 (91 + Psionics)

-Said to be "excellent and merciless predators", the Hawrk-Ka are the coolest-looking of the crew, looking like very dangerous, muscular men with hawk's talons for hands. The Hawrk-people's immunity to magic, a highly-potent ability that renders Magic-Users in Rifts even MORE under-powered, makes them ideal hunters of such, and are advertised this way by the Splugorth. They are at least given some attempts at ecology, though it's basically "D&D Monster" stuff like "will fight to the death" (something almost no creature in real life does voluntarily), and "solitary except for family groups". Their families are harem-based, with a single male and many females.
-Hawrk-Ka are pretty decent, but still rather "bleh", being tough and hard-hitting, but not any more than basically ANYONE with weapons and armor. Handy against Wizards, though.

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