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

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

Post by Jabroniville »

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SPINOSAURUS
Pronounciation:
SPINE-oh-saurus ("spine lizard")
Role: Huge-Sized Theropod, Fish Eater, Prehistoric Nightmare Fuel
PL 12 (103)
STRENGTH
8 STAMINA 13 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Expertise (Survival) 5 (+6)
Close Combat (Bite) 2 (+9)
Intimidation 14 (+15 Size)
Perception 5 (+6)
Stealth 10 (+2 Size)

Advantages:
Diehard, Fast Grab, Improved Critical (Bite), Improved Hold, Improved Initiative, Power Attack, Startle, Takedown

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute Scent & Extended Scent 3) [5]
Speed 3 (16 mph) [3]
"Theropod Bite" Strength-Damage +2 (Feats: Penetrating 2) [4]
Enhanced Skills 8: Stealth 6 (+8) (Flaws: Limited to Water) [2]

"Dino-Sized" Growth 7 (Str & Sta +7, +7 Mass, +3 Intimidation, -3 Dodge/Parry, -7 Stealth) -- (25 feet) (Feats: Innate) (Extras: Permanent +0) [15]
Strength-Damage +3 (Feats: Reach) [4]
Impervious Toughness 9 [9]

Offense:
Unarmed +10 (+11 Damage, DC 26)
Bite +10 (+13 Damage, DC 28)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +7 (DC 17), Toughness +13 (+5 Impervious), Fortitude +13, Will +8

Complications:
Disabled (Animal)- Dinosaurs cannot speak to humans, nor use their limbs to easily manipulate objects.
Vulnerable (Sail Shots)- The sail of the Spinosaurus bleeds tremendously when struck (and it's an easy target), causing them to bleed quite a lot.
Weakness (Cold Climates)- The Age of Reptiles was a much hotter time period than our own. Creatures from that era will be more susceptible to Cold and Ice-based attacks.

Total: Abilities: 18 / Skills: 36--18 / Advantages: 8 / Powers: 42 / Defenses: 17 (103)

-Spinosaurus, famous from Jurassic Park III, makes an appearance. They are notoriously long-lived (90-120 years) predators that hunt with incredible cunning (some allow themselves to be captured by humanoids just so they can escape and attack them). It's PL 11.5 for the most part, matching the Tyrannosaurus Rex.
Jabroniville
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Stegosaurus

Post by Jabroniville »

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STEGOSAURUS
Pronounciation:
STEGG-oh-saurus ("roof lizard")
Role: Huge Spiked Defender, Alleged-Dumbass of the Dinosaur Kingdom
PL 11 (75)
STRENGTH
8 STAMINA 13 AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 4 (+4)
Intimidation 12 (+12 Size)
Perception 2 (+2)

Advantages:
Improved Critical (Tail) 2, Power Attack

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
Speed 1 (4 mph) [1]

"Dorsal Plates" Enhanced Parry 1 [1]
"Thagomizer" Strength-Damage +3 (Feats: Reach, Penetrating 3) [7]

"Dino-Sized" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Strength-Damage +1 [1]
Impervious Toughness 3 [3]

Offense:
Unarmed +8 (+9 Damage, DC 24)
Thagomizer +8 (+12 Damage, DC 27)
Initiative -1

Defenses:
Dodge +5 (DC 15), Parry +5 (+6 Plates, DC 16), Toughness +13 (+2 Impervious), Fortitude +13, Will +6

Complications:
Disabled (Animal)- Dinosaurs cannot speak to humans, nor use their limbs to easily manipulate objects.
Disabled (Nearsighted)
Vulnerable (Osteoderm Shots)- The plates of the Stegosaurus bleeds tremendously when struck (and it's an easy target), causing them to bleed quite a lot.
Weakness (Cold Climates)- The Age of Reptiles was a much hotter time period than our own. Creatures from that era will be more susceptible to Cold and Ice-based attacks.

Total: Abilities: 22 / Skills: 18--9 / Advantages: 3 / Powers: 27 / Defenses: 14 (75)

-Stegosaurus is now represented- a pretty basic creature with no special powers aside from a very good sense of smell. They're PL 9.5 defenders with PL 11 attack power.
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Azhures

Post by Jabroniville »

AZHURES
Role:
Metal Birds
PL 9 (73)
STRENGTH
1 STAMINA 6 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -3

Skills:
Aerobatics 6 (+6)
Close Combat (Beaky Bite) 4 (+9)
Expertise (Survival) 6 (+8)
Perception 4 (+6)
Sleight of Beak 6 (+6)

Advantages:
Close Attack 1, Favored Environment- Flight, Improved Defenses, Power Attack, Uncanny Dodge

Powers:
"Animal Senses" Senses 5 (Extended Scent, Low-Light & Extended Vision 3) [5]
Flight 3 (16 mph) (Flaws: Winged) [3]
"Beak" Strength-Damage +1 [1]

"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

Offense:
Unarmed +9 (+1 Damage, DC 16)
Beak +9 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +3

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their wings & beaks to easily manipulate objects.

Total: Abilities: 22 / Skills: 26--13 / Advantages: 5 / Powers: 26 / Defenses: 7 (73)

-Alien birds, the Azhures eat the seeds of Steeltrees, giving them a metallic sheen and making them low-M.D.C. creatures. They are mediocre combatants (of course unable to ever hurt each other because they don't do Mega-Damage) but have remarkable Dodge when airborne.
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Haunting Child

Post by Jabroniville »

HAUNTING CHILD
Role:
Ghostly Vampires, Ruin-Protectors
PL 8 (137)
STRENGTH
-2 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE -3

Skills:
Perception 6 (+4)
Intimidation 10 (+7)

Advantages:
Benefit 1 ("Cute"- Most are -2 To Attack), Ranged Attack 8, Teamwork

Powers:
"Ghostly Entity"
Immunity 30 (Fortitude Effects) [30]
Immunity 80 (All Damage) (Flaws: Limited to Non-Psionic & Magic Damage) [40]
Immunity 10 (Energy Damage) (Flaws: Limited to Half-Effect) [5]
Immortality 6 (One Day, Unless Killed by Demon-Slaying Weapon, Psi-Sword or Dessicate the Supernatural Spell) [12]
Protection 7 [7]
Enhanced Presence 4 (Flaws: Limited to Children Under 10) [4]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]

"Mind-Bending Rhymes"
"Steal Life Energy" Weaken Will 8 (8) -- [10]
  • AE: "Maternal Protection" Affliction 7 (Will; Entranced/Compelled/Controlled) (Extras: Ranged) (Flaws: Hearing Dependent, Limited to Protecting the Child) (7)
  • AE: "Maudlin Despair" Affliction 7 (Will; Impaired/Disabled) (Extras: Ranged) (Flaws: Hearing-Dependent, Limited Degree) (7)
"Psionics" (Unlimited Telepathy, Empathy, Empathic Transmission- Fear only, Mind Block, Presence Sense, See Aura, See the Invisible, Sixth Sense, TK, TK Push)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Steal Life Energy +8 (+8 Weaken, DC 18)
Rhymes +8 (+7 Ranged Affliction, DC 17)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +7, Fortitude --, Will +5

Complications:
Motivation (Protecting Ruins)- Haunting Children typically do not attack anyone unless they try to remove things from old ruins that the creatures inhabit.

Total: Abilities: -6 / Skills: 16--8 / Advantages: 10 / Powers: 112 / Defenses: 13 (137)

-Haunting Children are ghostly vampires that drain actual Hit Points, not P.P.E. like most actual "Entities". They appears as young children dressed in Pre-Cataclysm fashions, and behave like stereotypical "Horror Movie Kids", appearing in groups of 4-20 and singing nursery rhymes. Interestingly, they typically only manifest when explorers investigate ruins and start removing things from them- they will pelt the interlopers with rocks or try and kill them. Even hardened adventurers typically do not lash out at what look to be actual children. This makes them the natural enemy of the Legacy Scouts, whom we'll meet later- an O.C.C. devoted to investigating old Pre-Rifts ruins. Unusually, they only inhabit Dinosaur Swamp and some of the U.S. East Coast.

-Haunting Children have the usual "Entity" stuff, like near-total Immunity outside of energy weapons, magic & psionics. They are PL 8 with their Steal Life Energy power, and with their Rhymes, which can control people into pitying them or defending them.
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Davies
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Re: Jab's Rifts Builds (Giant Croc! Scampers! Spinosaurus!)

Post by Davies »

... odd thing to be thrown in, here.
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
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Re: Jab's Rifts Builds (Giant Croc! Scampers! Spinosaurus!)

Post by Jabroniville »

Davies wrote: Thu Jan 05, 2023 5:37 am ... odd thing to be thrown in, here.
Yeah, I'm pretty sure they're here only because of the Legacy Scout O.C.C. that shows up later, investigating the very places these things haunt.
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Iron-Hoof

Post by Jabroniville »

IRON-HOOF
Role:
Giant Animal, Raging Brawlers
PL 13 (69)
STRENGTH
6 STAMINA 8 AGILITY 0
FIGHTING 6/12 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Unarmed) 1 (+9)
Close Combat (Claws) 1 (+9)
Expertise (Survival) 4 (+4)
Intimidation 12 (+9, +11 Size)
Perception 4 (+4)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Claws) 2, Improved Grab, Startle, Takedown

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Extended Hearing) [3]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Strength-Damage +1 (Feats: Reach) [2]
"Claws" Strength-Damage +7 (Feats: Split) [8]
"Thick Layer of Skin" Protection 1 (Extras: Impervious 5) [6]

"Rage"
Enhanced Fighting 6 [12]
Enhanced Dodge 4 [4]
Enhanced Parry 1 [1]
Enhanced Feats: Improved Initiative [1]

Offense:
Unarmed +5 (+7 Damage, DC 22)
Claws +12 (+13 Damage, DC 28)
Initiative +0 (+4 When Raging)

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +9 (+3 Impervious), Fortitude +9, Will +7
"When Raging" Dodge +9 (DC 19), Parry +13 (DC 23), Toughness +9 (+3 Impervious), Fortitude +9, Will +7

Complications:
Disabled (Animal)- Iron-Hoofs cannot speak to humans, nor use their paws to easily manipulate objects.
Rivalry (Other Males)- Iron-Hoofs duel other males for mating rights.

Total: Abilities: 10 / Skills: 22--11 / Advantages: 9 / Powers: 44 / Defenses: 17 (93)

-Iron-Hoofs are large animals that look like horned Ground Sloths, but not described quite that way (it compares them to horse-gorilla-pandas)- they are quadrupeds who walk on their curved front claws like gorillas and eat the SteelTree leaves. It's suggested that they share a homeworld with them. They were named because barbarians only saw them from afar and imagined their metallic claws to be actual hooves. They will fly into a rage if they encounter a Panthera-Tereon (their natural predator), predatory dinosaur or human, and fight to the death.

-Iron-Hoofs are PL 8 fighters normally, but upgrade to crazed PL 13 death-fighters when they see predators. They even get boosts to their DEFENSES, but their low baseline toughness means they're only PL 11 there despite some great bonuses.
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Re: Jab's Rifts Builds (Spinosaurus! Haunting Child! Iron-Hoof!)

Post by Jabroniville »

So I went digging through my old Dinosaur builds to check these out, and obviously my Rifts New West stuff was written under a different design philosophy with regards to defenses, because I was quite a lot more cavalier back then about putting in whatever numbers I felt like. I also miscalculated some damage quotients, so I remade a lot of the builds. This altered a lot of PLs 1 or more above what they used to be:

SKY-KNIGHT: + a bit to Defenses
DESERT SLEEPER: +1 PL (to PL 8).
DUCKBILLED HONKER: +1 PL defensively
SILONAR: +3 PL (mostly defensively)
DEVIL UNICORN: +1 PL offensively, +2 PL defensively
GIANT CANYON WORM: +1 PL offensively
MAMMOTH BRONTODON: +1 PL defensively
OBORUS-SLITHERER: +3 PL offensively, +2 defensively.
RHINO-BUFFALO: +1 PL.
TREE SPIDER: +1 PL defensively. Males are PL 13.
GRIGLEAPER: +3 PL! PL 12 fighters!
LEATHERWING: +1 PL.
OSTROSAURUS: +1 PL.
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Panthera-Thrinax

Post by Jabroniville »

PANTHERA-THRINAX
Role:
Super-Hyena
PL 12 (112)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 13 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 3 (+12)
Expertise (Survival) 8 (+8)
Intimidation 12 (+12 Size)
Perception 8 (+8)
Stealth 7 (+5)

Advantages:
All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Scorpion Tail) 2, Improved Hold, Improved Initiative, Power Attack, Tracking

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 4 (32 mph) [4]
Leaping 3 (60 feet) [3]
Movement 1 (Environmental Adaptation- Aquatic) [2]

"Natural Weapons- Claws & Teeth" Strength-Damage +1 (Feats: Split) [2]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Strength-Damage +1 [1]

Offense:
Unarmed +13 (+9 Damage, DC 24)
Natural Weapons +13 (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +11 (DC 21), Toughness +8, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Panthera-Tereons cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 36 / Skills: 38--19 / Advantages: 14 / Powers: 26 / Defenses: 17 (112)

-Here's a rarity- a "Same but WORSE" Rifts monster. The Panthera-Thrinax is a weaker version of the Panthera-Tereon from Rifts New West, drawn by the same guy (Ramon Perez). It's smaller, leaner and more dog-like (though it looks Hyena-esque in the art). It has webbed toes and is more aquatic, and can be readily tamed if raised from a pup, unlike the Tereon. One now-extinct barbarian tribe excelled at it, but even now you'll see the occasional Simvan or Psi-Stalker with one as a pet.

-Panthera-Thrinax are actually the same Power Level as the Tereons, having pretty mcuh the same accuracy (5 attacks, +2 to hit). Much less hard-hitting or durable, though- the other does +13 damage and has +10 toughness.
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Spitfire Leaper

Post by Jabroniville »

SPITFIRE LEAPER
Role:
Fire-Breathing Snake-Parrot
PL 10 (100)
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 5 (+12)
Expertise (Survival) 6 (+6)
Perception 7 (+7)

Advantages:
Improved Trip, Prone Fighting, Ranged Attack 1

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Extended Vision 3, Acute Scent) [5]
Speed 2 (4 mph) [2]
Protection 1 [1]
Movement 1 (Environmental Adaptation- Arboreal) [2]
"Prehensile Feet" Features 1: Feet May Be Used As Hands [1]

"Fire Ball" Blast 11 (Feats: Accurate 4) (26) -- [27]
  • AE: "Claws" Strength-Damage +1 (Feats: Split) (2)
Offense:
Unarmed +9 (+7 Damage, DC 22)
Claws +9 (+8 Damage, DC 23)
Fire Ball +9 (+11 Ranged Damage, DC 26)
Initiative +3

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

Complications:
Disabled (Animal)- Dinosaurs cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Cold Climates)- The Age of Reptiles was a much hotter time period than our own. Creatures from that era will be more susceptible to Cold and Ice-based attacks.
Vulnerable (Area Attacks)- Being so tiny means that Compies are subject to Area Attacks when struck by anything Human-size or larger. As such, humans and other creatures can strike many Compies with melee attacks at once, or provoke Dodge Checks despite missing with a Close Attack.

Total: Abilities: 40 / Skills: 18--9 / Advantages: 3 / Powers: 38 / Defenses: 10 (100)

-This is one of those "our artist drew it, so..." situations- Perez drew a really interesting-looking parrot-beaked snakelike reptile with a birdlike tail and long arms, and they made a critter out of it.
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Switchback

Post by Jabroniville »

SWITCHBACK
Role:
Armored Omnivore
PL 12 (90)
STRENGTH
7 STAMINA 10 AGILITY 2
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 2 (+9)
Expertise (Survival) 8 (+8)
Intimidation 8 (+5 Size)
Perception 6 (+6)

Advantages:
Fast Grab, Great Endurance, Improved Hold

Powers:
"Animal Senses" Senses 3 (Extended Scent 2- Tracking, Acute Scent) [3]
Speed 3 (16 mph) [3]
"Six Limbs" Extra Limbs 2 [2]
"Natural Weapons- Quill Body Block" Strength-Damage +6 [6]
Immunity 1 (Poison) [1]
Features 1: Can Eat Anything Organic [1]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Natural Weapons +11 (+13 Damage, DC 28)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +10, Fortitude +10, Will +4

Complications:
Disabled (Animal)- Switchbacks cannot speak to humans, nor use their paws to easily manipulate objects.
Disabled (Poor Hearing)

Total: Abilities: 46 / Skills: 24--12 / Advantages: 3 / Powers: 16 / Defenses: 13 (90)

-Another "So Perez drew it..." creature is the Switchback- an six-limbed omnivore with a birdlike beak and segmented armor. They hang out in the "D-Shifting" mountains, ready to pounce on anything that 'ports through a Rift. They also have porcupine-like mega-quills. They are aggressively territorial, and almost never meet in groups.
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Batgirl III
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Re: Jab's Rifts Builds (Giant Croc! Scampers! Spinosaurus!)

Post by Batgirl III »

Davies wrote: Thu Jan 05, 2023 5:37 am ... odd thing to be thrown in, here.
“The artist drew it. We already paid him. We have to use it.” sums up the design process for about 80% of all Palladium Books content.

The remaining 20% is “The artist drew it. We promised to pay him, but didn’t. Use it anyway.”
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
Jabroniville
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Trysia Faerie

Post by Jabroniville »

TRYSIA FAERIE
Role:
Murderous Druggies
PL 7 (97 + Magic)
STRENGTH
-3 STAMINA 7 AGILITY 1
FIGHTING 1 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Expertise (Survival) 10 (+9)
Expertise (Faerie Lore) 8 (+8)
Expertise (Singing & Dancing) 6 (+6)
Intimidation 10 (+3)
Perception 6 (+5)
Sleight of Hand 4 (+4)

Advantages:
Close Attack 5, Ranged Attack 7

Powers:
Immunity 2 (Aging, Lankton's Knot Enzymes) [2]
Senses 4 (Vision Counters Concealment) [4]
Speed 1 (2 mph) [1]
Flight 2 (8 mph) [4]
Immunity 10 (Magical Effects) (Flaws: Limited to Faerie Magic) [5]
"Fliers" Enhanced Defenses 1 (Flaws: Limited to When Airborne) [1]

"Fun Size" Shrinking 12 (Feats: Innate) (Extras: Permanent +0) -- (6 inches) [25]
(-3 Strength, +6 Defenses, +12 Stealth, -6 Intimidation, -1 Speed)

"Magic" (Blinding Flash, Befuddle, Blind, Charismatic Aura, Charm, Cleanse, Fools Gold, Heavy Breathing, Paralysis- Lesser)
"Psionics" (Deaden Pain, Induce Sleep, Supress Fear, Object Read)

Offense:
Unarmed +6 (-3 Damage, DC 12)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +7, Fortitude +7, Will +4

Complications:
Addiction (Lankton's Knot)- Most Trysia Faeries are addicted to the sweet nectar of the predatory plants. Those who are are -1 FIGHTING and -2 Dodge.
Power Loss (Magic)- Faeries cannot cast the same spell on the same person twice per 24 hour period. They can also not cast magic against a Faerie of the same type as themselves.

Total: Abilities: 16 / Skills: 44--22 / Advantages: 12 / Powers: 42 + Magic & Psionics / Defenses: 5 (97 + Magic & Psionics)

-Trysia Faeries are otherworldly Faeries who live symbiotically with the predatory Lankton's Knot plant, luring in living animals (including sentient beings) so the plant can consume them, only so the Faerie can feed on the sweet nectar, which had a drug-like effect. Faeries addicted to this material are cruel and mean, delighting in killing others, but those who "kick the habit" can be like anything. Non-druggies are actually exiled from the others, acting like they've gone against their own kind.
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Carnivorous Plants & Poison

Post by Jabroniville »

CARNIVOROUS PLANTS: A handful of carnivorous plants are listed- they're largely unstattable.
Lankton's Knot: The acidic plants that dissolve anything organic that touches them. It relies on the Trysia Faeries to lure in victims, who are burned with +11 damage every round. It's a DC 23 check to escape. It has 3 M.D.C. per square meter of the plant.
Qink: Extremely long-tentacled plants. About +9 Toughness. Paralytic venom (Affliction 10- Dazed/Stunned/Paralyzed) affecting different body parts differently (not something replicable in M&M mostly). About +5 to hit.
Seep Fern: Repeatedly called a "Seep Fern" though it makes things fall asleep, luring in predators with a blood-like scent. +8 Sleep effect, but it's an S.D.C. creature.

POISONS: There's a section on poisons, some of which comes from the aforementioned plants.
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Character Classes

Post by Jabroniville »

THIS BOOK IS SECRETLY A SPLATBOOK FOR WILDERNESS SCOUTS:
-And now... it's a bunch of variants of the Wilderness Scout O.C.C.! At least they admit it. They get about half a page of fluff about how they're big fans of the outdoors, preferring the freedom of the sky over their heads to the constraints of civilization. They're big on codes of honor and keeping their word, as without that, they're nothing. They engage in trade with each other (not just money, but goods & gear too). Evil Scouts are usually just seen as sociopaths who can't get along with anybody.
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