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

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Jabroniville
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Sea Doppelganger

Post by Jabroniville » Fri Aug 02, 2019 12:31 pm

SEA DOPPELGANGER R.C.C.: ST +5, STA +5, AGI +2, FIGHTING +2, INT -2, AWA -1, PRE -3, Protection 4, Regeneration 2, "Stinger" Damage +5 & Progressive Weaken Strength 10, "Engulf" Affliction 10 (Hindered, Vulnerable/Defenseless & Stunned/Dying; Melee, Sustained +2), Mind-Reading 4 (Limited to Learning Faces the Victim Knows), Environmental Adaptation (Aquatic), Immunity 3 (Pressure, Drowning, Cold), Senses (Scent- Acute, Extended 2, Tracking), Swimming 6, Morph 2 (Metamorph, Limited to Victims or Their Loved Ones) [122]

-Sea Doppelgangers are jellyfish-like beings that slaughter people and take their forms, appearing as grotesque mockeries with too-big smiles on their faces. Simple-minded animals, they typically just eat a few victims and leave. They have reasonable MDC, deadly Stingers, and an "Engulf" power that does a bunch of acid & suffocation damage. Rifts doesn't really deal in poisons very much, but I threw in a Weaken, as the book just says "Damage", but is clearly meant to be poison (they mean venom).

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Re: Jab's Rifts Builds (Dolphins & Whales! Whale Magic! Lord of the Deep!)

Post by Spectrum » Fri Aug 02, 2019 3:14 pm

catsi563 wrote:
Fri Aug 02, 2019 10:27 am
They can actually pop up in any body of water that's one of he more nightmare fuel aspects of the bloody things
Do they ever say how large the body of water has to be?

Don't go into the bathroom, just *twitch* don't.
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catsi563
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Re: Jab's Rifts Builds (Dolphins & Whales! Whale Magic! Lord of the Deep!)

Post by catsi563 » Fri Aug 02, 2019 7:02 pm

Spectrum wrote:
Fri Aug 02, 2019 3:14 pm
catsi563 wrote:
Fri Aug 02, 2019 10:27 am
They can actually pop up in any body of water that's one of he more nightmare fuel aspects of the bloody things
Do they ever say how large the body of water has to be?

Don't go into the bathroom, just *twitch* don't.
In general it had to be a natural body of water such as a lake or river or reasonable sized pond, though the GM for the campaign i was in did a clever thing and had a vision appear when one of the PCs was in a bath. So it was a good scare moment :shock:
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Devil Sharks

Post by Jabroniville » Sat Aug 03, 2019 10:18 am

DEVIL SHARK
Role:
Nightmare Fuel, Apex Oceanic Predator
PL 10 (117)
STRENGTH
8 STAMINA 9 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -2

Skills:
Sea Acrobatics 4 (+6)
Close Combat (Bite) 3 (+7)
Expertise (Survival) 6 (+6)
Intimidation 14 (+11, +13 Size)
Perception 10 (+10)
Stealth 9 (+11, +6 Size)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Improved Critical (Bite) 4, Improved Hold, Improved Initiative, Startle

Powers:
"Animal Senses" Senses 6 (Extended 2 & Acute Scent, Tracking-Scent, Low-Light & Extended Vision) [6]
"Lateral Lines" Senses 1 (Ranged Touch) [1]
"Electrolocation" Senses 5 (Detect Electrical Signals- Acute, Accurate & Ranged) [5]

"Sea Creature"
Swimming 4 (16 mph) [4]
Immunity 1 (Drowning) [1]

"Natural Size" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
"Shark Scales" Protection 1 [1]
"Shark's Bite" Strength-Damage +5 (Extras: Penetrating 8) [13]

"Devil Upgrades"
Regeneration 5 [5]

Offense:
Unarmed +4 (+8 Damage, DC 23)
Shark Bite +7 (+13 Damage, DC 28)
Initiative +6

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10, Fortitude +10, Will +6

Complications:
Disabled (Animal)- Sharks cannot speak to humans, nor use their fins to easily manipulate objects.
Vulnerable (Fire & Plasma)- Takes double-damage from both, as well as Holy, Rune & Millennium Tree Weapons.

Total: Abilities: 18 / Skills: 46--23 / Advantages: 11 / Powers: 47 / Defenses: 18 (117)

-Devil Sharks are fusions of humans with sharks, created by the Lord of the Deep to act as simple killers- the have bottomless stomachs, and will almost constantly seek to kill and devour everything they can touch.

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Sea Inquisitor

Post by Jabroniville » Sun Aug 04, 2019 3:26 am

SEA INQUISITOR O.C.C.: ST +1, STA +1, +4 Will, "Shield of Inner Spirit" Protection 6, Senses 2 (Detect Supernatural Evil- Ranged), "Destroy the Supernatural" Weaken Toughness 10 (Reaction +3, Perception-Ranged, Limited to Against the Inquisitor's Attacks, Limited to Supernatural Creatures), "Magical & Psionic Dispersal" Nullify Magic 5 (Reaction +3, Broad, Ranged, Only Effects Against Them, Limited to One Effect), Nullify Psionics (Reaction +3, Broad, Ranged, Only Effects Against Them, Limited to One Effect) [106]

-This class oddly takes the place of a Template, as it's made up of people who were from any walk of life (usually a Psionic person) who heard the call of the Lord of the Deep, and rejected it. Their minds are damaged, but also strengthened, by the process, and it makes them a bit better at certain things. A Sea Inquisitor has the ability to nullify small amounts of Magic & Psionics instantly (though only a certain amount per level), some bonuses to mental & physical toughness, and will do DOUBLE DAMAGE to any supernatural creature they're attacking! This insane power (one that is easily turned into the most gamebreaking stuff imaginable, especially if you use obscure stuff that does mega-SDC) is kind of impossible to replicate properly in M&M, so I instead threw in an instant, Limited Perception-Ranged Reaction Effect against nearby enemies that will remove their Toughness by a bit- it's the closest way to say "you do more damage".

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JDRook
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Re: Sea Inquisitor

Post by JDRook » Sun Aug 04, 2019 5:26 am

Jabroniville wrote:
Sun Aug 04, 2019 3:26 am
SEA INQUISITOR O.C.C.:
-This class oddly takes the place of a Template, as it's made up of people who were from any walk of life (usually a Psionic person) who heard the call of the Lord of the Deep, and rejected it. Their minds are damaged, but also strengthened, by the process, and it makes them a bit better at certain things.
This seems to be a continuing theme: swap out LotD for Vampire Intelligence and you have the basic origin concept for Wampyrs in Nightbane.

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Re: Sea Inquisitor

Post by Jabroniville » Sun Aug 04, 2019 6:55 am

JDRook wrote:
Sun Aug 04, 2019 5:26 am
Jabroniville wrote:
Sun Aug 04, 2019 3:26 am
SEA INQUISITOR O.C.C.:
-This class oddly takes the place of a Template, as it's made up of people who were from any walk of life (usually a Psionic person) who heard the call of the Lord of the Deep, and rejected it. Their minds are damaged, but also strengthened, by the process, and it makes them a bit better at certain things.
This seems to be a continuing theme: swap out LotD for Vampire Intelligence and you have the basic origin concept for Wampyrs in Nightbane.
Huh- looks like Carella just took his ideas to both settings, and either nobody caught it, or nobody cared. I bet it's the former, given how many typos make it into Palladium books :).

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JDRook
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Re: Sea Inquisitor

Post by JDRook » Sun Aug 04, 2019 7:30 am

Jabroniville wrote:
Sun Aug 04, 2019 6:55 am
Huh- looks like Carella just took his ideas to both settings, and either nobody caught it, or nobody cared. I bet it's the former, given how many typos make it into Palladium books :).
Maybe he just really digs the idea. It's also the basic concept for Blade, isn't it?

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Naut'Yll

Post by Jabroniville » Mon Aug 05, 2019 10:02 am

Image

NAUT'YLL R.C.C.: ST +2, STA +2, INT +2, Protection 4, "Punch" Damage +4, Regeneration 2, Regrows Limbs, Low-Light Vision, Extended Hearing, Immunity (Drowning), Immunity (Cold, Pressure- Limited to Half), Swimming 2, Environmental Adaptation (Aquatic) [31]

-Because this is Rifts, we of course have our token Race of Evil Alien Invaders. The Naut'Yll are Cthulhu/Mind-Flayer-like creatures meant to be our Evil Aquatic Race, having invaded Earth centuries ago and are now prime as one of the undersea world's most powerful empires. 6.3 million are said to live on Earth, with 1.1 million human slaves! Having evolved from amphibians, the Naut'Yll live underwater, but learned metalworking and other things that had to be done on land, and use high technology and Techno-Magic to invade other worlds. The funny thing is, the book goes into how much they suck compared to other peoples, and they job a lot throughout- kind of hapless foes.

-Naut'Yll are a low-level MDC race, with PE +1D4x10 MDC and standard "Aquatic Race" stuff. Magical heat does double-damage, as do Rune & Millennium Tree weapons.

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Monster Naut'Yll

Post by Jabroniville » Mon Aug 05, 2019 10:02 am

MONSTER NAUT'YLL: ST +2, STA +2, AGI +1, FIGHTING +2, INT -2, "Face Tentacles" Extra Limbs 9, Reach 2, "Claws & Bite" Damage +4 (Split 2), Detect Life (Radius, Ranged), "Mind Block Auto-Defense" Mind Probe/Attack Awareness [32]

-Monster Naut'Yll are Naut'Yll/Barracuda mixtures created by the Lord of the Deep, and act as his minions. The Naut'Yll fear them tremendously, as they will hunt their own kind. They gain a LOT of extra attacks and hitting power as their face tentacles gain in power, and this makes them much more dangerous overall.

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Naut'Yll Soldier

Post by Jabroniville » Mon Aug 05, 2019 10:03 am

NAUT'YLL SOLDIER O.C.C.
Role:
Mooks, Foot Soldiers
PL 9 (86)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Pirate) 5 (+7)
Intimidation 2 (+3)
Perception 4 (+4)
Technology 6 (+8)
Treatment 2 (+2)
Vehicles 2 (+6)

Advantages:
Equipment 10 (Korralyte Gear- Armor +2, Impervious 9, Blast 13 Wave Rifle)

Powers:
Protection 4 [4]
"Punch" Damage +3 [3]
Regeneration 2 (Feats: Regrows Limbs) [3]
Senses 2 (Low-Light Vision, Extended Hearing) [2]
Immunity 2 (Drowning, Cold & Pressure- Limited to Half) [2]
Swimming 2 [2]
Movement 1 (Environmental Adaptation- Aquatic) [2]

Offense:
Unarmed +3 (+7 Damage, DC 22)
Wave Rifle +4 (+13 Ranged Damage, DC 28)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +8 (+10 Armor, +5 Impervious), Fortitude +4, Will +2

Complications:
Enemy (The New Navy, Splugorth, Others)
Motivation (Conquest)

Total: Abilities: 40 / Skills: 24--12 / Advantages: 10 / Powers: 19 / Defenses: 5 (86)

-Naut'Yll soldiers are well-trained, packing the baseline MDC of a Naut'Yll and combining that with piloting skills, militaristic stuff, and some REALLY good guns & armor- Naut'Yll gear is top of the line, doing Blast 13 with basic stuff every soldier can get, and having 150 MDC armor.

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Naut'Yll Devastator

Post by Jabroniville » Mon Aug 05, 2019 10:06 am

NAUT'YLL DEVASTATOR O.C.C.
Role:
Special Forces
Template: STA +1, AGI +1, INT +1, FIGHTING +2, Investigation +6, Tracking [14]

-Weirdly, Naut'Yll elites are actually taken as a "Template" of sorts, added to OTHER classes, including Psionics (like Mind-Melters, which are a separate R.C.C. from Naut'Yll entirely) and Mages. They gain extra stats and some bonuses to their skills, which seems to be meant to make Mages and the like a bit smarter and more versatile. They have the same gear as Soldiers.

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Koral Shaper

Post by Jabroniville » Tue Aug 06, 2019 7:19 am

Image

NAUT'YLL KORAL SHAPER O.C.C.
Role:
Psionic Blacksmiths
PL 9 (102 + Magic/Psionics)
STRENGTH
4 STAMINA 4 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Demon & Monster Lore) 5 (+7)
Intimidation 2 (+3)
Perception 4 (+4)
Technology 6 (+8)
Treatment 2 (+2)
Vehicles 2 (+6)

Advantages:
Equipment 10 (Korralyte Gear- Armor +2, Impervious 9, Blast 13 Wave Rifle)

Powers:
Protection 4 [4]
"Punch" Damage +3 [3]
Regeneration 2 (Feats: Regrows Limbs) [3]
Senses 2 (Low-Light Vision, Extended Hearing) [2]
Immunity 2 (Drowning, Cold & Pressure- Limited to Half) [2]
Swimming 2 [2]
Movement 1 (Environmental Adaptation- Aquatic) [2]

"Symbiotic Link to Koral"
"Second Skin" Protection 1 [1]
Senses 2 (Korallyte Awareness- Ranged) [2]
"Koral Shaping" Transform Koral Shape to Shape 2 (Extras: Continuous) [6]
"Gather Korallyte Producing Organisms" Mind Control 1 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Tiny Creatures -2, Limited Orders, Touch Range -2) [1]
"Energy Blast" Blast 10 (Flaws: Side-Effect- Lowers Protection) (5) -- [6]
  • AE: "Koral Weapons" Strength-Damage +3 (3)
"Magic" (Six Spells from 1-6, plus Shape Koral & Koral Blast)
"Psionics" (Six Powers from any but Super)

Offense:
Unarmed +3 (+7 Damage, DC 22)
Wave Rifle +4 (+13 Ranged Damage, DC 28)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +9 (+11 Armor, +5 Impervious), Fortitude +4, Will +2

Complications:
Enemy (The New Navy, Splugorth, Others)
Motivation (Conquest)

Total: Abilities: 40 / Skills: 24--12 / Advantages: 10 / Powers: 35 + Magic/Psionics / Defenses: 5 (102 + Magic/Psionics)

-Koral Shapers are the powerful Wizard-sorts who specialize in turning the M.D.C. "Korallyte" so important to the Naut'Yll into weapons and stuff. They've got some solid gear, but have a lot of superfluous, low-level abilities.

Spells of Korallyte Shaping:
* Two random Magic Spells stuck onto Naut'Yll, which are so redundant that it's like the writers went "We can't decide if they're Magic or Psionic, so here's more Feature Bloat".

"Shape Koral" Magic Version of Koral Shaping.
"Koral Blast" Blast 9-13 (Source- Koral).

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catsi563
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Re: Jab's Rifts Builds (Dolphins & Whales! Whale Magic! Lord of the Deep!)

Post by catsi563 » Tue Aug 06, 2019 7:37 am

nautyl were a fun bad guys bunch to fight when we did that ocean adventure they were basically the orcs of the sea and were smashed in droves. good times all around
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Kreel-Lok

Post by Jabroniville » Wed Aug 07, 2019 10:32 am

Image

KREEL-LOK NOMAD R.C.C.: ST +2, STA +2, Protection 4, "Claws & Bite" Damage +4 (Split), Regeneration 3, Regrows Limbs, Low-Light Vision, Extended Scent, Tracking, Immunity (Drowning, Cold, Pressure), Swimming 4, Environmental Adaptation (Aquatic) [32]

-Weird Barracuda-headed Mermaids, the Kree-Lok are a peaceful race that defies expectations from appearance. Almost 40% of the Kreel-Loks on Earth (they were Rifted here by the Great Cataclysm) are slaves, particularly of the Naut'Yll, and they tend to feel like they're all along in their small bands, as most creatures will attack them on sight.

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